CGameHandler.cpp 223 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 "../lib/filesystem/Filesystem.h"
  12. #include "../lib/filesystem/FileInfo.h"
  13. #include "../lib/int3.h"
  14. #include "../lib/mapping/CCampaignHandler.h"
  15. #include "../lib/StartInfo.h"
  16. #include "../lib/CModHandler.h"
  17. #include "../lib/CArtHandler.h"
  18. #include "../lib/CBuildingHandler.h"
  19. #include "../lib/CHeroHandler.h"
  20. #include "../lib/spells/AbilityCaster.h"
  21. #include "../lib/spells/BonusCaster.h"
  22. #include "../lib/spells/CSpellHandler.h"
  23. #include "../lib/spells/ISpellMechanics.h"
  24. #include "../lib/spells/ObstacleCasterProxy.h"
  25. #include "../lib/spells/Problem.h"
  26. #include "../lib/CGeneralTextHandler.h"
  27. #include "../lib/CTownHandler.h"
  28. #include "../lib/CCreatureHandler.h"
  29. #include "../lib/CGameState.h"
  30. #include "../lib/CStack.h"
  31. #include "../lib/GameSettings.h"
  32. #include "../lib/battle/BattleInfo.h"
  33. #include "../lib/CondSh.h"
  34. #include "ServerNetPackVisitors.h"
  35. #include "../lib/VCMI_Lib.h"
  36. #include "../lib/mapping/CMap.h"
  37. #include "../lib/mapping/CMapService.h"
  38. #include "../lib/rmg/CMapGenOptions.h"
  39. #include "../lib/VCMIDirs.h"
  40. #include "../lib/ScopeGuard.h"
  41. #include "../lib/CSoundBase.h"
  42. #include "../lib/TerrainHandler.h"
  43. #include "CGameHandler.h"
  44. #include "CVCMIServer.h"
  45. #include "../lib/CCreatureSet.h"
  46. #include "../lib/CThreadHelper.h"
  47. #include "../lib/GameConstants.h"
  48. #include "../lib/registerTypes/RegisterTypes.h"
  49. #include "../lib/serializer/CTypeList.h"
  50. #include "../lib/serializer/Connection.h"
  51. #include "../lib/serializer/Cast.h"
  52. #include "../lib/serializer/JsonSerializer.h"
  53. #include "../lib/ScriptHandler.h"
  54. #include "vstd/CLoggerBase.h"
  55. #include <memory>
  56. #include <vcmi/events/EventBus.h>
  57. #include <vcmi/events/GenericEvents.h>
  58. #include <vcmi/events/AdventureEvents.h>
  59. #ifndef _MSC_VER
  60. #include <boost/thread/xtime.hpp>
  61. #endif
  62. #define COMPLAIN_RET_IF(cond, txt) do {if (cond){complain(txt); return;}} while(0)
  63. #define COMPLAIN_RET_FALSE_IF(cond, txt) do {if (cond){complain(txt); return false;}} while(0)
  64. #define COMPLAIN_RET(txt) {complain(txt); return false;}
  65. #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
  66. class ServerSpellCastEnvironment : public SpellCastEnvironment
  67. {
  68. public:
  69. ServerSpellCastEnvironment(CGameHandler * gh);
  70. ~ServerSpellCastEnvironment() = default;
  71. void complain(const std::string & problem) override;
  72. bool describeChanges() const override;
  73. vstd::RNG * getRNG() override;
  74. void apply(CPackForClient * pack) override;
  75. void apply(BattleLogMessage * pack) override;
  76. void apply(BattleStackMoved * pack) override;
  77. void apply(BattleUnitsChanged * pack) override;
  78. void apply(SetStackEffect * pack) override;
  79. void apply(StacksInjured * pack) override;
  80. void apply(BattleObstaclesChanged * pack) override;
  81. void apply(CatapultAttack * pack) override;
  82. const CMap * getMap() const override;
  83. const CGameInfoCallback * getCb() const override;
  84. bool moveHero(ObjectInstanceID hid, int3 dst, bool teleporting) override;
  85. void genericQuery(Query * request, PlayerColor color, std::function<void(const JsonNode &)> callback) override;
  86. private:
  87. CGameHandler * gh;
  88. };
  89. CondSh<bool> battleMadeAction(false);
  90. CondSh<BattleResult *> battleResult(nullptr);
  91. template <typename T> class CApplyOnGH;
  92. class CBaseForGHApply
  93. {
  94. public:
  95. virtual bool applyOnGH(CGameHandler * gh, CGameState * gs, void * pack) const =0;
  96. virtual ~CBaseForGHApply(){}
  97. template<typename U> static CBaseForGHApply *getApplier(const U * t=nullptr)
  98. {
  99. return new CApplyOnGH<U>();
  100. }
  101. };
  102. template <typename T> class CApplyOnGH : public CBaseForGHApply
  103. {
  104. public:
  105. bool applyOnGH(CGameHandler * gh, CGameState * gs, void * pack) const override
  106. {
  107. T *ptr = static_cast<T*>(pack);
  108. try
  109. {
  110. ApplyGhNetPackVisitor applier(*gh, *gs);
  111. ptr->visit(applier);
  112. return applier.getResult();
  113. }
  114. catch(ExceptionNotAllowedAction & e)
  115. {
  116. (void)e;
  117. return false;
  118. }
  119. catch(...)
