CGameHandler.cpp 207 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 "HeroPoolProcessor.h"
  13. #include "ServerNetPackVisitors.h"
  14. #include "ServerSpellCastEnvironment.h"
  15. #include "CVCMIServer.h"
  16. #include "PlayerMessageProcessor.h"
  17. #include "../lib/filesystem/Filesystem.h"
  18. #include "../lib/filesystem/FileInfo.h"
  19. #include "../lib/int3.h"
  20. #include "../lib/ArtifactUtils.h"
  21. #include "../lib/StartInfo.h"
  22. #include "../lib/CArtHandler.h"
  23. #include "../lib/CBuildingHandler.h"
  24. #include "../lib/CHeroHandler.h"
  25. #include "../lib/pathfinder/CPathfinder.h"
  26. #include "../lib/pathfinder/PathfinderOptions.h"
  27. #include "../lib/pathfinder/TurnInfo.h"
  28. #include "../lib/spells/AbilityCaster.h"
  29. #include "../lib/spells/BonusCaster.h"
  30. #include "../lib/spells/CSpellHandler.h"
  31. #include "../lib/spells/ISpellMechanics.h"
  32. #include "../lib/spells/ObstacleCasterProxy.h"
  33. #include "../lib/spells/Problem.h"
  34. #include "../lib/CGeneralTextHandler.h"
  35. #include "../lib/CTownHandler.h"
  36. #include "../lib/CCreatureHandler.h"
  37. #include "../lib/gameState/CGameState.h"
  38. #include "../lib/CStack.h"
  39. #include "../lib/UnlockGuard.h"
  40. #include "../lib/GameSettings.h"
  41. #include "../lib/battle/BattleInfo.h"
  42. #include "../lib/CondSh.h"
  43. #include "../lib/VCMI_Lib.h"
  44. #include "../lib/mapping/CMap.h"
  45. #include "../lib/mapping/CMapService.h"
  46. #include "../lib/modding/ModIncompatibility.h"
  47. #include "../lib/rmg/CMapGenOptions.h"
  48. #include "../lib/VCMIDirs.h"
  49. #include "../lib/ScopeGuard.h"
  50. #include "../lib/CSoundBase.h"
  51. #include "../lib/TerrainHandler.h"
  52. #include "../lib/CCreatureSet.h"
  53. #include "../lib/CThreadHelper.h"
  54. #include "../lib/GameConstants.h"
  55. #include "../lib/registerTypes/RegisterTypes.h"
  56. #include "../lib/serializer/CTypeList.h"
  57. #include "../lib/serializer/Connection.h"
  58. #include "../lib/serializer/Cast.h"
  59. #include "../lib/serializer/JsonSerializer.h"
  60. #include "../lib/ScriptHandler.h"
  61. #include "vstd/CLoggerBase.h"
  62. #include <memory>
  63. #include <vcmi/events/EventBus.h>
  64. #include <vcmi/events/GenericEvents.h>
  65. #include <vcmi/events/AdventureEvents.h>
  66. #ifndef _MSC_VER
  67. #include <boost/thread/xtime.hpp>
  68. #endif
  69. #define COMPLAIN_RET_IF(cond, txt) do {if (cond){complain(txt); return;}} while(0)
  70. #define COMPLAIN_RET_FALSE_IF(cond, txt) do {if (cond){complain(txt); return false;}} while(0)
  71. #define COMPLAIN_RET(txt) {complain(txt); return false;}
  72. #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
  73. CondSh<bool> battleMadeAction(false);
  74. boost::recursive_mutex battleActionMutex;
  75. CondSh<BattleResult *> battleResult(nullptr);
  76. template <typename T> class CApplyOnGH;
  77. class CBaseForGHApply
  78. {
  79. public:
  80. virtual bool applyOnGH(CGameHandler * gh, CGameState * gs, void * 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, void * pack) const override
  91. {
  92. T *ptr = static_cast<T*>(pack);
  93. try
  94. {
  95. ApplyGhNetPackVisitor applier(*gh, *gs);
  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, void * 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. static void giveExp(BattleResult &r)
  122. {
  123. if (r.winner > 1)
  124. {
  125. // draw
  126. return;
  127. }
  128. r.exp[0] = 0;
  129. r.exp[1] = 0;
  130. for (auto i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
  131. {
  132. r.exp[r.winner] += VLC->creh->objects.at(i->first)->valOfBonuses(BonusType::STACK_HEALTH) * i->second;
  133. }
  134. }
  135. static void summonGuardiansHelper(std::vector<BattleHex> & output, const BattleHex & targetPosition, ui8 side, bool targetIsTwoHex) //return hexes for summoning two hex monsters in output, target = unit to guard
  136. {
  137. int x = targetPosition.getX();
  138. int y = targetPosition.getY();
  139. const bool targetIsAttacker = side == BattleSide::ATTACKER;
  140. if (targetIsAttacker) //handle front guardians, TODO: should we handle situation when units start battle near opposite side of the battlefield? Cannot happen in normal H3...
  141. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  142. else
  143. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
  144. //guardian spawn locations for four default position cases for attacker and defender, non-default starting location for att and def is handled in first two if's
  145. if (targetIsAttacker && ((y % 2 == 0) || (x > 1)))
  146. {
  147. if (targetIsTwoHex && (y % 2 == 1) && (x == 2)) //handle exceptional case
  148. {
  149. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  150. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  151. }
  152. else
  153. { //add back-side guardians for two-hex target, side guardians for one-hex
  154. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_LEFT : BattleHex::EDir::TOP_RIGHT, false), output);
  155. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_LEFT : BattleHex::EDir::BOTTOM_RIGHT, false), output);
  156. if (!targetIsTwoHex && x > 2) //back guard for one-hex
  157. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false), output);
  158. else if (targetIsTwoHex)//front-side guardians for two-hex target
  159. {
  160. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  161. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  162. if (x > 3) //back guard for two-hex
  163. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
  164. }
  165. }
  166. }
  167. else if (!targetIsAttacker && ((y % 2 == 1) || (x < GameConstants::BFIELD_WIDTH - 2)))
  168. {
  169. if (targetIsTwoHex && (y % 2 == 0) && (x == GameConstants::BFIELD_WIDTH - 3)) //handle exceptional case... equivalent for above for defender side
  170. {
  171. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  172. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  173. }
  174. else
  175. {
  176. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_RIGHT : BattleHex::EDir::TOP_LEFT, false), output);
  177. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_RIGHT : BattleHex::EDir::BOTTOM_LEFT, false), output);
  178. if (!targetIsTwoHex && x < GameConstants::BFIELD_WIDTH - 3)
  179. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  180. else if (targetIsTwoHex)
  181. {
  182. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  183. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  184. if (x < GameConstants::BFIELD_WIDTH - 4)
  185. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  186. }
  187. }
  188. }
  189. else if (!targetIsAttacker && y % 2 == 0)
  190. {
  191. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  192. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  193. }
  194. else if (targetIsAttacker && y % 2 == 1)
  195. {
  196. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  197. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  198. }
  199. }
  200. PlayerStatus PlayerStatuses::operator[](PlayerColor player)
  201. {
  202. boost::unique_lock<boost::mutex> l(mx);
  203. if (players.find(player) != players.end())
  204. {
  205. return players.at(player);
  206. }
  207. else
  208. {
  209. throw std::runtime_error("No such player!");
  210. }
  211. }
  212. void PlayerStatuses::addPlayer(PlayerColor player)
  213. {
  214. boost::unique_lock<boost::mutex> l(mx);
  215. players[player];
  216. }
  217. bool PlayerStatuses::checkFlag(PlayerColor player, bool PlayerStatus::*flag)
  218. {
  219. boost::unique_lock<boost::mutex> l(mx);
  220. if (players.find(player) != players.end())
  221. {
  222. return players[player].*flag;
  223. }
  224. else
  225. {
  226. throw std::runtime_error("No such player!");
  227. }
  228. }
  229. void PlayerStatuses::setFlag(PlayerColor player, bool PlayerStatus::*flag, bool val)
  230. {
  231. boost::unique_lock<boost::mutex> l(mx);
  232. if (players.find(player) != players.end())
  233. {
  234. players[player].*flag = val;
  235. }
  236. else
  237. {
  238. throw std::runtime_error("No such player!");
  239. }
  240. cv.notify_all();
  241. }
  242. template <typename T>
  243. void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
  244. {
  245. fun(args[which]);
  246. }
  247. const Services * CGameHandler::services() const
  248. {
  249. return VLC;
  250. }
  251. const CGameHandler::BattleCb * CGameHandler::battle() const
  252. {
  253. return this;
  254. }
  255. const CGameHandler::GameCb * CGameHandler::game() const
  256. {
  257. return this;
  258. }
  259. vstd::CLoggerBase * CGameHandler::logger() const
  260. {
  261. return logGlobal;
  262. }
  263. events::EventBus * CGameHandler::eventBus() const
  264. {
  265. return serverEventBus.get();
  266. }
  267. CVCMIServer * CGameHandler::gameLobby() const
  268. {
  269. return lobby;
  270. }
  271. void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
  272. {
  273. changeSecSkill(hero, skill, 1, 0);
  274. expGiven(hero);
  275. }
  276. void CGameHandler::levelUpHero(const CGHeroInstance * hero)
  277. {
  278. // required exp for at least 1 lvl-up hasn't been reached
  279. if (!hero->gainsLevel())
  280. {
  281. return;
  282. }
  283. // give primary skill
  284. logGlobal->trace("%s got level %d", hero->getNameTranslated(), hero->level);
  285. auto primarySkill = hero->nextPrimarySkill(getRandomGenerator());
  286. SetPrimSkill sps;
  287. sps.id = hero->id;
  288. sps.which = primarySkill;
  289. sps.abs = false;
  290. sps.val = 1;
  291. sendAndApply(&sps);
  292. PrepareHeroLevelUp pre;
  293. pre.heroId = hero->id;
  294. sendAndApply(&pre);
  295. HeroLevelUp hlu;
  296. hlu.player = hero->tempOwner;
  297. hlu.heroId = hero->id;
  298. hlu.primskill = primarySkill;
  299. hlu.skills = pre.skills;
  300. if (hlu.skills.size() == 0)
  301. {
  302. sendAndApply(&hlu);
  303. levelUpHero(hero);
  304. }
  305. else if (hlu.skills.size() == 1)
  306. {
  307. sendAndApply(&hlu);
  308. levelUpHero(hero, pre.skills.front());
  309. }
  310. else if (hlu.skills.size() > 1)
  311. {
  312. auto levelUpQuery = std::make_shared<CHeroLevelUpDialogQuery>(this, hlu, hero);
  313. hlu.queryID = levelUpQuery->queryID;
  314. queries.addQuery(levelUpQuery);
  315. sendAndApply(&hlu);
  316. //level up will be called on query reply
  317. }
  318. }
  319. void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
  320. {
  321. SetCommanderProperty scp;
  322. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  323. if (hero)
  324. scp.heroid = hero->id;
  325. else
  326. {
  327. complain ("Commander is not led by hero!");
  328. return;
  329. }
  330. scp.accumulatedBonus.subtype = 0;
  331. scp.accumulatedBonus.additionalInfo = 0;
  332. scp.accumulatedBonus.duration = BonusDuration::PERMANENT;
  333. scp.accumulatedBonus.turnsRemain = 0;
  334. scp.accumulatedBonus.source = BonusSource::COMMANDER;
  335. scp.accumulatedBonus.valType = BonusValueType::BASE_NUMBER;
  336. if (skill <= ECommander::SPELL_POWER)
  337. {
  338. scp.which = SetCommanderProperty::BONUS;
  339. auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
  340. {
  341. int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
  342. return skillLevels.at(skill).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skill).at(secondarySkills.at(s)-1) : 0);
  343. };
  344. switch (skill)
  345. {
  346. case ECommander::ATTACK:
  347. scp.accumulatedBonus.type = BonusType::PRIMARY_SKILL;
  348. scp.accumulatedBonus.subtype = PrimarySkill::ATTACK;
  349. break;
  350. case ECommander::DEFENSE:
  351. scp.accumulatedBonus.type = BonusType::PRIMARY_SKILL;
  352. scp.accumulatedBonus.subtype = PrimarySkill::DEFENSE;
  353. break;
  354. case ECommander::HEALTH:
  355. scp.accumulatedBonus.type = BonusType::STACK_HEALTH;
  356. scp.accumulatedBonus.valType = BonusValueType::PERCENT_TO_BASE;
  357. break;
  358. case ECommander::DAMAGE:
  359. scp.accumulatedBonus.type = BonusType::CREATURE_DAMAGE;
  360. scp.accumulatedBonus.subtype = 0;
  361. scp.accumulatedBonus.valType = BonusValueType::PERCENT_TO_BASE;
  362. break;
  363. case ECommander::SPEED:
  364. scp.accumulatedBonus.type = BonusType::STACKS_SPEED;
  365. break;
  366. case ECommander::SPELL_POWER:
  367. scp.accumulatedBonus.type = BonusType::MAGIC_RESISTANCE;
  368. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
  369. sendAndApply (&scp); //additional pack
  370. scp.accumulatedBonus.type = BonusType::CREATURE_SPELL_POWER;
  371. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
  372. sendAndApply (&scp); //additional pack
  373. scp.accumulatedBonus.type = BonusType::CASTS;
  374. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
  375. sendAndApply (&scp); //additional pack
  376. scp.accumulatedBonus.type = BonusType::CREATURE_ENCHANT_POWER; //send normally
  377. break;
  378. }
  379. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
  380. sendAndApply (&scp);
  381. scp.which = SetCommanderProperty::SECONDARY_SKILL;
  382. scp.additionalInfo = skill;
  383. scp.amount = c->secondarySkills.at(skill) + 1;
  384. sendAndApply (&scp);
  385. }
  386. else if (skill >= 100)
  387. {
  388. scp.which = SetCommanderProperty::SPECIAL_SKILL;
  389. scp.accumulatedBonus = *VLC->creh->skillRequirements.at(skill-100).first;
  390. scp.additionalInfo = skill; //unnormalized
  391. sendAndApply (&scp);
  392. }
  393. expGiven(hero);
  394. }
  395. void CGameHandler::levelUpCommander(const CCommanderInstance * c)
  396. {
  397. if (!c->gainsLevel())
  398. {
  399. return;
  400. }
  401. CommanderLevelUp clu;
  402. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  403. if(hero)
  404. {
  405. clu.heroId = hero->id;
  406. clu.player = hero->tempOwner;
  407. }
  408. else
  409. {
  410. complain ("Commander is not led by hero!");
  411. return;
  412. }
  413. //picking sec. skills for choice
  414. for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
  415. {
  416. if (c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL)
  417. clu.skills.push_back(i);
  418. }
  419. int i = 100;
  420. for (auto specialSkill : VLC->creh->skillRequirements)
  421. {
  422. if (c->secondarySkills.at(specialSkill.second.first) == ECommander::MAX_SKILL_LEVEL
  423. && c->secondarySkills.at(specialSkill.second.second) == ECommander::MAX_SKILL_LEVEL
  424. && !vstd::contains (c->specialSKills, i))
  425. clu.skills.push_back (i);
  426. ++i;
  427. }
  428. int skillAmount = static_cast<int>(clu.skills.size());
  429. if (!skillAmount)
  430. {
  431. sendAndApply(&clu);
  432. levelUpCommander(c);
  433. }
  434. else if (skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  435. {
  436. sendAndApply(&clu);
  437. levelUpCommander(c, *RandomGeneratorUtil::nextItem(clu.skills, getRandomGenerator()));
  438. }
  439. else if (skillAmount > 1) //apply and ask for secondary skill
  440. {
  441. auto commanderLevelUp = std::make_shared<CCommanderLevelUpDialogQuery>(this, clu, hero);
  442. clu.queryID = commanderLevelUp->queryID;
  443. queries.addQuery(commanderLevelUp);
  444. sendAndApply(&clu);
  445. }
  446. }
  447. void CGameHandler::expGiven(const CGHeroInstance *hero)
  448. {
  449. if (hero->gainsLevel())
  450. levelUpHero(hero);
  451. else if (hero->commander && hero->commander->gainsLevel())
  452. levelUpCommander(hero->commander);
  453. //if (hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())
  454. // levelUpCommander(hero->commander);
  455. // else
  456. // levelUpHero(hero);
  457. }
  458. void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs)
  459. {
  460. if (which == PrimarySkill::EXPERIENCE) // Check if scenario limit reached
  461. {
  462. if (gs->map->levelLimit != 0)
  463. {
  464. TExpType expLimit = VLC->heroh->reqExp(gs->map->levelLimit);
  465. TExpType resultingExp = abs ? val : hero->exp + val;
  466. if (resultingExp > expLimit)
  467. {
  468. // set given experience to max possible, but don't decrease if hero already over top
  469. abs = true;
  470. val = std::max(expLimit, hero->exp);
  471. InfoWindow iw;
  472. iw.player = hero->tempOwner;
  473. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 1); //can gain no more XP
  474. iw.text.replaceRawString(hero->getNameTranslated());
  475. sendAndApply(&iw);
  476. }
  477. }
  478. }
  479. SetPrimSkill sps;
  480. sps.id = hero->id;
  481. sps.which = which;
  482. sps.abs = abs;
  483. sps.val = val;
  484. sendAndApply(&sps);
  485. //only for exp - hero may level up
  486. if (which == PrimarySkill::EXPERIENCE)
  487. {
  488. if (hero->commander && hero->commander->alive)
  489. {
  490. //FIXME: trim experience according to map limit?
  491. SetCommanderProperty scp;
  492. scp.heroid = hero->id;
  493. scp.which = SetCommanderProperty::EXPERIENCE;
  494. scp.amount = val;
  495. sendAndApply (&scp);
  496. CBonusSystemNode::treeHasChanged();
  497. }
  498. expGiven(hero);
  499. }
  500. }
  501. void CGameHandler::changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs)
  502. {
  503. if(!hero)
  504. {
  505. logGlobal->error("changeSecSkill provided no hero");
  506. return;
  507. }
  508. SetSecSkill sss;
  509. sss.id = hero->id;
  510. sss.which = which;
  511. sss.val = val;
  512. sss.abs = abs;
  513. sendAndApply(&sss);
  514. if (hero->visitedTown)
  515. giveSpells(hero->visitedTown, hero);
  516. }
  517. void CGameHandler::endBattle(int3 tile, const CGHeroInstance * heroAttacker, const CGHeroInstance * heroDefender)
  518. {
  519. LOG_TRACE(logGlobal);
  520. //Fill BattleResult structure with exp info
  521. giveExp(*battleResult.data);
  522. if (battleResult.get()->result == BattleResult::NORMAL) // give 500 exp for defeating hero, unless he escaped
  523. {
  524. if(heroAttacker)
  525. battleResult.data->exp[1] += 500;
  526. if(heroDefender)
  527. battleResult.data->exp[0] += 500;
  528. }
  529. if(heroAttacker)
  530. battleResult.data->exp[0] = heroAttacker->calculateXp(battleResult.data->exp[0]);//scholar skill
  531. if(heroDefender)
  532. battleResult.data->exp[1] = heroDefender->calculateXp(battleResult.data->exp[1]);
  533. auto battleQuery = std::dynamic_pointer_cast<CBattleQuery>(queries.topQuery(gs->curB->sides[0].color));
  534. if (!battleQuery)
  535. {
  536. logGlobal->error("Cannot find battle query!");
  537. complain("Player " + boost::lexical_cast<std::string>(gs->curB->sides[0].color) + " has no battle query at the top!");
  538. return;
  539. }
  540. battleQuery->result = std::make_optional(*battleResult.data);
  541. //Check how many battle queries were created (number of players blocked by battle)
  542. const int queriedPlayers = battleQuery ? (int)boost::count(queries.allQueries(), battleQuery) : 0;
  543. finishingBattle = std::make_unique<FinishingBattleHelper>(battleQuery, queriedPlayers);
  544. // in battles against neutrals, 1st player can ask to replay battle manually
  545. if (!gs->curB->sides[1].color.isValidPlayer())
  546. {
  547. auto battleDialogQuery = std::make_shared<CBattleDialogQuery>(this, gs->curB);
  548. battleResult.data->queryID = battleDialogQuery->queryID;
  549. queries.addQuery(battleDialogQuery);
  550. }
  551. else
  552. battleResult.data->queryID = -1;
  553. //set same battle result for all queries
  554. for(auto q : queries.allQueries())
  555. {
  556. auto otherBattleQuery = std::dynamic_pointer_cast<CBattleQuery>(q);
  557. if(otherBattleQuery)
  558. otherBattleQuery->result = battleQuery->result;
  559. }
  560. sendAndApply(battleResult.data); //after this point casualties objects are destroyed
  561. if (battleResult.data->queryID == -1)
  562. endBattleConfirm(gs->curB);
  563. }
  564. void CGameHandler::endBattleConfirm(const BattleInfo * battleInfo)
  565. {
  566. auto battleQuery = std::dynamic_pointer_cast<CBattleQuery>(queries.topQuery(battleInfo->sides.at(0).color));
  567. if(!battleQuery)
  568. {
  569. logGlobal->trace("No battle query, battle end was confirmed by another player");
  570. return;
  571. }
  572. const BattleResult::EResult result = battleResult.get()->result;
  573. CasualtiesAfterBattle cab1(battleInfo->sides.at(0), battleInfo), cab2(battleInfo->sides.at(1), battleInfo); //calculate casualties before deleting battle
  574. ChangeSpells cs; //for Eagle Eye
  575. if(!finishingBattle->isDraw() && finishingBattle->winnerHero)
  576. {
  577. if (int eagleEyeLevel = finishingBattle->winnerHero->valOfBonuses(BonusType::LEARN_BATTLE_SPELL_LEVEL_LIMIT, -1))
  578. {
  579. double eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(BonusType::LEARN_BATTLE_SPELL_CHANCE, 0);
  580. for(auto & spellId : battleInfo->sides.at(!battleResult.data->winner).usedSpellsHistory)
  581. {
  582. auto spell = spellId.toSpell(VLC->spells());
  583. if(spell && spell->getLevel() <= eagleEyeLevel && !finishingBattle->winnerHero->spellbookContainsSpell(spell->getId()) && getRandomGenerator().nextInt(99) < eagleEyeChance)
  584. cs.spells.insert(spell->getId());
  585. }
  586. }
  587. }
  588. std::vector<const CArtifactInstance *> arts; //display them in window
  589. if(result == BattleResult::NORMAL && !finishingBattle->isDraw() && finishingBattle->winnerHero)
  590. {
  591. auto sendMoveArtifact = [&](const CArtifactInstance *art, MoveArtifact *ma)
  592. {
  593. const auto slot = ArtifactUtils::getArtAnyPosition(finishingBattle->winnerHero, art->getTypeId());
  594. if(slot != ArtifactPosition::PRE_FIRST)
  595. {
  596. arts.push_back(art);
  597. ma->dst = ArtifactLocation(finishingBattle->winnerHero, slot);
  598. if(ArtifactUtils::isSlotBackpack(slot))
  599. ma->askAssemble = false;
  600. sendAndApply(ma);
  601. }
  602. };
  603. if (finishingBattle->loserHero)
  604. {
  605. //TODO: wrap it into a function, somehow (std::variant -_-)
  606. auto artifactsWorn = finishingBattle->loserHero->artifactsWorn;
  607. for (auto artSlot : artifactsWorn)
  608. {
  609. MoveArtifact ma;
  610. ma.src = ArtifactLocation(finishingBattle->loserHero, artSlot.first);
  611. const CArtifactInstance * art = ma.src.getArt();
  612. if (art && !art->artType->isBig() &&
  613. art->artType->getId() != ArtifactID::SPELLBOOK)
  614. // don't move war machines or locked arts (spellbook)
  615. {
  616. sendMoveArtifact(art, &ma);
  617. }
  618. }
  619. for(int slotNumber = finishingBattle->loserHero->artifactsInBackpack.size() - 1; slotNumber >= 0; slotNumber--)
  620. {
  621. //we assume that no big artifacts can be found
  622. MoveArtifact ma;
  623. ma.src = ArtifactLocation(finishingBattle->loserHero,
  624. ArtifactPosition(GameConstants::BACKPACK_START + slotNumber)); //backpack automatically shifts arts to beginning
  625. const CArtifactInstance * art = ma.src.getArt();
  626. if (art->artType->getId() != ArtifactID::GRAIL) //grail may not be won
  627. {
  628. sendMoveArtifact(art, &ma);
  629. }
  630. }
  631. if (finishingBattle->loserHero->commander) //TODO: what if commanders belong to no hero?
  632. {
  633. artifactsWorn = finishingBattle->loserHero->commander->artifactsWorn;
  634. for (auto artSlot : artifactsWorn)
  635. {
  636. MoveArtifact ma;
  637. ma.src = ArtifactLocation(finishingBattle->loserHero->commander.get(), artSlot.first);
  638. const CArtifactInstance * art = ma.src.getArt();
  639. if (art && !art->artType->isBig())
  640. {
  641. sendMoveArtifact(art, &ma);
  642. }
  643. }
  644. }
  645. }
  646. for (auto armySlot : battleInfo->sides.at(!battleResult.data->winner).armyObject->stacks)
  647. {
  648. auto artifactsWorn = armySlot.second->artifactsWorn;
  649. for (auto artSlot : artifactsWorn)
  650. {
  651. MoveArtifact ma;
  652. ma.src = ArtifactLocation(armySlot.second, artSlot.first);
  653. const CArtifactInstance * art = ma.src.getArt();
  654. if (art && !art->artType->isBig())
  655. {
  656. sendMoveArtifact(art, &ma);
  657. }
  658. }
  659. }
  660. }
  661. if (arts.size()) //display loot
  662. {
  663. InfoWindow iw;
  664. iw.player = finishingBattle->winnerHero->tempOwner;
  665. iw.text.appendLocalString (EMetaText::GENERAL_TXT, 30); //You have captured enemy artifact
  666. for (auto art : arts) //TODO; separate function to display loot for various ojects?
  667. {
  668. iw.components.emplace_back(
  669. Component::EComponentType::ARTIFACT, art->artType->getId(),
  670. art->artType->getId() == ArtifactID::SPELL_SCROLL? art->getScrollSpellID() : 0, 0);
  671. if (iw.components.size() >= 14)
  672. {
  673. sendAndApply(&iw);
  674. iw.components.clear();
  675. }
  676. }
  677. if (iw.components.size())
  678. {
  679. sendAndApply(&iw);
  680. }
  681. }
  682. //Eagle Eye secondary skill handling
  683. if (!cs.spells.empty())
  684. {
  685. cs.learn = 1;
  686. cs.hid = finishingBattle->winnerHero->id;
  687. InfoWindow iw;
  688. iw.player = finishingBattle->winnerHero->tempOwner;
  689. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
  690. iw.text.replaceRawString(finishingBattle->winnerHero->getNameTranslated());
  691. std::ostringstream names;
  692. for (int i = 0; i < cs.spells.size(); i++)
  693. {
  694. names << "%s";
  695. if (i < cs.spells.size() - 2)
  696. names << ", ";
  697. else if (i < cs.spells.size() - 1)
  698. names << "%s";
  699. }
  700. names << ".";
  701. iw.text.replaceRawString(names.str());
  702. auto it = cs.spells.begin();
  703. for (int i = 0; i < cs.spells.size(); i++, it++)
  704. {
  705. iw.text.replaceLocalString(EMetaText::SPELL_NAME, it->toEnum());
  706. if (i == cs.spells.size() - 2) //we just added pre-last name
  707. iw.text.replaceLocalString(EMetaText::GENERAL_TXT, 141); // " and "
  708. iw.components.emplace_back(Component::EComponentType::SPELL, *it, 0, 0);
  709. }
  710. sendAndApply(&iw);
  711. sendAndApply(&cs);
  712. }
  713. cab1.updateArmy(this);
  714. cab2.updateArmy(this); //take casualties after battle is deleted
  715. if(finishingBattle->loserHero) //remove beaten hero
  716. {
  717. RemoveObject ro(finishingBattle->loserHero->id);
  718. sendAndApply(&ro);
  719. }
  720. if(finishingBattle->isDraw() && finishingBattle->winnerHero) //for draw case both heroes should be removed
  721. {
  722. RemoveObject ro(finishingBattle->winnerHero->id);
  723. sendAndApply(&ro);
  724. }
  725. if(battleResult.data->winner == BattleSide::DEFENDER
  726. && finishingBattle->winnerHero
  727. && finishingBattle->winnerHero->visitedTown
  728. && !finishingBattle->winnerHero->inTownGarrison
  729. && finishingBattle->winnerHero->visitedTown->garrisonHero == finishingBattle->winnerHero)
  730. {
  731. swapGarrisonOnSiege(finishingBattle->winnerHero->visitedTown->id); //return defending visitor from garrison to its rightful place
  732. }
  733. //give exp
  734. if(!finishingBattle->isDraw() && battleResult.data->exp[finishingBattle->winnerSide] && finishingBattle->winnerHero)
  735. changePrimSkill(finishingBattle->winnerHero, PrimarySkill::EXPERIENCE, battleResult.data->exp[finishingBattle->winnerSide]);
  736. BattleResultAccepted raccepted;
  737. raccepted.heroResult[0].army = const_cast<CArmedInstance*>(battleInfo->sides.at(0).armyObject);
  738. raccepted.heroResult[1].army = const_cast<CArmedInstance*>(battleInfo->sides.at(1).armyObject);
  739. raccepted.heroResult[0].hero = const_cast<CGHeroInstance*>(battleInfo->sides.at(0).hero);
  740. raccepted.heroResult[1].hero = const_cast<CGHeroInstance*>(battleInfo->sides.at(1).hero);
  741. raccepted.heroResult[0].exp = battleResult.data->exp[0];
  742. raccepted.heroResult[1].exp = battleResult.data->exp[1];
  743. raccepted.winnerSide = finishingBattle->winnerSide;
  744. sendAndApply(&raccepted);
  745. queries.popIfTop(battleQuery);
  746. //--> continuation (battleAfterLevelUp) occurs after level-up queries are handled or on removing query
  747. }
  748. void CGameHandler::battleAfterLevelUp(const BattleResult &result)
  749. {
  750. LOG_TRACE(logGlobal);
  751. if(!finishingBattle)
  752. return;
  753. finishingBattle->remainingBattleQueriesCount--;
  754. logGlobal->trace("Decremented queries count to %d", finishingBattle->remainingBattleQueriesCount);
  755. if (finishingBattle->remainingBattleQueriesCount > 0)
  756. //Battle results will be handled when all battle queries are closed
  757. return;
  758. //TODO consider if we really want it to work like above. ATM each player as unblocked as soon as possible
  759. // but the battle consequences are applied after final player is unblocked. Hard to abuse...
  760. // Still, it looks like a hole.
  761. // Necromancy if applicable.