  120. {
  121. throw;
  122. }
  123. }
  124. };
  125. template <>
  126. class CApplyOnGH<CPack> : public CBaseForGHApply
  127. {
  128. public:
  129. bool applyOnGH(CGameHandler * gh, CGameState * gs, void * pack) const override
  130. {
  131. logGlobal->error("Cannot apply on GH plain CPack!");
  132. assert(0);
  133. return false;
  134. }
  135. };
  136. static inline double distance(int3 a, int3 b)
  137. {
  138. return std::sqrt((double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y));
  139. }
  140. static void giveExp(BattleResult &r)
  141. {
  142. if (r.winner > 1)
  143. {
  144. // draw
  145. return;
  146. }
  147. r.exp[0] = 0;
  148. r.exp[1] = 0;
  149. for (auto i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
  150. {
  151. r.exp[r.winner] += VLC->creh->objects.at(i->first)->valOfBonuses(Bonus::STACK_HEALTH) * i->second;
  152. }
  153. }
  154. 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
  155. {
  156. int x = targetPosition.getX();
  157. int y = targetPosition.getY();
  158. const bool targetIsAttacker = side == BattleSide::ATTACKER;
  159. 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...
  160. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  161. else
  162. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
  163. //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
  164. if (targetIsAttacker && ((y % 2 == 0) || (x > 1)))
  165. {
  166. if (targetIsTwoHex && (y % 2 == 1) && (x == 2)) //handle exceptional case
  167. {
  168. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  169. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  170. }
  171. else
  172. { //add back-side guardians for two-hex target, side guardians for one-hex
  173. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_LEFT : BattleHex::EDir::TOP_RIGHT, false), output);
  174. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_LEFT : BattleHex::EDir::BOTTOM_RIGHT, false), output);
  175. if (!targetIsTwoHex && x > 2) //back guard for one-hex
  176. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false), output);
  177. else if (targetIsTwoHex)//front-side guardians for two-hex target
  178. {
  179. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  180. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  181. if (x > 3) //back guard for two-hex
  182. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
  183. }
  184. }
  185. }
  186. else if (!targetIsAttacker && ((y % 2 == 1) || (x < GameConstants::BFIELD_WIDTH - 2)))
  187. {
  188. if (targetIsTwoHex && (y % 2 == 0) && (x == GameConstants::BFIELD_WIDTH - 3)) //handle exceptional case... equivalent for above for defender side
  189. {
  190. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  191. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  192. }
  193. else
  194. {
  195. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_RIGHT : BattleHex::EDir::TOP_LEFT, false), output);
  196. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_RIGHT : BattleHex::EDir::BOTTOM_LEFT, false), output);
  197. if (!targetIsTwoHex && x < GameConstants::BFIELD_WIDTH - 3)
  198. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  199. else if (targetIsTwoHex)
  200. {
  201. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  202. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  203. if (x < GameConstants::BFIELD_WIDTH - 4)
  204. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  205. }
  206. }
  207. }
  208. else if (!targetIsAttacker && y % 2 == 0)
  209. {
  210. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  211. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  212. }
  213. else if (targetIsAttacker && y % 2 == 1)
  214. {
  215. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  216. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  217. }
  218. }
  219. PlayerStatus PlayerStatuses::operator[](PlayerColor player)
  220. {
  221. boost::unique_lock<boost::mutex> l(mx);
  222. if (players.find(player) != players.end())
  223. {
  224. return players.at(player);
  225. }
  226. else
  227. {
  228. throw std::runtime_error("No such player!");
  229. }
  230. }
  231. void PlayerStatuses::addPlayer(PlayerColor player)
  232. {
  233. boost::unique_lock<boost::mutex> l(mx);
  234. players[player];
  235. }
  236. bool PlayerStatuses::checkFlag(PlayerColor player, bool PlayerStatus::*flag)
  237. {
  238. boost::unique_lock<boost::mutex> l(mx);
  239. if (players.find(player) != players.end())
  240. {
  241. return players[player].*flag;
  242. }
  243. else
  244. {
  245. throw std::runtime_error("No such player!");
  246. }
  247. }
  248. void PlayerStatuses::setFlag(PlayerColor player, bool PlayerStatus::*flag, bool val)
  249. {
  250. boost::unique_lock<boost::mutex> l(mx);
  251. if (players.find(player) != players.end())
  252. {
  253. players[player].*flag = val;
  254. }
  255. else
  256. {
  257. throw std::runtime_error("No such player!");
  258. }
  259. cv.notify_all();
  260. }
  261. template <typename T>
  262. void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
  263. {
  264. fun(args[which]);
  265. }
  266. const Services * CGameHandler::services() const
  267. {
  268. return VLC;
  269. }
  270. const CGameHandler::BattleCb * CGameHandler::battle() const
  271. {
  272. return this;
  273. }
  274. const CGameHandler::GameCb * CGameHandler::game() const
  275. {
  276. return this;
  277. }
  278. vstd::CLoggerBase * CGameHandler::logger() const
  279. {
  280. return logGlobal;
  281. }
  282. events::EventBus * CGameHandler::eventBus() const
  283. {
  284. return serverEventBus.get();
  285. }
  286. void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
  287. {
  288. changeSecSkill(hero, skill, 1, 0);
  289. expGiven(hero);
  290. }
  291. void CGameHandler::levelUpHero(const CGHeroInstance * hero)
  292. {
  293. // required exp for at least 1 lvl-up hasn't been reached
  294. if (!hero->gainsLevel())
  295. {
  296. return;
  297. }
  298. // give primary skill
  299. logGlobal->trace("%s got level %d", hero->getNameTranslated(), hero->level);
  300. auto primarySkill = hero->nextPrimarySkill(getRandomGenerator());
  301. SetPrimSkill sps;
  302. sps.id = hero->id;
  303. sps.which = primarySkill;
  304. sps.abs = false;
  305. sps.val = 1;
  306. sendAndApply(&sps);
  307. PrepareHeroLevelUp pre;
  308. pre.heroId = hero->id;
  309. sendAndApply(&pre);
  310. HeroLevelUp hlu;
  311. hlu.player = hero->tempOwner;
  312. hlu.heroId = hero->id;
  313. hlu.primskill = primarySkill;
  314. hlu.skills = pre.skills;
  315. if (hlu.skills.size() == 0)
  316. {
  317. sendAndApply(&hlu);
  318. levelUpHero(hero);
  319. }
  320. else if (hlu.skills.size() == 1)
  321. {
  322. sendAndApply(&hlu);
  323. levelUpHero(hero, pre.skills.front());
  324. }
  325. else if (hlu.skills.size() > 1)
  326. {
  327. auto levelUpQuery = std::make_shared<CHeroLevelUpDialogQuery>(this, hlu, hero);
  328. hlu.queryID = levelUpQuery->queryID;
  329. queries.addQuery(levelUpQuery);
  330. sendAndApply(&hlu);
  331. //level up will be called on query reply
  332. }
  333. }
  334. void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
  335. {
  336. SetCommanderProperty scp;
  337. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  338. if (hero)
  339. scp.heroid = hero->id;
  340. else
  341. {
  342. complain ("Commander is not led by hero!");
  343. return;
  344. }
  345. scp.accumulatedBonus.subtype = 0;
  346. scp.accumulatedBonus.additionalInfo = 0;
  347. scp.accumulatedBonus.duration = Bonus::PERMANENT;
  348. scp.accumulatedBonus.turnsRemain = 0;
  349. scp.accumulatedBonus.source = Bonus::COMMANDER;
  350. scp.accumulatedBonus.valType = Bonus::BASE_NUMBER;
  351. if (skill <= ECommander::SPELL_POWER)