  762. const CStackBasicDescriptor raisedStack = finishingBattle->winnerHero ? finishingBattle->winnerHero->calculateNecromancy(*battleResult.data) : CStackBasicDescriptor();
  763. // Give raised units to winner and show dialog, if any were raised,
  764. // units will be given after casualties are taken
  765. const SlotID necroSlot = raisedStack.type ? finishingBattle->winnerHero->getSlotFor(raisedStack.type) : SlotID();
  766. if (necroSlot != SlotID())
  767. {
  768. finishingBattle->winnerHero->showNecromancyDialog(raisedStack, getRandomGenerator());
  769. addToSlot(StackLocation(finishingBattle->winnerHero, necroSlot), raisedStack.type, raisedStack.count);
  770. }
  771. BattleResultsApplied resultsApplied;
  772. resultsApplied.player1 = finishingBattle->victor;
  773. resultsApplied.player2 = finishingBattle->loser;
  774. sendAndApply(&resultsApplied);
  775. setBattle(nullptr);
  776. if (visitObjectAfterVictory && result.winner==0 && !finishingBattle->winnerHero->stacks.empty())
  777. {
  778. logGlobal->trace("post-victory visit");
  779. visitObjectOnTile(*getTile(finishingBattle->winnerHero->visitablePos()), finishingBattle->winnerHero);
  780. }
  781. visitObjectAfterVictory = false;
  782. //handle victory/loss of engaged players
  783. std::set<PlayerColor> playerColors = {finishingBattle->loser, finishingBattle->victor};
  784. checkVictoryLossConditions(playerColors);
  785. if (result.result == BattleResult::SURRENDER)
  786. heroPool->onHeroSurrendered(finishingBattle->loser, finishingBattle->loserHero);
  787. if (result.result == BattleResult::ESCAPE)
  788. heroPool->onHeroEscaped(finishingBattle->loser, finishingBattle->loserHero);
  789. if (result.winner != 2 && finishingBattle->winnerHero && finishingBattle->winnerHero->stacks.empty()
  790. && (!finishingBattle->winnerHero->commander || !finishingBattle->winnerHero->commander->alive))
  791. {
  792. RemoveObject ro(finishingBattle->winnerHero->id);
  793. sendAndApply(&ro);
  794. if (VLC->settings()->getBoolean(EGameSettings::HEROES_RETREAT_ON_WIN_WITHOUT_TROOPS))
  795. heroPool->onHeroEscaped(finishingBattle->victor, finishingBattle->winnerHero);
  796. }
  797. finishingBattle.reset();
  798. }
  799. void CGameHandler::makeAttack(const CStack * attacker, const CStack * defender, int distance, BattleHex targetHex, bool first, bool ranged, bool counter)
  800. {
  801. if(first && !counter)
  802. handleAttackBeforeCasting(ranged, attacker, defender);
  803. FireShieldInfo fireShield;
  804. BattleAttack bat;
  805. BattleLogMessage blm;
  806. bat.stackAttacking = attacker->unitId();
  807. bat.tile = targetHex;
  808. std::shared_ptr<battle::CUnitState> attackerState = attacker->acquireState();
  809. if(ranged)
  810. bat.flags |= BattleAttack::SHOT;
  811. if(counter)
  812. bat.flags |= BattleAttack::COUNTER;
  813. const int attackerLuck = attacker->luckVal();
  814. if(attackerLuck > 0)
  815. {
  816. auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_GOOD_LUCK_DICE);
  817. size_t diceIndex = std::min<size_t>(diceSize.size() - 1, attackerLuck);
  818. if(diceSize.size() > 0 && getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
  819. bat.flags |= BattleAttack::LUCKY;
  820. }
  821. if(attackerLuck < 0)
  822. {
  823. auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_BAD_LUCK_DICE);
  824. size_t diceIndex = std::min<size_t>(diceSize.size() - 1, -attackerLuck);
  825. if(diceSize.size() > 0 && getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
  826. bat.flags |= BattleAttack::UNLUCKY;
  827. }
  828. if (getRandomGenerator().nextInt(99) < attacker->valOfBonuses(BonusType::DOUBLE_DAMAGE_CHANCE))
  829. {
  830. bat.flags |= BattleAttack::DEATH_BLOW;
  831. }
  832. const auto * owner = gs->curB->getHero(attacker->unitOwner());
  833. if(owner)
  834. {
  835. int chance = owner->valOfBonuses(BonusType::BONUS_DAMAGE_CHANCE, attacker->creatureIndex());
  836. if (chance > getRandomGenerator().nextInt(99))
  837. bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG;
  838. }
  839. int64_t drainedLife = 0;
  840. // only primary target
  841. if(defender->alive())
  842. drainedLife += applyBattleEffects(bat, attackerState, fireShield, defender, distance, false);
  843. //multiple-hex normal attack
  844. std::set<const CStack*> attackedCreatures = gs->curB->getAttackedCreatures(attacker, targetHex, bat.shot()); //creatures other than primary target
  845. for(const CStack * stack : attackedCreatures)
  846. {
  847. if(stack != defender && stack->alive()) //do not hit same stack twice
  848. drainedLife += applyBattleEffects(bat, attackerState, fireShield, stack, distance, true);
  849. }
  850. std::shared_ptr<const Bonus> bonus = attacker->getBonusLocalFirst(Selector::type()(BonusType::SPELL_LIKE_ATTACK));
  851. if(bonus && ranged) //TODO: make it work in melee?
  852. {
  853. //this is need for displaying hit animation
  854. bat.flags |= BattleAttack::SPELL_LIKE;
  855. bat.spellID = SpellID(bonus->subtype);
  856. //TODO: should spell override creature`s projectile?
  857. auto spell = bat.spellID.toSpell();
  858. battle::Target target;
  859. target.emplace_back(defender, targetHex);
  860. spells::BattleCast event(gs->curB, attacker, spells::Mode::SPELL_LIKE_ATTACK, spell);
  861. event.setSpellLevel(bonus->val);
  862. auto attackedCreatures = spell->battleMechanics(&event)->getAffectedStacks(target);
  863. //TODO: get exact attacked hex for defender
  864. for(const CStack * stack : attackedCreatures)
  865. {
  866. if(stack != defender && stack->alive()) //do not hit same stack twice
  867. {
  868. drainedLife += applyBattleEffects(bat, attackerState, fireShield, stack, distance, true);
  869. }
  870. }
  871. //now add effect info for all attacked stacks
  872. for (BattleStackAttacked & bsa : bat.bsa)
  873. {
  874. if (bsa.attackerID == attacker->unitId()) //this is our attack and not f.e. fire shield
  875. {
  876. //this is need for displaying affect animation
  877. bsa.flags |= BattleStackAttacked::SPELL_EFFECT;
  878. bsa.spellID = SpellID(bonus->subtype);
  879. }
  880. }
  881. }
  882. attackerState->afterAttack(ranged, counter);
  883. {
  884. UnitChanges info(attackerState->unitId(), UnitChanges::EOperation::RESET_STATE);
  885. attackerState->save(info.data);
  886. bat.attackerChanges.changedStacks.push_back(info);
  887. }
  888. if (drainedLife > 0)
  889. bat.flags |= BattleAttack::LIFE_DRAIN;
  890. sendAndApply(&bat);
  891. {
  892. const bool multipleTargets = bat.bsa.size() > 1;
  893. int64_t totalDamage = 0;
  894. int32_t totalKills = 0;
  895. for(const BattleStackAttacked & bsa : bat.bsa)
  896. {
  897. totalDamage += bsa.damageAmount;
  898. totalKills += bsa.killedAmount;
  899. }
  900. {
  901. MetaString text;
  902. attacker->addText(text, EMetaText::GENERAL_TXT, 376);
  903. attacker->addNameReplacement(text);
  904. text.replaceNumber(totalDamage);
  905. blm.lines.push_back(text);
  906. }
  907. addGenericKilledLog(blm, defender, totalKills, multipleTargets);
  908. }
  909. // drain life effect (as well as log entry) must be applied after the attack
  910. if(drainedLife > 0)
  911. {
  912. MetaString text;
  913. attackerState->addText(text, EMetaText::GENERAL_TXT, 361);
  914. attackerState->addNameReplacement(text, false);
  915. text.replaceNumber(drainedLife);
  916. defender->addNameReplacement(text, true);
  917. blm.lines.push_back(std::move(text));
  918. }
  919. if(!fireShield.empty())
  920. {
  921. //todo: this should be "virtual" spell instead, we only need fire spell school bonus here
  922. const CSpell * fireShieldSpell = SpellID(SpellID::FIRE_SHIELD).toSpell();
  923. int64_t totalDamage = 0;
  924. for(const auto & item : fireShield)
  925. {
  926. const CStack * actor = item.first;
  927. int64_t rawDamage = item.second;
  928. const CGHeroInstance * actorOwner = gs->curB->getHero(actor->unitOwner());
  929. if(actorOwner)
  930. {
  931. rawDamage = fireShieldSpell->adjustRawDamage(actorOwner, attacker, rawDamage);
  932. }
  933. else
  934. {
  935. rawDamage = fireShieldSpell->adjustRawDamage(actor, attacker, rawDamage);
  936. }
  937. totalDamage+=rawDamage;
  938. //FIXME: add custom effect on actor
  939. }
  940. if (totalDamage > 0)
  941. {
  942. BattleStackAttacked bsa;
  943. bsa.flags |= BattleStackAttacked::FIRE_SHIELD;
  944. bsa.stackAttacked = attacker->unitId(); //invert
  945. bsa.attackerID = defender->unitId();
  946. bsa.damageAmount = totalDamage;
  947. attacker->prepareAttacked(bsa, getRandomGenerator());
  948. StacksInjured pack;
  949. pack.stacks.push_back(bsa);
  950. sendAndApply(&pack);
  951. // TODO: this is already implemented in Damage::describeEffect()
  952. {
  953. MetaString text;
  954. text.appendLocalString(EMetaText::GENERAL_TXT, 376);
  955. text.replaceLocalString(EMetaText::SPELL_NAME, SpellID::FIRE_SHIELD);
  956. text.replaceNumber(totalDamage);
  957. blm.lines.push_back(std::move(text));
  958. }
  959. addGenericKilledLog(blm, attacker, bsa.killedAmount, false);
  960. }
  961. }
  962. sendAndApply(&blm);
  963. handleAfterAttackCasting(ranged, attacker, defender);
  964. }
  965. int64_t CGameHandler::applyBattleEffects(BattleAttack & bat, std::shared_ptr<battle::CUnitState> attackerState, FireShieldInfo & fireShield, const CStack * def, int distance, bool secondary)
  966. {
  967. BattleStackAttacked bsa;
  968. if(secondary)
  969. bsa.flags |= BattleStackAttacked::SECONDARY; //all other targets do not suffer from spells & spell-like abilities
  970. bsa.attackerID = attackerState->unitId();
  971. bsa.stackAttacked = def->unitId();
  972. {
  973. BattleAttackInfo bai(attackerState.get(), def, distance, bat.shot());
  974. bai.deathBlow = bat.deathBlow();
  975. bai.doubleDamage = bat.ballistaDoubleDmg();
  976. bai.luckyStrike = bat.lucky();
  977. bai.unluckyStrike = bat.unlucky();
  978. auto range = gs->curB->calculateDmgRange(bai);
  979. bsa.damageAmount = gs->curB->getActualDamage(range.damage, attackerState->getCount(), getRandomGenerator());
  980. CStack::prepareAttacked(bsa, getRandomGenerator(), bai.defender->acquireState()); //calculate casualties
  981. }
  982. int64_t drainedLife = 0;
  983. //life drain handling
  984. if(attackerState->hasBonusOfType(BonusType::LIFE_DRAIN) && def->isLiving())
  985. {
  986. int64_t toHeal = bsa.damageAmount * attackerState->valOfBonuses(BonusType::LIFE_DRAIN) / 100;
  987. attackerState->heal(toHeal, EHealLevel::RESURRECT, EHealPower::PERMANENT);
  988. drainedLife += toHeal;
  989. }
  990. //soul steal handling
  991. if(attackerState->hasBonusOfType(BonusType::SOUL_STEAL) && def->isLiving())
  992. {
  993. //we can have two bonuses - one with subtype 0 and another with subtype 1
  994. //try to use permanent first, use only one of two
  995. for(si32 subtype = 1; subtype >= 0; subtype--)
  996. {
  997. if(attackerState->hasBonusOfType(BonusType::SOUL_STEAL, subtype))
  998. {
  999. int64_t toHeal = bsa.killedAmount * attackerState->valOfBonuses(BonusType::SOUL_STEAL, subtype) * attackerState->getMaxHealth();
  1000. attackerState->heal(toHeal, EHealLevel::OVERHEAL, ((subtype == 0) ? EHealPower::ONE_BATTLE : EHealPower::PERMANENT));
  1001. drainedLife += toHeal;
  1002. break;
  1003. }
  1004. }
  1005. }
  1006. bat.bsa.push_back(bsa); //add this stack to the list of victims after drain life has been calculated
  1007. //fire shield handling
  1008. if(!bat.shot() &&
  1009. !def->isClone() &&
  1010. def->hasBonusOfType(BonusType::FIRE_SHIELD) &&
  1011. !attackerState->hasBonusOfType(BonusType::FIRE_IMMUNITY) &&
  1012. CStack::isMeleeAttackPossible(attackerState.get(), def) // attacked needs to be adjacent to defender for fire shield to trigger (e.g. Dragon Breath attack)
  1013. )
  1014. {
  1015. //TODO: use damage with bonus but without penalties
  1016. auto fireShieldDamage = (std::min<int64_t>(def->getAvailableHealth(), bsa.damageAmount) * def->valOfBonuses(BonusType::FIRE_SHIELD)) / 100;
  1017. fireShield.push_back(std::make_pair(def, fireShieldDamage));
  1018. }
  1019. return drainedLife;
  1020. }
  1021. void CGameHandler::sendGenericKilledLog(const CStack * defender, int32_t killed, bool multiple)
  1022. {
  1023. if(killed > 0)
  1024. {
  1025. BattleLogMessage blm;
  1026. addGenericKilledLog(blm, defender, killed, multiple);
  1027. sendAndApply(&blm);
  1028. }
  1029. }
  1030. void CGameHandler::addGenericKilledLog(BattleLogMessage & blm, const CStack * defender, int32_t killed, bool multiple)
  1031. {
  1032. if(killed > 0)
  1033. {
  1034. const int32_t txtIndex = (killed > 1) ? 379 : 378;
  1035. std::string formatString = VLC->generaltexth->allTexts[txtIndex];
  1036. // these default h3 texts have unnecessary new lines, so get rid of them before displaying (and trim just in case, trimming newlines does not works for some reason)
  1037. formatString.erase(std::remove(formatString.begin(), formatString.end(), '\n'), formatString.end());
  1038. formatString.erase(std::remove(formatString.begin(), formatString.end(), '\r'), formatString.end());
  1039. boost::algorithm::trim(formatString);
  1040. boost::format txt(formatString);
  1041. if(killed > 1)
  1042. {
  1043. txt % killed % (multiple ? VLC->generaltexth->allTexts[43] : defender->unitType()->getNamePluralTranslated()); // creatures perish
  1044. }
  1045. else //killed == 1
  1046. {
  1047. txt % (multiple ? VLC->generaltexth->allTexts[42] : defender->unitType()->getNameSingularTranslated()); // creature perishes
  1048. }
  1049. MetaString line;
  1050. line.appendRawString(txt.str());
  1051. blm.lines.push_back(std::move(line));
  1052. }
  1053. }
  1054. void CGameHandler::handleClientDisconnection(std::shared_ptr<CConnection> c)
  1055. {
  1056. if(lobby->state == EServerState::SHUTDOWN || !gs || !gs->scenarioOps)
  1057. return;
  1058. for(auto & playerConnections : connections)
  1059. {
  1060. PlayerColor playerId = playerConnections.first;
  1061. auto * playerSettings = gs->scenarioOps->getPlayersSettings(playerId.getNum());
  1062. if(!playerSettings)
  1063. continue;
  1064. auto playerConnection = vstd::find(playerConnections.second, c);
  1065. if(playerConnection != playerConnections.second.end())
  1066. {
  1067. std::string messageText = boost::str(boost::format("%s (cid %d) was disconnected") % playerSettings->name % c->connectionID);
  1068. playerMessages->broadcastMessage(playerId, messageText);
  1069. }
  1070. }
  1071. }
  1072. void CGameHandler::handleReceivedPack(CPackForServer * pack)
  1073. {
  1074. //prepare struct informing that action was applied
  1075. auto sendPackageResponse = [&](bool succesfullyApplied)
  1076. {
  1077. PackageApplied applied;
  1078. applied.player = pack->player;
  1079. applied.result = succesfullyApplied;
  1080. applied.packType = typeList.getTypeID(pack);
  1081. applied.requestID = pack->requestID;
  1082. pack->c->sendPack(&applied);
  1083. };
  1084. CBaseForGHApply * apply = applier->getApplier(typeList.getTypeID(pack)); //and appropriate applier object
  1085. if(isBlockedByQueries(pack, pack->player))
  1086. {
  1087. sendPackageResponse(false);
  1088. }
  1089. else if(apply)
  1090. {
  1091. const bool result = apply->applyOnGH(this, this->gs, pack);
  1092. if(result)
  1093. logGlobal->trace("Message %s successfully applied!", typeid(*pack).name());
  1094. else
  1095. complain((boost::format("Got false in applying %s... that request must have been fishy!")
  1096. % typeid(*pack).name()).str());
  1097. sendPackageResponse(true);
  1098. }
  1099. else
  1100. {
  1101. logGlobal->error("Message cannot be applied, cannot find applier (unregistered type)!");
  1102. sendPackageResponse(false);
  1103. }
  1104. vstd::clear_pointer(pack);
  1105. }
  1106. int CGameHandler::moveStack(int stack, BattleHex dest)
  1107. {
  1108. int ret = 0;
  1109. const CStack *curStack = gs->curB->battleGetStackByID(stack),
  1110. *stackAtEnd = gs->curB->battleGetStackByPos(dest);
  1111. assert(curStack);
  1112. assert(dest < GameConstants::BFIELD_SIZE);
  1113. if (gs->curB->tacticDistance)
  1114. {
  1115. assert(gs->curB->isInTacticRange(dest));
  1116. }
  1117. auto start = curStack->getPosition();
  1118. if (start == dest)
  1119. return 0;
  1120. //initing necessary tables
  1121. auto accessibility = getAccesibility(curStack);
  1122. std::set<BattleHex> passed;
  1123. //Ignore obstacles on starting position
  1124. passed.insert(curStack->getPosition());
  1125. if(curStack->doubleWide())
  1126. passed.insert(curStack->occupiedHex());
  1127. //shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
  1128. if(!stackAtEnd && curStack->doubleWide() && !accessibility.accessible(dest, curStack))
  1129. {
  1130. BattleHex shifted = dest.cloneInDirection(curStack->destShiftDir(), false);
  1131. if(accessibility.accessible(shifted, curStack))
  1132. dest = shifted;
  1133. }
  1134. if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility.accessible(dest, curStack))
  1135. {
  1136. complain("Given destination is not accessible!");
  1137. return 0;
  1138. }
  1139. bool canUseGate = false;
  1140. auto dbState = gs->curB->si.gateState;
  1141. if(battleGetSiegeLevel() > 0 && curStack->unitSide() == BattleSide::DEFENDER &&
  1142. dbState != EGateState::DESTROYED &&
  1143. dbState != EGateState::BLOCKED)
  1144. {
  1145. canUseGate = true;
  1146. }
  1147. std::pair< std::vector<BattleHex>, int > path = gs->curB->getPath(start, dest, curStack);
  1148. ret = path.second;
  1149. int creSpeed = curStack->speed(0, true);
  1150. if (gs->curB->tacticDistance > 0 && creSpeed > 0)
  1151. creSpeed = GameConstants::BFIELD_SIZE;
  1152. bool hasWideMoat = vstd::contains_if(battleGetAllObstaclesOnPos(BattleHex(ESiegeHex::GATE_BRIDGE), false), [](const std::shared_ptr<const CObstacleInstance> & obst)
  1153. {
  1154. return obst->obstacleType == CObstacleInstance::MOAT;
  1155. });
  1156. auto isGateDrawbridgeHex = [&](BattleHex hex) -> bool
  1157. {
  1158. if (hasWideMoat && hex == ESiegeHex::GATE_BRIDGE)
  1159. return true;
  1160. if (hex == ESiegeHex::GATE_OUTER)
  1161. return true;
  1162. if (hex == ESiegeHex::GATE_INNER)
  1163. return true;
  1164. return false;
  1165. };
  1166. auto occupyGateDrawbridgeHex = [&](BattleHex hex) -> bool
  1167. {
  1168. if (isGateDrawbridgeHex(hex))
  1169. return true;
  1170. if (curStack->doubleWide())
  1171. {
  1172. BattleHex otherHex = curStack->occupiedHex(hex);
  1173. if (otherHex.isValid() && isGateDrawbridgeHex(otherHex))
  1174. return true;
  1175. }
  1176. return false;
  1177. };
  1178. if (curStack->hasBonusOfType(BonusType::FLYING))
  1179. {
  1180. if (path.second <= creSpeed && path.first.size() > 0)
  1181. {
  1182. if (canUseGate && dbState != EGateState::OPENED &&
  1183. occupyGateDrawbridgeHex(dest))
  1184. {
  1185. BattleUpdateGateState db;
  1186. db.state = EGateState::OPENED;
  1187. sendAndApply(&db);
  1188. }
  1189. //inform clients about move
  1190. BattleStackMoved sm;
  1191. sm.stack = curStack->unitId();
  1192. std::vector<BattleHex> tiles;
  1193. tiles.push_back(path.first[0]);
  1194. sm.tilesToMove = tiles;
  1195. sm.distance = path.second;
  1196. sm.teleporting = false;
  1197. sendAndApply(&sm);
  1198. }
  1199. }
  1200. else //for non-flying creatures
  1201. {
  1202. std::vector<BattleHex> tiles;
  1203. const int tilesToMove = std::max((int)(path.first.size() - creSpeed), 0);
  1204. int v = (int)path.first.size()-1;
  1205. path.first.push_back(start);
  1206. // check if gate need to be open or closed at some point
  1207. BattleHex openGateAtHex, gateMayCloseAtHex;
  1208. if (canUseGate)
  1209. {
  1210. for (int i = (int)path.first.size()-1; i >= 0; i--)
  1211. {
  1212. auto needOpenGates = [&](BattleHex hex) -> bool
  1213. {
  1214. if (hasWideMoat && hex == ESiegeHex::GATE_BRIDGE)
  1215. return true;
  1216. if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] == ESiegeHex::GATE_OUTER)
  1217. return true;
  1218. else if (hex == ESiegeHex::GATE_OUTER || hex == ESiegeHex::GATE_INNER)
  1219. return true;
  1220. return false;
  1221. };
  1222. auto hex = path.first[i];
  1223. if (!openGateAtHex.isValid() && dbState != EGateState::OPENED)
  1224. {
  1225. if (needOpenGates(hex))
  1226. openGateAtHex = path.first[i+1];
  1227. //TODO we need find batter way to handle double-wide stacks
  1228. //currently if only second occupied stack part is standing on gate / bridge hex then stack will start to wait for bridge to lower before it's needed. Though this is just a visual bug.
  1229. if (curStack->doubleWide())
  1230. {
  1231. BattleHex otherHex = curStack->occupiedHex(hex);
  1232. if (otherHex.isValid() && needOpenGates(otherHex))
  1233. openGateAtHex = path.first[i+2];
  1234. }
  1235. //gate may be opened and then closed during stack movement, but not other way around
  1236. if (openGateAtHex.isValid())
  1237. dbState = EGateState::OPENED;
  1238. }
  1239. if (!gateMayCloseAtHex.isValid() && dbState != EGateState::CLOSED)
  1240. {
  1241. if (hex == ESiegeHex::GATE_INNER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
  1242. {
  1243. gateMayCloseAtHex = path.first[i-1];
  1244. }
  1245. if (hasWideMoat)
  1246. {
  1247. if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
  1248. {
  1249. gateMayCloseAtHex = path.first[i-1];
  1250. }
  1251. else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 &&
  1252. path.first[i-1] != ESiegeHex::GATE_INNER &&
  1253. path.first[i-1] != ESiegeHex::GATE_BRIDGE)
  1254. {
  1255. gateMayCloseAtHex = path.first[i-1];
  1256. }
  1257. }
  1258. else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_INNER)
  1259. {
  1260. gateMayCloseAtHex = path.first[i-1];
  1261. }
  1262. }
  1263. }
  1264. }
  1265. bool stackIsMoving = true;
  1266. while(stackIsMoving)
  1267. {
  1268. if (v<tilesToMove)
  1269. {
  1270. logGlobal->error("Movement terminated abnormally");
  1271. break;
  1272. }
  1273. bool gateStateChanging = false;
  1274. //special handling for opening gate on from starting hex
  1275. if (openGateAtHex.isValid() && openGateAtHex == start)
  1276. gateStateChanging = true;
  1277. else
  1278. {
  1279. for (bool obstacleHit = false; (!obstacleHit) && (!gateStateChanging) && (v >= tilesToMove); --v)
  1280. {
  1281. BattleHex hex = path.first[v];
  1282. tiles.push_back(hex);
  1283. if ((openGateAtHex.isValid() && openGateAtHex == hex) ||
  1284. (gateMayCloseAtHex.isValid() && gateMayCloseAtHex == hex))
  1285. {
  1286. gateStateChanging = true;
  1287. }
  1288. //if we walked onto something, finalize this portion of stack movement check into obstacle
  1289. if(!battleGetAllObstaclesOnPos(hex, false).empty())
  1290. obstacleHit = true;
  1291. if (curStack->doubleWide())
  1292. {
  1293. BattleHex otherHex = curStack->occupiedHex(hex);
  1294. //two hex creature hit obstacle by backside
  1295. auto obstacle2 = battleGetAllObstaclesOnPos(otherHex, false);
  1296. if(otherHex.isValid() && !obstacle2.empty())
  1297. obstacleHit = true;
  1298. }
  1299. if(!obstacleHit)
  1300. passed.insert(hex);
  1301. }
  1302. }
  1303. if (!tiles.empty())
  1304. {
  1305. //commit movement
  1306. BattleStackMoved sm;
  1307. sm.stack = curStack->unitId();
  1308. sm.distance = path.second;
  1309. sm.teleporting = false;
  1310. sm.tilesToMove = tiles;
  1311. sendAndApply(&sm);
  1312. tiles.clear();
  1313. }
  1314. //we don't handle obstacle at the destination tile -> it's handled separately in the if at the end
  1315. if (curStack->getPosition() != dest)
  1316. {
  1317. if(stackIsMoving && start != curStack->getPosition())
  1318. {
  1319. stackIsMoving = handleObstacleTriggersForUnit(*spellEnv, *curStack, passed);
  1320. passed.insert(curStack->getPosition());
  1321. if(curStack->doubleWide())
  1322. passed.insert(curStack->occupiedHex());
  1323. }
  1324. if (gateStateChanging)
  1325. {
  1326. if (curStack->getPosition() == openGateAtHex)
  1327. {
  1328. openGateAtHex = BattleHex();
  1329. //only open gate if stack is still alive
  1330. if (curStack->alive())
  1331. {
  1332. BattleUpdateGateState db;
  1333. db.state = EGateState::OPENED;
  1334. sendAndApply(&db);
  1335. }
  1336. }
  1337. else if (curStack->getPosition() == gateMayCloseAtHex)
  1338. {
  1339. gateMayCloseAtHex = BattleHex();
  1340. updateGateState();
  1341. }
  1342. }
  1343. }
  1344. else
  1345. //movement finished normally: we reached destination
  1346. stackIsMoving = false;
  1347. }
  1348. }
  1349. //handle last hex separately for deviation
  1350. if (VLC->settings()->getBoolean(EGameSettings::COMBAT_ONE_HEX_TRIGGERS_OBSTACLES))
  1351. {
  1352. if (dest == battle::Unit::occupiedHex(start, curStack->doubleWide(), curStack->unitSide())
  1353. || start == battle::Unit::occupiedHex(dest, curStack->doubleWide(), curStack->unitSide()))
  1354. passed.clear(); //Just empty passed, obstacles will handled automatically
  1355. }
  1356. //handling obstacle on the final field (separate, because it affects both flying and walking stacks)
  1357. handleObstacleTriggersForUnit(*spellEnv, *curStack, passed);
  1358. return ret;
  1359. }
  1360. CGameHandler::CGameHandler(CVCMIServer * lobby)
  1361. : lobby(lobby)
  1362. , heroPool(std::make_unique<HeroPoolProcessor>(this))
  1363. , playerMessages(std::make_unique<PlayerMessageProcessor>(this))
  1364. , complainNoCreatures("No creatures to split")
  1365. , complainNotEnoughCreatures("Cannot split that stack, not enough creatures!")
  1366. , complainInvalidSlot("Invalid slot accessed!")
  1367. , turnTimerHandler(*this)
  1368. {
  1369. QID = 1;
  1370. IObjectInterface::cb = this;
  1371. applier = std::make_shared<CApplier<CBaseForGHApply>>();
  1372. registerTypesServerPacks(*applier);
  1373. visitObjectAfterVictory = false;
  1374. spellEnv = new ServerSpellCastEnvironment(this);
  1375. }
  1376. CGameHandler::~CGameHandler()
  1377. {
  1378. if (battleThread)
  1379. {
  1380. //Setting battleMadeAction is needed because battleThread waits for the action to continue the main loop
  1381. battleMadeAction.setn(true);
  1382. battleThread->join();
  1383. }
  1384. delete spellEnv;
  1385. delete gs;
  1386. }
  1387. void CGameHandler::reinitScripting()
  1388. {
  1389. serverEventBus = std::make_unique<events::EventBus>();
  1390. #if SCRIPTING_ENABLED
  1391. serverScripts.reset(new scripting::PoolImpl(this, spellEnv));
  1392. #endif
  1393. }
  1394. void CGameHandler::init(StartInfo *si)
  1395. {
  1396. if (si->seedToBeUsed == 0)
  1397. {
  1398. si->seedToBeUsed = static_cast<ui32>(std::time(nullptr));
  1399. }
  1400. CMapService mapService;
  1401. gs = new CGameState();
  1402. gs->preInit(VLC);
  1403. logGlobal->info("Gamestate created!");
  1404. gs->init(&mapService, si);
  1405. logGlobal->info("Gamestate initialized!");
  1406. // reset seed, so that clients can't predict any following random values
  1407. getRandomGenerator().resetSeed();
  1408. for (auto & elem : gs->players)
  1409. {
  1410. states.addPlayer(elem.first);
  1411. }
  1412. reinitScripting();
  1413. }
  1414. static bool evntCmp(const CMapEvent &a, const CMapEvent &b)
  1415. {
  1416. return a.earlierThan(b);
  1417. }
  1418. void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
  1419. {// bool forced = true - if creature should be replaced, if false - only if no creature was set
  1420. const PlayerState * p = getPlayerState(town->tempOwner);
  1421. if (!p)
  1422. {
  1423. assert(town->tempOwner == PlayerColor::NEUTRAL);
  1424. return;
  1425. }
  1426. if (forced || town->creatures.at(GameConstants::CREATURES_PER_TOWN).second.empty())//we need to change creature
  1427. {
  1428. SetAvailableCreatures ssi;
  1429. ssi.tid = town->id;
  1430. ssi.creatures = town->creatures;
  1431. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear();//remove old one
  1432. const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
  1433. if (dwellings.empty())//no dwellings - just remove
  1434. {
  1435. sendAndApply(&ssi);
  1436. return;
  1437. }
  1438. auto dwelling = *RandomGeneratorUtil::nextItem(dwellings, getRandomGenerator());
  1439. // for multi-creature dwellings like Golem Factory
  1440. auto creatureId = RandomGeneratorUtil::nextItem(dwelling->creatures, getRandomGenerator())->second[0];
  1441. if (clear)
  1442. {
  1443. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max(1, (VLC->creh->objects.at(creatureId)->getGrowth())/2);
  1444. }
  1445. else
  1446. {
  1447. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->objects.at(creatureId)->getGrowth();
  1448. }
  1449. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creatureId);
  1450. sendAndApply(&ssi);
  1451. }
  1452. }
  1453. void CGameHandler::newTurn()
  1454. {
  1455. logGlobal->trace("Turn %d", gs->day+1);
  1456. NewTurn n;
  1457. n.specialWeek = NewTurn::NO_ACTION;
  1458. n.creatureid = CreatureID::NONE;
  1459. n.day = gs->day + 1;
  1460. bool firstTurn = !getDate(Date::DAY);
  1461. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
  1462. bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
  1463. std::map<PlayerColor, si32> hadGold;//starting gold - for buildings like dwarven treasury
  1464. if (firstTurn)
  1465. {
  1466. for (auto obj : gs->map->objects)
  1467. {
  1468. if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
  1469. {
  1470. changePrimSkill (getHero(obj->id), PrimarySkill::EXPERIENCE, 0);
  1471. }
  1472. }
  1473. }
  1474. if (newWeek && !firstTurn)
  1475. {
  1476. n.specialWeek = NewTurn::NORMAL;
  1477. bool deityOfFireBuilt = false;
  1478. for (const CGTownInstance *t : gs->map->towns)
  1479. {
  1480. if (t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
  1481. {
  1482. deityOfFireBuilt = true;
  1483. break;
  1484. }
  1485. }
  1486. if (deityOfFireBuilt)
  1487. {
  1488. n.specialWeek = NewTurn::DEITYOFFIRE;
  1489. n.creatureid = CreatureID::IMP;
  1490. }
  1491. else if(VLC->settings()->getBoolean(EGameSettings::CREATURES_ALLOW_RANDOM_SPECIAL_WEEKS))
  1492. {
  1493. int monthType = getRandomGenerator().nextInt(99);
  1494. if (newMonth) //new month
  1495. {
  1496. if (monthType < 40) //double growth
  1497. {
  1498. n.specialWeek = NewTurn::DOUBLE_GROWTH;
  1499. if (VLC->settings()->getBoolean(EGameSettings::CREATURES_ALLOW_ALL_FOR_DOUBLE_MONTH))
  1500. {
  1501. n.creatureid = VLC->creh->pickRandomMonster(getRandomGenerator());
  1502. }
  1503. else if (VLC->creh->doubledCreatures.size())
  1504. {
  1505. n.creatureid = *RandomGeneratorUtil::nextItem(VLC->creh->doubledCreatures, getRandomGenerator());
  1506. }
  1507. else
  1508. {
  1509. complain("Cannot find creature that can be spawned!");
  1510. n.specialWeek = NewTurn::NORMAL;
  1511. }
  1512. }
  1513. else if (monthType < 50)
  1514. n.specialWeek = NewTurn::PLAGUE;
  1515. }
  1516. else //it's a week, but not full month
  1517. {
  1518. if (monthType < 25)
  1519. {
  1520. n.specialWeek = NewTurn::BONUS_GROWTH; //+5
  1521. std::pair<int, CreatureID> newMonster(54, CreatureID());
  1522. do
  1523. {
  1524. newMonster.second = VLC->creh->pickRandomMonster(getRandomGenerator());
  1525. } while (VLC->creh->objects[newMonster.second] &&
  1526. (*VLC->townh)[VLC->creatures()->getById(newMonster.second)->getFaction()]->town == nullptr); // find first non neutral creature
  1527. n.creatureid = newMonster.second;
  1528. }
  1529. }
  1530. }
  1531. }
  1532. for (auto & elem : gs->players)
  1533. {
  1534. if (elem.first == PlayerColor::NEUTRAL)
  1535. continue;
  1536. else if (elem.first >= PlayerColor::PLAYER_LIMIT)
  1537. assert(0); //illegal player number!