  352. {
  353. scp.which = SetCommanderProperty::BONUS;
  354. auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
  355. {
  356. int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
  357. return skillLevels.at(skill).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skill).at(secondarySkills.at(s)-1) : 0);
  358. };
  359. switch (skill)
  360. {
  361. case ECommander::ATTACK:
  362. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  363. scp.accumulatedBonus.subtype = PrimarySkill::ATTACK;
  364. break;
  365. case ECommander::DEFENSE:
  366. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  367. scp.accumulatedBonus.subtype = PrimarySkill::DEFENSE;
  368. break;
  369. case ECommander::HEALTH:
  370. scp.accumulatedBonus.type = Bonus::STACK_HEALTH;
  371. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  372. break;
  373. case ECommander::DAMAGE:
  374. scp.accumulatedBonus.type = Bonus::CREATURE_DAMAGE;
  375. scp.accumulatedBonus.subtype = 0;
  376. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  377. break;
  378. case ECommander::SPEED:
  379. scp.accumulatedBonus.type = Bonus::STACKS_SPEED;
  380. break;
  381. case ECommander::SPELL_POWER:
  382. scp.accumulatedBonus.type = Bonus::MAGIC_RESISTANCE;
  383. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
  384. sendAndApply (&scp); //additional pack
  385. scp.accumulatedBonus.type = Bonus::CREATURE_SPELL_POWER;
  386. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
  387. sendAndApply (&scp); //additional pack
  388. scp.accumulatedBonus.type = Bonus::CASTS;
  389. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
  390. sendAndApply (&scp); //additional pack
  391. scp.accumulatedBonus.type = Bonus::CREATURE_ENCHANT_POWER; //send normally
  392. break;
  393. }
  394. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
  395. sendAndApply (&scp);
  396. scp.which = SetCommanderProperty::SECONDARY_SKILL;
  397. scp.additionalInfo = skill;
  398. scp.amount = c->secondarySkills.at(skill) + 1;
  399. sendAndApply (&scp);
  400. }
  401. else if (skill >= 100)
  402. {
  403. scp.which = SetCommanderProperty::SPECIAL_SKILL;
  404. scp.accumulatedBonus = *VLC->creh->skillRequirements.at(skill-100).first;
  405. scp.additionalInfo = skill; //unnormalized
  406. sendAndApply (&scp);
  407. }
  408. expGiven(hero);
  409. }
  410. void CGameHandler::levelUpCommander(const CCommanderInstance * c)
  411. {
  412. if (!c->gainsLevel())
  413. {
  414. return;
  415. }
  416. CommanderLevelUp clu;
  417. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  418. if(hero)
  419. {
  420. clu.heroId = hero->id;
  421. clu.player = hero->tempOwner;
  422. }
  423. else
  424. {
  425. complain ("Commander is not led by hero!");
  426. return;
  427. }
  428. //picking sec. skills for choice
  429. for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
  430. {
  431. if (c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL)
  432. clu.skills.push_back(i);
  433. }
  434. int i = 100;
  435. for (auto specialSkill : VLC->creh->skillRequirements)
  436. {
  437. if (c->secondarySkills.at(specialSkill.second.first) == ECommander::MAX_SKILL_LEVEL
  438. && c->secondarySkills.at(specialSkill.second.second) == ECommander::MAX_SKILL_LEVEL
  439. && !vstd::contains (c->specialSKills, i))
  440. clu.skills.push_back (i);
  441. ++i;
  442. }
  443. int skillAmount = static_cast<int>(clu.skills.size());
  444. if (!skillAmount)
  445. {
  446. sendAndApply(&clu);
  447. levelUpCommander(c);
  448. }
  449. else if (skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  450. {
  451. sendAndApply(&clu);
  452. levelUpCommander(c, *RandomGeneratorUtil::nextItem(clu.skills, getRandomGenerator()));
  453. }
  454. else if (skillAmount > 1) //apply and ask for secondary skill
  455. {
  456. auto commanderLevelUp = std::make_shared<CCommanderLevelUpDialogQuery>(this, clu, hero);