  1538. std::pair<PlayerColor, si32> playerGold(elem.first, elem.second.resources[EGameResID::GOLD]);
  1539. hadGold.insert(playerGold);
  1540. if (newWeek) //new heroes in tavern
  1541. heroPool->onNewWeek(elem.first);
  1542. n.res[elem.first] = elem.second.resources;
  1543. if(!firstTurn && newWeek) //weekly crystal generation if 1 or more crystal dragons in any hero army or town garrison
  1544. {
  1545. bool hasCrystalGenCreature = false;
  1546. for(CGHeroInstance * hero : elem.second.heroes)
  1547. {
  1548. for(auto stack : hero->stacks)
  1549. {
  1550. if(stack.second->hasBonusOfType(BonusType::SPECIAL_CRYSTAL_GENERATION))
  1551. {
  1552. hasCrystalGenCreature = true;
  1553. break;
  1554. }
  1555. }
  1556. }
  1557. if(!hasCrystalGenCreature) //not found in armies, check towns
  1558. {
  1559. for(CGTownInstance * town : elem.second.towns)
  1560. {
  1561. for(auto stack : town->stacks)
  1562. {
  1563. if(stack.second->hasBonusOfType(BonusType::SPECIAL_CRYSTAL_GENERATION))
  1564. {
  1565. hasCrystalGenCreature = true;
  1566. break;
  1567. }
  1568. }
  1569. }
  1570. }
  1571. if(hasCrystalGenCreature)
  1572. n.res[elem.first][EGameResID::CRYSTAL] += 3;
  1573. }
  1574. for (CGHeroInstance *h : (elem).second.heroes)
  1575. {
  1576. if (h->visitedTown)
  1577. giveSpells(h->visitedTown, h);
  1578. NewTurn::Hero hth;
  1579. hth.id = h->id;
  1580. auto ti = std::make_unique<TurnInfo>(h, 1);
  1581. // TODO: this code executed when bonuses of previous day not yet updated (this happen in NewTurn::applyGs). See issue 2356
  1582. hth.move = h->movementPointsLimitCached(gs->map->getTile(h->visitablePos()).terType->isLand(), ti.get());
  1583. hth.mana = h->getManaNewTurn();
  1584. n.heroes.insert(hth);
  1585. if (!firstTurn) //not first day
  1586. {
  1587. for (int k = 0; k < GameConstants::RESOURCE_QUANTITY; k++)
  1588. {
  1589. n.res[elem.first][k] += h->valOfBonuses(BonusType::GENERATE_RESOURCE, k);
  1590. }
  1591. }
  1592. }
  1593. }
  1594. for (CGTownInstance *t : gs->map->towns)
  1595. {
  1596. PlayerColor player = t->tempOwner;
  1597. handleTownEvents(t, n);
  1598. if (newWeek) //first day of week
  1599. {
  1600. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  1601. setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
  1602. if (!firstTurn)
  1603. if (t->hasBuilt(BuildingSubID::TREASURY) && player < PlayerColor::PLAYER_LIMIT)
  1604. n.res[player][EGameResID::GOLD] += hadGold.at(player)/10; //give 10% of starting gold
  1605. if (!vstd::contains(n.cres, t->id))
  1606. {
  1607. n.cres[t->id].tid = t->id;
  1608. n.cres[t->id].creatures = t->creatures;
  1609. }
  1610. auto & sac = n.cres.at(t->id);
  1611. for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths
  1612. {
  1613. if (!t->creatures.at(k).second.empty()) // there are creatures at this level
  1614. {
  1615. ui32 &availableCount = sac.creatures.at(k).first;
  1616. const CCreature *cre = VLC->creh->objects.at(t->creatures.at(k).second.back());
  1617. if (n.specialWeek == NewTurn::PLAGUE)
  1618. availableCount = t->creatures.at(k).first / 2; //halve their number, no growth
  1619. else
  1620. {
  1621. if (firstTurn) //first day of game: use only basic growths
  1622. availableCount = cre->getGrowth();
  1623. else
  1624. availableCount += t->creatureGrowth(k);
  1625. //Deity of fire week - upgrade both imps and upgrades
  1626. if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures.at(k).second, n.creatureid))
  1627. availableCount += 15;
  1628. if (cre->getId() == n.creatureid) //bonus week, effect applies only to identical creatures
  1629. {
  1630. if (n.specialWeek == NewTurn::DOUBLE_GROWTH)
  1631. availableCount *= 2;
  1632. else if (n.specialWeek == NewTurn::BONUS_GROWTH)
  1633. availableCount += 5;
  1634. }
  1635. }
  1636. }
  1637. }
  1638. }
  1639. if (!firstTurn && player < PlayerColor::PLAYER_LIMIT)//not the first day and town not neutral
  1640. {
  1641. n.res[player] = n.res[player] + t->dailyIncome();
  1642. }
  1643. if(t->hasBuilt(BuildingID::GRAIL)
  1644. && t->town->buildings.at(BuildingID::GRAIL)->height == CBuilding::HEIGHT_SKYSHIP)
  1645. {
  1646. // Skyship, probably easier to handle same as Veil of darkness
  1647. //do it every new day after veils apply
  1648. if (player != PlayerColor::NEUTRAL) //do not reveal fow for neutral player
  1649. {
  1650. FoWChange fw;
  1651. fw.mode = 1;
  1652. fw.player = player;
  1653. // find all hidden tiles
  1654. const auto fow = getPlayerTeam(player)->fogOfWarMap;
  1655. auto shape = fow->shape();
  1656. for(size_t z = 0; z < shape[0]; z++)
  1657. for(size_t x = 0; x < shape[1]; x++)
  1658. for(size_t y = 0; y < shape[2]; y++)
  1659. if (!(*fow)[z][x][y])
  1660. fw.tiles.insert(int3(x, y, z));
  1661. sendAndApply (&fw);
  1662. }
  1663. }
  1664. if (t->hasBonusOfType (BonusType::DARKNESS))
  1665. {
  1666. for (auto & player : gs->players)
  1667. {
  1668. if (getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
  1669. getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES)
  1670. changeFogOfWar(t->visitablePos(), t->getBonusLocalFirst(Selector::type()(BonusType::DARKNESS))->val, player.first, true);
  1671. }
  1672. }
  1673. }
  1674. if (newMonth)
  1675. {
  1676. SetAvailableArtifacts saa;
  1677. saa.id = -1;
  1678. pickAllowedArtsSet(saa.arts, getRandomGenerator());
  1679. sendAndApply(&saa);
  1680. }
  1681. sendAndApply(&n);
  1682. if (newWeek)
  1683. {
  1684. //spawn wandering monsters
  1685. if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
  1686. {
  1687. spawnWanderingMonsters(n.creatureid);
  1688. }
  1689. //new week info popup
  1690. if (!firstTurn)
  1691. {
  1692. InfoWindow iw;
  1693. switch (n.specialWeek)
  1694. {
  1695. case NewTurn::DOUBLE_GROWTH:
  1696. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 131);
  1697. iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, n.creatureid);
  1698. iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, n.creatureid);
  1699. break;
  1700. case NewTurn::PLAGUE:
  1701. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 132);
  1702. break;
  1703. case NewTurn::BONUS_GROWTH:
  1704. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 134);
  1705. iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, n.creatureid);
  1706. iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, n.creatureid);
  1707. break;
  1708. case NewTurn::DEITYOFFIRE:
  1709. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 135);
  1710. iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, 42); //%s imp
  1711. iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, 42); //%s imp
  1712. iw.text.replacePositiveNumber(15); //%+d 15
  1713. iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, 43); //%s familiar
  1714. iw.text.replacePositiveNumber(15); //%+d 15
  1715. break;
  1716. default:
  1717. if (newMonth)
  1718. {
  1719. iw.text.appendLocalString(EMetaText::ARRAY_TXT, (130));
  1720. iw.text.replaceLocalString(EMetaText::ARRAY_TXT, getRandomGenerator().nextInt(32, 41));
  1721. }
  1722. else
  1723. {
  1724. iw.text.appendLocalString(EMetaText::ARRAY_TXT, (133));
  1725. iw.text.replaceLocalString(EMetaText::ARRAY_TXT, getRandomGenerator().nextInt(43, 57));
  1726. }
  1727. }
  1728. for (auto & elem : gs->players)
  1729. {
  1730. iw.player = elem.first;
  1731. sendAndApply(&iw);
  1732. }
  1733. }
  1734. }
  1735. logGlobal->trace("Info about turn %d has been sent!", n.day);
  1736. handleTimeEvents();
  1737. //call objects
  1738. for (auto & elem : gs->map->objects)
  1739. {
  1740. if (elem)
  1741. elem->newTurn(getRandomGenerator());
  1742. }
  1743. synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
  1744. }
  1745. void CGameHandler::run(bool resume)
  1746. {
  1747. LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
  1748. using namespace boost::posix_time;
  1749. for (auto cc : lobby->connections)
  1750. {
  1751. auto players = lobby->getAllClientPlayers(cc->connectionID);
  1752. std::stringstream sbuffer;
  1753. sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
  1754. for (PlayerColor color : players)
  1755. {
  1756. sbuffer << color << " ";
  1757. {
  1758. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  1759. connections[color].insert(cc);
  1760. }
  1761. }
  1762. logGlobal->info(sbuffer.str());
  1763. }
  1764. #if SCRIPTING_ENABLED
  1765. services()->scripts()->run(serverScripts);
  1766. #endif
  1767. if(resume)
  1768. events::GameResumed::defaultExecute(serverEventBus.get());
  1769. auto playerTurnOrder = generatePlayerTurnOrder();
  1770. if(!resume)
  1771. for(auto & playerColor : playerTurnOrder)
  1772. turnTimerHandler.onGameplayStart(gs->players[playerColor]);
  1773. while(lobby->state == EServerState::GAMEPLAY)
  1774. {
  1775. if(!resume)
  1776. {
  1777. newTurn();
  1778. events::TurnStarted::defaultExecute(serverEventBus.get());
  1779. }
  1780. std::list<PlayerColor>::iterator it;
  1781. if (resume)
  1782. {
  1783. it = std::find(playerTurnOrder.begin(), playerTurnOrder.end(), gs->currentPlayer);
  1784. }
  1785. else
  1786. {
  1787. it = playerTurnOrder.begin();
  1788. }
  1789. resume = false;
  1790. for (; (it != playerTurnOrder.end()) && (lobby->state == EServerState::GAMEPLAY) ; it++)
  1791. {
  1792. auto playerColor = *it;
  1793. auto onGetTurn = [&](events::PlayerGotTurn & event)
  1794. {
  1795. //if player runs out of time, he shouldn't get the turn (especially AI)
  1796. //pre-trigger may change anything, should check before each player
  1797. //TODO: is it enough to check only one player?
  1798. checkVictoryLossConditionsForAll();
  1799. auto player = event.getPlayer();
  1800. const PlayerState * playerState = &gs->players[player];
  1801. if(playerState->status != EPlayerStatus::INGAME)
  1802. {
  1803. event.setPlayer(PlayerColor::CANNOT_DETERMINE);
  1804. }
  1805. else
  1806. {
  1807. states.setFlag(player, &PlayerStatus::makingTurn, true);
  1808. YourTurn yt;
  1809. yt.player = player;
  1810. //Change local daysWithoutCastle counter for local interface message //TODO: needed?
  1811. yt.daysWithoutCastle = playerState->daysWithoutCastle;
  1812. applyAndSend(&yt);
  1813. turnTimerHandler.onPlayerGetTurn(gs->players[player]);
  1814. }
  1815. };
  1816. events::PlayerGotTurn::defaultExecute(serverEventBus.get(), onGetTurn, playerColor);
  1817. if(playerColor != PlayerColor::CANNOT_DETERMINE)
  1818. {
  1819. //wait till turn is done
  1820. const int waitTime = 100; //ms
  1821. boost::unique_lock<boost::mutex> lock(states.mx);
  1822. while(states.players.at(playerColor).makingTurn && lobby->state == EServerState::GAMEPLAY)
  1823. {
  1824. turnTimerHandler.onPlayerMakingTurn(gs->players[playerColor], waitTime);
  1825. static time_duration p = milliseconds(waitTime);
  1826. states.cv.timed_wait(lock, p);
  1827. }
  1828. }
  1829. }
  1830. //additional check that game is not finished
  1831. bool activePlayer = false;
  1832. for (auto player : playerTurnOrder)
  1833. {
  1834. if (gs->players[player].status == EPlayerStatus::INGAME)
  1835. activePlayer = true;
  1836. }
  1837. if(!activePlayer)
  1838. lobby->state = EServerState::GAMEPLAY_ENDED;
  1839. }
  1840. }
  1841. std::list<PlayerColor> CGameHandler::generatePlayerTurnOrder() const
  1842. {
  1843. // Generate player turn order
  1844. std::list<PlayerColor> playerTurnOrder;
  1845. for (const auto & player : gs->players) // add human players first
  1846. {
  1847. if (player.second.human)
  1848. playerTurnOrder.push_back(player.first);
  1849. }
  1850. for (const auto & player : gs->players) // then add non-human players
  1851. {
  1852. if (!player.second.human)
  1853. playerTurnOrder.push_back(player.first);
  1854. }
  1855. return playerTurnOrder;
  1856. }
  1857. void CGameHandler::setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town)
  1858. {
  1859. battleResult.set(nullptr);
  1860. const auto & t = *getTile(tile);
  1861. TerrainId terrain = t.terType->getId();
  1862. if (gs->map->isCoastalTile(tile)) //coastal tile is always ground
  1863. terrain = ETerrainId::SAND;
  1864. BattleField terType = gs->battleGetBattlefieldType(tile, getRandomGenerator());
  1865. if (heroes[0] && heroes[0]->boat && heroes[1] && heroes[1]->boat)
  1866. terType = BattleField(*VLC->identifiers()->getIdentifier("core", "battlefield.ship_to_ship"));
  1867. //send info about battles
  1868. BattleStart bs;
  1869. bs.info = BattleInfo::setupBattle(tile, terrain, terType, armies, heroes, creatureBank, town);
  1870. engageIntoBattle(bs.info->sides[0].color);
  1871. engageIntoBattle(bs.info->sides[1].color);
  1872. auto lastBattleQuery = std::dynamic_pointer_cast<CBattleQuery>(queries.topQuery(bs.info->sides[0].color));
  1873. bs.info->replayAllowed = lastBattleQuery == nullptr && !bs.info->sides[1].color.isValidPlayer();
  1874. sendAndApply(&bs);
  1875. }
  1876. void CGameHandler::checkBattleStateChanges()
  1877. {
  1878. //check if drawbridge state need to be changes
  1879. if (battleGetSiegeLevel() > 0)
  1880. updateGateState();
  1881. //check if battle ended
  1882. if (auto result = battleIsFinished())
  1883. {
  1884. setBattleResult(BattleResult::NORMAL, *result);
  1885. }
  1886. }
  1887. void CGameHandler::giveSpells(const CGTownInstance *t, const CGHeroInstance *h)
  1888. {
  1889. if (!h->hasSpellbook())
  1890. return; //hero hasn't spellbook
  1891. ChangeSpells cs;
  1892. cs.hid = h->id;
  1893. cs.learn = true;
  1894. if (t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX) && t->hasBuilt(BuildingID::MAGES_GUILD_1))
  1895. {
  1896. // Aurora Borealis give spells of all levels even if only level 1 mages guild built
  1897. for (int i = 0; i < h->maxSpellLevel(); i++)
  1898. {
  1899. std::vector<SpellID> spells;
  1900. getAllowedSpells(spells, i+1);
  1901. for (auto & spell : spells)
  1902. cs.spells.insert(spell);
  1903. }
  1904. }
  1905. else
  1906. {
  1907. for (int i = 0; i < std::min(t->mageGuildLevel(), h->maxSpellLevel()); i++)
  1908. {
  1909. for (int j = 0; j < t->spellsAtLevel(i+1, true) && j < t->spells.at(i).size(); j++)
  1910. {
  1911. if (!h->spellbookContainsSpell(t->spells.at(i).at(j)))
  1912. cs.spells.insert(t->spells.at(i).at(j));
  1913. }
  1914. }
  1915. }
  1916. if (!cs.spells.empty())
  1917. sendAndApply(&cs);
  1918. }
  1919. bool CGameHandler::removeObject(const CGObjectInstance * obj)
  1920. {
  1921. if (!obj || !getObj(obj->id))
  1922. {
  1923. logGlobal->error("Something wrong, that object already has been removed or hasn't existed!");
  1924. return false;
  1925. }
  1926. RemoveObject ro;
  1927. ro.id = obj->id;
  1928. sendAndApply(&ro);
  1929. checkVictoryLossConditionsForAll(); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
  1930. return true;
  1931. }
  1932. bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit, PlayerColor asker)
  1933. {
  1934. const CGHeroInstance *h = getHero(hid);
  1935. // not turn of that hero or player can't simply teleport hero (at least not with this function)
  1936. if (!h || (asker != PlayerColor::NEUTRAL && (teleporting || h->getOwner() != gs->currentPlayer)))
  1937. {
  1938. logGlobal->error("Illegal call to move hero!");
  1939. return false;
  1940. }
  1941. logGlobal->trace("Player %d (%s) wants to move hero %d from %s to %s", asker, asker.getStr(), hid.getNum(), h->pos.toString(), dst.toString());
  1942. const int3 hmpos = h->convertToVisitablePos(dst);
  1943. if (!gs->map->isInTheMap(hmpos))
  1944. {
  1945. logGlobal->error("Destination tile is outside the map!");
  1946. return false;
  1947. }
  1948. const TerrainTile t = *getTile(hmpos);
  1949. const int3 guardPos = gs->guardingCreaturePosition(hmpos);
  1950. const bool embarking = !h->boat && !t.visitableObjects.empty() && t.visitableObjects.back()->ID == Obj::BOAT;
  1951. const bool disembarking = h->boat
  1952. && t.terType->isLand()
  1953. && (dst == h->pos
  1954. || (h->boat->layer == EPathfindingLayer::SAIL && !t.blocked));
  1955. //result structure for start - movement failed, no move points used
  1956. TryMoveHero tmh;
  1957. tmh.id = hid;
  1958. tmh.start = h->pos;
  1959. tmh.end = dst;
  1960. tmh.result = TryMoveHero::FAILED;
  1961. tmh.movePoints = h->movementPointsRemaining();
  1962. //check if destination tile is available
  1963. auto pathfinderHelper = std::make_unique<CPathfinderHelper>(gs, h, PathfinderOptions());
  1964. auto ti = pathfinderHelper->getTurnInfo();
  1965. const bool canFly = pathfinderHelper->hasBonusOfType(BonusType::FLYING_MOVEMENT) || (h->boat && h->boat->layer == EPathfindingLayer::AIR);
  1966. const bool canWalkOnSea = pathfinderHelper->hasBonusOfType(BonusType::WATER_WALKING) || (h->boat && h->boat->layer == EPathfindingLayer::WATER);
  1967. const int cost = pathfinderHelper->getMovementCost(h->visitablePos(), hmpos, nullptr, nullptr, h->movementPointsRemaining());
  1968. //it's a rock or blocked and not visitable tile
  1969. //OR hero is on land and dest is water and (there is not present only one object - boat)
  1970. if (((!t.terType->isPassable() || (t.blocked && !t.visitable && !canFly))
  1971. && complain("Cannot move hero, destination tile is blocked!"))
  1972. || ((!h->boat && !canWalkOnSea && !canFly && t.terType->isWater() && (t.visitableObjects.size() < 1 || !t.visitableObjects.back()->isCoastVisitable())) //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)
  1973. && complain("Cannot move hero, destination tile is on water!"))
  1974. || ((h->boat && h->boat->layer == EPathfindingLayer::SAIL && t.terType->isLand() && t.blocked)
  1975. && complain("Cannot disembark hero, tile is blocked!"))
  1976. || ((distance(h->pos, dst) >= 1.5 && !teleporting)
  1977. && complain("Tiles are not neighboring!"))
  1978. || ((h->inTownGarrison)
  1979. && complain("Can not move garrisoned hero!"))
  1980. || (((int)h->movementPointsRemaining() < cost && dst != h->pos && !teleporting)
  1981. && complain("Hero doesn't have any movement points left!"))
  1982. || ((transit && !canFly && !CGTeleport::isTeleport(t.topVisitableObj()))
  1983. && complain("Hero cannot transit over this tile!"))
  1984. /*|| (states.checkFlag(h->tempOwner, &PlayerStatus::engagedIntoBattle)
  1985. && complain("Cannot move hero during the battle"))*/)
  1986. {
  1987. //send info about movement failure
  1988. sendAndApply(&tmh);
  1989. return false;
  1990. }
  1991. //several generic blocks of code
  1992. // should be called if hero changes tile but before applying TryMoveHero package
  1993. auto leaveTile = [&]()
  1994. {
  1995. for (CGObjectInstance *obj : gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects)
  1996. {
  1997. obj->onHeroLeave(h);
  1998. }
  1999. this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadius(), h->tempOwner, 1);
  2000. };
  2001. auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
  2002. EVisitDest visitDest, ELEaveTile leavingTile) -> bool
  2003. {
  2004. LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->getNameTranslated() % tmh.start.toString() % tmh.end.toString());
  2005. auto moveQuery = std::make_shared<CHeroMovementQuery>(this, tmh, h);
  2006. queries.addQuery(moveQuery);
  2007. if (leavingTile == LEAVING_TILE)
  2008. leaveTile();
  2009. if (isInTheMap(guardPos))
  2010. tmh.attackedFrom = std::make_optional(guardPos);
  2011. tmh.result = result;
  2012. sendAndApply(&tmh);
  2013. if (visitDest == VISIT_DEST && t.topVisitableObj() && t.topVisitableObj()->id == h->id)
  2014. { // Hero should be always able to visit any object he staying on even if there guards around
  2015. visitObjectOnTile(t, h);
  2016. }
  2017. else if (lookForGuards == CHECK_FOR_GUARDS && isInTheMap(guardPos))
  2018. {
  2019. const TerrainTile &guardTile = *gs->getTile(guardPos);
  2020. objectVisited(guardTile.visitableObjects.back(), h);
  2021. moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
  2022. }
  2023. else if (visitDest == VISIT_DEST)
  2024. {
  2025. visitObjectOnTile(t, h);
  2026. }
  2027. queries.popIfTop(moveQuery);
  2028. logGlobal->trace("Hero %s ends movement", h->getNameTranslated());
  2029. return result != TryMoveHero::FAILED;
  2030. };
  2031. //interaction with blocking object (like resources)
  2032. auto blockingVisit = [&]() -> bool
  2033. {
  2034. for (CGObjectInstance *obj : t.visitableObjects)
  2035. {
  2036. if(h->boat && !obj->isBlockedVisitable() && !h->boat->onboardVisitAllowed)
  2037. return doMove(TryMoveHero::SUCCESS, this->IGNORE_GUARDS, DONT_VISIT_DEST, REMAINING_ON_TILE);
  2038. if (obj != h && obj->isBlockedVisitable() && !obj->passableFor(h->tempOwner))
  2039. {
  2040. EVisitDest visitDest = VISIT_DEST;
  2041. if(h->boat && !h->boat->onboardVisitAllowed)
  2042. visitDest = DONT_VISIT_DEST;
  2043. return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, visitDest, REMAINING_ON_TILE);
  2044. }
  2045. }
  2046. return false;
  2047. };
  2048. if (!transit && embarking)
  2049. {
  2050. tmh.movePoints = h->movementPointsAfterEmbark(h->movementPointsRemaining(), cost, false, ti);
  2051. return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  2052. // In H3 embark ignore guards
  2053. }
  2054. if (disembarking)
  2055. {
  2056. tmh.movePoints = h->movementPointsAfterEmbark(h->movementPointsRemaining(), cost, true, ti);
  2057. return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  2058. }
  2059. if (teleporting)
  2060. {
  2061. if (blockingVisit()) // e.g. hero on the other side of teleporter
  2062. return true;
  2063. doMove(TryMoveHero::TELEPORTATION, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  2064. // visit town for town portal \ castle gates
  2065. // do not use generic visitObjectOnTile to avoid double-teleporting
  2066. // if this moveHero call was triggered by teleporter
  2067. if (!t.visitableObjects.empty())
  2068. {
  2069. if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(t.visitableObjects.back()))
  2070. town->onHeroVisit(h);
  2071. }
  2072. return true;
  2073. }
  2074. //still here? it is standard movement!
  2075. {
  2076. tmh.movePoints = (int)h->movementPointsRemaining() >= cost
  2077. ? h->movementPointsRemaining() - cost
  2078. : 0;
  2079. EGuardLook lookForGuards = CHECK_FOR_GUARDS;
  2080. EVisitDest visitDest = VISIT_DEST;
  2081. if (transit)
  2082. {
  2083. if (CGTeleport::isTeleport(t.topVisitableObj()))
  2084. visitDest = DONT_VISIT_DEST;
  2085. if (canFly)
  2086. {
  2087. lookForGuards = IGNORE_GUARDS;
  2088. visitDest = DONT_VISIT_DEST;
  2089. }
  2090. }
  2091. else if (blockingVisit())
  2092. return true;
  2093. if(h->boat && !h->boat->onboardAssaultAllowed)
  2094. lookForGuards = IGNORE_GUARDS;
  2095. doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);
  2096. return true;
  2097. }
  2098. }
  2099. bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker)
  2100. {
  2101. const CGHeroInstance *h = getHero(hid);
  2102. const CGTownInstance *t = getTown(dstid);
  2103. if (!h || !t || h->getOwner() != gs->currentPlayer)
  2104. COMPLAIN_RET("Invalid call to teleportHero!");
  2105. const CGTownInstance *from = h->visitedTown;
  2106. if (((h->getOwner() != t->getOwner())
  2107. && complain("Cannot teleport hero to another player"))
  2108. || (from->town->faction->getId() != t->town->faction->getId()
  2109. && complain("Source town and destination town should belong to the same faction"))
  2110. || ((!from || !from->hasBuilt(BuildingSubID::CASTLE_GATE))
  2111. && complain("Hero must be in town with Castle gate for teleporting"))
  2112. || (!t->hasBuilt(BuildingSubID::CASTLE_GATE)
  2113. && complain("Cannot teleport hero to town without Castle gate in it")))
  2114. return false;
  2115. int3 pos = h->convertFromVisitablePos(t->visitablePos());
  2116. moveHero(hid,pos,1);
  2117. return true;
  2118. }
  2119. void CGameHandler::setOwner(const CGObjectInstance * obj, const PlayerColor owner)
  2120. {
  2121. PlayerColor oldOwner = getOwner(obj->id);
  2122. SetObjectProperty sop(obj->id, ObjProperty::OWNER, owner.getNum());
  2123. sendAndApply(&sop);
  2124. std::set<PlayerColor> playerColors = {owner, oldOwner};
  2125. checkVictoryLossConditions(playerColors);
  2126. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
  2127. if (town) //town captured
  2128. {
  2129. if (owner < PlayerColor::PLAYER_LIMIT) //new owner is real player
  2130. {
  2131. if (town->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  2132. setPortalDwelling(town, true, false);
  2133. }
  2134. if (oldOwner < PlayerColor::PLAYER_LIMIT) //old owner is real player
  2135. {
  2136. if (getPlayerState(oldOwner)->towns.empty() && getPlayerState(oldOwner)->status != EPlayerStatus::LOSER) //previous player lost last last town
  2137. {
  2138. InfoWindow iw;
  2139. iw.player = oldOwner;
  2140. 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.
  2141. iw.text.replaceLocalString(EMetaText::COLOR, oldOwner.getNum());
  2142. sendAndApply(&iw);
  2143. }
  2144. }
  2145. }
  2146. const PlayerState * p = getPlayerState(owner);
  2147. if ((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4) && p && p->dwellings.size()==1)//first dwelling captured
  2148. {
  2149. for (const CGTownInstance * t : getPlayerState(owner)->towns)
  2150. {
  2151. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  2152. setPortalDwelling(t);//set initial creatures for all portals of summoning
  2153. }
  2154. }
  2155. }
  2156. void CGameHandler::showBlockingDialog(BlockingDialog *iw)
  2157. {
  2158. auto dialogQuery = std::make_shared<CBlockingDialogQuery>(this, *iw);
  2159. queries.addQuery(dialogQuery);
  2160. iw->queryID = dialogQuery->queryID;
  2161. sendToAllClients(iw);
  2162. }
  2163. void CGameHandler::showTeleportDialog(TeleportDialog *iw)
  2164. {
  2165. auto dialogQuery = std::make_shared<CTeleportDialogQuery>(this, *iw);
  2166. queries.addQuery(dialogQuery);
  2167. iw->queryID = dialogQuery->queryID;
  2168. sendToAllClients(iw);
  2169. }
  2170. void CGameHandler::giveResource(PlayerColor player, GameResID which, int val) //TODO: cap according to Bersy's suggestion
  2171. {
  2172. if (!val) return; //don't waste time on empty call
  2173. TResources resources;
  2174. resources[which] = val;
  2175. giveResources(player, resources);
  2176. }
  2177. void CGameHandler::giveResources(PlayerColor player, TResources resources)
  2178. {
  2179. SetResources sr;
  2180. sr.abs = false;
  2181. sr.player = player;
  2182. sr.res = resources;
  2183. sendAndApply(&sr);
  2184. }
  2185. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  2186. {
  2187. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  2188. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  2189. COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
  2190. //first we move creatures to give to make them army of object-source
  2191. for (auto & elem : creatures.Slots())
  2192. {
  2193. addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->type)), elem.second->type, elem.second->count);
  2194. }
  2195. tryJoiningArmy(obj, h, remove, true);
  2196. }
  2197. void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures)
  2198. {
  2199. std::vector<CStackBasicDescriptor> cres = creatures;
  2200. if (cres.size() <= 0)
  2201. return;
  2202. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  2203. for (CStackBasicDescriptor &sbd : cres)
  2204. {
  2205. TQuantity collected = 0;
  2206. while(collected < sbd.count)
  2207. {
  2208. bool foundSth = false;
  2209. for (auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
  2210. {
  2211. if (i->second->type == sbd.type)
  2212. {
  2213. TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
  2214. changeStackCount(StackLocation(obj, i->first), -take, false);
  2215. collected += take;
  2216. foundSth = true;
  2217. break;
  2218. }
  2219. }
  2220. if (!foundSth) //we went through the whole loop and haven't found appropriate cres
  2221. {
  2222. complain("Unexpected failure during taking creatures!");
  2223. return;
  2224. }
  2225. }
  2226. }
  2227. }
  2228. void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2229. {
  2230. HeroVisitCastle vc;
  2231. vc.hid = hero->id;
  2232. vc.tid = obj->id;
  2233. vc.flags |= 1;
  2234. sendAndApply(&vc);
  2235. visitCastleObjects(obj, hero);
  2236. giveSpells (obj, hero);
  2237. checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
  2238. }
  2239. void CGameHandler::visitCastleObjects(const CGTownInstance * t, const CGHeroInstance * h)
  2240. {
  2241. for (auto building : t->bonusingBuildings)
  2242. building->onHeroVisit(h);
  2243. }
  2244. void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2245. {
  2246. HeroVisitCastle vc;
  2247. vc.hid = hero->id;
  2248. vc.tid = obj->id;
  2249. sendAndApply(&vc);
  2250. }
  2251. void CGameHandler::removeArtifact(const ArtifactLocation &al)
  2252. {
  2253. EraseArtifact ea;
  2254. ea.al = al;
  2255. sendAndApply(&ea);
  2256. }
  2257. void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
  2258. const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank,
  2259. const CGTownInstance *town) //use hero=nullptr for no hero
  2260. {
  2261. if(gs->curB)
  2262. gs->curB.dellNull();
  2263. static const CArmedInstance *armies[2];
  2264. armies[0] = army1;
  2265. armies[1] = army2;
  2266. static const CGHeroInstance*heroes[2];
  2267. heroes[0] = hero1;
  2268. heroes[1] = hero2;
  2269. setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
  2270. auto lastBattleQuery = std::dynamic_pointer_cast<CBattleQuery>(queries.topQuery(gs->curB->sides[0].color));
  2271. //existing battle query for retying auto-combat
  2272. if(lastBattleQuery)
  2273. {
  2274. for(int i : {0, 1})
  2275. {
  2276. if(heroes[i])
  2277. {
  2278. SetMana restoreInitialMana;
  2279. restoreInitialMana.val = lastBattleQuery->initialHeroMana[i];
  2280. restoreInitialMana.hid = heroes[i]->id;
  2281. sendAndApply(&restoreInitialMana);
  2282. }
  2283. }
  2284. lastBattleQuery->bi = gs->curB;
  2285. lastBattleQuery->result = std::nullopt;
  2286. lastBattleQuery->belligerents[0] = gs->curB->sides[0].armyObject;
  2287. lastBattleQuery->belligerents[1] = gs->curB->sides[1].armyObject;
  2288. }
  2289. auto nextBattleQuery = std::make_shared<CBattleQuery>(this, gs->curB);
  2290. for(int i : {0, 1})
  2291. {
  2292. if(heroes[i])
  2293. {
  2294. nextBattleQuery->initialHeroMana[i] = heroes[i]->mana;
  2295. }
  2296. }
  2297. queries.addQuery(nextBattleQuery);
  2298. this->battleThread = std::make_unique<boost::thread>(boost::thread(&CGameHandler::runBattle, this));
  2299. }
  2300. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank)
  2301. {
  2302. startBattlePrimary(army1, army2, tile,
  2303. army1->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army1) : nullptr,
  2304. army2->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army2) : nullptr,
  2305. creatureBank);
  2306. }
  2307. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank)
  2308. {
  2309. startBattleI(army1, army2, army2->visitablePos(), creatureBank);
  2310. }
  2311. void CGameHandler::changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells)
  2312. {
  2313. ChangeSpells cs;
  2314. cs.hid = hero->id;
  2315. cs.spells = spells;
  2316. cs.learn = give;
  2317. sendAndApply(&cs);
  2318. }
  2319. void CGameHandler::giveHeroBonus(GiveBonus * bonus)
  2320. {
  2321. sendAndApply(bonus);
  2322. }
  2323. void CGameHandler::setMovePoints(SetMovePoints * smp)
  2324. {
  2325. sendAndApply(smp);
  2326. }
  2327. void CGameHandler::setManaPoints(ObjectInstanceID hid, int val)
  2328. {
  2329. SetMana sm;
  2330. sm.hid = hid;
  2331. sm.val = val;
  2332. sm.absolute = true;
  2333. sendAndApply(&sm);
  2334. }
  2335. void CGameHandler::giveHero(ObjectInstanceID id, PlayerColor player, ObjectInstanceID boatId)
  2336. {
  2337. GiveHero gh;
  2338. gh.id = id;
  2339. gh.player = player;
  2340. gh.boatId = boatId;
  2341. sendAndApply(&gh);
  2342. //Reveal fow around new hero, especially released from Prison
  2343. auto h = getHero(id);
  2344. changeFogOfWar(h->pos, h->getSightRadius(), player, false);
  2345. }
  2346. void CGameHandler::changeObjPos(ObjectInstanceID objid, int3 newPos)
  2347. {
  2348. ChangeObjPos cop;
  2349. cop.objid = objid;
  2350. cop.nPos = newPos;
  2351. sendAndApply(&cop);
  2352. }
  2353. void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
  2354. {
  2355. const CGHeroInstance * h1 = getHero(fromHero);
  2356. const CGHeroInstance * h2 = getHero(toHero);
  2357. int h1_scholarSpellLevel = h1->valOfBonuses(BonusType::LEARN_MEETING_SPELL_LIMIT, -1);
  2358. int h2_scholarSpellLevel = h2->valOfBonuses(BonusType::LEARN_MEETING_SPELL_LIMIT, -1);
  2359. if (h1_scholarSpellLevel < h2_scholarSpellLevel)
  2360. {
  2361. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  2362. std::swap(fromHero, toHero);
  2363. }
  2364. int ScholarSpellLevel = std::max(h1_scholarSpellLevel, h2_scholarSpellLevel);//heroes can trade up to this level
  2365. if (!ScholarSpellLevel || !h1->hasSpellbook() || !h2->hasSpellbook())
  2366. return;//no scholar skill or no spellbook
  2367. int h1Lvl = std::min(ScholarSpellLevel, h1->maxSpellLevel()),
  2368. h2Lvl = std::min(ScholarSpellLevel, h2->maxSpellLevel());//heroes can receive this levels
  2369. ChangeSpells cs1;
  2370. cs1.learn = true;
  2371. cs1.hid = toHero;//giving spells to first hero
  2372. for (auto it : h1->getSpellsInSpellbook())
  2373. if (h2Lvl >= it.toSpell()->level && !h2->spellbookContainsSpell(it))//hero can learn it and don't have it yet
  2374. cs1.spells.insert(it);//spell to learn
  2375. ChangeSpells cs2;
  2376. cs2.learn = true;
  2377. cs2.hid = fromHero;
  2378. for (auto it : h2->getSpellsInSpellbook())
  2379. if (h1Lvl >= it.toSpell()->level && !h1->spellbookContainsSpell(it))
  2380. cs2.spells.insert(it);
  2381. if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
  2382. {
  2383. int ScholarSkillLevel = std::max(h1->getSecSkillLevel(SecondarySkill::SCHOLAR),
  2384. h2->getSecSkillLevel(SecondarySkill::SCHOLAR));
  2385. InfoWindow iw;
  2386. iw.player = h1->tempOwner;
  2387. iw.components.emplace_back(Component::EComponentType::SEC_SKILL, 18, ScholarSkillLevel, 0);
  2388. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  2389. iw.text.replaceRawString(h1->getNameTranslated());
  2390. if (!cs2.spells.empty())//if found new spell - apply
  2391. {
  2392. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 140);//learns
  2393. int size = static_cast<int>(cs2.spells.size());
  2394. for (auto it : cs2.spells)
  2395. {
  2396. iw.components.emplace_back(Component::EComponentType::SPELL, it, 1, 0);
  2397. iw.text.appendLocalString(EMetaText::SPELL_NAME, it.toEnum());
  2398. switch (size--)
  2399. {
  2400. case 2:
  2401. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);
  2402. case 1:
  2403. break;
  2404. default:
  2405. iw.text.appendRawString(", ");
  2406. }
  2407. }
  2408. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 142);//from %s
  2409. iw.text.replaceRawString(h2->getNameTranslated());
  2410. sendAndApply(&cs2);
  2411. }
  2412. if (!cs1.spells.empty() && !cs2.spells.empty())
  2413. {
  2414. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);//and
  2415. }
  2416. if (!cs1.spells.empty())
  2417. {
  2418. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 147);//teaches
  2419. int size = static_cast<int>(cs1.spells.size());
  2420. for (auto it : cs1.spells)
  2421. {
  2422. iw.components.emplace_back(Component::EComponentType::SPELL, it, 1, 0);
  2423. iw.text.appendLocalString(EMetaText::SPELL_NAME, it.toEnum());
  2424. switch (size--)
  2425. {
  2426. case 2:
  2427. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);
  2428. case 1:
  2429. break;
  2430. default:
  2431. iw.text.appendRawString(", ");
  2432. }
  2433. }
  2434. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 148);//from %s
  2435. iw.text.replaceRawString(h2->getNameTranslated());
  2436. sendAndApply(&cs1);
  2437. }
  2438. sendAndApply(&iw);
  2439. }
  2440. }
  2441. void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  2442. {
  2443. auto h1 = getHero(hero1), h2 = getHero(hero2);
  2444. if (getPlayerRelations(h1->getOwner(), h2->getOwner()))
  2445. {
  2446. auto exchange = std::make_shared<CGarrisonDialogQuery>(this, h1, h2);
  2447. ExchangeDialog hex;
  2448. hex.queryID = exchange->queryID;
  2449. hex.player = h1->getOwner();
  2450. hex.hero1 = hero1;
  2451. hex.hero2 = hero2;
  2452. sendAndApply(&hex);
  2453. useScholarSkill(hero1,hero2);
  2454. queries.addQuery(exchange);
  2455. }
  2456. }
  2457. void CGameHandler::sendToAllClients(CPackForClient * pack)
  2458. {
  2459. logNetwork->trace("\tSending to all clients: %s", typeid(*pack).name());
  2460. for (auto c : lobby->connections)
  2461. {
  2462. if(!c->isOpen())
  2463. continue;
  2464. c->sendPack(pack);
  2465. }
  2466. }
  2467. void CGameHandler::sendAndApply(CPackForClient * pack)
  2468. {
  2469. sendToAllClients(pack);
  2470. gs->apply(pack);
  2471. logNetwork->trace("\tApplied on gs: %s", typeid(*pack).name());
  2472. }
  2473. void CGameHandler::applyAndSend(CPackForClient * pack)
  2474. {
  2475. gs->apply(pack);
  2476. sendToAllClients(pack);
  2477. }
  2478. void CGameHandler::sendAndApply(CGarrisonOperationPack * pack)
  2479. {
  2480. sendAndApply(static_cast<CPackForClient *>(pack));
  2481. checkVictoryLossConditionsForAll();
  2482. }
  2483. void CGameHandler::sendAndApply(SetResources * pack)
  2484. {
  2485. sendAndApply(static_cast<CPackForClient *>(pack));
  2486. checkVictoryLossConditionsForPlayer(pack->player);
  2487. }
  2488. void CGameHandler::sendAndApply(NewStructures * pack)
  2489. {
  2490. sendAndApply(static_cast<CPackForClient *>(pack));
  2491. checkVictoryLossConditionsForPlayer(getTown(pack->tid)->tempOwner);
  2492. }
  2493. bool CGameHandler::isPlayerOwns(CPackForServer * pack, ObjectInstanceID id)
  2494. {
  2495. return getPlayerAt(pack->c) == getOwner(id);
  2496. }
  2497. void CGameHandler::throwNotAllowedAction(CPackForServer * pack)
  2498. {
  2499. if(pack->c)
  2500. playerMessages->sendSystemMessage(pack->c, "You are not allowed to perform this action!");
  2501. logNetwork->error("Player is not allowed to perform this action!");
  2502. throw ExceptionNotAllowedAction();
  2503. }
  2504. void CGameHandler::wrongPlayerMessage(CPackForServer * pack, PlayerColor expectedplayer)
  2505. {
  2506. std::ostringstream oss;
  2507. oss << "You were identified as player " << getPlayerAt(pack->c) << " while expecting " << expectedplayer;
  2508. logNetwork->error(oss.str());
  2509. if(pack->c)
  2510. playerMessages->sendSystemMessage(pack->c, oss.str());
  2511. }
  2512. void CGameHandler::throwOnWrongOwner(CPackForServer * pack, ObjectInstanceID id)
  2513. {
  2514. if(!isPlayerOwns(pack, id))
  2515. {
  2516. wrongPlayerMessage(pack, getOwner(id));
  2517. throwNotAllowedAction(pack);
  2518. }
  2519. }
  2520. void CGameHandler::throwOnWrongPlayer(CPackForServer * pack, PlayerColor player)
  2521. {
  2522. if(!hasPlayerAt(player, pack->c) && player != getPlayerAt(pack->c))
  2523. {
  2524. wrongPlayerMessage(pack, player);
  2525. throwNotAllowedAction(pack);
  2526. }
  2527. }
  2528. void CGameHandler::throwAndComplain(CPackForServer * pack, std::string txt)
  2529. {
  2530. complain(txt);
  2531. throwNotAllowedAction(pack);
  2532. }
  2533. void CGameHandler::save(const std::string & filename)
  2534. {
  2535. logGlobal->info("Saving to %s", filename);
  2536. const auto stem = FileInfo::GetPathStem(filename);
  2537. const auto savefname = stem.to_string() + ".vsgm1";
  2538. CResourceHandler::get("local")->createResource(savefname);
  2539. try
  2540. {
  2541. {
  2542. CSaveFile save(*CResourceHandler::get("local")->getResourceName(ResourceID(stem.to_string(), EResType::SAVEGAME)));
  2543. saveCommonState(save);
  2544. logGlobal->info("Saving server state");
  2545. save << *this;
  2546. }
  2547. logGlobal->info("Game has been successfully saved!");
  2548. }
  2549. catch(std::exception &e)
  2550. {
  2551. logGlobal->error("Failed to save game: %s", e.what());
  2552. }
  2553. }
  2554. bool CGameHandler::load(const std::string & filename)
  2555. {
  2556. logGlobal->info("Loading from %s", filename);
  2557. const auto stem = FileInfo::GetPathStem(filename);
  2558. reinitScripting();
  2559. try
  2560. {
  2561. {
  2562. CLoadFile lf(*CResourceHandler::get()->getResourceName(ResourceID(stem.to_string(), EResType::SAVEGAME)), MINIMAL_SERIALIZATION_VERSION);
  2563. loadCommonState(lf);
  2564. logGlobal->info("Loading server state");
  2565. lf >> *this;
  2566. }
  2567. logGlobal->info("Game has been successfully loaded!");
  2568. }
  2569. catch(const ModIncompatibility & e)
  2570. {
  2571. logGlobal->error("Failed to load game: %s", e.what());
  2572. auto errorMsg = VLC->generaltexth->translate("vcmi.server.errors.modsIncompatibility") + '\n';
  2573. errorMsg += e.what();
  2574. lobby->announceMessage(errorMsg);
  2575. return false;
  2576. }
  2577. catch(const std::exception & e)
  2578. {
  2579. logGlobal->error("Failed to load game: %s", e.what());
  2580. return false;
  2581. }
  2582. gs->preInit(VLC);
  2583. gs->updateOnLoad(lobby->si.get());
  2584. return true;
  2585. }
  2586. bool CGameHandler::bulkSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner, si32 howMany)
  2587. {
  2588. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  2589. return false;
  2590. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  2591. const CCreatureSet & creatureSet = *army;
  2592. if((!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  2593. || (howMany < 1 && complain("Invalid split parameter!")))
  2594. {
  2595. return false;
  2596. }
  2597. auto actualAmount = army->getStackCount(slotSrc);
  2598. if(actualAmount <= howMany && complain(complainNotEnoughCreatures)) // '<=' because it's not intended just for moving a stack
  2599. return false;
  2600. auto freeSlots = creatureSet.getFreeSlots();
  2601. if(freeSlots.empty() && complain("No empty stacks"))
  2602. return false;
  2603. BulkRebalanceStacks bulkRS;
  2604. for(auto slot : freeSlots)
  2605. {
  2606. RebalanceStacks rs;
  2607. rs.srcArmy = army->id;
  2608. rs.dstArmy = army->id;
  2609. rs.srcSlot = slotSrc;
  2610. rs.dstSlot = slot;
  2611. rs.count = howMany;
  2612. bulkRS.moves.push_back(rs);
  2613. actualAmount -= howMany;
  2614. if(actualAmount <= howMany)
  2615. break;
  2616. }
  2617. sendAndApply(&bulkRS);
  2618. return true;
  2619. }
  2620. bool CGameHandler::bulkMergeStacks(SlotID slotSrc, ObjectInstanceID srcOwner)
  2621. {
  2622. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  2623. return false;
  2624. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  2625. const CCreatureSet & creatureSet = *army;
  2626. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  2627. return false;
  2628. auto actualAmount = creatureSet.getStackCount(slotSrc);
  2629. if(actualAmount < 1 && complain(complainNoCreatures))
  2630. return false;
  2631. auto currentCreature = creatureSet.getCreature(slotSrc);
  2632. if(!currentCreature && complain(complainNoCreatures))
  2633. return false;
  2634. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, slotSrc);
  2635. if(!creatureSlots.size())
  2636. return false;
  2637. BulkRebalanceStacks bulkRS;
  2638. for(auto slot : creatureSlots)
  2639. {
  2640. RebalanceStacks rs;
  2641. rs.srcArmy = army->id;
  2642. rs.dstArmy = army->id;
  2643. rs.srcSlot = slot;
  2644. rs.dstSlot = slotSrc;
  2645. rs.count = creatureSet.getStackCount(slot);
  2646. bulkRS.moves.push_back(rs);
  2647. }
  2648. sendAndApply(&bulkRS);
  2649. return true;
  2650. }
  2651. bool CGameHandler::bulkMoveArmy(ObjectInstanceID srcArmy, ObjectInstanceID destArmy, SlotID srcSlot)
  2652. {
  2653. if(!srcSlot.validSlot() && complain(complainInvalidSlot))
  2654. return false;
  2655. const CArmedInstance * armySrc = static_cast<const CArmedInstance*>(getObjInstance(srcArmy));
  2656. const CCreatureSet & setSrc = *armySrc;
  2657. if(!vstd::contains(setSrc.stacks, srcSlot) && complain(complainNoCreatures))
  2658. return false;
  2659. const CArmedInstance * armyDest = static_cast<const CArmedInstance*>(getObjInstance(destArmy));
  2660. const CCreatureSet & setDest = *armyDest;
  2661. auto freeSlots = setDest.getFreeSlotsQueue();
  2662. typedef std::map<SlotID, std::pair<SlotID, TQuantity>> TRebalanceMap;
  2663. TRebalanceMap moves;
  2664. auto srcQueue = setSrc.getCreatureQueue(srcSlot); // Exclude srcSlot, it should be moved last
  2665. auto slotsLeft = setSrc.stacksCount();
  2666. auto destMap = setDest.getCreatureMap();
  2667. TMapCreatureSlot::key_compare keyComp = destMap.key_comp();
  2668. while(!srcQueue.empty())
  2669. {
  2670. auto pair = srcQueue.top();
  2671. srcQueue.pop();
  2672. auto currCreature = pair.first;
  2673. auto currSlot = pair.second;
  2674. const auto quantity = setSrc.getStackCount(currSlot);
  2675. TMapCreatureSlot::iterator lb = destMap.lower_bound(currCreature);
  2676. const bool alreadyExists = (lb != destMap.end() && !(keyComp(currCreature, lb->first)));
  2677. if(!alreadyExists)
  2678. {
  2679. if(freeSlots.empty())
  2680. continue;
  2681. auto currFreeSlot = freeSlots.front();
  2682. freeSlots.pop();
  2683. destMap.insert(lb, TMapCreatureSlot::value_type(currCreature, currFreeSlot));
  2684. }
  2685. moves.insert(std::make_pair(currSlot, std::make_pair(destMap[currCreature], quantity)));
  2686. slotsLeft--;
  2687. }
  2688. if(slotsLeft == 1)
  2689. {
  2690. auto lastCreature = setSrc.getCreature(srcSlot);
  2691. auto slotToMove = SlotID();
  2692. // Try to find a slot for last creature
  2693. if(destMap.find(lastCreature) == destMap.end())
  2694. {
  2695. if(!freeSlots.empty())
  2696. slotToMove = freeSlots.front();
  2697. }
  2698. else
  2699. {
  2700. slotToMove = destMap[lastCreature];
  2701. }
  2702. if(slotToMove != SlotID())
  2703. {
  2704. const bool needsLastStack = armySrc->needsLastStack();
  2705. const auto quantity = setSrc.getStackCount(srcSlot) - (needsLastStack ? 1 : 0);
  2706. moves.insert(std::make_pair(srcSlot, std::make_pair(slotToMove, quantity)));
  2707. }
  2708. }
  2709. BulkRebalanceStacks bulkRS;
  2710. for(auto & move : moves)
  2711. {
  2712. RebalanceStacks rs;
  2713. rs.srcArmy = armySrc->id;
  2714. rs.dstArmy = armyDest->id;
  2715. rs.srcSlot = move.first;
  2716. rs.dstSlot = move.second.first;
  2717. rs.count = move.second.second;
  2718. bulkRS.moves.push_back(rs);
  2719. }
  2720. sendAndApply(&bulkRS);
  2721. return true;
  2722. }
  2723. bool CGameHandler::bulkSmartSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner)
  2724. {
  2725. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  2726. return false;
  2727. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  2728. const CCreatureSet & creatureSet = *army;
  2729. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  2730. return false;
  2731. auto actualAmount = creatureSet.getStackCount(slotSrc);
  2732. if(actualAmount <= 1 && complain(complainNoCreatures))
  2733. return false;
  2734. auto freeSlot = creatureSet.getFreeSlot();
  2735. auto currentCreature = creatureSet.getCreature(slotSrc);
  2736. if(freeSlot == SlotID() && creatureSet.isCreatureBalanced(currentCreature))
  2737. return true;
  2738. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, SlotID(-1), 1); // Ignore slots where's only 1 creature, don't ignore slotSrc
  2739. TQuantity totalCreatures = 0;
  2740. for(auto slot : creatureSlots)
  2741. totalCreatures += creatureSet.getStackCount(slot);
  2742. if(totalCreatures <= 1 && complain("Total creatures number is invalid"))
  2743. return false;
  2744. if(freeSlot != SlotID())
  2745. creatureSlots.push_back(freeSlot);
  2746. if(creatureSlots.empty() && complain("No available slots for smart rebalancing"))
  2747. return false;
  2748. const auto totalCreatureSlots = creatureSlots.size();
  2749. const auto rem = totalCreatures % totalCreatureSlots;
  2750. const auto quotient = totalCreatures / totalCreatureSlots;
  2751. // totalCreatures == rem * (quotient + 1) + (totalCreatureSlots - rem) * quotient;
  2752. // Proof: r(q+1)+(s-r)q = rq+r+qs-rq = r+qs = total, where total/s = q+r/s
  2753. BulkSmartRebalanceStacks bulkSRS;
  2754. if(freeSlot != SlotID())
  2755. {
  2756. RebalanceStacks rs;
  2757. rs.srcArmy = rs.dstArmy = army->id;
  2758. rs.srcSlot = slotSrc;
  2759. rs.dstSlot = freeSlot;
  2760. rs.count = 1;
  2761. bulkSRS.moves.push_back(rs);
  2762. }
  2763. auto currSlot = 0;
  2764. auto check = 0;
  2765. for(auto slot : creatureSlots)
  2766. {
  2767. ChangeStackCount csc;
  2768. csc.army = army->id;
  2769. csc.slot = slot;
  2770. csc.count = (currSlot < rem)
  2771. ? quotient + 1
  2772. : quotient;
  2773. csc.absoluteValue = true;
  2774. bulkSRS.changes.push_back(csc);
  2775. currSlot++;
  2776. check += csc.count;
  2777. }
  2778. if(check != totalCreatures)
  2779. {
  2780. complain((boost::format("Failure: totalCreatures=%d but check=%d") % totalCreatures % check).str());
  2781. return false;
  2782. }
  2783. sendAndApply(&bulkSRS);
  2784. return true;
  2785. }
  2786. bool CGameHandler::arrangeStacks(ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player)
  2787. {
  2788. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id1)),
  2789. * s2 = static_cast<const CArmedInstance *>(getObjInstance(id2));
  2790. const CCreatureSet &S1 = *s1, &S2 = *s2;
  2791. StackLocation sl1(s1, p1), sl2(s2, p2);
  2792. if (!sl1.slot.validSlot() || !sl2.slot.validSlot())
  2793. {
  2794. complain(complainInvalidSlot);
  2795. return false;
  2796. }
  2797. if (!isAllowedExchange(id1,id2))
  2798. {
  2799. complain("Cannot exchange stacks between these two objects!\n");
  2800. return false;
  2801. }
  2802. // We can always put stacks into locked garrison, but not take them out of it
  2803. auto notRemovable = [&](const CArmedInstance * army)
  2804. {
  2805. if (id1 != id2) // Stack arrangement inside locked garrison is allowed
  2806. {
  2807. auto g = dynamic_cast<const CGGarrison *>(army);
  2808. if (g && !g->removableUnits)
  2809. {
  2810. complain("Stacks in this garrison are not removable!\n");
  2811. return true;
  2812. }
  2813. }
  2814. return false;
  2815. };
  2816. if (what==1) //swap
  2817. {
  2818. if (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1))
  2819. || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
  2820. {
  2821. complain("Can't take troops from another player!");
  2822. return false;
  2823. }
  2824. if (sl1.army == sl2.army && sl1.slot == sl2.slot)
  2825. {
  2826. complain("Cannot swap stacks - slots are the same!");
  2827. return false;
  2828. }
  2829. if (!s1->slotEmpty(p1) && !s2->slotEmpty(p2))
  2830. {
  2831. if (notRemovable(sl1.army) || notRemovable(sl2.army))
  2832. return false;
  2833. }
  2834. if (s1->slotEmpty(p1) && notRemovable(sl2.army))
  2835. return false;
  2836. else if (s2->slotEmpty(p2) && notRemovable(sl1.army))
  2837. return false;
  2838. swapStacks(sl1, sl2);
  2839. }
  2840. else if (what==2)//merge
  2841. {
  2842. if ((s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  2843. || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  2844. return false;
  2845. if (s1->slotEmpty(p1) || s2->slotEmpty(p2))
  2846. {
  2847. complain("Cannot merge empty stack!");
  2848. return false;
  2849. }
  2850. else if (notRemovable(sl1.army))
  2851. return false;
  2852. moveStack(sl1, sl2);
  2853. }
  2854. else if (what==3) //split
  2855. {
  2856. const int countToMove = val - s2->getStackCount(p2);
  2857. const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;
  2858. if ( (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1))
  2859. || (s2->tempOwner != player && val < s2->getStackCount(p2)))
  2860. {
  2861. complain("Can't move troops of another player!");
  2862. return false;
  2863. }
  2864. //general conditions checking
  2865. if ((!vstd::contains(S1.stacks,p1) && complain(complainNoCreatures))
  2866. || (val<1 && complain(complainNoCreatures)) )
  2867. {
  2868. return false;
  2869. }
  2870. if (vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  2871. {
  2872. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  2873. if ((total < val && complain("Cannot split that stack, not enough creatures!"))
  2874. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  2875. )
  2876. {
  2877. return false;
  2878. }
  2879. if (notRemovable(sl1.army))
  2880. {
  2881. if (s1->getStackCount(p1) > countLeftOnSrc)
  2882. return false;
  2883. }
  2884. else if (notRemovable(sl2.army))
  2885. {
  2886. if (s2->getStackCount(p1) < countLeftOnSrc)
  2887. return false;
  2888. }
  2889. moveStack(sl1, sl2, countToMove);
  2890. //S2.slots[p2]->count = val;
  2891. //S1.slots[p1]->count = total - val;
  2892. }
  2893. else //split one stack to the two
  2894. {
  2895. if (s1->getStackCount(p1) < val)//not enough creatures
  2896. {
  2897. complain(complainNotEnoughCreatures);
  2898. return false;
  2899. }
  2900. if (notRemovable(sl1.army))
  2901. return false;
  2902. moveStack(sl1, sl2, val);
  2903. }
  2904. }
  2905. return true;
  2906. }
  2907. bool CGameHandler::hasPlayerAt(PlayerColor player, std::shared_ptr<CConnection> c) const
  2908. {
  2909. return connections.at(player).count(c);
  2910. }
  2911. PlayerColor CGameHandler::getPlayerAt(std::shared_ptr<CConnection> c) const
  2912. {
  2913. std::set<PlayerColor> all;
  2914. for (auto i=connections.cbegin(); i!=connections.cend(); i++)
  2915. if(vstd::contains(i->second, c))
  2916. all.insert(i->first);
  2917. switch(all.size())
  2918. {
  2919. case 0:
  2920. return PlayerColor::NEUTRAL;
  2921. case 1:
  2922. return *all.begin();
  2923. default:
  2924. {
  2925. //if we have more than one player at this connection, try to pick active one
  2926. if (vstd::contains(all, gs->currentPlayer))
  2927. return gs->currentPlayer;
  2928. else
  2929. return PlayerColor::CANNOT_DETERMINE; //cannot say which player is it
  2930. }
  2931. }
  2932. }
  2933. bool CGameHandler::disbandCreature(ObjectInstanceID id, SlotID pos)
  2934. {
  2935. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id));
  2936. if (!vstd::contains(s1->stacks,pos))
  2937. {
  2938. complain("Illegal call to disbandCreature - no such stack in army!");
  2939. return false;
  2940. }
  2941. eraseStack(StackLocation(s1, pos));
  2942. return true;
  2943. }
  2944. bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID, bool force)
  2945. {
  2946. const CGTownInstance * t = getTown(tid);
  2947. if(!t)
  2948. COMPLAIN_RETF("No such town (ID=%s)!", tid);
  2949. if(!t->town->buildings.count(requestedID))
  2950. COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->getNameTranslated() % requestedID);
  2951. if(t->hasBuilt(requestedID))
  2952. COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->getNameTranslated() % t->getNameTranslated());
  2953. const CBuilding * requestedBuilding = t->town->buildings.at(requestedID);
  2954. //Vector with future list of built building and buildings in auto-mode that are not yet built.
  2955. std::vector<const CBuilding*> remainingAutoBuildings;
  2956. std::set<BuildingID> buildingsThatWillBe;
  2957. //Check validity of request
  2958. if(!force)
  2959. {
  2960. switch(requestedBuilding->mode)
  2961. {
  2962. case CBuilding::BUILD_NORMAL :
  2963. if (canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
  2964. COMPLAIN_RET("Cannot build that building!");
  2965. break;
  2966. case CBuilding::BUILD_AUTO :
  2967. case CBuilding::BUILD_SPECIAL:
  2968. COMPLAIN_RET("This building can not be constructed normally!");
  2969. case CBuilding::BUILD_GRAIL :
  2970. if(requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
  2971. {
  2972. if(!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
  2973. COMPLAIN_RET("Cannot build this without grail!")
  2974. else
  2975. removeArtifact(ArtifactLocation(t->visitingHero, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
  2976. }
  2977. break;
  2978. }
  2979. }
  2980. //Performs stuff that has to be done before new building is built
  2981. auto processBeforeBuiltStructure = [t, this](const BuildingID buildingID)
  2982. {
  2983. if(buildingID >= BuildingID::DWELL_FIRST) //dwelling
  2984. {
  2985. int level = (buildingID - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
  2986. int upgradeNumber = (buildingID - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
  2987. if(upgradeNumber >= t->town->creatures.at(level).size())
  2988. {
  2989. complain(boost::str(boost::format("Error ecountered when building dwelling (bid=%s):"
  2990. "no creature found (upgrade number %d, level %d!")