  457. clu.queryID = commanderLevelUp->queryID;
  458. queries.addQuery(commanderLevelUp);
  459. sendAndApply(&clu);
  460. }
  461. }
  462. void CGameHandler::expGiven(const CGHeroInstance *hero)
  463. {
  464. if (hero->gainsLevel())
  465. levelUpHero(hero);
  466. else if (hero->commander && hero->commander->gainsLevel())
  467. levelUpCommander(hero->commander);
  468. //if (hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())
  469. // levelUpCommander(hero->commander);
  470. // else
  471. // levelUpHero(hero);
  472. }
  473. void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs)
  474. {
  475. if (which == PrimarySkill::EXPERIENCE) // Check if scenario limit reached
  476. {
  477. if (gs->map->levelLimit != 0)
  478. {
  479. TExpType expLimit = VLC->heroh->reqExp(gs->map->levelLimit);
  480. TExpType resultingExp = abs ? val : hero->exp + val;
  481. if (resultingExp > expLimit)
  482. {
  483. // set given experience to max possible, but don't decrease if hero already over top
  484. abs = true;
  485. val = std::max(expLimit, hero->exp);
  486. InfoWindow iw;
  487. iw.player = hero->tempOwner;
  488. iw.text.addTxt(MetaString::GENERAL_TXT, 1); //can gain no more XP
  489. iw.text.addReplacement(hero->getNameTranslated());
  490. sendAndApply(&iw);
  491. }
  492. }
  493. }
  494. SetPrimSkill sps;
  495. sps.id = hero->id;
  496. sps.which = which;
  497. sps.abs = abs;
  498. sps.val = val;
  499. sendAndApply(&sps);
  500. //only for exp - hero may level up
  501. if (which == PrimarySkill::EXPERIENCE)
  502. {
  503. if (hero->commander && hero->commander->alive)
  504. {
  505. //FIXME: trim experience according to map limit?
  506. SetCommanderProperty scp;
  507. scp.heroid = hero->id;
  508. scp.which = SetCommanderProperty::EXPERIENCE;
  509. scp.amount = val;
  510. sendAndApply (&scp);
  511. CBonusSystemNode::treeHasChanged();
  512. }
  513. expGiven(hero);
  514. }
  515. }
  516. void CGameHandler::changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs)
  517. {
  518. if(!hero)
  519. {
  520. logGlobal->error("changeSecSkill provided no hero");
  521. return;
  522. }
  523. SetSecSkill sss;
  524. sss.id = hero->id;
  525. sss.which = which;
  526. sss.val = val;
  527. sss.abs = abs;
  528. sendAndApply(&sss);
  529. if (hero->visitedTown)
  530. giveSpells(hero->visitedTown, hero);
  531. }
  532. void CGameHandler::endBattle(int3 tile, const CGHeroInstance * heroAttacker, const CGHeroInstance * heroDefender)
  533. {
  534. LOG_TRACE(logGlobal);
  535. //Fill BattleResult structure with exp info
  536. giveExp(*battleResult.data);
  537. if (battleResult.get()->result == BattleResult::NORMAL) // give 500 exp for defeating hero, unless he escaped
  538. {
  539. if(heroAttacker)
  540. battleResult.data->exp[1] += 500;
  541. if(heroDefender)
  542. battleResult.data->exp[0] += 500;
  543. }
  544. if(heroAttacker)
  545. battleResult.data->exp[0] = heroAttacker->calculateXp(battleResult.data->exp[0]);//scholar skill
  546. if(heroDefender)
  547. battleResult.data->exp[1] = heroDefender->calculateXp(battleResult.data->exp[1]);
  548. auto battleQuery = std::dynamic_pointer_cast<CBattleQuery>(queries.topQuery(gs->curB->sides[0].color));
  549. if (!battleQuery)
  550. {
  551. logGlobal->error("Cannot find battle query!");
  552. complain("Player " + boost::lexical_cast<std::string>(gs->curB->sides[0].color) + " has no battle query at the top!");
  553. return;
  554. }
  555. battleQuery->result = boost::make_optional(*battleResult.data);
  556. //set same battle result for all queries
  557. for(auto q : queries.allQueries())
  558. {
  559. auto otherBattleQuery = std::dynamic_pointer_cast<CBattleQuery>(q);
  560. if(otherBattleQuery && otherBattleQuery->bi == battleQuery->bi)
  561. otherBattleQuery->result = battleQuery->result;
  562. }