  2991. % buildingID % upgradeNumber % level));
  2992. return;
  2993. }
  2994. CCreature * crea = VLC->creh->objects.at(t->town->creatures.at(level).at(upgradeNumber));
  2995. SetAvailableCreatures ssi;
  2996. ssi.tid = t->id;
  2997. ssi.creatures = t->creatures;
  2998. if (ssi.creatures[level].second.empty()) // first creature in a dwelling
  2999. ssi.creatures[level].first = crea->getGrowth();
  3000. ssi.creatures[level].second.push_back(crea->getId());
  3001. sendAndApply(&ssi);
  3002. }
  3003. if(t->town->buildings.at(buildingID)->subId == BuildingSubID::PORTAL_OF_SUMMONING)
  3004. {
  3005. setPortalDwelling(t);
  3006. }
  3007. };
  3008. //Performs stuff that has to be done after new building is built
  3009. auto processAfterBuiltStructure = [t, this](const BuildingID buildingID)
  3010. {
  3011. auto isMageGuild = (buildingID <= BuildingID::MAGES_GUILD_5 && buildingID >= BuildingID::MAGES_GUILD_1);
  3012. auto isLibrary = isMageGuild ? false
  3013. : t->town->buildings.at(buildingID)->subId == BuildingSubID::EBuildingSubID::LIBRARY;
  3014. if(isMageGuild || isLibrary || (t->subID == ETownType::CONFLUX && buildingID == BuildingID::GRAIL))
  3015. {
  3016. if(t->visitingHero)
  3017. giveSpells(t,t->visitingHero);
  3018. if(t->garrisonHero)
  3019. giveSpells(t,t->garrisonHero);
  3020. }
  3021. };
  3022. //Checks if all requirements will be met with expected building list "buildingsThatWillBe"
  3023. auto areRequirementsFullfilled = [&](const BuildingID & buildID)
  3024. {
  3025. return buildingsThatWillBe.count(buildID);
  3026. };
  3027. //Init the vectors
  3028. for(auto & build : t->town->buildings)
  3029. {
  3030. if(t->hasBuilt(build.first))
  3031. {
  3032. buildingsThatWillBe.insert(build.first);
  3033. }
  3034. else
  3035. {
  3036. if(build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
  3037. remainingAutoBuildings.push_back(build.second);
  3038. }
  3039. }
  3040. //Prepare structure (list of building ids will be filled later)
  3041. NewStructures ns;
  3042. ns.tid = tid;
  3043. ns.builded = force ? t->builded : (t->builded+1);
  3044. std::queue<const CBuilding*> buildingsToAdd;
  3045. buildingsToAdd.push(requestedBuilding);
  3046. while(!buildingsToAdd.empty())
  3047. {
  3048. auto b = buildingsToAdd.front();
  3049. buildingsToAdd.pop();
  3050. ns.bid.insert(b->bid);
  3051. buildingsThatWillBe.insert(b->bid);
  3052. remainingAutoBuildings -= b;
  3053. for(auto autoBuilding : remainingAutoBuildings)
  3054. {
  3055. auto actualRequirements = t->genBuildingRequirements(autoBuilding->bid);
  3056. if(actualRequirements.test(areRequirementsFullfilled))
  3057. buildingsToAdd.push(autoBuilding);
  3058. }
  3059. }
  3060. // 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.
  3061. for(auto builtID : ns.bid)
  3062. processBeforeBuiltStructure(builtID);
  3063. //Take cost
  3064. if(!force)
  3065. giveResources(t->tempOwner, -requestedBuilding->resources);
  3066. //We know what has been built, apply changes. Do this as final step to properly update town window
  3067. sendAndApply(&ns);
  3068. //Other post-built events. To some logic like giving spells to work gamestate changes for new building must be already in place!
  3069. for(auto builtID : ns.bid)
  3070. processAfterBuiltStructure(builtID);
  3071. // now when everything is built - reveal tiles for lookout tower
  3072. FoWChange fw;
  3073. fw.player = t->tempOwner;
  3074. fw.mode = 1;
  3075. getTilesInRange(fw.tiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, 1);
  3076. sendAndApply(&fw);
  3077. if(t->visitingHero)
  3078. visitCastleObjects(t, t->visitingHero);
  3079. if(t->garrisonHero)
  3080. visitCastleObjects(t, t->garrisonHero);
  3081. checkVictoryLossConditionsForPlayer(t->tempOwner);
  3082. return true;
  3083. }
  3084. bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
  3085. {
  3086. ///incomplete, simply erases target building
  3087. const CGTownInstance * t = getTown(tid);
  3088. if (!vstd::contains(t->builtBuildings, bid))
  3089. return false;
  3090. RazeStructures rs;
  3091. rs.tid = tid;
  3092. rs.bid.insert(bid);
  3093. rs.destroyed = t->destroyed + 1;
  3094. sendAndApply(&rs);
  3095. //TODO: Remove dwellers
  3096. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  3097. // {
  3098. // RemoveBonus rb(RemoveBonus::TOWN);
  3099. // rb.whoID = t->id;
  3100. // rb.source = BonusSource::TOWN_STRUCTURE;
  3101. // rb.id = 17;
  3102. // sendAndApply(&rb);
  3103. // }
  3104. return true;
  3105. }
  3106. bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl)
  3107. {
  3108. const CGDwelling * dw = static_cast<const CGDwelling *>(getObj(objid));
  3109. const CArmedInstance *dst = nullptr;
  3110. const CCreature *c = VLC->creh->objects.at(crid);
  3111. const bool warMachine = c->warMachine != ArtifactID::NONE;
  3112. //TODO: test for owning
  3113. //TODO: check if dst can recruit objects (e.g. hero is actually visiting object, town and source are same, etc)
  3114. dst = dynamic_cast<const CArmedInstance*>(getObj(dstid));
  3115. assert(dw && dst);
  3116. //verify
  3117. bool found = false;
  3118. int level = 0;
  3119. for (; level < dw->creatures.size(); level++) //iterate through all levels
  3120. {
  3121. if ((fromLvl != -1) && (level !=fromLvl))
  3122. continue;
  3123. const auto &cur = dw->creatures.at(level); //current level info <amount, list of cr. ids>
  3124. int i = 0;
  3125. for (; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  3126. if (cur.second.at(i) == crid)
  3127. break;
  3128. if (i < cur.second.size())
  3129. {
  3130. found = true;
  3131. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  3132. break;
  3133. }
  3134. }
  3135. SlotID slot = dst->getSlotFor(crid);
  3136. if ((!found && complain("Cannot recruit: no such creatures!"))
  3137. || ((si32)cram > VLC->creh->objects.at(crid)->maxAmount(getPlayerState(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  3138. || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
  3139. || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
  3140. {
  3141. return false;
  3142. }
  3143. //recruit
  3144. giveResources(dst->tempOwner, -(c->getFullRecruitCost() * cram));
  3145. SetAvailableCreatures sac;
  3146. sac.tid = objid;
  3147. sac.creatures = dw->creatures;
  3148. sac.creatures[level].first -= cram;
  3149. sendAndApply(&sac);
  3150. if (warMachine)
  3151. {
  3152. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(dst);
  3153. COMPLAIN_RET_FALSE_IF(!h, "Only hero can buy war machines");
  3154. ArtifactID artId = c->warMachine;
  3155. COMPLAIN_RET_FALSE_IF(artId == ArtifactID::CATAPULT, "Catapult cannot be recruited!");
  3156. const CArtifact * art = artId.toArtifact();
  3157. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid war machine artifact");
  3158. return giveHeroNewArtifact(h, art);
  3159. }
  3160. else
  3161. {
  3162. addToSlot(StackLocation(dst, slot), c, cram);
  3163. }
  3164. return true;
  3165. }
  3166. bool CGameHandler::upgradeCreature(ObjectInstanceID objid, SlotID pos, CreatureID upgID)
  3167. {
  3168. const CArmedInstance * obj = static_cast<const CArmedInstance *>(getObjInstance(objid));
  3169. if (!obj->hasStackAtSlot(pos))
  3170. {
  3171. COMPLAIN_RET("Cannot upgrade, no stack at slot " + boost::to_string(pos));
  3172. }
  3173. UpgradeInfo ui;
  3174. fillUpgradeInfo(obj, pos, ui);
  3175. PlayerColor player = obj->tempOwner;
  3176. const PlayerState *p = getPlayerState(player);
  3177. int crQuantity = obj->stacks.at(pos)->count;
  3178. int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
  3179. //check if upgrade is possible
  3180. if ((ui.oldID<0 || newIDpos == -1) && complain("That upgrade is not possible!"))
  3181. {
  3182. return false;
  3183. }
  3184. TResources totalCost = ui.cost.at(newIDpos) * crQuantity;
  3185. //check if player has enough resources
  3186. if (!p->resources.canAfford(totalCost))
  3187. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  3188. //take resources
  3189. giveResources(player, -totalCost);
  3190. //upgrade creature
  3191. changeStackType(StackLocation(obj, pos), VLC->creh->objects.at(upgID));
  3192. return true;
  3193. }
  3194. bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c)
  3195. {
  3196. if (!sl.army->hasStackAtSlot(sl.slot))
  3197. COMPLAIN_RET("Cannot find a stack to change type");
  3198. SetStackType sst;
  3199. sst.army = sl.army->id;
  3200. sst.slot = sl.slot;
  3201. sst.type = c->getId();
  3202. sendAndApply(&sst);
  3203. return true;
  3204. }
  3205. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  3206. {
  3207. assert(src->canBeMergedWith(*dst, allowMerging));
  3208. while(src->stacksCount())//while there are unmoved creatures
  3209. {
  3210. auto i = src->Slots().begin(); //iterator to stack to move
  3211. StackLocation sl(src, i->first); //location of stack to move
  3212. SlotID pos = dst->getSlotFor(i->second->type);
  3213. if (!pos.validSlot())
  3214. {
  3215. //try to merge two other stacks to make place
  3216. std::pair<SlotID, SlotID> toMerge;
  3217. if (dst->mergableStacks(toMerge, i->first) && allowMerging)
  3218. {
  3219. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  3220. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  3221. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  3222. }
  3223. else
  3224. {
  3225. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  3226. return;
  3227. }
  3228. }
  3229. else
  3230. {
  3231. moveStack(sl, StackLocation(dst, pos));
  3232. }
  3233. }
  3234. }
  3235. bool CGameHandler::swapGarrisonOnSiege(ObjectInstanceID tid)
  3236. {
  3237. const CGTownInstance * town = getTown(tid);
  3238. if(!town->garrisonHero == !town->visitingHero)
  3239. return false;
  3240. SetHeroesInTown intown;
  3241. intown.tid = tid;
  3242. if(town->garrisonHero) //garrison -> vising
  3243. {
  3244. intown.garrison = ObjectInstanceID();
  3245. intown.visiting = town->garrisonHero->id;
  3246. }
  3247. else //visiting -> garrison
  3248. {
  3249. if(town->armedGarrison())
  3250. town->mergeGarrisonOnSiege();
  3251. intown.visiting = ObjectInstanceID();
  3252. intown.garrison = town->visitingHero->id;
  3253. }
  3254. sendAndApply(&intown);
  3255. return true;
  3256. }
  3257. bool CGameHandler::garrisonSwap(ObjectInstanceID tid)
  3258. {
  3259. const CGTownInstance * town = getTown(tid);
  3260. if (!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  3261. {
  3262. if (!town->visitingHero->canBeMergedWith(*town))
  3263. {
  3264. complain("Cannot make garrison swap, not enough free slots!");
  3265. return false;
  3266. }
  3267. moveArmy(town, town->visitingHero, true);
  3268. SetHeroesInTown intown;
  3269. intown.tid = tid;
  3270. intown.visiting = ObjectInstanceID();
  3271. intown.garrison = town->visitingHero->id;
  3272. sendAndApply(&intown);
  3273. return true;
  3274. }
  3275. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  3276. {
  3277. //check if moving hero out of town will break 8 wandering heroes limit
  3278. if (getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
  3279. {
  3280. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  3281. return false;
  3282. }
  3283. SetHeroesInTown intown;
  3284. intown.tid = tid;
  3285. intown.garrison = ObjectInstanceID();
  3286. intown.visiting = town->garrisonHero->id;
  3287. sendAndApply(&intown);
  3288. return true;
  3289. }
  3290. else if (!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  3291. {
  3292. SetHeroesInTown intown;
  3293. intown.tid = tid;
  3294. intown.garrison = town->visitingHero->id;
  3295. intown.visiting = town->garrisonHero->id;
  3296. sendAndApply(&intown);
  3297. return true;
  3298. }
  3299. else
  3300. {
  3301. complain("Cannot swap garrison hero!");
  3302. return false;
  3303. }
  3304. }
  3305. // With the amount of changes done to the function, it's more like transferArtifacts.
  3306. // 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.
  3307. bool CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2)
  3308. {
  3309. ArtifactLocation src = al1, dst = al2;
  3310. const PlayerColor srcPlayer = src.owningPlayer(), dstPlayer = dst.owningPlayer();
  3311. const CArmedInstance *srcObj = src.relatedObj(), *dstObj = dst.relatedObj();
  3312. // Make sure exchange is even possible between the two heroes.
  3313. if(!isAllowedExchange(srcObj->id, dstObj->id))
  3314. COMPLAIN_RET("That heroes cannot make any exchange!");
  3315. const CArtifactInstance *srcArtifact = src.getArt();
  3316. const CArtifactInstance *destArtifact = dst.getArt();
  3317. const bool isDstSlotBackpack = ArtifactUtils::isSlotBackpack(dst.slot);
  3318. if(srcArtifact == nullptr)
  3319. COMPLAIN_RET("No artifact to move!");
  3320. if(destArtifact && srcPlayer != dstPlayer && !isDstSlotBackpack)
  3321. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  3322. // Check if src/dest slots are appropriate for the artifacts exchanged.
  3323. // Moving to the backpack is always allowed.
  3324. if((!srcArtifact || !isDstSlotBackpack)
  3325. && srcArtifact && !srcArtifact->canBePutAt(dst, true))
  3326. COMPLAIN_RET("Cannot move artifact!");
  3327. auto srcSlot = src.getSlot();
  3328. auto dstSlot = dst.getSlot();
  3329. if((srcSlot && srcSlot->locked) || (dstSlot && dstSlot->locked))
  3330. COMPLAIN_RET("Cannot move artifact locks.");
  3331. if(isDstSlotBackpack && srcArtifact->artType->isBig())
  3332. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  3333. if(src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)
  3334. COMPLAIN_RET("Cannot move catapult!");
  3335. if(isDstSlotBackpack)
  3336. {
  3337. if(!ArtifactUtils::isBackpackFreeSlots(dst.getHolderArtSet()))
  3338. COMPLAIN_RET("Backpack is full!");
  3339. vstd::amin(dst.slot, GameConstants::BACKPACK_START + dst.getHolderArtSet()->artifactsInBackpack.size());
  3340. }
  3341. if(!(src.slot == ArtifactPosition::TRANSITION_POS && dst.slot == ArtifactPosition::TRANSITION_POS))
  3342. {
  3343. if(src.slot == dst.slot && src.artHolder == dst.artHolder)
  3344. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  3345. // Check if dst slot is occupied
  3346. if(!isDstSlotBackpack && destArtifact)
  3347. {
  3348. // Previous artifact must be removed first
  3349. moveArtifact(dst, ArtifactLocation(dst.artHolder, ArtifactPosition::TRANSITION_POS));
  3350. }
  3351. try
  3352. {
  3353. auto hero = std::get<ConstTransitivePtr<CGHeroInstance>>(dst.artHolder);
  3354. if(ArtifactUtils::checkSpellbookIsNeeded(hero, srcArtifact->artType->getId(), dst.slot))
  3355. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3356. }
  3357. catch(const std::bad_variant_access &)
  3358. {
  3359. // object other than hero received an art - ignore
  3360. }
  3361. MoveArtifact ma(&src, &dst);
  3362. if(dst.slot == ArtifactPosition::TRANSITION_POS)
  3363. ma.askAssemble = false;
  3364. sendAndApply(&ma);
  3365. }
  3366. return true;
  3367. }
  3368. bool CGameHandler::bulkMoveArtifacts(ObjectInstanceID srcHero, ObjectInstanceID dstHero, bool swap)
  3369. {
  3370. // Make sure exchange is even possible between the two heroes.
  3371. if(!isAllowedExchange(srcHero, dstHero))
  3372. COMPLAIN_RET("That heroes cannot make any exchange!");
  3373. auto psrcHero = getHero(srcHero);
  3374. auto pdstHero = getHero(dstHero);
  3375. if((!psrcHero) || (!pdstHero))
  3376. COMPLAIN_RET("bulkMoveArtifacts: wrong hero's ID");
  3377. BulkMoveArtifacts ma(static_cast<ConstTransitivePtr<CGHeroInstance>>(psrcHero),
  3378. static_cast<ConstTransitivePtr<CGHeroInstance>>(pdstHero), swap);
  3379. auto & slotsSrcDst = ma.artsPack0;
  3380. auto & slotsDstSrc = ma.artsPack1;
  3381. // Temporary fitting set for artifacts. Used to select available slots before sending data.
  3382. CArtifactFittingSet artFittingSet(pdstHero->bearerType());
  3383. auto moveArtifact = [this, &artFittingSet](const CArtifactInstance * artifact,
  3384. ArtifactPosition srcSlot, const CGHeroInstance * dstHero,
  3385. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  3386. {
  3387. assert(artifact);
  3388. auto dstSlot = ArtifactUtils::getArtAnyPosition(&artFittingSet, artifact->getTypeId());
  3389. if(dstSlot != ArtifactPosition::PRE_FIRST)
  3390. {
  3391. artFittingSet.putArtifact(dstSlot, static_cast<ConstTransitivePtr<CArtifactInstance>>(artifact));
  3392. slots.push_back(BulkMoveArtifacts::LinkedSlots(srcSlot, dstSlot));
  3393. if(ArtifactUtils::checkSpellbookIsNeeded(dstHero, artifact->getTypeId(), dstSlot))
  3394. giveHeroNewArtifact(dstHero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3395. }
  3396. };
  3397. if(swap)
  3398. {
  3399. auto moveArtsWorn = [moveArtifact](const CGHeroInstance * srcHero, const CGHeroInstance * dstHero,
  3400. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  3401. {
  3402. for(auto & artifact : srcHero->artifactsWorn)
  3403. {
  3404. if(ArtifactUtils::isArtRemovable(artifact))
  3405. moveArtifact(artifact.second.getArt(), artifact.first, dstHero, slots);
  3406. }
  3407. };
  3408. auto moveArtsInBackpack = [](const CArtifactSet * artSet,
  3409. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  3410. {
  3411. for(auto & slotInfo : artSet->artifactsInBackpack)
  3412. {
  3413. auto slot = artSet->getArtPos(slotInfo.artifact);
  3414. slots.push_back(BulkMoveArtifacts::LinkedSlots(slot, slot));
  3415. }
  3416. };
  3417. // Move over artifacts that are worn srcHero -> dstHero
  3418. moveArtsWorn(psrcHero, pdstHero, slotsSrcDst);
  3419. artFittingSet.artifactsWorn.clear();
  3420. // Move over artifacts that are worn dstHero -> srcHero
  3421. moveArtsWorn(pdstHero, psrcHero, slotsDstSrc);
  3422. // Move over artifacts that are in backpack srcHero -> dstHero
  3423. moveArtsInBackpack(psrcHero, slotsSrcDst);
  3424. // Move over artifacts that are in backpack dstHero -> srcHero
  3425. moveArtsInBackpack(pdstHero, slotsDstSrc);
  3426. }
  3427. else
  3428. {
  3429. artFittingSet.artifactsInBackpack = pdstHero->artifactsInBackpack;
  3430. artFittingSet.artifactsWorn = pdstHero->artifactsWorn;
  3431. // Move over artifacts that are worn
  3432. for(auto & artInfo : psrcHero->artifactsWorn)
  3433. {
  3434. if(ArtifactUtils::isArtRemovable(artInfo))
  3435. {
  3436. moveArtifact(psrcHero->getArt(artInfo.first), artInfo.first, pdstHero, slotsSrcDst);
  3437. }
  3438. }
  3439. // Move over artifacts that are in backpack
  3440. for(auto & slotInfo : psrcHero->artifactsInBackpack)
  3441. {
  3442. moveArtifact(psrcHero->getArt(psrcHero->getArtPos(slotInfo.artifact)),
  3443. psrcHero->getArtPos(slotInfo.artifact), pdstHero, slotsSrcDst);
  3444. }
  3445. }
  3446. sendAndApply(&ma);
  3447. return true;
  3448. }
  3449. /**
  3450. * Assembles or disassembles a combination artifact.
  3451. * @param heroID ID of hero holding the artifact(s).
  3452. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  3453. * @param assemble True for assembly operation, false for disassembly.
  3454. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  3455. * artifact to assemble to. Otherwise it's not used.
  3456. */
  3457. bool CGameHandler::assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
  3458. {
  3459. const CGHeroInstance * hero = getHero(heroID);
  3460. const CArtifactInstance * destArtifact = hero->getArt(artifactSlot);
  3461. if(!destArtifact)
  3462. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  3463. if(assemble)
  3464. {
  3465. CArtifact * combinedArt = VLC->arth->objects[assembleTo];
  3466. if(!combinedArt->isCombined())
  3467. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  3468. if (!vstd::contains(ArtifactUtils::assemblyPossibilities(hero, destArtifact->getTypeId(),
  3469. ArtifactUtils::isSlotEquipment(artifactSlot)), combinedArt))
  3470. {
  3471. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  3472. }
  3473. if(ArtifactUtils::checkSpellbookIsNeeded(hero, assembleTo, artifactSlot))
  3474. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3475. AssembledArtifact aa;
  3476. aa.al = ArtifactLocation(hero, artifactSlot);
  3477. aa.builtArt = combinedArt;
  3478. sendAndApply(&aa);
  3479. }
  3480. else
  3481. {
  3482. if(!destArtifact->isCombined())
  3483. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  3484. if(ArtifactUtils::isSlotBackpack(artifactSlot)
  3485. && !ArtifactUtils::isBackpackFreeSlots(hero, destArtifact->artType->getConstituents().size() - 1))
  3486. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble but backpack is full!");
  3487. DisassembledArtifact da;
  3488. da.al = ArtifactLocation(hero, artifactSlot);
  3489. sendAndApply(&da);
  3490. }
  3491. return true;
  3492. }
  3493. bool CGameHandler::eraseArtifactByClient(const ArtifactLocation & al)
  3494. {
  3495. const auto * hero = getHero(al.relatedObj()->id);
  3496. if(hero == nullptr)
  3497. COMPLAIN_RET("eraseArtifactByClient: wrong hero's ID");
  3498. const auto * art = al.getArt();
  3499. if(art == nullptr)
  3500. COMPLAIN_RET("Cannot remove artifact!");
  3501. if(al.getArt()->artType->canBePutAt(hero) || al.slot != ArtifactPosition::TRANSITION_POS)
  3502. COMPLAIN_RET("Illegal artifact removal request");
  3503. removeArtifact(al);
  3504. return true;
  3505. }
  3506. bool CGameHandler::buyArtifact(ObjectInstanceID hid, ArtifactID aid)
  3507. {
  3508. const CGHeroInstance * hero = getHero(hid);
  3509. COMPLAIN_RET_FALSE_IF(nullptr == hero, "Invalid hero index");
  3510. const CGTownInstance * town = hero->visitedTown;
  3511. COMPLAIN_RET_FALSE_IF(nullptr == town, "Hero not in town");
  3512. if (aid==ArtifactID::SPELLBOOK)
  3513. {
  3514. if ((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  3515. || (getResource(hero->getOwner(), EGameResID::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!"))
  3516. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  3517. )
  3518. return false;
  3519. giveResource(hero->getOwner(),EGameResID::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  3520. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3521. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  3522. giveSpells(town,hero);
  3523. return true;
  3524. }
  3525. else
  3526. {
  3527. const CArtifact * art = aid.toArtifact();
  3528. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid artifact index to buy");
  3529. COMPLAIN_RET_FALSE_IF(art->getWarMachine() == CreatureID::NONE, "War machine artifact required");
  3530. COMPLAIN_RET_FALSE_IF(hero->hasArt(aid),"Hero already has this machine!");
  3531. const int price = art->getPrice();
  3532. COMPLAIN_RET_FALSE_IF(getPlayerState(hero->getOwner())->resources[EGameResID::GOLD] < price, "Not enough gold!");
  3533. if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid)
  3534. || (town->hasBuilt(BuildingSubID::BALLISTA_YARD) && aid == ArtifactID::BALLISTA))
  3535. {
  3536. giveResource(hero->getOwner(),EGameResID::GOLD,-price);
  3537. return giveHeroNewArtifact(hero, art);
  3538. }
  3539. else
  3540. COMPLAIN_RET("This machine is unavailable here!");
  3541. }
  3542. }
  3543. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, GameResID rid, ArtifactID aid)
  3544. {
  3545. if(!h)
  3546. COMPLAIN_RET("Only hero can buy artifacts!");
  3547. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  3548. COMPLAIN_RET("That artifact is unavailable!");
  3549. int b1, b2;
  3550. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  3551. if (getResource(h->tempOwner, rid) < b1)
  3552. COMPLAIN_RET("You can't afford to buy this artifact!");
  3553. giveResource(h->tempOwner, rid, -b1);
  3554. SetAvailableArtifacts saa;
  3555. if(dynamic_cast<const CGTownInstance *>(m))
  3556. {
  3557. saa.id = -1;
  3558. saa.arts = CGTownInstance::merchantArtifacts;
  3559. }
  3560. else if(const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m)) //black market
  3561. {
  3562. saa.id = bm->id.getNum();
  3563. saa.arts = bm->artifacts;
  3564. }
  3565. else
  3566. COMPLAIN_RET("Wrong marktet...");
  3567. bool found = false;
  3568. for (const CArtifact *&art : saa.arts)
  3569. {
  3570. if (art && art->getId() == aid)
  3571. {
  3572. art = nullptr;
  3573. found = true;
  3574. break;
  3575. }
  3576. }
  3577. if (!found)
  3578. COMPLAIN_RET("Cannot find selected artifact on the list");
  3579. sendAndApply(&saa);
  3580. giveHeroNewArtifact(h, VLC->arth->objects[aid], ArtifactPosition::FIRST_AVAILABLE);
  3581. return true;
  3582. }
  3583. bool CGameHandler::sellArtifact(const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, GameResID rid)
  3584. {
  3585. COMPLAIN_RET_FALSE_IF((!h), "Only hero can sell artifacts!");
  3586. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  3587. COMPLAIN_RET_FALSE_IF((!art), "There is no artifact to sell!");
  3588. COMPLAIN_RET_FALSE_IF((!art->artType->isTradable()), "Cannot sell a war machine or spellbook!");
  3589. int resVal = 0, dump = 1;
  3590. m->getOffer(art->artType->getId(), rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  3591. removeArtifact(ArtifactLocation(h, h->getArtPos(art)));
  3592. giveResource(h->tempOwner, rid, resVal);
  3593. return true;
  3594. }
  3595. bool CGameHandler::buySecSkill(const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
  3596. {
  3597. if (!h)
  3598. COMPLAIN_RET("You need hero to buy a skill!");
  3599. if (h->getSecSkillLevel(SecondarySkill(skill)))
  3600. COMPLAIN_RET("Hero already know this skill");
  3601. if (!h->canLearnSkill())
  3602. COMPLAIN_RET("Hero can't learn any more skills");
  3603. if (!h->canLearnSkill(skill))
  3604. COMPLAIN_RET("The hero can't learn this skill!");
  3605. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  3606. COMPLAIN_RET("That skill is unavailable!");
  3607. if (getResource(h->tempOwner, EGameResID::GOLD) < GameConstants::SKILL_GOLD_COST)//TODO: remove hardcoded resource\summ?
  3608. COMPLAIN_RET("You can't afford to buy this skill");
  3609. giveResource(h->tempOwner, EGameResID::GOLD, -GameConstants::SKILL_GOLD_COST);
  3610. changeSecSkill(h, skill, 1, true);
  3611. return true;
  3612. }
  3613. bool CGameHandler::tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2)
  3614. {
  3615. TResourceCap r1 = getPlayerState(player)->resources[id1];
  3616. vstd::amin(val, r1); //can't trade more resources than have
  3617. int b1, b2; //base quantities for trade
  3618. market->getOffer(id1, id2, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  3619. int units = val / b1; //how many base quantities we trade
  3620. if (val%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  3621. {
  3622. COMPLAIN_RET("Invalid deal, not all offered units of resource were used.");
  3623. }
  3624. giveResource(player, GameResID(id1), - b1 * units);
  3625. giveResource(player, GameResID(id2), b2 * units);
  3626. return true;
  3627. }
  3628. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, GameResID resourceID)
  3629. {
  3630. if(!hero)
  3631. COMPLAIN_RET("Only hero can sell creatures!");
  3632. if (!vstd::contains(hero->Slots(), slot))
  3633. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  3634. const CStackInstance &s = hero->getStack(slot);
  3635. if (s.count < (TQuantity)count //can't sell more creatures than have
  3636. || (hero->stacksCount() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  3637. {
  3638. COMPLAIN_RET("Not enough creatures in army!");
  3639. }
  3640. int b1, b2; //base quantities for trade
  3641. market->getOffer(s.type->getId(), resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  3642. int units = count / b1; //how many base quantities we trade
  3643. if (count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  3644. {
  3645. //TODO: complain?
  3646. assert(0);
  3647. }
  3648. changeStackCount(StackLocation(hero, slot), -(TQuantity)count);
  3649. giveResource(hero->tempOwner, resourceID, b2 * units);
  3650. return true;
  3651. }
  3652. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
  3653. {
  3654. const CArmedInstance *army = nullptr;
  3655. if (hero)
  3656. army = hero;
  3657. else
  3658. army = dynamic_cast<const CGTownInstance *>(market);
  3659. if (!army)
  3660. COMPLAIN_RET("Incorrect call to transform in undead!");
  3661. if (!army->hasStackAtSlot(slot))
  3662. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  3663. const CStackInstance &s = army->getStack(slot);
  3664. //resulting creature - bone dragons or skeletons
  3665. CreatureID resCreature = CreatureID::SKELETON;
  3666. if ((s.hasBonusOfType(BonusType::DRAGON_NATURE)
  3667. && !(s.hasBonusOfType(BonusType::UNDEAD)))
  3668. || (s.getCreatureID() == CreatureID::HYDRA)
  3669. || (s.getCreatureID() == CreatureID::CHAOS_HYDRA))
  3670. resCreature = CreatureID::BONE_DRAGON;
  3671. changeStackType(StackLocation(army, slot), resCreature.toCreature());
  3672. return true;
  3673. }
  3674. bool CGameHandler::sendResources(ui32 val, PlayerColor player, GameResID r1, PlayerColor r2)
  3675. {
  3676. const PlayerState *p2 = getPlayerState(r2, false);
  3677. if (!p2 || p2->status != EPlayerStatus::INGAME)
  3678. {
  3679. complain("Dest player must be in game!");
  3680. return false;
  3681. }
  3682. TResourceCap curRes1 = getPlayerState(player)->resources[r1];
  3683. vstd::amin(val, curRes1);
  3684. giveResource(player, r1, -(int)val);
  3685. giveResource(r2, r1, val);
  3686. return true;
  3687. }
  3688. bool CGameHandler::setFormation(ObjectInstanceID hid, ui8 formation)
  3689. {
  3690. const CGHeroInstance *h = getHero(hid);
  3691. if (!h)
  3692. {
  3693. logGlobal->error("Hero doesn't exist!");
  3694. return false;
  3695. }
  3696. ChangeFormation cf;
  3697. cf.hid = hid;
  3698. cf.formation = formation;
  3699. sendAndApply(&cf);
  3700. return true;
  3701. }
  3702. bool CGameHandler::queryReply(QueryID qid, const JsonNode & answer, PlayerColor player)
  3703. {
  3704. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  3705. logGlobal->trace("Player %s attempts answering query %d with answer:", player, qid);
  3706. logGlobal->trace(answer.toJson());
  3707. auto topQuery = queries.topQuery(player);
  3708. COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
  3709. if(topQuery->queryID != qid)
  3710. {
  3711. auto currentQuery = queries.getQuery(qid);
  3712. if(currentQuery != nullptr && currentQuery->endsByPlayerAnswer())
  3713. currentQuery->setReply(answer);
  3714. COMPLAIN_RET("This player top query has different ID!"); //topQuery->queryID != qid
  3715. }
  3716. COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
  3717. topQuery->setReply(answer);
  3718. queries.popQuery(topQuery);
  3719. return true;
  3720. }
  3721. static EndAction end_action;
  3722. void CGameHandler::updateGateState()
  3723. {
  3724. // GATE_BRIDGE - leftmost tile, located over moat
  3725. // GATE_OUTER - central tile, mostly covered by gate image
  3726. // GATE_INNER - rightmost tile, inside the walls
  3727. // GATE_OUTER or GATE_INNER:
  3728. // - if defender moves unit on these tiles, bridge will open
  3729. // - if there is a creature (dead or alive) on these tiles, bridge will always remain open
  3730. // - blocked to attacker if bridge is closed
  3731. // GATE_BRIDGE
  3732. // - if there is a unit or corpse here, bridge can't open (and can't close in fortress)
  3733. // - if Force Field is cast here, bridge can't open (but can close, in any town)
  3734. // - deals moat damage to attacker if bridge is closed (fortress only)
  3735. bool hasForceFieldOnBridge = !battleGetAllObstaclesOnPos(BattleHex(ESiegeHex::GATE_BRIDGE), true).empty();
  3736. bool hasStackAtGateInner = gs->curB->battleGetUnitByPos(BattleHex(ESiegeHex::GATE_INNER), false) != nullptr;
  3737. bool hasStackAtGateOuter = gs->curB->battleGetUnitByPos(BattleHex(ESiegeHex::GATE_OUTER), false) != nullptr;
  3738. bool hasStackAtGateBridge = gs->curB->battleGetUnitByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false) != nullptr;
  3739. bool hasWideMoat = vstd::contains_if(battleGetAllObstaclesOnPos(BattleHex(ESiegeHex::GATE_BRIDGE), false), [](const std::shared_ptr<const CObstacleInstance> & obst)
  3740. {
  3741. return obst->obstacleType == CObstacleInstance::MOAT;
  3742. });
  3743. BattleUpdateGateState db;
  3744. db.state = gs->curB->si.gateState;
  3745. if (gs->curB->si.wallState[EWallPart::GATE] == EWallState::DESTROYED)
  3746. {
  3747. db.state = EGateState::DESTROYED;
  3748. }
  3749. else if (db.state == EGateState::OPENED)
  3750. {
  3751. bool hasStackOnLongBridge = hasStackAtGateBridge && hasWideMoat;
  3752. bool gateCanClose = !hasStackAtGateInner && !hasStackAtGateOuter && !hasStackOnLongBridge;
  3753. if (gateCanClose)
  3754. db.state = EGateState::CLOSED;
  3755. else
  3756. db.state = EGateState::OPENED;
  3757. }
  3758. else // CLOSED or BLOCKED
  3759. {
  3760. bool gateBlocked = hasForceFieldOnBridge || hasStackAtGateBridge;
  3761. if (gateBlocked)
  3762. db.state = EGateState::BLOCKED;
  3763. else
  3764. db.state = EGateState::CLOSED;
  3765. }
  3766. if (db.state != gs->curB->si.gateState)
  3767. sendAndApply(&db);
  3768. }
  3769. bool CGameHandler::makeBattleAction(BattleAction &ba)
  3770. {
  3771. boost::unique_lock lock(battleActionMutex);
  3772. bool ok = true;
  3773. battle::Target target = ba.getTarget(gs->curB);
  3774. const CStack * stack = battleGetStackByID(ba.stackNumber); //may be nullptr if action is not about stack
  3775. const bool isAboutActiveStack = stack && (ba.stackNumber == gs->curB->getActiveStackID());
  3776. logGlobal->trace("Making action: %s", ba.toString());
  3777. switch(ba.actionType)
  3778. {
  3779. case EActionType::WALK: //walk
  3780. case EActionType::DEFEND: //defend
  3781. case EActionType::WAIT: //wait
  3782. case EActionType::WALK_AND_ATTACK: //walk or attack
  3783. case EActionType::SHOOT: //shoot
  3784. case EActionType::CATAPULT: //catapult
  3785. case EActionType::STACK_HEAL: //healing with First Aid Tent
  3786. case EActionType::MONSTER_SPELL:
  3787. if (!stack)
  3788. {
  3789. complain("No such stack!");
  3790. return false;
  3791. }
  3792. if (!stack->alive())
  3793. {
  3794. complain("This stack is dead: " + stack->nodeName());
  3795. return false;
  3796. }
  3797. if (battleTacticDist())
  3798. {
  3799. if (stack && stack->unitSide() != battleGetTacticsSide())
  3800. {
  3801. complain("This is not a stack of side that has tactics!");
  3802. return false;
  3803. }
  3804. }
  3805. else if (!isAboutActiveStack)
  3806. {
  3807. complain("Action has to be about active stack!");
  3808. return false;
  3809. }
  3810. }
  3811. auto wrapAction = [this](BattleAction &ba)
  3812. {
  3813. StartAction startAction(ba);
  3814. sendAndApply(&startAction);
  3815. return vstd::makeScopeGuard([&]()
  3816. {
  3817. sendAndApply(&end_action);
  3818. });
  3819. };
  3820. switch(ba.actionType)
  3821. {
  3822. case EActionType::END_TACTIC_PHASE: //wait
  3823. case EActionType::BAD_MORALE:
  3824. case EActionType::NO_ACTION:
  3825. {
  3826. auto wrapper = wrapAction(ba);
  3827. break;
  3828. }
  3829. case EActionType::WALK:
  3830. {
  3831. auto wrapper = wrapAction(ba);
  3832. if(target.size() < 1)
  3833. {
  3834. complain("Destination required for move action.");
  3835. ok = false;
  3836. break;
  3837. }
  3838. int walkedTiles = moveStack(ba.stackNumber, target.at(0).hexValue); //move
  3839. if (!walkedTiles)
  3840. complain("Stack failed movement!");
  3841. break;
  3842. }
  3843. case EActionType::DEFEND:
  3844. {
  3845. //defensive stance, TODO: filter out spell boosts from bonus (stone skin etc.)
  3846. SetStackEffect sse;
  3847. Bonus defenseBonusToAdd(BonusDuration::STACK_GETS_TURN, BonusType::PRIMARY_SKILL, BonusSource::OTHER, 20, -1, PrimarySkill::DEFENSE, BonusValueType::PERCENT_TO_ALL);
  3848. Bonus bonus2(BonusDuration::STACK_GETS_TURN, BonusType::PRIMARY_SKILL, BonusSource::OTHER, stack->valOfBonuses(BonusType::DEFENSIVE_STANCE),
  3849. -1, PrimarySkill::DEFENSE, BonusValueType::ADDITIVE_VALUE);
  3850. Bonus alternativeWeakCreatureBonus(BonusDuration::STACK_GETS_TURN, BonusType::PRIMARY_SKILL, BonusSource::OTHER, 1, -1, PrimarySkill::DEFENSE, BonusValueType::ADDITIVE_VALUE);
  3851. BonusList defence = *stack->getBonuses(Selector::typeSubtype(BonusType::PRIMARY_SKILL, PrimarySkill::DEFENSE));
  3852. int oldDefenceValue = defence.totalValue();
  3853. defence.push_back(std::make_shared<Bonus>(defenseBonusToAdd));
  3854. defence.push_back(std::make_shared<Bonus>(bonus2));
  3855. int difference = defence.totalValue() - oldDefenceValue;
  3856. std::vector<Bonus> buffer;
  3857. if(difference == 0) //give replacement bonus for creatures not reaching 5 defense points (20% of def becomes 0)
  3858. {
  3859. difference = 1;
  3860. buffer.push_back(alternativeWeakCreatureBonus);
  3861. }
  3862. else
  3863. {
  3864. buffer.push_back(defenseBonusToAdd);
  3865. }
  3866. buffer.push_back(bonus2);
  3867. sse.toUpdate.push_back(std::make_pair(ba.stackNumber, buffer));
  3868. sendAndApply(&sse);
  3869. BattleLogMessage message;
  3870. MetaString text;
  3871. stack->addText(text, EMetaText::GENERAL_TXT, 120);
  3872. stack->addNameReplacement(text);
  3873. text.replaceNumber(difference);
  3874. message.lines.push_back(text);
  3875. sendAndApply(&message);
  3876. //don't break - we share code with next case
  3877. }
  3878. [[fallthrough]];
  3879. case EActionType::WAIT:
  3880. {
  3881. auto wrapper = wrapAction(ba);
  3882. break;
  3883. }
  3884. case EActionType::RETREAT: //retreat/flee
  3885. {
  3886. if (!gs->curB->battleCanFlee(gs->curB->sides.at(ba.side).color))
  3887. complain("Cannot retreat!");
  3888. else
  3889. setBattleResult(BattleResult::ESCAPE, !ba.side); //surrendering side loses
  3890. break;
  3891. }
  3892. case EActionType::SURRENDER:
  3893. {
  3894. PlayerColor player = gs->curB->sides.at(ba.side).color;
  3895. int cost = gs->curB->battleGetSurrenderCost(player);
  3896. if (cost < 0)
  3897. complain("Cannot surrender!");
  3898. else if (getResource(player, EGameResID::GOLD) < cost)
  3899. complain("Not enough gold to surrender!");
  3900. else
  3901. {
  3902. giveResource(player, EGameResID::GOLD, -cost);
  3903. setBattleResult(BattleResult::SURRENDER, !ba.side); //surrendering side loses
  3904. }
  3905. break;
  3906. }
  3907. case EActionType::WALK_AND_ATTACK: //walk or attack
  3908. {
  3909. auto wrapper = wrapAction(ba);
  3910. if(!stack)
  3911. {
  3912. complain("No attacker");
  3913. ok = false;
  3914. break;
  3915. }
  3916. if(target.size() < 2)
  3917. {
  3918. complain("Two destinations required for attack action.");
  3919. ok = false;
  3920. break;
  3921. }
  3922. BattleHex attackPos = target.at(0).hexValue;
  3923. BattleHex destinationTile = target.at(1).hexValue;
  3924. const CStack * destinationStack = gs->curB->battleGetStackByPos(destinationTile, true);
  3925. if(!destinationStack)
  3926. {
  3927. complain("Invalid target to attack");
  3928. ok = false;
  3929. break;
  3930. }
  3931. BattleHex startingPos = stack->getPosition();
  3932. int distance = moveStack(ba.stackNumber, attackPos);
  3933. logGlobal->trace("%s will attack %s", stack->nodeName(), destinationStack->nodeName());
  3934. if(stack->getPosition() != attackPos
  3935. && !(stack->doubleWide() && (stack->getPosition() == attackPos.cloneInDirection(stack->destShiftDir(), false)))
  3936. )
  3937. {
  3938. // we were not able to reach destination tile, nor occupy specified hex
  3939. // abort attack attempt, but treat this case as legal - we may have stepped onto a quicksands/mine
  3940. break;
  3941. }
  3942. if(destinationStack && stack->unitId() == destinationStack->unitId()) //we should just move, it will be handled by following check
  3943. {
  3944. destinationStack = nullptr;
  3945. }
  3946. if(!destinationStack)
  3947. {
  3948. complain("Unit can not attack itself");
  3949. ok = false;
  3950. break;
  3951. }
  3952. if(!CStack::isMeleeAttackPossible(stack, destinationStack))
  3953. {
  3954. complain("Attack cannot be performed!");
  3955. ok = false;
  3956. break;
  3957. }
  3958. //attack
  3959. int totalAttacks = stack->totalAttacks.getMeleeValue();
  3960. //TODO: move to CUnitState
  3961. const auto * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3962. if(attackingHero)
  3963. {
  3964. totalAttacks += attackingHero->valOfBonuses(BonusType::HERO_GRANTS_ATTACKS, stack->creatureIndex());
  3965. }
  3966. const bool firstStrike = destinationStack->hasBonusOfType(BonusType::FIRST_STRIKE);
  3967. const bool retaliation = destinationStack->ableToRetaliate();
  3968. for (int i = 0; i < totalAttacks; ++i)
  3969. {
  3970. //first strike
  3971. if(i == 0 && firstStrike && retaliation)
  3972. {
  3973. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, false, true);
  3974. }
  3975. //move can cause death, eg. by walking into the moat, first strike can cause death or paralysis/petrification
  3976. if(stack->alive() && !stack->hasBonusOfType(BonusType::NOT_ACTIVE) && destinationStack->alive())
  3977. {
  3978. makeAttack(stack, destinationStack, (i ? 0 : distance), destinationTile, i==0, false, false);//no distance travelled on second attack
  3979. }
  3980. //counterattack
  3981. //we check retaliation twice, so if it unblocked during attack it will work only on next attack
  3982. if(stack->alive()
  3983. && !stack->hasBonusOfType(BonusType::BLOCKS_RETALIATION)
  3984. && (i == 0 && !firstStrike)
  3985. && retaliation && destinationStack->ableToRetaliate())
  3986. {
  3987. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, false, true);
  3988. }
  3989. }
  3990. //return
  3991. if(stack->hasBonusOfType(BonusType::RETURN_AFTER_STRIKE)
  3992. && target.size() == 3
  3993. && startingPos != stack->getPosition()
  3994. && startingPos == target.at(2).hexValue
  3995. && stack->alive())
  3996. {
  3997. moveStack(ba.stackNumber, startingPos);
  3998. //NOTE: curStack->unitId() == ba.stackNumber (rev 1431)
  3999. }
  4000. break;
  4001. }
  4002. case EActionType::SHOOT:
  4003. {
  4004. if(target.size() < 1)
  4005. {
  4006. complain("Destination required for shot action.");
  4007. ok = false;
  4008. break;
  4009. }
  4010. auto destination = target.at(0).hexValue;
  4011. const CStack * destinationStack = gs->curB->battleGetStackByPos(destination);
  4012. if (!gs->curB->battleCanShoot(stack, destination))
  4013. {
  4014. complain("Cannot shoot!");
  4015. break;
  4016. }
  4017. if (!destinationStack)
  4018. {
  4019. complain("No target to shoot!");
  4020. break;
  4021. }
  4022. auto wrapper = wrapAction(ba);
  4023. makeAttack(stack, destinationStack, 0, destination, true, true, false);
  4024. //ranged counterattack
  4025. if (destinationStack->hasBonusOfType(BonusType::RANGED_RETALIATION)
  4026. && !stack->hasBonusOfType(BonusType::BLOCKS_RANGED_RETALIATION)
  4027. && destinationStack->ableToRetaliate()
  4028. && gs->curB->battleCanShoot(destinationStack, stack->getPosition())
  4029. && stack->alive()) //attacker may have died (fire shield)
  4030. {
  4031. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, true, true);
  4032. }
  4033. //allow more than one additional attack
  4034. int totalRangedAttacks = stack->totalAttacks.getRangedValue();
  4035. //TODO: move to CUnitState
  4036. const auto * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  4037. if(attackingHero)
  4038. {
  4039. totalRangedAttacks += attackingHero->valOfBonuses(BonusType::HERO_GRANTS_ATTACKS, stack->creatureIndex());
  4040. }
  4041. for(int i = 1; i < totalRangedAttacks; ++i)
  4042. {
  4043. if(
  4044. stack->alive()
  4045. && destinationStack->alive()
  4046. && stack->shots.canUse()
  4047. )
  4048. {
  4049. makeAttack(stack, destinationStack, 0, destination, false, true, false);
  4050. }
  4051. }
  4052. break;
  4053. }
  4054. case EActionType::CATAPULT:
  4055. {
  4056. auto wrapper = wrapAction(ba);
  4057. const CStack * shooter = gs->curB->battleGetStackByID(ba.stackNumber);
  4058. std::shared_ptr<const Bonus> catapultAbility = stack->getBonusLocalFirst(Selector::type()(BonusType::CATAPULT));
  4059. if(!catapultAbility || catapultAbility->subtype < 0)
  4060. {
  4061. complain("We do not know how to shoot :P");
  4062. }
  4063. else
  4064. {
  4065. const CSpell * spell = SpellID(catapultAbility->subtype).toSpell();
  4066. spells::BattleCast parameters(gs->curB, shooter, spells::Mode::SPELL_LIKE_ATTACK, spell); //We can shot infinitely by catapult
  4067. auto shotLevel = stack->valOfBonuses(Selector::typeSubtype(BonusType::CATAPULT_EXTRA_SHOTS, catapultAbility->subtype));
  4068. parameters.setSpellLevel(shotLevel);
  4069. parameters.cast(spellEnv, target);
  4070. }
  4071. //finish by scope guard
  4072. break;
  4073. }
  4074. case EActionType::STACK_HEAL: //healing with First Aid Tent
  4075. {
  4076. auto wrapper = wrapAction(ba);
  4077. const CStack * healer = gs->curB->battleGetStackByID(ba.stackNumber);
  4078. if(target.size() < 1)
  4079. {
  4080. complain("Destination required for heal action.");
  4081. ok = false;
  4082. break;
  4083. }
  4084. const battle::Unit * destStack = nullptr;
  4085. std::shared_ptr<const Bonus> healerAbility = stack->getBonusLocalFirst(Selector::type()(BonusType::HEALER));
  4086. if(target.at(0).unitValue)
  4087. destStack = target.at(0).unitValue;
  4088. else
  4089. destStack = gs->curB->battleGetUnitByPos(target.at(0).hexValue);
  4090. if(healer == nullptr || destStack == nullptr || !healerAbility || healerAbility->subtype < 0)
  4091. {
  4092. complain("There is either no healer, no destination, or healer cannot heal :P");
  4093. }
  4094. else
  4095. {
  4096. const CSpell * spell = SpellID(healerAbility->subtype).toSpell();
  4097. spells::BattleCast parameters(gs->curB, healer, spells::Mode::SPELL_LIKE_ATTACK, spell); //We can heal infinitely by first aid tent
  4098. auto dest = battle::Destination(destStack, target.at(0).hexValue);
  4099. parameters.setSpellLevel(0);
  4100. parameters.cast(spellEnv, {dest});
  4101. }
  4102. break;
  4103. }
  4104. case EActionType::MONSTER_SPELL:
  4105. {
  4106. auto wrapper = wrapAction(ba);
  4107. const CStack * stack = gs->curB->battleGetStackByID(ba.stackNumber);
  4108. SpellID spellID = SpellID(ba.actionSubtype);
  4109. std::shared_ptr<const Bonus> randSpellcaster = stack->getBonus(Selector::type()(BonusType::RANDOM_SPELLCASTER));
  4110. std::shared_ptr<const Bonus> spellcaster = stack->getBonus(Selector::typeSubtype(BonusType::SPELLCASTER, spellID));
  4111. //TODO special bonus for genies ability
  4112. if (randSpellcaster && battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_AIMED) < 0)
  4113. spellID = battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_GENIE);
  4114. if (spellID < 0)
  4115. complain("That stack can't cast spells!");
  4116. else
  4117. {
  4118. const CSpell * spell = SpellID(spellID).toSpell();
  4119. spells::BattleCast parameters(gs->curB, stack, spells::Mode::CREATURE_ACTIVE, spell);
  4120. int32_t spellLvl = 0;
  4121. if(spellcaster)
  4122. vstd::amax(spellLvl, spellcaster->val);
  4123. if(randSpellcaster)
  4124. vstd::amax(spellLvl, randSpellcaster->val);
  4125. parameters.setSpellLevel(spellLvl);
  4126. parameters.cast(spellEnv, target);
  4127. }
  4128. break;
  4129. }
  4130. }
  4131. if(ba.actionType == EActionType::WAIT || ba.actionType == EActionType::DEFEND
  4132. || ba.actionType == EActionType::SHOOT || ba.actionType == EActionType::MONSTER_SPELL)
  4133. handleObstacleTriggersForUnit(*spellEnv, *stack);
  4134. if(ba.stackNumber == gs->curB->activeStack || battleResult.get()) //active stack has moved or battle has finished
  4135. battleMadeAction.setn(true);
  4136. return ok;
  4137. }
  4138. bool CGameHandler::makeCustomAction(BattleAction & ba)
  4139. {
  4140. boost::unique_lock lock(battleActionMutex);
  4141. switch(ba.actionType)
  4142. {
  4143. case EActionType::HERO_SPELL:
  4144. {
  4145. COMPLAIN_RET_FALSE_IF(ba.side > 1, "Side must be 0 or 1!");
  4146. const CGHeroInstance *h = gs->curB->battleGetFightingHero(ba.side);
  4147. COMPLAIN_RET_FALSE_IF((!h), "Wrong caster!");
  4148. const CSpell * s = SpellID(ba.actionSubtype).toSpell();
  4149. if (!s)
  4150. {
  4151. logGlobal->error("Wrong spell id (%d)!", ba.actionSubtype);
  4152. return false;
  4153. }
  4154. spells::BattleCast parameters(gs->curB, h, spells::Mode::HERO, s);
  4155. spells::detail::ProblemImpl problem;
  4156. auto m = s->battleMechanics(&parameters);
  4157. if(!m->canBeCast(problem))//todo: should we check aimed cast?
  4158. {
  4159. logGlobal->warn("Spell cannot be cast!");
  4160. std::vector<std::string> texts;
  4161. problem.getAll(texts);
  4162. for(auto s : texts)
  4163. logGlobal->warn(s);
  4164. return false;
  4165. }
  4166. StartAction start_action(ba);
  4167. sendAndApply(&start_action); //start spell casting
  4168. parameters.cast(spellEnv, ba.getTarget(gs->curB));
  4169. sendAndApply(&end_action);
  4170. if (!gs->curB->battleGetStackByID(gs->curB->activeStack))
  4171. {
  4172. battleMadeAction.setn(true);
  4173. }
  4174. checkBattleStateChanges();
  4175. if (battleResult.get())
  4176. {
  4177. battleMadeAction.setn(true);
  4178. //battle will be ended by startBattle function
  4179. //endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
  4180. }
  4181. return true;
  4182. }
  4183. }
  4184. return false;
  4185. }
  4186. void CGameHandler::stackEnchantedTrigger(const CStack * st)
  4187. {
  4188. auto bl = *(st->getBonuses(Selector::type()(BonusType::ENCHANTED)));
  4189. for(auto b : bl)
  4190. {
  4191. const CSpell * sp = SpellID(b->subtype).toSpell();
  4192. if(!sp)
  4193. continue;
  4194. const int32_t val = bl.valOfBonuses(Selector::typeSubtype(b->type, b->subtype));
  4195. const int32_t level = ((val > 3) ? (val - 3) : val);
  4196. spells::BattleCast battleCast(gs->curB, st, spells::Mode::PASSIVE, sp);
  4197. //this makes effect accumulate for at most 50 turns by default, but effect may be permanent and last till the end of battle
  4198. battleCast.setEffectDuration(50);
  4199. battleCast.setSpellLevel(level);
  4200. spells::Target target;
  4201. if(val > 3)
  4202. {
  4203. for(auto s : gs->curB->battleGetAllStacks())
  4204. if(battleMatchOwner(st, s, true) && s->isValidTarget()) //all allied
  4205. target.emplace_back(s);
  4206. }
  4207. else
  4208. {
  4209. target.emplace_back(st);
  4210. }
  4211. battleCast.applyEffects(spellEnv, target, false, true);
  4212. }
  4213. }
  4214. void CGameHandler::stackTurnTrigger(const CStack *st)
  4215. {
  4216. BattleTriggerEffect bte;
  4217. bte.stackID = st->unitId();
  4218. bte.effect = -1;
  4219. bte.val = 0;
  4220. bte.additionalInfo = 0;
  4221. if (st->alive())
  4222. {
  4223. //unbind
  4224. if (st->hasBonus(Selector::type()(BonusType::BIND_EFFECT)))
  4225. {
  4226. bool unbind = true;
  4227. BonusList bl = *(st->getBonuses(Selector::type()(BonusType::BIND_EFFECT)));
  4228. auto adjacent = gs->curB->battleAdjacentUnits(st);
  4229. for (auto b : bl)
  4230. {
  4231. if(b->additionalInfo != CAddInfo::NONE)
  4232. {
  4233. const CStack * stack = gs->curB->battleGetStackByID(b->additionalInfo[0]); //binding stack must be alive and adjacent
  4234. if(stack)
  4235. {
  4236. if(vstd::contains(adjacent, stack)) //binding stack is still present
  4237. unbind = false;
  4238. }
  4239. }
  4240. else
  4241. {
  4242. unbind = false;
  4243. }
  4244. }
  4245. if (unbind)
  4246. {
  4247. BattleSetStackProperty ssp;
  4248. ssp.which = BattleSetStackProperty::UNBIND;
  4249. ssp.stackID = st->unitId();
  4250. sendAndApply(&ssp);
  4251. }
  4252. }
  4253. if (st->hasBonusOfType(BonusType::POISON))
  4254. {
  4255. std::shared_ptr<const Bonus> b = st->getBonusLocalFirst(Selector::source(BonusSource::SPELL_EFFECT, SpellID::POISON).And(Selector::type()(BonusType::STACK_HEALTH)));
  4256. if (b) //TODO: what if not?...