  563. //Check how many battle queries were created (number of players blocked by battle)
  564. const int queriedPlayers = battleQuery ? (int)boost::count(queries.allQueries(), battleQuery) : 0;
  565. finishingBattle = make_unique<FinishingBattleHelper>(battleQuery, queriedPlayers);
  566. auto battleDialogQuery = std::make_shared<CBattleDialogQuery>(this, gs->curB);
  567. battleResult.data->queryID = battleDialogQuery->queryID;
  568. queries.addQuery(battleDialogQuery);
  569. sendAndApply(battleResult.data); //after this point casualties objects are destroyed
  570. }
  571. void CGameHandler::endBattleConfirm(const BattleInfo * battleInfo)
  572. {
  573. auto battleQuery = std::dynamic_pointer_cast<CBattleQuery>(queries.topQuery(battleInfo->sides.at(0).color));
  574. if(!battleQuery)
  575. {
  576. logGlobal->trace("No battle query, battle end was confirmed by another player");
  577. return;
  578. }
  579. const CArmedInstance *bEndArmy1 = battleInfo->sides.at(0).armyObject;
  580. const CArmedInstance *bEndArmy2 = battleInfo->sides.at(1).armyObject;
  581. const BattleResult::EResult result = battleResult.get()->result;
  582. CasualtiesAfterBattle cab1(bEndArmy1, battleInfo), cab2(bEndArmy2, battleInfo); //calculate casualties before deleting battle
  583. ChangeSpells cs; //for Eagle Eye
  584. if(!finishingBattle->isDraw() && finishingBattle->winnerHero)
  585. {
  586. if (int eagleEyeLevel = finishingBattle->winnerHero->valOfBonuses(Bonus::LEARN_BATTLE_SPELL_LEVEL_LIMIT, -1))
  587. {
  588. double eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(Bonus::LEARN_BATTLE_SPELL_CHANCE, 0);
  589. for(auto & spellId : battleInfo->sides.at(!battleResult.data->winner).usedSpellsHistory)
  590. {
  591. auto spell = spellId.toSpell(VLC->spells());
  592. if(spell && spell->getLevel() <= eagleEyeLevel && !finishingBattle->winnerHero->spellbookContainsSpell(spell->getId()) && getRandomGenerator().nextInt(99) < eagleEyeChance)
  593. cs.spells.insert(spell->getId());
  594. }
  595. }
  596. }
  597. std::vector<const CArtifactInstance *> arts; //display them in window
  598. if(result == BattleResult::NORMAL && !finishingBattle->isDraw() && finishingBattle->winnerHero)
  599. {
  600. auto sendMoveArtifact = [&](const CArtifactInstance *art, MoveArtifact *ma)
  601. {
  602. const auto slot = ArtifactUtils::getArtAnyPosition(finishingBattle->winnerHero, art->getTypeId());
  603. if(slot != ArtifactPosition::PRE_FIRST)
  604. {
  605. arts.push_back(art);
  606. ma->dst = ArtifactLocation(finishingBattle->winnerHero, slot);
  607. if(ArtifactUtils::isSlotBackpack(slot))
  608. ma->askAssemble = false;
  609. sendAndApply(ma);
  610. }
  611. };
  612. if (finishingBattle->loserHero)
  613. {
  614. //TODO: wrap it into a function, somehow (boost::variant -_-)
  615. auto artifactsWorn = finishingBattle->loserHero->artifactsWorn;
  616. for (auto artSlot : artifactsWorn)
  617. {
  618. MoveArtifact ma;
  619. ma.src = ArtifactLocation(finishingBattle->loserHero, artSlot.first);
  620. const CArtifactInstance * art = ma.src.getArt();
  621. if (art && !art->artType->isBig() &&
  622. art->artType->getId() != ArtifactID::SPELLBOOK)
  623. // don't move war machines or locked arts (spellbook)
  624. {
  625. sendMoveArtifact(art, &ma);
  626. }
  627. }
  628. while(!finishingBattle->loserHero->artifactsInBackpack.empty())
  629. {
  630. //we assume that no big artifacts can be found
  631. MoveArtifact ma;
  632. ma.src = ArtifactLocation(finishingBattle->loserHero,
  633. ArtifactPosition(GameConstants::BACKPACK_START)); //backpack automatically shifts arts to beginning
  634. const CArtifactInstance * art = ma.src.getArt();
  635. if (art->artType->getId() != ArtifactID::GRAIL) //grail may not be won
  636. {
  637. sendMoveArtifact(art, &ma);
  638. }
  639. }
  640. if (finishingBattle->loserHero->commander) //TODO: what if commanders belong to no hero?