  4257. {
  4258. bte.val = std::max (b->val - 10, -(st->valOfBonuses(BonusType::POISON)));
  4259. if (bte.val < b->val) //(negative) poison effect increases - update it
  4260. {
  4261. bte.effect = vstd::to_underlying(BonusType::POISON);
  4262. sendAndApply(&bte);
  4263. }
  4264. }
  4265. }
  4266. if(st->hasBonusOfType(BonusType::MANA_DRAIN) && !st->drainedMana)
  4267. {
  4268. const PlayerColor opponent = gs->curB->otherPlayer(gs->curB->battleGetOwner(st));
  4269. const CGHeroInstance * opponentHero = gs->curB->getHero(opponent);
  4270. if(opponentHero)
  4271. {
  4272. ui32 manaDrained = st->valOfBonuses(BonusType::MANA_DRAIN);
  4273. vstd::amin(manaDrained, opponentHero->mana);
  4274. if(manaDrained)
  4275. {
  4276. bte.effect = vstd::to_underlying(BonusType::MANA_DRAIN);
  4277. bte.val = manaDrained;
  4278. bte.additionalInfo = opponentHero->id.getNum(); //for sanity
  4279. sendAndApply(&bte);
  4280. }
  4281. }
  4282. }
  4283. if (st->isLiving() && !st->hasBonusOfType(BonusType::FEARLESS))
  4284. {
  4285. bool fearsomeCreature = false;
  4286. for (CStack * stack : gs->curB->stacks)
  4287. {
  4288. if (battleMatchOwner(st, stack) && stack->alive() && stack->hasBonusOfType(BonusType::FEAR))
  4289. {
  4290. fearsomeCreature = true;
  4291. break;
  4292. }
  4293. }
  4294. if (fearsomeCreature)
  4295. {
  4296. if (getRandomGenerator().nextInt(99) < 10) //fixed 10%
  4297. {
  4298. bte.effect = vstd::to_underlying(BonusType::FEAR);
  4299. sendAndApply(&bte);
  4300. }
  4301. }
  4302. }
  4303. BonusList bl = *(st->getBonuses(Selector::type()(BonusType::ENCHANTER)));
  4304. int side = gs->curB->whatSide(st->unitOwner());
  4305. if(st->canCast() && gs->curB->battleGetEnchanterCounter(side) == 0)
  4306. {
  4307. bool cast = false;
  4308. while(!bl.empty() && !cast)
  4309. {
  4310. auto bonus = *RandomGeneratorUtil::nextItem(bl, getRandomGenerator());
  4311. auto spellID = SpellID(bonus->subtype);
  4312. const CSpell * spell = SpellID(spellID).toSpell();
  4313. bl.remove_if([&bonus](const Bonus * b)
  4314. {
  4315. return b == bonus.get();
  4316. });
  4317. spells::BattleCast parameters(gs->curB, st, spells::Mode::ENCHANTER, spell);
  4318. parameters.setSpellLevel(bonus->val);
  4319. parameters.massive = true;
  4320. parameters.smart = true;
  4321. //todo: recheck effect level
  4322. if(parameters.castIfPossible(spellEnv, spells::Target(1, spells::Destination())))
  4323. {
  4324. cast = true;
  4325. int cooldown = bonus->additionalInfo[0];
  4326. BattleSetStackProperty ssp;
  4327. ssp.which = BattleSetStackProperty::ENCHANTER_COUNTER;
  4328. ssp.absolute = false;
  4329. ssp.val = cooldown;
  4330. ssp.stackID = st->unitId();
  4331. sendAndApply(&ssp);
  4332. }
  4333. }
  4334. }
  4335. }
  4336. }
  4337. void CGameHandler::handleTimeEvents()
  4338. {
  4339. gs->map->events.sort(evntCmp);
  4340. while(gs->map->events.size() && gs->map->events.front().firstOccurence+1 == gs->day)
  4341. {
  4342. CMapEvent ev = gs->map->events.front();
  4343. for (int player = 0; player < PlayerColor::PLAYER_LIMIT_I; player++)
  4344. {
  4345. auto color = PlayerColor(player);
  4346. const PlayerState * pinfo = getPlayerState(color, false); //do not output error if player does not exist
  4347. if (pinfo //player exists
  4348. && (ev.players & 1<<player) //event is enabled to this player
  4349. && ((ev.computerAffected && !pinfo->human)
  4350. || (ev.humanAffected && pinfo->human)
  4351. )
  4352. )
  4353. {
  4354. //give resources
  4355. giveResources(color, ev.resources);
  4356. //prepare dialog
  4357. InfoWindow iw;
  4358. iw.player = color;
  4359. iw.text.appendRawString(ev.message);
  4360. for (int i=0; i<ev.resources.size(); i++)
  4361. {
  4362. if (ev.resources[i]) //if resource is changed, we add it to the dialog
  4363. iw.components.emplace_back(Component::EComponentType::RESOURCE,i,ev.resources[i],0);
  4364. }
  4365. sendAndApply(&iw); //show dialog
  4366. }
  4367. } //PLAYERS LOOP
  4368. if (ev.nextOccurence)
  4369. {
  4370. gs->map->events.pop_front();
  4371. ev.firstOccurence += ev.nextOccurence;
  4372. auto it = gs->map->events.begin();
  4373. while(it != gs->map->events.end() && it->earlierThanOrEqual(ev))
  4374. it++;
  4375. gs->map->events.insert(it, ev);
  4376. }
  4377. else
  4378. {
  4379. gs->map->events.pop_front();
  4380. }
  4381. }
  4382. //TODO send only if changed
  4383. UpdateMapEvents ume;
  4384. ume.events = gs->map->events;
  4385. sendAndApply(&ume);
  4386. }
  4387. void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
  4388. {
  4389. town->events.sort(evntCmp);
  4390. while(town->events.size() && town->events.front().firstOccurence == gs->day)
  4391. {
  4392. PlayerColor player = town->tempOwner;
  4393. CCastleEvent ev = town->events.front();
  4394. const PlayerState * pinfo = getPlayerState(player, false);
  4395. if (pinfo //player exists
  4396. && (ev.players & 1<<player.getNum()) //event is enabled to this player
  4397. && ((ev.computerAffected && !pinfo->human)
  4398. || (ev.humanAffected && pinfo->human)))
  4399. {
  4400. // dialog
  4401. InfoWindow iw;
  4402. iw.player = player;
  4403. iw.text.appendRawString(ev.message);
  4404. if (ev.resources.nonZero())
  4405. {
  4406. TResources was = n.res[player];
  4407. n.res[player] += ev.resources;
  4408. n.res[player].amax(0);
  4409. for (int i=0; i<ev.resources.size(); i++)
  4410. if (ev.resources[i] && pinfo->resources[i] != n.res.at(player)[i]) //if resource had changed, we add it to the dialog
  4411. iw.components.emplace_back(Component::EComponentType::RESOURCE,i,n.res.at(player)[i]-was[i],0);
  4412. }
  4413. for (auto & i : ev.buildings)
  4414. {
  4415. if (!town->hasBuilt(i))
  4416. {
  4417. buildStructure(town->id, i, true);
  4418. iw.components.emplace_back(Component::EComponentType::BUILDING, town->subID, i, 0);
  4419. }
  4420. }
  4421. if (!ev.creatures.empty() && !vstd::contains(n.cres, town->id))
  4422. {
  4423. n.cres[town->id].tid = town->id;
  4424. n.cres[town->id].creatures = town->creatures;
  4425. }
  4426. auto & sac = n.cres[town->id];
  4427. for (si32 i=0;i<ev.creatures.size();i++) //creature growths
  4428. {
  4429. if (!town->creatures.at(i).second.empty() && ev.creatures.at(i) > 0)//there is dwelling
  4430. {
  4431. sac.creatures[i].first += ev.creatures.at(i);
  4432. iw.components.emplace_back(Component::EComponentType::CREATURE,
  4433. town->creatures.at(i).second.back(), ev.creatures.at(i), 0);
  4434. }
  4435. }
  4436. sendAndApply(&iw); //show dialog
  4437. }
  4438. if (ev.nextOccurence)
  4439. {
  4440. town->events.pop_front();
  4441. ev.firstOccurence += ev.nextOccurence;
  4442. auto it = town->events.begin();
  4443. while(it != town->events.end() && it->earlierThanOrEqual(ev))
  4444. it++;
  4445. town->events.insert(it, ev);
  4446. }
  4447. else
  4448. {
  4449. town->events.pop_front();
  4450. }
  4451. }
  4452. //TODO send only if changed
  4453. UpdateCastleEvents uce;
  4454. uce.town = town->id;
  4455. uce.events = town->events;
  4456. sendAndApply(&uce);
  4457. }
  4458. bool CGameHandler::complain(const std::string &problem)
  4459. {
  4460. playerMessages->broadcastSystemMessage("Server encountered a problem: " + problem);
  4461. logGlobal->error(problem);
  4462. return true;
  4463. }
  4464. void CGameHandler::showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
  4465. {
  4466. //PlayerColor player = getOwner(hid);
  4467. auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
  4468. auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
  4469. assert(lowerArmy);
  4470. assert(upperArmy);
  4471. auto garrisonQuery = std::make_shared<CGarrisonDialogQuery>(this, upperArmy, lowerArmy);
  4472. queries.addQuery(garrisonQuery);
  4473. GarrisonDialog gd;
  4474. gd.hid = hid;
  4475. gd.objid = upobj;
  4476. gd.removableUnits = removableUnits;
  4477. gd.queryID = garrisonQuery->queryID;
  4478. sendAndApply(&gd);
  4479. }
  4480. void CGameHandler::showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId)
  4481. {
  4482. OpenWindow ow;
  4483. ow.window = EOpenWindowMode::THIEVES_GUILD;
  4484. ow.id1 = player.getNum();
  4485. ow.id2 = requestingObjId.getNum();
  4486. sendAndApply(&ow);
  4487. }
  4488. bool CGameHandler::isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2)
  4489. {
  4490. if (id1 == id2)
  4491. return true;
  4492. const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
  4493. if (!o1 || !o2)
  4494. return true; //arranging stacks within an object should be always allowed
  4495. if (o1 && o2)
  4496. {
  4497. if (o1->ID == Obj::TOWN)
  4498. {
  4499. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  4500. if (t->visitingHero == o2 || t->garrisonHero == o2)
  4501. return true;
  4502. }
  4503. if (o2->ID == Obj::TOWN)
  4504. {
  4505. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  4506. if (t->visitingHero == o1 || t->garrisonHero == o1)
  4507. return true;
  4508. }
  4509. if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
  4510. {
  4511. const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
  4512. const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
  4513. // two heroes in same town (garrisoned and visiting)
  4514. if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
  4515. return true;
  4516. }
  4517. //Ongoing garrison exchange - usually picking from top garison (from o1 to o2), but who knows
  4518. auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o1->tempOwner));
  4519. if (!dialog)
  4520. {
  4521. dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o2->tempOwner));
  4522. }
  4523. if (dialog)
  4524. {
  4525. auto topArmy = dialog->exchangingArmies.at(0);
  4526. auto bottomArmy = dialog->exchangingArmies.at(1);
  4527. if ((topArmy == o1 && bottomArmy == o2) || (bottomArmy == o1 && topArmy == o2))
  4528. return true;
  4529. }
  4530. }
  4531. return false;
  4532. }
  4533. void CGameHandler::objectVisited(const CGObjectInstance * obj, const CGHeroInstance * h)
  4534. {
  4535. using events::ObjectVisitStarted;
  4536. logGlobal->debug("%s visits %s (%d:%d)", h->nodeName(), obj->getObjectName(), obj->ID, obj->subID);
  4537. std::shared_ptr<CObjectVisitQuery> visitQuery;
  4538. auto startVisit = [&](ObjectVisitStarted & event)
  4539. {
  4540. auto visitedObject = obj;
  4541. if(obj->ID == Obj::HERO)
  4542. {
  4543. auto visitedHero = static_cast<const CGHeroInstance *>(obj);
  4544. const auto visitedTown = visitedHero->visitedTown;
  4545. if(visitedTown)
  4546. {
  4547. const bool isEnemy = visitedHero->getOwner() != h->getOwner();
  4548. if(isEnemy && !visitedTown->isBattleOutsideTown(visitedHero))
  4549. visitedObject = visitedTown;
  4550. }
  4551. }
  4552. visitQuery = std::make_shared<CObjectVisitQuery>(this, visitedObject, h, visitedObject->visitablePos());
  4553. queries.addQuery(visitQuery); //TODO real visit pos
  4554. HeroVisit hv;
  4555. hv.objId = obj->id;
  4556. hv.heroId = h->id;
  4557. hv.player = h->tempOwner;
  4558. hv.starting = true;
  4559. sendAndApply(&hv);
  4560. obj->onHeroVisit(h);
  4561. };
  4562. ObjectVisitStarted::defaultExecute(serverEventBus.get(), startVisit, h->tempOwner, h->id, obj->id);
  4563. if(visitQuery)
  4564. queries.popIfTop(visitQuery); //visit ends here if no queries were created
  4565. }
  4566. void CGameHandler::objectVisitEnded(const CObjectVisitQuery & query)
  4567. {
  4568. using events::ObjectVisitEnded;
  4569. logGlobal->debug("%s visit ends.\n", query.visitingHero->nodeName());
  4570. auto endVisit = [&](ObjectVisitEnded & event)
  4571. {
  4572. HeroVisit hv;
  4573. hv.player = event.getPlayer();
  4574. hv.heroId = event.getHero();
  4575. hv.starting = false;
  4576. sendAndApply(&hv);
  4577. };
  4578. //TODO: ObjectVisitEnded should also have id of visited object,
  4579. //but this requires object being deleted only by `removeAfterVisit()` but not `removeObject()`
  4580. ObjectVisitEnded::defaultExecute(serverEventBus.get(), endVisit, query.players.front(), query.visitingHero->id);
  4581. }
  4582. bool CGameHandler::buildBoat(ObjectInstanceID objid, PlayerColor playerID)
  4583. {
  4584. const IShipyard *obj = IShipyard::castFrom(getObj(objid));
  4585. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  4586. {
  4587. complain("Cannot build boat in this shipyard!");
  4588. return false;
  4589. }
  4590. TResources boatCost;
  4591. obj->getBoatCost(boatCost);
  4592. TResources aviable = getPlayerState(playerID)->resources;
  4593. if (!aviable.canAfford(boatCost))
  4594. {
  4595. complain("Not enough resources to build a boat!");
  4596. return false;
  4597. }
  4598. int3 tile = obj->bestLocation();
  4599. if (!gs->map->isInTheMap(tile))
  4600. {
  4601. complain("Cannot find appropriate tile for a boat!");
  4602. return false;
  4603. }
  4604. giveResources(playerID, -boatCost);
  4605. createObject(tile, Obj::BOAT, obj->getBoatType().getNum());
  4606. return true;
  4607. }
  4608. void CGameHandler::engageIntoBattle(PlayerColor player)
  4609. {
  4610. //notify interfaces
  4611. PlayerBlocked pb;
  4612. pb.player = player;
  4613. pb.reason = PlayerBlocked::UPCOMING_BATTLE;
  4614. pb.startOrEnd = PlayerBlocked::BLOCKADE_STARTED;
  4615. sendAndApply(&pb);
  4616. }
  4617. void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
  4618. {
  4619. for (auto playerColor : playerColors)
  4620. {
  4621. if (getPlayerState(playerColor, false))
  4622. checkVictoryLossConditionsForPlayer(playerColor);
  4623. }
  4624. }
  4625. void CGameHandler::checkVictoryLossConditionsForAll()
  4626. {
  4627. std::set<PlayerColor> playerColors;
  4628. for (int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  4629. {
  4630. playerColors.insert(PlayerColor(i));
  4631. }
  4632. checkVictoryLossConditions(playerColors);
  4633. }
  4634. void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
  4635. {
  4636. const PlayerState * p = getPlayerState(player);
  4637. if(!p || p->status != EPlayerStatus::INGAME) return;
  4638. auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player);
  4639. if (victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
  4640. {
  4641. InfoWindow iw;
  4642. getVictoryLossMessage(player, victoryLossCheckResult, iw);
  4643. sendAndApply(&iw);
  4644. PlayerEndsGame peg;
  4645. peg.player = player;
  4646. peg.victoryLossCheckResult = victoryLossCheckResult;
  4647. sendAndApply(&peg);
  4648. if (victoryLossCheckResult.victory())
  4649. {
  4650. //one player won -> all enemies lost
  4651. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  4652. {
  4653. if (i->first != player && getPlayerState(i->first)->status == EPlayerStatus::INGAME)
  4654. {
  4655. peg.player = i->first;
  4656. peg.victoryLossCheckResult = getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ?
  4657. victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner
  4658. InfoWindow iw;
  4659. getVictoryLossMessage(player, peg.victoryLossCheckResult, iw);
  4660. iw.player = i->first;
  4661. sendAndApply(&iw);
  4662. sendAndApply(&peg);
  4663. }
  4664. }
  4665. if(p->human)
  4666. {
  4667. lobby->state = EServerState::GAMEPLAY_ENDED;
  4668. }
  4669. }
  4670. else
  4671. {
  4672. //copy heroes vector to avoid iterator invalidation as removal change PlayerState
  4673. auto hlp = p->heroes;
  4674. for (auto h : hlp) //eliminate heroes
  4675. {
  4676. if (h.get())
  4677. removeObject(h);
  4678. }
  4679. //player lost -> all his objects become unflagged (neutral)
  4680. for (auto obj : gs->map->objects) //unflag objs
  4681. {
  4682. if (obj.get() && obj->tempOwner == player)
  4683. setOwner(obj, PlayerColor::NEUTRAL);
  4684. }
  4685. //eliminating one player may cause victory of another:
  4686. std::set<PlayerColor> playerColors;
  4687. //do not copy player state (CBonusSystemNode) by value
  4688. for (auto &p : gs->players) //players may have different colors, iterate over players and not integers
  4689. {
  4690. if (p.first != player)
  4691. playerColors.insert(p.first);
  4692. }
  4693. //notify all players
  4694. for (auto pc : playerColors)
  4695. {
  4696. if (getPlayerState(pc)->status == EPlayerStatus::INGAME)
  4697. {
  4698. InfoWindow iw;
  4699. getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw);
  4700. iw.player = pc;
  4701. sendAndApply(&iw);
  4702. }
  4703. }
  4704. checkVictoryLossConditions(playerColors);
  4705. }
  4706. auto playerInfo = getPlayerState(gs->currentPlayer, false);
  4707. // If we are called before the actual game start, there might be no current player
  4708. if (playerInfo && playerInfo->status != EPlayerStatus::INGAME)
  4709. {
  4710. // If player making turn has lost his turn must be over as well
  4711. states.setFlag(gs->currentPlayer, &PlayerStatus::makingTurn, false);
  4712. }
  4713. }
  4714. }
  4715. void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const
  4716. {
  4717. out.player = player;
  4718. out.text = victoryLossCheckResult.messageToSelf;
  4719. out.text.replaceLocalString(EMetaText::COLOR, player.getNum());
  4720. out.components.emplace_back(Component::EComponentType::FLAG, player.getNum(), 0, 0);
  4721. }
  4722. bool CGameHandler::dig(const CGHeroInstance *h)
  4723. {
  4724. if (h->diggingStatus() != EDiggingStatus::CAN_DIG) //checks for terrain and movement
  4725. COMPLAIN_RETF("Hero cannot dig (error code %d)!", h->diggingStatus());
  4726. createObject(h->visitablePos(), Obj::HOLE, 0 );
  4727. //take MPs
  4728. SetMovePoints smp;
  4729. smp.hid = h->id;
  4730. smp.val = 0;
  4731. sendAndApply(&smp);
  4732. InfoWindow iw;
  4733. iw.type = EInfoWindowMode::AUTO;
  4734. iw.player = h->tempOwner;
  4735. if (gs->map->grailPos == h->visitablePos())
  4736. {
  4737. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
  4738. iw.text.appendLocalString(EMetaText::ART_NAMES, ArtifactID::GRAIL);
  4739. iw.soundID = soundBase::ULTIMATEARTIFACT;
  4740. giveHeroNewArtifact(h, VLC->arth->objects[ArtifactID::GRAIL], ArtifactPosition::FIRST_AVAILABLE); //give grail
  4741. sendAndApply(&iw);
  4742. iw.soundID = soundBase::invalid;
  4743. iw.components.emplace_back(Component::EComponentType::ARTIFACT, ArtifactID::GRAIL, 0, 0);
  4744. iw.text.clear();
  4745. iw.text.appendLocalString(EMetaText::ART_DESCR, ArtifactID::GRAIL);
  4746. sendAndApply(&iw);
  4747. }
  4748. else
  4749. {
  4750. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  4751. iw.soundID = soundBase::Dig;
  4752. sendAndApply(&iw);
  4753. }
  4754. return true;
  4755. }
  4756. void CGameHandler::attackCasting(bool ranged, BonusType attackMode, const battle::Unit * attacker, const battle::Unit * defender)
  4757. {
  4758. if(attacker->hasBonusOfType(attackMode))
  4759. {
  4760. std::set<SpellID> spellsToCast;
  4761. TConstBonusListPtr spells = attacker->getBonuses(Selector::type()(attackMode));
  4762. for(const auto & sf : *spells)
  4763. {
  4764. spellsToCast.insert(SpellID(sf->subtype));
  4765. }
  4766. for(SpellID spellID : spellsToCast)
  4767. {
  4768. bool castMe = false;
  4769. if(!defender->alive())
  4770. {
  4771. logGlobal->debug("attackCasting: all attacked creatures have been killed");
  4772. return;
  4773. }
  4774. int32_t spellLevel = 0;
  4775. TConstBonusListPtr spellsByType = attacker->getBonuses(Selector::typeSubtype(attackMode, spellID));
  4776. for(const auto & sf : *spellsByType)
  4777. {
  4778. int meleeRanged;
  4779. if(sf->additionalInfo.size() < 2)
  4780. {
  4781. // legacy format
  4782. vstd::amax(spellLevel, sf->additionalInfo[0] % 1000);
  4783. meleeRanged = sf->additionalInfo[0] / 1000;
  4784. }
  4785. else
  4786. {
  4787. vstd::amax(spellLevel, sf->additionalInfo[0]);
  4788. meleeRanged = sf->additionalInfo[1];
  4789. }
  4790. if (meleeRanged == 0 || (meleeRanged == 1 && ranged) || (meleeRanged == 2 && !ranged))
  4791. castMe = true;
  4792. }
  4793. int chance = attacker->valOfBonuses((Selector::typeSubtype(attackMode, spellID)));
  4794. vstd::amin(chance, 100);
  4795. const CSpell * spell = SpellID(spellID).toSpell();
  4796. spells::AbilityCaster caster(attacker, spellLevel);
  4797. spells::Target target;
  4798. target.emplace_back(defender);
  4799. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  4800. auto m = spell->battleMechanics(&parameters);
  4801. spells::detail::ProblemImpl ignored;
  4802. if(!m->canBeCastAt(target, ignored))
  4803. continue;
  4804. //check if spell should be cast (probability handling)
  4805. if(getRandomGenerator().nextInt(99) >= chance)
  4806. continue;
  4807. //casting
  4808. if(castMe)
  4809. {
  4810. parameters.cast(spellEnv, target);
  4811. }
  4812. }
  4813. }
  4814. }
  4815. void CGameHandler::handleAttackBeforeCasting(bool ranged, const CStack * attacker, const CStack * defender)
  4816. {
  4817. attackCasting(ranged, BonusType::SPELL_BEFORE_ATTACK, attacker, defender); //no death stare / acid breath needed?
  4818. }
  4819. void CGameHandler::handleAfterAttackCasting(bool ranged, const CStack * attacker, const CStack * defender)
  4820. {
  4821. if(!attacker->alive() || !defender->alive()) // can be already dead
  4822. return;
  4823. attackCasting(ranged, BonusType::SPELL_AFTER_ATTACK, attacker, defender);
  4824. if(!defender->alive())
  4825. {
  4826. //don't try death stare or acid breath on dead stack (crash!)
  4827. return;
  4828. }
  4829. if(attacker->hasBonusOfType(BonusType::DEATH_STARE))
  4830. {
  4831. // mechanics of Death Stare as in H3:
  4832. // each gorgon have 10% chance to kill (counted separately in H3) -> binomial distribution
  4833. //original formula x = min(x, (gorgons_count + 9)/10);
  4834. double chanceToKill = attacker->valOfBonuses(BonusType::DEATH_STARE, 0) / 100.0f;
  4835. vstd::amin(chanceToKill, 1); //cap at 100%
  4836. std::binomial_distribution<> distribution(attacker->getCount(), chanceToKill);
  4837. int staredCreatures = distribution(getRandomGenerator().getStdGenerator());
  4838. double cap = 1 / std::max(chanceToKill, (double)(0.01));//don't divide by 0
  4839. int maxToKill = static_cast<int>((attacker->getCount() + cap - 1) / cap); //not much more than chance * count
  4840. vstd::amin(staredCreatures, maxToKill);
  4841. staredCreatures += (attacker->level() * attacker->valOfBonuses(BonusType::DEATH_STARE, 1)) / defender->level();
  4842. if(staredCreatures)
  4843. {
  4844. //TODO: death stare was not originally available for multiple-hex attacks, but...
  4845. const CSpell * spell = SpellID(SpellID::DEATH_STARE).toSpell();
  4846. spells::AbilityCaster caster(attacker, 0);
  4847. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  4848. spells::Target target;
  4849. target.emplace_back(defender);
  4850. parameters.setEffectValue(staredCreatures);
  4851. parameters.cast(spellEnv, target);
  4852. }
  4853. }
  4854. if(!defender->alive())
  4855. return;
  4856. int64_t acidDamage = 0;
  4857. TConstBonusListPtr acidBreath = attacker->getBonuses(Selector::type()(BonusType::ACID_BREATH));
  4858. for(const auto & b : *acidBreath)
  4859. {
  4860. if(b->additionalInfo[0] > getRandomGenerator().nextInt(99))
  4861. acidDamage += b->val;
  4862. }
  4863. if(acidDamage > 0)
  4864. {
  4865. const CSpell * spell = SpellID(SpellID::ACID_BREATH_DAMAGE).toSpell();
  4866. spells::AbilityCaster caster(attacker, 0);
  4867. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  4868. spells::Target target;
  4869. target.emplace_back(defender);
  4870. parameters.setEffectValue(acidDamage * attacker->getCount());
  4871. parameters.cast(spellEnv, target);
  4872. }
  4873. if(!defender->alive())
  4874. return;
  4875. if(attacker->hasBonusOfType(BonusType::TRANSMUTATION) && defender->isLiving()) //transmutation mechanics, similar to WoG werewolf ability
  4876. {
  4877. double chanceToTrigger = attacker->valOfBonuses(BonusType::TRANSMUTATION) / 100.0f;
  4878. vstd::amin(chanceToTrigger, 1); //cap at 100%
  4879. if(getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
  4880. return;
  4881. int bonusAdditionalInfo = attacker->getBonus(Selector::type()(BonusType::TRANSMUTATION))->additionalInfo[0];
  4882. if(defender->unitType()->getId() == bonusAdditionalInfo ||
  4883. (bonusAdditionalInfo == CAddInfo::NONE && defender->unitType()->getId() == attacker->unitType()->getId()))
  4884. return;
  4885. battle::UnitInfo resurrectInfo;
  4886. resurrectInfo.id = gs->curB->battleNextUnitId();
  4887. resurrectInfo.summoned = false;
  4888. resurrectInfo.position = defender->getPosition();
  4889. resurrectInfo.side = defender->unitSide();
  4890. if(bonusAdditionalInfo != CAddInfo::NONE)
  4891. resurrectInfo.type = CreatureID(bonusAdditionalInfo);
  4892. else
  4893. resurrectInfo.type = attacker->creatureId();
  4894. if(attacker->hasBonusOfType((BonusType::TRANSMUTATION), 0))
  4895. resurrectInfo.count = std::max((defender->getCount() * defender->getMaxHealth()) / resurrectInfo.type.toCreature()->getMaxHealth(), 1u);
  4896. else if (attacker->hasBonusOfType((BonusType::TRANSMUTATION), 1))
  4897. resurrectInfo.count = defender->getCount();
  4898. else
  4899. return; //wrong subtype
  4900. BattleUnitsChanged addUnits;
  4901. addUnits.changedStacks.emplace_back(resurrectInfo.id, UnitChanges::EOperation::ADD);
  4902. resurrectInfo.save(addUnits.changedStacks.back().data);
  4903. BattleUnitsChanged removeUnits;
  4904. removeUnits.changedStacks.emplace_back(defender->unitId(), UnitChanges::EOperation::REMOVE);
  4905. sendAndApply(&removeUnits);
  4906. sendAndApply(&addUnits);
  4907. }
  4908. if(attacker->hasBonusOfType(BonusType::DESTRUCTION, 0) || attacker->hasBonusOfType(BonusType::DESTRUCTION, 1))
  4909. {
  4910. double chanceToTrigger = 0;
  4911. int amountToDie = 0;
  4912. if(attacker->hasBonusOfType(BonusType::DESTRUCTION, 0)) //killing by percentage
  4913. {
  4914. chanceToTrigger = attacker->valOfBonuses(BonusType::DESTRUCTION, 0) / 100.0f;
  4915. int percentageToDie = attacker->getBonus(Selector::type()(BonusType::DESTRUCTION).And(Selector::subtype()(0)))->additionalInfo[0];
  4916. amountToDie = static_cast<int>(defender->getCount() * percentageToDie * 0.01f);
  4917. }
  4918. else if(attacker->hasBonusOfType(BonusType::DESTRUCTION, 1)) //killing by count
  4919. {
  4920. chanceToTrigger = attacker->valOfBonuses(BonusType::DESTRUCTION, 1) / 100.0f;
  4921. amountToDie = attacker->getBonus(Selector::type()(BonusType::DESTRUCTION).And(Selector::subtype()(1)))->additionalInfo[0];
  4922. }
  4923. vstd::amin(chanceToTrigger, 1); //cap trigger chance at 100%
  4924. if(getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
  4925. return;
  4926. BattleStackAttacked bsa;
  4927. bsa.attackerID = -1;
  4928. bsa.stackAttacked = defender->unitId();
  4929. bsa.damageAmount = amountToDie * defender->getMaxHealth();
  4930. bsa.flags = BattleStackAttacked::SPELL_EFFECT;
  4931. bsa.spellID = SpellID::SLAYER;
  4932. defender->prepareAttacked(bsa, getRandomGenerator());
  4933. StacksInjured si;
  4934. si.stacks.push_back(bsa);
  4935. sendAndApply(&si);
  4936. sendGenericKilledLog(defender, bsa.killedAmount, false);
  4937. }
  4938. }
  4939. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  4940. {
  4941. if (!t.visitableObjects.empty())
  4942. {
  4943. //to prevent self-visiting heroes on space press
  4944. if (t.visitableObjects.back() != h)
  4945. objectVisited(t.visitableObjects.back(), h);
  4946. else if (t.visitableObjects.size() > 1)
  4947. objectVisited(*(t.visitableObjects.end()-2),h);
  4948. }
  4949. }
  4950. bool CGameHandler::sacrificeCreatures(const IMarket * market, const CGHeroInstance * hero, const std::vector<SlotID> & slot, const std::vector<ui32> & count)
  4951. {
  4952. if (!hero)
  4953. COMPLAIN_RET("You need hero to sacrifice creature!");
  4954. int expSum = 0;
  4955. auto finish = [this, &hero, &expSum]()
  4956. {
  4957. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
  4958. };
  4959. for(int i = 0; i < slot.size(); ++i)
  4960. {
  4961. int oldCount = hero->getStackCount(slot[i]);
  4962. if(oldCount < (int)count[i])
  4963. {
  4964. finish();
  4965. COMPLAIN_RET("Not enough creatures to sacrifice!")
  4966. }
  4967. else if(oldCount == count[i] && hero->stacksCount() == 1 && hero->needsLastStack())
  4968. {
  4969. finish();
  4970. COMPLAIN_RET("Cannot sacrifice last creature!");
  4971. }
  4972. int crid = hero->getStack(slot[i]).type->getId();
  4973. changeStackCount(StackLocation(hero, slot[i]), -(TQuantity)count[i]);
  4974. int dump, exp;
  4975. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  4976. exp *= count[i];
  4977. expSum += exp;
  4978. }
  4979. finish();
  4980. return true;
  4981. }
  4982. bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, const std::vector<ArtifactPosition> & slot)
  4983. {
  4984. if (!hero)
  4985. COMPLAIN_RET("You need hero to sacrifice artifact!");
  4986. int expSum = 0;
  4987. auto finish = [this, &hero, &expSum]()
  4988. {
  4989. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
  4990. };
  4991. for(int i = 0; i < slot.size(); ++i)
  4992. {
  4993. ArtifactLocation al(hero, slot[i]);
  4994. const CArtifactInstance * a = al.getArt();
  4995. if(!a)
  4996. {
  4997. finish();
  4998. COMPLAIN_RET("Cannot find artifact to sacrifice!");
  4999. }
  5000. const CArtifactInstance * art = hero->getArt(slot[i]);
  5001. if(!art)
  5002. {
  5003. finish();
  5004. COMPLAIN_RET("No artifact at position to sacrifice!");
  5005. }
  5006. si32 typId = art->artType->getId();
  5007. int dmp, expToGive;
  5008. m->getOffer(typId, 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  5009. expSum += expToGive;
  5010. removeArtifact(al);
  5011. }
  5012. finish();
  5013. return true;
  5014. }
  5015. void CGameHandler::makeStackDoNothing(const CStack * next)
  5016. {
  5017. BattleAction doNothing;
  5018. doNothing.actionType = EActionType::NO_ACTION;
  5019. doNothing.side = next->unitSide();
  5020. doNothing.stackNumber = next->unitId();
  5021. makeAutomaticAction(next, doNothing);
  5022. }
  5023. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  5024. {
  5025. if (sl.army->hasStackAtSlot(sl.slot))
  5026. COMPLAIN_RET("Slot is already taken!");
  5027. if (!sl.slot.validSlot())
  5028. COMPLAIN_RET("Cannot insert stack to that slot!");
  5029. InsertNewStack ins;
  5030. ins.army = sl.army->id;
  5031. ins.slot = sl.slot;
  5032. ins.type = c->getId();
  5033. ins.count = count;
  5034. sendAndApply(&ins);
  5035. return true;
  5036. }
  5037. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval)
  5038. {
  5039. if (!sl.army->hasStackAtSlot(sl.slot))
  5040. COMPLAIN_RET("Cannot find a stack to erase");
  5041. if (sl.army->stacksCount() == 1 //from the last stack
  5042. && sl.army->needsLastStack() //that must be left
  5043. && !forceRemoval) //ignore above conditions if we are forcing removal
  5044. {
  5045. COMPLAIN_RET("Cannot erase the last stack!");
  5046. }
  5047. EraseStack es;
  5048. es.army = sl.army->id;
  5049. es.slot = sl.slot;
  5050. sendAndApply(&es);
  5051. return true;
  5052. }
  5053. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue)
  5054. {
  5055. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  5056. if ((absoluteValue && count < 0)
  5057. || (!absoluteValue && -count > currentCount))
  5058. {
  5059. COMPLAIN_RET("Cannot take more stacks than present!");
  5060. }
  5061. if ((currentCount == -count && !absoluteValue)
  5062. || (!count && absoluteValue))
  5063. {
  5064. eraseStack(sl);
  5065. }
  5066. else
  5067. {
  5068. ChangeStackCount csc;
  5069. csc.army = sl.army->id;
  5070. csc.slot = sl.slot;
  5071. csc.count = count;
  5072. csc.absoluteValue = absoluteValue;
  5073. sendAndApply(&csc);
  5074. }
  5075. return true;
  5076. }
  5077. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  5078. {
  5079. const CCreature *slotC = sl.army->getCreature(sl.slot);
  5080. if (!slotC) //slot is empty
  5081. insertNewStack(sl, c, count);
  5082. else if (c == slotC)
  5083. changeStackCount(sl, count);
  5084. else
  5085. {
  5086. COMPLAIN_RET("Cannot add " + c->getNamePluralTranslated() + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  5087. }
  5088. return true;
  5089. }
  5090. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  5091. {
  5092. if (removeObjWhenFinished)
  5093. removeAfterVisit(src);
  5094. if (!src->canBeMergedWith(*dst, allowMerging))
  5095. {
  5096. if (allowMerging) //do that, add all matching creatures.
  5097. {
  5098. bool cont = true;
  5099. while (cont)
  5100. {
  5101. for (auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  5102. {
  5103. SlotID pos = dst->getSlotFor(i->second->type);
  5104. if (pos.validSlot())
  5105. {
  5106. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  5107. cont = true;
  5108. break; //or iterator crashes
  5109. }
  5110. cont = false;
  5111. }
  5112. }
  5113. }
  5114. showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
  5115. }
  5116. else //merge
  5117. {
  5118. moveArmy(src, dst, allowMerging);
  5119. }
  5120. }
  5121. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  5122. {
  5123. if (!src.army->hasStackAtSlot(src.slot))
  5124. COMPLAIN_RET("No stack to move!");
  5125. if (dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  5126. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  5127. if (!dst.slot.validSlot())
  5128. COMPLAIN_RET("Cannot move stack to that slot!");
  5129. if (count == -1)
  5130. {
  5131. count = src.army->getStackCount(src.slot);
  5132. }
  5133. if (src.army != dst.army //moving away
  5134. && count == src.army->getStackCount(src.slot) //all creatures
  5135. && src.army->stacksCount() == 1 //from the last stack
  5136. && src.army->needsLastStack()) //that must be left
  5137. {
  5138. COMPLAIN_RET("Cannot move away the last creature!");
  5139. }
  5140. RebalanceStacks rs;
  5141. rs.srcArmy = src.army->id;
  5142. rs.dstArmy = dst.army->id;
  5143. rs.srcSlot = src.slot;
  5144. rs.dstSlot = dst.slot;
  5145. rs.count = count;
  5146. sendAndApply(&rs);
  5147. return true;
  5148. }
  5149. void CGameHandler::castSpell(const spells::Caster * caster, SpellID spellID, const int3 &pos)
  5150. {
  5151. const CSpell * s = spellID.toSpell();
  5152. if(!s)
  5153. return;
  5154. AdventureSpellCastParameters p;
  5155. p.caster = caster;
  5156. p.pos = pos;
  5157. s->adventureCast(spellEnv, p);
  5158. }
  5159. bool CGameHandler::swapStacks(const StackLocation & sl1, const StackLocation & sl2)
  5160. {
  5161. if(!sl1.army->hasStackAtSlot(sl1.slot))
  5162. {
  5163. return moveStack(sl2, sl1);
  5164. }
  5165. else if(!sl2.army->hasStackAtSlot(sl2.slot))
  5166. {
  5167. return moveStack(sl1, sl2);
  5168. }
  5169. else
  5170. {
  5171. SwapStacks ss;
  5172. ss.srcArmy = sl1.army->id;
  5173. ss.dstArmy = sl2.army->id;
  5174. ss.srcSlot = sl1.slot;
  5175. ss.dstSlot = sl2.slot;
  5176. sendAndApply(&ss);
  5177. return true;
  5178. }
  5179. }
  5180. void CGameHandler::runBattle()
  5181. {
  5182. boost::unique_lock lock(battleActionMutex);
  5183. setBattle(gs->curB);
  5184. assert(gs->curB);
  5185. //TODO: pre-tactic stuff, call scripts etc.
  5186. //Moat should be initialized here, because only here we can use spellcasting
  5187. if (gs->curB->town && gs->curB->town->fortLevel() >= CGTownInstance::CITADEL)
  5188. {
  5189. const auto * h = gs->curB->battleGetFightingHero(BattleSide::DEFENDER);
  5190. const auto * actualCaster = h ? static_cast<const spells::Caster*>(h) : nullptr;
  5191. auto moatCaster = spells::SilentCaster(gs->curB->getSidePlayer(BattleSide::DEFENDER), actualCaster);
  5192. auto cast = spells::BattleCast(gs->curB, &moatCaster, spells::Mode::PASSIVE, gs->curB->town->town->moatAbility.toSpell());
  5193. auto target = spells::Target();
  5194. cast.cast(spellEnv, target);
  5195. }
  5196. //tactic round
  5197. {
  5198. while ((lobby->state != EServerState::SHUTDOWN) && gs->curB->tacticDistance && !battleResult.get())
  5199. {
  5200. auto unlockGuard = vstd::makeUnlockGuard(battleActionMutex);
  5201. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  5202. }
  5203. }
  5204. //initial stacks appearance triggers, e.g. built-in bonus spells
  5205. auto initialStacks = gs->curB->stacks; //use temporary variable to outclude summoned stacks added to gs->curB->stacks from processing
  5206. for (CStack * stack : initialStacks)
  5207. {
  5208. if (stack->hasBonusOfType(BonusType::SUMMON_GUARDIANS))
  5209. {
  5210. std::shared_ptr<const Bonus> summonInfo = stack->getBonus(Selector::type()(BonusType::SUMMON_GUARDIANS));
  5211. auto accessibility = getAccesibility();
  5212. CreatureID creatureData = CreatureID(summonInfo->subtype);
  5213. std::vector<BattleHex> targetHexes;
  5214. const bool targetIsBig = stack->unitType()->isDoubleWide(); //target = creature to guard
  5215. const bool guardianIsBig = creatureData.toCreature()->isDoubleWide();
  5216. /*Chosen idea for two hex units was to cover all possible surrounding hexes of target unit with as small number of stacks as possible.
  5217. For one-hex targets there are four guardians - front, back and one per side (up + down).
  5218. Two-hex targets are wider and the difference is there are two guardians per side to cover 3 hexes + extra hex in the front
  5219. Additionally, there are special cases for starting positions etc., where guardians would be outside of battlefield if spawned normally*/
  5220. if (!guardianIsBig)
  5221. targetHexes = stack->getSurroundingHexes();
  5222. else
  5223. summonGuardiansHelper(targetHexes, stack->getPosition(), stack->unitSide(), targetIsBig);
  5224. for(auto hex : targetHexes)
  5225. {
  5226. if(accessibility.accessible(hex, guardianIsBig, stack->unitSide())) //without this multiple creatures can occupy one hex
  5227. {
  5228. battle::UnitInfo info;
  5229. info.id = gs->curB->battleNextUnitId();
  5230. info.count = std::max(1, (int)(stack->getCount() * 0.01 * summonInfo->val));
  5231. info.type = creatureData;
  5232. info.side = stack->unitSide();
  5233. info.position = hex;
  5234. info.summoned = true;
  5235. BattleUnitsChanged pack;
  5236. pack.changedStacks.emplace_back(info.id, UnitChanges::EOperation::ADD);
  5237. info.save(pack.changedStacks.back().data);
  5238. sendAndApply(&pack);
  5239. }
  5240. }
  5241. }
  5242. stackEnchantedTrigger(stack);
  5243. }
  5244. //spells opening battle
  5245. for (int i = 0; i < 2; ++i)
  5246. {
  5247. auto h = gs->curB->battleGetFightingHero(i);
  5248. if (h)
  5249. {
  5250. TConstBonusListPtr bl = h->getBonuses(Selector::type()(BonusType::OPENING_BATTLE_SPELL));
  5251. for (auto b : *bl)
  5252. {
  5253. spells::BonusCaster caster(h, b);
  5254. const CSpell * spell = SpellID(b->subtype).toSpell();
  5255. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5256. parameters.setSpellLevel(3);
  5257. parameters.setEffectDuration(b->val);
  5258. parameters.massive = true;
  5259. parameters.castIfPossible(spellEnv, spells::Target());
  5260. }
  5261. }
  5262. }
  5263. // it is possible that due to opening spells one side was eliminated -> check for end of battle
  5264. checkBattleStateChanges();
  5265. bool firstRound = true;//FIXME: why first round is -1?
  5266. //main loop
  5267. while ((lobby->state != EServerState::SHUTDOWN) && !battleResult.get()) //till the end of the battle ;]
  5268. {
  5269. BattleNextRound bnr;
  5270. bnr.round = gs->curB->round + 1;
  5271. logGlobal->debug("Round %d", bnr.round);
  5272. sendAndApply(&bnr);
  5273. auto obstacles = gs->curB->obstacles; //we copy container, because we're going to modify it
  5274. for (auto &obstPtr : obstacles)
  5275. {
  5276. if (const SpellCreatedObstacle *sco = dynamic_cast<const SpellCreatedObstacle *>(obstPtr.get()))
  5277. if (sco->turnsRemaining == 0)
  5278. removeObstacle(*obstPtr);
  5279. }
  5280. const BattleInfo & curB = *gs->curB;
  5281. for(auto stack : curB.stacks)
  5282. {
  5283. if(stack->alive() && !firstRound)
  5284. stackEnchantedTrigger(stack);
  5285. }
  5286. //stack loop
  5287. auto getNextStack = [this]() -> const CStack *
  5288. {
  5289. if(battleResult.get())
  5290. return nullptr;
  5291. std::vector<battle::Units> q;
  5292. gs->curB->battleGetTurnOrder(q, 1, 0, -1); //todo: get rid of "turn -1"
  5293. if(!q.empty())
  5294. {
  5295. if(!q.front().empty())
  5296. {
  5297. auto next = q.front().front();
  5298. const auto stack = dynamic_cast<const CStack *>(next);
  5299. // regeneration takes place before everything else but only during first turn attempt in each round
  5300. // also works under blind and similar effects
  5301. if(stack && stack->alive() && !stack->waiting)
  5302. {
  5303. BattleTriggerEffect bte;
  5304. bte.stackID = stack->unitId();
  5305. bte.effect = vstd::to_underlying(BonusType::HP_REGENERATION);
  5306. const int32_t lostHealth = stack->getMaxHealth() - stack->getFirstHPleft();
  5307. if(stack->hasBonusOfType(BonusType::HP_REGENERATION))
  5308. bte.val = std::min(lostHealth, stack->valOfBonuses(BonusType::HP_REGENERATION));
  5309. if(bte.val) // anything to heal
  5310. sendAndApply(&bte);
  5311. }
  5312. if(next->willMove())
  5313. return stack;
  5314. }
  5315. }
  5316. return nullptr;
  5317. };
  5318. const CStack * next = nullptr;
  5319. while((lobby->state != EServerState::SHUTDOWN) && (next = getNextStack()))
  5320. {
  5321. BattleUnitsChanged removeGhosts;
  5322. for(auto stack : curB.stacks)
  5323. {
  5324. if(stack->ghostPending)
  5325. removeGhosts.changedStacks.emplace_back(stack->unitId(), UnitChanges::EOperation::REMOVE);
  5326. }
  5327. if(!removeGhosts.changedStacks.empty())
  5328. sendAndApply(&removeGhosts);
  5329. // check for bad morale => freeze
  5330. int nextStackMorale = next->moraleVal();
  5331. if(!next->hadMorale && !next->waited() && nextStackMorale < 0)
  5332. {
  5333. auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_BAD_MORALE_DICE);
  5334. size_t diceIndex = std::min<size_t>(diceSize.size()-1, -nextStackMorale);
  5335. if(diceSize.size() > 0 && getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
  5336. {
  5337. //unit loses its turn - empty freeze action
  5338. BattleAction ba;
  5339. ba.actionType = EActionType::BAD_MORALE;
  5340. ba.side = next->unitSide();
  5341. ba.stackNumber = next->unitId();
  5342. makeAutomaticAction(next, ba);
  5343. continue;
  5344. }
  5345. }
  5346. if (next->hasBonusOfType(BonusType::ATTACKS_NEAREST_CREATURE)) //while in berserk
  5347. {
  5348. logGlobal->trace("Handle Berserk effect");
  5349. std::pair<const battle::Unit *, BattleHex> attackInfo = curB.getNearestStack(next);
  5350. if (attackInfo.first != nullptr)
  5351. {
  5352. BattleAction attack;
  5353. attack.actionType = EActionType::WALK_AND_ATTACK;
  5354. attack.side = next->unitSide();
  5355. attack.stackNumber = next->unitId();
  5356. attack.aimToHex(attackInfo.second);
  5357. attack.aimToUnit(attackInfo.first);
  5358. makeAutomaticAction(next, attack);
  5359. logGlobal->trace("Attacked nearest target %s", attackInfo.first->getDescription());
  5360. }
  5361. else
  5362. {
  5363. makeStackDoNothing(next);
  5364. logGlobal->trace("No target found");
  5365. }
  5366. continue;
  5367. }
  5368. const CGHeroInstance * curOwner = battleGetOwnerHero(next);
  5369. const int stackCreatureId = next->unitType()->getId();
  5370. if ((stackCreatureId == CreatureID::ARROW_TOWERS || stackCreatureId == CreatureID::BALLISTA)
  5371. && (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(BonusType::MANUAL_CONTROL, stackCreatureId)))
  5372. {
  5373. BattleAction attack;
  5374. attack.actionType = EActionType::SHOOT;
  5375. attack.side = next->unitSide();
  5376. attack.stackNumber = next->unitId();
  5377. //TODO: select target by priority
  5378. const battle::Unit * target = nullptr;
  5379. for(auto & elem : gs->curB->stacks)
  5380. {
  5381. if(elem->unitType()->getId() != CreatureID::CATAPULT
  5382. && elem->unitOwner() != next->unitOwner()
  5383. && elem->isValidTarget()
  5384. && gs->curB->battleCanShoot(next, elem->getPosition()))
  5385. {
  5386. target = elem;
  5387. break;
  5388. }
  5389. }
  5390. if(target == nullptr)
  5391. {
  5392. makeStackDoNothing(next);
  5393. }
  5394. else
  5395. {
  5396. attack.aimToUnit(target);
  5397. makeAutomaticAction(next, attack);
  5398. }
  5399. continue;
  5400. }
  5401. if (next->unitType()->getId() == CreatureID::CATAPULT)
  5402. {
  5403. const auto & attackableBattleHexes = curB.getAttackableBattleHexes();
  5404. if (attackableBattleHexes.empty())
  5405. {
  5406. makeStackDoNothing(next);
  5407. continue;
  5408. }
  5409. if (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(BonusType::MANUAL_CONTROL, CreatureID::CATAPULT))
  5410. {
  5411. BattleAction attack;
  5412. attack.actionType = EActionType::CATAPULT;
  5413. attack.side = next->unitSide();
  5414. attack.stackNumber = next->unitId();
  5415. makeAutomaticAction(next, attack);
  5416. continue;
  5417. }
  5418. }
  5419. if (next->unitType()->getId() == CreatureID::FIRST_AID_TENT)
  5420. {
  5421. TStacks possibleStacks = battleGetStacksIf([=](const CStack * s)
  5422. {
  5423. return s->unitOwner() == next->unitOwner() && s->canBeHealed();
  5424. });
  5425. if (!possibleStacks.size())
  5426. {
  5427. makeStackDoNothing(next);
  5428. continue;
  5429. }
  5430. if (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(BonusType::MANUAL_CONTROL, CreatureID::FIRST_AID_TENT))
  5431. {
  5432. RandomGeneratorUtil::randomShuffle(possibleStacks, getRandomGenerator());
  5433. const CStack * toBeHealed = possibleStacks.front();
  5434. BattleAction heal;
  5435. heal.actionType = EActionType::STACK_HEAL;
  5436. heal.aimToUnit(toBeHealed);
  5437. heal.side = next->unitSide();
  5438. heal.stackNumber = next->unitId();
  5439. makeAutomaticAction(next, heal);
  5440. continue;
  5441. }
  5442. }
  5443. int numberOfAsks = 1;
  5444. bool breakOuter = false;
  5445. do
  5446. {//ask interface and wait for answer
  5447. if (!battleResult.get())
  5448. {
  5449. stackTurnTrigger(next); //various effects
  5450. if(next->fear)
  5451. {
  5452. makeStackDoNothing(next); //end immediately if stack was affected by fear
  5453. }
  5454. else
  5455. {
  5456. logGlobal->trace("Activating %s", next->nodeName());
  5457. auto nextId = next->unitId();
  5458. BattleSetActiveStack sas;
  5459. sas.stack = nextId;
  5460. sendAndApply(&sas);
  5461. auto actionWasMade = [&]() -> bool
  5462. {
  5463. if (battleMadeAction.data)//active stack has made its action
  5464. return true;
  5465. if (battleResult.get())// battle is finished
  5466. return true;
  5467. if (next == nullptr)//active stack was been removed
  5468. return true;
  5469. return !next->alive();//active stack is dead
  5470. };
  5471. boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
  5472. battleMadeAction.data = false;
  5473. while ((lobby->state != EServerState::SHUTDOWN) && !actionWasMade())
  5474. {
  5475. {
  5476. auto unlockGuard = vstd::makeUnlockGuard(battleActionMutex);
  5477. battleMadeAction.cond.wait(lock);
  5478. }
  5479. if (battleGetStackByID(nextId, false) != next)
  5480. next = nullptr; //it may be removed, while we wait
  5481. }
  5482. }
  5483. }
  5484. if (battleResult.get()) //don't touch it, battle could be finished while waiting got action
  5485. {
  5486. breakOuter = true;
  5487. break;
  5488. }
  5489. //we're after action, all results applied
  5490. checkBattleStateChanges(); //check if this action ended the battle
  5491. if(next != nullptr)
  5492. {
  5493. //check for good morale
  5494. nextStackMorale = next->moraleVal();
  5495. if( !battleResult.get()
  5496. && !next->hadMorale
  5497. && !next->defending
  5498. && !next->waited()
  5499. && !next->fear
  5500. && next->alive()
  5501. && nextStackMorale > 0)
  5502. {
  5503. auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_GOOD_MORALE_DICE);
  5504. size_t diceIndex = std::min<size_t>(diceSize.size()-1, nextStackMorale);
  5505. if(diceSize.size() > 0 && getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
  5506. {
  5507. BattleTriggerEffect bte;
  5508. bte.stackID = next->unitId();
  5509. bte.effect = vstd::to_underlying(BonusType::MORALE);
  5510. bte.val = 1;
  5511. bte.additionalInfo = 0;
  5512. sendAndApply(&bte); //play animation
  5513. ++numberOfAsks; //move this stack once more
  5514. }
  5515. }
  5516. }
  5517. --numberOfAsks;
  5518. } while (numberOfAsks > 0);
  5519. if (breakOuter)
  5520. {
  5521. break;
  5522. }
  5523. }
  5524. firstRound = false;
  5525. }
  5526. if (lobby->state != EServerState::SHUTDOWN)
  5527. endBattle(gs->curB->tile, gs->curB->battleGetFightingHero(0), gs->curB->battleGetFightingHero(1));
  5528. }
  5529. bool CGameHandler::makeAutomaticAction(const CStack *stack, BattleAction &ba)
  5530. {
  5531. boost::unique_lock lock(battleActionMutex);
  5532. BattleSetActiveStack bsa;
  5533. bsa.stack = stack->unitId();
  5534. bsa.askPlayerInterface = false;
  5535. sendAndApply(&bsa);
  5536. bool ret = makeBattleAction(ba);
  5537. checkBattleStateChanges();
  5538. return ret;
  5539. }
  5540. bool CGameHandler::giveHeroArtifact(const CGHeroInstance * h, const CArtifactInstance * a, ArtifactPosition pos)
  5541. {
  5542. assert(a->artType);
  5543. ArtifactLocation al(h, ArtifactPosition::PRE_FIRST);
  5544. if(pos == ArtifactPosition::FIRST_AVAILABLE)
  5545. {
  5546. al.slot = ArtifactUtils::getArtAnyPosition(h, a->getTypeId());
  5547. }
  5548. else if(ArtifactUtils::isSlotBackpack(pos))
  5549. {
  5550. al.slot = ArtifactUtils::getArtBackpackPosition(h, a->getTypeId());
  5551. }
  5552. else
  5553. {
  5554. al.slot = pos;
  5555. }
  5556. if(a->canBePutAt(al))
  5557. putArtifact(al, a);
  5558. else
  5559. return false;
  5560. return true;
  5561. }
  5562. void CGameHandler::putArtifact(const ArtifactLocation &al, const CArtifactInstance *a)
  5563. {
  5564. PutArtifact pa;
  5565. pa.art = a;
  5566. pa.al = al;
  5567. sendAndApply(&pa);
  5568. }
  5569. bool CGameHandler::giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * artType, ArtifactPosition pos)
  5570. {
  5571. assert(artType);
  5572. if(pos == ArtifactPosition::FIRST_AVAILABLE)
  5573. {
  5574. if(!artType->canBePutAt(h, ArtifactUtils::getArtAnyPosition(h, artType->getId())))
  5575. COMPLAIN_RET("Cannot put artifact in that slot!");
  5576. }
  5577. else if(ArtifactUtils::isSlotBackpack(pos))
  5578. {
  5579. if(!artType->canBePutAt(h, ArtifactUtils::getArtBackpackPosition(h, artType->getId())))
  5580. COMPLAIN_RET("Cannot put artifact in that slot!");
  5581. }
  5582. else
  5583. {
  5584. COMPLAIN_RET_FALSE_IF(!artType->canBePutAt(h, pos, false), "Cannot put artifact in that slot!");
  5585. }
  5586. auto * newArtInst = new CArtifactInstance();
  5587. newArtInst->artType = artType; // *NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
  5588. NewArtifact na;
  5589. na.art = newArtInst;
  5590. sendAndApply(&na); // -> updates newArtInst!!!
  5591. if(giveHeroArtifact(h, newArtInst, pos))
  5592. return true;
  5593. else
  5594. return false;
  5595. }
  5596. void CGameHandler::setBattleResult(BattleResult::EResult resultType, int victoriusSide)
  5597. {
  5598. boost::unique_lock<boost::mutex> guard(battleResult.mx);
  5599. if (battleResult.data)
  5600. {
  5601. complain((boost::format("The battle result has been already set (to %d, asked to %d)")
  5602. % battleResult.data->result % resultType).str());
  5603. return;
  5604. }
  5605. auto br = new BattleResult();
  5606. br->result = resultType;
  5607. br->winner = victoriusSide; //surrendering side loses
  5608. gs->curB->calculateCasualties(br->casualties);
  5609. battleResult.data = br;
  5610. }
  5611. void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
  5612. {
  5613. std::vector<int3>::iterator tile;
  5614. std::vector<int3> tiles;
  5615. getFreeTiles(tiles);
  5616. ui32 amount = (ui32)tiles.size() / 200; //Chance is 0.5% for each tile
  5617. RandomGeneratorUtil::randomShuffle(tiles, getRandomGenerator());
  5618. logGlobal->trace("Spawning wandering monsters. Found %d free tiles. Creature type: %d", tiles.size(), creatureID.num);
  5619. const CCreature *cre = VLC->creh->objects.at(creatureID);
  5620. for (int i = 0; i < (int)amount; ++i)
  5621. {
  5622. tile = tiles.begin();
  5623. logGlobal->trace("\tSpawning monster at %s", tile->toString());
  5624. {
  5625. auto count = cre->getRandomAmount(std::rand);
  5626. createObject(*tile, Obj::MONSTER, creatureID);
  5627. auto monsterId = getTopObj(*tile)->id;
  5628. setObjProperty(monsterId, ObjProperty::MONSTER_COUNT, count);
  5629. setObjProperty(monsterId, ObjProperty::MONSTER_POWER, (si64)1000*count);
  5630. }
  5631. tiles.erase(tile); //not use it again
  5632. }
  5633. }
  5634. void CGameHandler::removeObstacle(const CObstacleInstance & obstacle)
  5635. {
  5636. BattleObstaclesChanged obsRem;
  5637. obsRem.changes.emplace_back(obstacle.uniqueID, ObstacleChanges::EOperation::REMOVE);
  5638. sendAndApply(&obsRem);
  5639. }
  5640. void CGameHandler::synchronizeArtifactHandlerLists()
  5641. {
  5642. UpdateArtHandlerLists uahl;
  5643. uahl.treasures = VLC->arth->treasures;
  5644. uahl.minors = VLC->arth->minors;
  5645. uahl.majors = VLC->arth->majors;
  5646. uahl.relics = VLC->arth->relics;
  5647. sendAndApply(&uahl);
  5648. }
  5649. bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
  5650. {
  5651. return vstd::contains(gs->map->objects, obj);
  5652. }
  5653. bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
  5654. {
  5655. if (!strcmp(typeid(*pack).name(), typeid(PlayerMessage).name()))
  5656. return false;
  5657. auto query = queries.topQuery(player);
  5658. if (query && query->blocksPack(pack))
  5659. {
  5660. complain(boost::str(boost::format(
  5661. "\r\n| Player \"%s\" has to answer queries before attempting any further actions.\r\n| Top Query: \"%s\"\r\n")
  5662. % boost::to_upper_copy<std::string>(player.getStr())
  5663. % query->toString()
  5664. ));
  5665. return true;
  5666. }
  5667. return false;
  5668. }
  5669. void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
  5670. {
  5671. //If the object is being visited, there must be a matching query
  5672. for (const auto &query : queries.allQueries())
  5673. {
  5674. if (auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))
  5675. {
  5676. if (someVistQuery->visitedObject == object)
  5677. {
  5678. someVistQuery->removeObjectAfterVisit = true;
  5679. return;
  5680. }
  5681. }
  5682. }
  5683. //If we haven't returned so far, there is no query and no visit, call was wrong
  5684. assert("This function needs to be called during the object visit!");
  5685. }
  5686. void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide)
  5687. {
  5688. std::unordered_set<int3> tiles;
  5689. getTilesInRange(tiles, center, radius, player, hide? -1 : 1);
  5690. if (hide)
  5691. {
  5692. std::unordered_set<int3> observedTiles; //do not hide tiles observed by heroes. May lead to disastrous AI problems
  5693. auto p = getPlayerState(player);
  5694. for (auto h : p->heroes)
  5695. {
  5696. getTilesInRange(observedTiles, h->getSightCenter(), h->getSightRadius(), h->tempOwner, -1);
  5697. }
  5698. for (auto t : p->towns)
  5699. {
  5700. getTilesInRange(observedTiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, -1);
  5701. }
  5702. for (auto tile : observedTiles)
  5703. vstd::erase_if_present (tiles, tile);
  5704. }
  5705. changeFogOfWar(tiles, player, hide);
  5706. }
  5707. void CGameHandler::changeFogOfWar(std::unordered_set<int3> &tiles, PlayerColor player, bool hide)
  5708. {
  5709. FoWChange fow;
  5710. fow.tiles = tiles;
  5711. fow.player = player;
  5712. fow.mode = hide? 0 : 1;
  5713. sendAndApply(&fow);
  5714. }
  5715. bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
  5716. {
  5717. if (auto topQuery = queries.topQuery(hero->getOwner()))
  5718. if (auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
  5719. return !(visit->visitedObject == obj && visit->visitingHero == hero);
  5720. return true;
  5721. }
  5722. void CGameHandler::setObjProperty(ObjectInstanceID objid, int prop, si64 val)
  5723. {
  5724. SetObjectProperty sob;
  5725. sob.id = objid;
  5726. sob.what = prop;
  5727. sob.val = static_cast<ui32>(val);
  5728. sendAndApply(&sob);
  5729. }
  5730. void CGameHandler::showInfoDialog(InfoWindow * iw)
  5731. {
  5732. sendAndApply(iw);
  5733. }
  5734. void CGameHandler::showInfoDialog(const std::string & msg, PlayerColor player)
  5735. {
  5736. InfoWindow iw;
  5737. iw.player = player;
  5738. iw.text.appendRawString(msg);
  5739. showInfoDialog(&iw);
  5740. }
  5741. CasualtiesAfterBattle::CasualtiesAfterBattle(const SideInBattle & battleSide, const BattleInfo * bat):
  5742. army(battleSide.armyObject)
  5743. {
  5744. heroWithDeadCommander = ObjectInstanceID();
  5745. PlayerColor color = battleSide.color;
  5746. for(CStack * st : bat->stacks)
  5747. {
  5748. if(st->summoned) //don't take into account temporary summoned stacks
  5749. continue;
  5750. if(st->unitOwner() != color) //remove only our stacks
  5751. continue;
  5752. logGlobal->debug("Calculating casualties for %s", st->nodeName());
  5753. st->health.takeResurrected();
  5754. if(st->unitSlot() == SlotID::ARROW_TOWERS_SLOT)
  5755. {
  5756. logGlobal->debug("Ignored arrow towers stack.");
  5757. }
  5758. else if(st->unitSlot() == SlotID::WAR_MACHINES_SLOT)
  5759. {
  5760. auto warMachine = st->unitType()->warMachine;
  5761. if(warMachine == ArtifactID::NONE)
  5762. {
  5763. logGlobal->error("Invalid creature in war machine virtual slot. Stack: %s", st->nodeName());
  5764. }
  5765. //catapult artifact remain even if "creature" killed in siege
  5766. else if(warMachine != ArtifactID::CATAPULT && st->getCount() <= 0)
  5767. {
  5768. logGlobal->debug("War machine has been destroyed");
  5769. auto hero = dynamic_ptr_cast<CGHeroInstance> (army);
  5770. if (hero)
  5771. removedWarMachines.push_back (ArtifactLocation(hero, hero->getArtPos(warMachine, true)));
  5772. else
  5773. logGlobal->error("War machine in army without hero");
  5774. }
  5775. }
  5776. else if(st->unitSlot() == SlotID::SUMMONED_SLOT_PLACEHOLDER)
  5777. {
  5778. if(st->alive() && st->getCount() > 0)
  5779. {
  5780. logGlobal->debug("Permanently summoned %d units.", st->getCount());
  5781. const CreatureID summonedType = st->creatureId();
  5782. summoned[summonedType] += st->getCount();
  5783. }
  5784. }
  5785. else if(st->unitSlot() == SlotID::COMMANDER_SLOT_PLACEHOLDER)
  5786. {
  5787. if (nullptr == st->base)
  5788. {
  5789. logGlobal->error("Stack with no base in commander slot. Stack: %s", st->nodeName());
  5790. }
  5791. else
  5792. {
  5793. auto c = dynamic_cast <const CCommanderInstance *>(st->base);
  5794. if(c)
  5795. {
  5796. auto h = dynamic_cast <const CGHeroInstance *>(army);
  5797. if(h && h->commander == c && (st->getCount() == 0 || !st->alive()))
  5798. {
  5799. logGlobal->debug("Commander is dead.");
  5800. heroWithDeadCommander = army->id; //TODO: unify commander handling
  5801. }
  5802. }
  5803. else
  5804. logGlobal->error("Stack with invalid instance in commander slot. Stack: %s", st->nodeName());
  5805. }
  5806. }
  5807. else if(st->base && !army->slotEmpty(st->unitSlot()))
  5808. {
  5809. logGlobal->debug("Count: %d; base count: %d", st->getCount(), army->getStackCount(st->unitSlot()));
  5810. if(st->getCount() == 0 || !st->alive())
  5811. {
  5812. logGlobal->debug("Stack has been destroyed.");
  5813. StackLocation sl(army, st->unitSlot());
  5814. newStackCounts.push_back(TStackAndItsNewCount(sl, 0));
  5815. }
  5816. else if(st->getCount() < army->getStackCount(st->unitSlot()))
  5817. {
  5818. logGlobal->debug("Stack lost %d units.", army->getStackCount(st->unitSlot()) - st->getCount());
  5819. StackLocation sl(army, st->unitSlot());
  5820. newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
  5821. }
  5822. else if(st->getCount() > army->getStackCount(st->unitSlot()))
  5823. {
  5824. logGlobal->debug("Stack gained %d units.", st->getCount() - army->getStackCount(st->unitSlot()));
  5825. StackLocation sl(army, st->unitSlot());
  5826. newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
  5827. }
  5828. }
  5829. else
  5830. {
  5831. logGlobal->warn("Unable to process stack: %s", st->nodeName());
  5832. }
  5833. }
  5834. }
  5835. void CasualtiesAfterBattle::updateArmy(CGameHandler *gh)
  5836. {
  5837. for (TStackAndItsNewCount &ncount : newStackCounts)
  5838. {
  5839. if (ncount.second > 0)
  5840. gh->changeStackCount(ncount.first, ncount.second, true);
  5841. else
  5842. gh->eraseStack(ncount.first, true);
  5843. }
  5844. for (auto summoned_iter : summoned)
  5845. {
  5846. SlotID slot = army->getSlotFor(summoned_iter.first);
  5847. if (slot.validSlot())
  5848. {
  5849. StackLocation location(army, slot);
  5850. gh->addToSlot(location, summoned_iter.first.toCreature(), summoned_iter.second);
  5851. }
  5852. else
  5853. {
  5854. //even if it will be possible to summon anything permanently it should be checked for free slot
  5855. //necromancy is handled separately
  5856. gh->complain("No free slot to put summoned creature");
  5857. }
  5858. }
  5859. for (auto al : removedWarMachines)
  5860. {
  5861. gh->removeArtifact(al);
  5862. }
  5863. if (heroWithDeadCommander != ObjectInstanceID())
  5864. {
  5865. SetCommanderProperty scp;
  5866. scp.heroid = heroWithDeadCommander;
  5867. scp.which = SetCommanderProperty::ALIVE;
  5868. scp.amount = 0;
  5869. gh->sendAndApply(&scp);
  5870. }
  5871. }
  5872. CGameHandler::FinishingBattleHelper::FinishingBattleHelper(std::shared_ptr<const CBattleQuery> Query, int RemainingBattleQueriesCount)
  5873. {
  5874. assert(Query->result);
  5875. assert(Query->bi);
  5876. auto &result = *Query->result;
  5877. auto &info = *Query->bi;
  5878. winnerHero = result.winner != 0 ? info.sides[1].hero : info.sides[0].hero;
  5879. loserHero = result.winner != 0 ? info.sides[0].hero : info.sides[1].hero;
  5880. victor = info.sides[result.winner].color;
  5881. loser = info.sides[!result.winner].color;
  5882. winnerSide = result.winner;
  5883. remainingBattleQueriesCount = RemainingBattleQueriesCount;
  5884. }
  5885. CGameHandler::FinishingBattleHelper::FinishingBattleHelper()
  5886. {
  5887. winnerHero = loserHero = nullptr;
  5888. winnerSide = 0;
  5889. remainingBattleQueriesCount = 0;
  5890. }
  5891. CRandomGenerator & CGameHandler::getRandomGenerator()
  5892. {
  5893. return CRandomGenerator::getDefault();
  5894. }
  5895. #if SCRIPTING_ENABLED
  5896. scripting::Pool * CGameHandler::getGlobalContextPool() const
  5897. {
  5898. return serverScripts.get();
  5899. }
  5900. scripting::Pool * CGameHandler::getContextPool() const
  5901. {
  5902. return serverScripts.get();
  5903. }
  5904. #endif
  5905. void CGameHandler::createObject(const int3 & visitablePosition, Obj type, int32_t subtype)
  5906. {
  5907. NewObject no;
  5908. no.ID = type;
  5909. no.subID= subtype;
  5910. no.targetPos = visitablePosition;
  5911. sendAndApply(&no);
  5912. }
  5913. void CGameHandler::deserializationFix()
  5914. {
  5915. //FIXME: pointer to GameHandler itself can't be deserialized at the moment since GameHandler is top-level entity in serialization
  5916. // restore any places that requires such pointer manually
  5917. heroPool->gameHandler = this;
  5918. playerMessages->gameHandler = this;
  5919. }