  641. {
  642. artifactsWorn = finishingBattle->loserHero->commander->artifactsWorn;
  643. for (auto artSlot : artifactsWorn)
  644. {
  645. MoveArtifact ma;
  646. ma.src = ArtifactLocation(finishingBattle->loserHero->commander.get(), artSlot.first);
  647. const CArtifactInstance * art = ma.src.getArt();
  648. if (art && !art->artType->isBig())
  649. {
  650. sendMoveArtifact(art, &ma);
  651. }
  652. }
  653. }
  654. }
  655. for (auto armySlot : battleInfo->sides.at(!battleResult.data->winner).armyObject->stacks)
  656. {
  657. auto artifactsWorn = armySlot.second->artifactsWorn;
  658. for (auto artSlot : artifactsWorn)
  659. {
  660. MoveArtifact ma;
  661. ma.src = ArtifactLocation(armySlot.second, artSlot.first);
  662. const CArtifactInstance * art = ma.src.getArt();
  663. if (art && !art->artType->isBig())
  664. {
  665. sendMoveArtifact(art, &ma);
  666. }
  667. }
  668. }
  669. }
  670. if (arts.size()) //display loot
  671. {
  672. InfoWindow iw;
  673. iw.player = finishingBattle->winnerHero->tempOwner;
  674. iw.text.addTxt (MetaString::GENERAL_TXT, 30); //You have captured enemy artifact
  675. for (auto art : arts) //TODO; separate function to display loot for various ojects?
  676. {
  677. iw.components.emplace_back(
  678. Component::EComponentType::ARTIFACT, art->artType->getId(),
  679. art->artType->getId() == ArtifactID::SPELL_SCROLL? art->getGivenSpellID() : 0, 0);
  680. if (iw.components.size() >= 14)
  681. {
  682. sendAndApply(&iw);
  683. iw.components.clear();
  684. }
  685. }
  686. if (iw.components.size())
  687. {
  688. sendAndApply(&iw);
  689. }
  690. }
  691. //Eagle Eye secondary skill handling
  692. if (!cs.spells.empty())
  693. {
  694. cs.learn = 1;
  695. cs.hid = finishingBattle->winnerHero->id;
  696. InfoWindow iw;
  697. iw.player = finishingBattle->winnerHero->tempOwner;
  698. iw.text.addTxt(MetaString::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
  699. iw.text.addReplacement(finishingBattle->winnerHero->getNameTranslated());
  700. std::ostringstream names;
  701. for (int i = 0; i < cs.spells.size(); i++)
  702. {
  703. names << "%s";
  704. if (i < cs.spells.size() - 2)
  705. names << ", ";
  706. else if (i < cs.spells.size() - 1)
  707. names << "%s";
  708. }
  709. names << ".";
  710. iw.text.addReplacement(names.str());
  711. auto it = cs.spells.begin();
  712. for (int i = 0; i < cs.spells.size(); i++, it++)
  713. {
  714. iw.text.addReplacement(MetaString::SPELL_NAME, it->toEnum());
  715. if (i == cs.spells.size() - 2) //we just added pre-last name
  716. iw.text.addReplacement(MetaString::GENERAL_TXT, 141); // " and "
  717. iw.components.emplace_back(Component::EComponentType::SPELL, *it, 0, 0);
  718. }
  719. sendAndApply(&iw);
  720. sendAndApply(&cs);
  721. }
  722. cab1.updateArmy(this);
  723. cab2.updateArmy(this); //take casualties after battle is deleted
  724. if(finishingBattle->loserHero) //remove beaten hero
  725. {
  726. RemoveObject ro(finishingBattle->loserHero->id);
  727. sendAndApply(&ro);
  728. }
  729. if(finishingBattle->isDraw() && finishingBattle->winnerHero) //for draw case both heroes should be removed
  730. {
  731. RemoveObject ro(finishingBattle->winnerHero->id);
  732. sendAndApply(&ro);
  733. }
  734. if(battleResult.data->winner == BattleSide::DEFENDER
  735. && finishingBattle->winnerHero
  736. && finishingBattle->winnerHero->visitedTown
  737. && !finishingBattle->winnerHero->inTownGarrison
  738. && finishingBattle->winnerHero->visitedTown->garrisonHero == finishingBattle->winnerHero)
  739. {
  740. swapGarrisonOnSiege(finishingBattle->winnerHero->visitedTown->id); //return defending visitor from garrison to its rightful place
  741. }
  742. //give exp
  743. if(!finishingBattle->isDraw() && battleResult.data->exp[finishingBattle->winnerSide] && finishingBattle->winnerHero)
  744. changePrimSkill(finishingBattle->winnerHero, PrimarySkill::EXPERIENCE, battleResult.data->exp[finishingBattle->winnerSide]);
  745. BattleResultAccepted raccepted;
  746. raccepted.army1 = const_cast<CArmedInstance*>(bEndArmy1);
  747. raccepted.army2 = const_cast<CArmedInstance*>(bEndArmy2);
  748. raccepted.hero1 = const_cast<CGHeroInstance*>(battleInfo->sides.at(0).hero);
  749. raccepted.hero2 = const_cast<CGHeroInstance*>(battleInfo->sides.at(1).hero);
  750. raccepted.exp[0] = battleResult.data->exp[0];
  751. raccepted.exp[1] = battleResult.data->exp[1];
  752. sendAndApply(&raccepted);
  753. queries.popIfTop(battleQuery);
  754. //--> continuation (battleAfterLevelUp) occurs after level-up queries are handled or on removing query
  755. }
  756. void CGameHandler::battleAfterLevelUp(const BattleResult &result)
  757. {
  758. LOG_TRACE(logGlobal);
  759. if(!finishingBattle)
  760. return;
  761. finishingBattle->remainingBattleQueriesCount--;
  762. logGlobal->trace("Decremented queries count to %d", finishingBattle->remainingBattleQueriesCount);
  763. if (finishingBattle->remainingBattleQueriesCount > 0)
  764. //Battle results will be handled when all battle queries are closed
  765. return;
  766. //TODO consider if we really want it to work like above. ATM each player as unblocked as soon as possible
  767. // but the battle consequences are applied after final player is unblocked. Hard to abuse...
  768. // Still, it looks like a hole.
  769. // Necromancy if applicable.
  770. const CStackBasicDescriptor raisedStack = finishingBattle->winnerHero ? finishingBattle->winnerHero->calculateNecromancy(*battleResult.data) : CStackBasicDescriptor();
  771. // Give raised units to winner and show dialog, if any were raised,
  772. // units will be given after casualties are taken
  773. const SlotID necroSlot = raisedStack.type ? finishingBattle->winnerHero->getSlotFor(raisedStack.type) : SlotID();
  774. if (necroSlot != SlotID())
  775. {
  776. finishingBattle->winnerHero->showNecromancyDialog(raisedStack, getRandomGenerator());
  777. addToSlot(StackLocation(finishingBattle->winnerHero, necroSlot), raisedStack.type, raisedStack.count);
  778. }
  779. BattleResultsApplied resultsApplied;
  780. resultsApplied.player1 = finishingBattle->victor;
  781. resultsApplied.player2 = finishingBattle->loser;
  782. sendAndApply(&resultsApplied);
  783. setBattle(nullptr);
  784. if (visitObjectAfterVictory && result.winner==0 && !finishingBattle->winnerHero->stacks.empty())
  785. {
  786. logGlobal->trace("post-victory visit");
  787. visitObjectOnTile(*getTile(finishingBattle->winnerHero->visitablePos()), finishingBattle->winnerHero);
  788. }
  789. visitObjectAfterVictory = false;
  790. //handle victory/loss of engaged players
  791. std::set<PlayerColor> playerColors = {finishingBattle->loser, finishingBattle->victor};
  792. checkVictoryLossConditions(playerColors);
  793. if (result.result == BattleResult::SURRENDER || result.result == BattleResult::ESCAPE) //loser has escaped or surrendered
  794. {
  795. SetAvailableHeroes sah;
  796. sah.player = finishingBattle->loser;
  797. sah.hid[0] = finishingBattle->loserHero->subID;
  798. if (result.result == BattleResult::ESCAPE) //retreat
  799. {
  800. sah.army[0].clear();
  801. sah.army[0].setCreature(SlotID(0), finishingBattle->loserHero->type->initialArmy.at(0).creature, 1);
  802. }
  803. if (const CGHeroInstance *another = getPlayerState(finishingBattle->loser)->availableHeroes.at(0))
  804. sah.hid[1] = another->subID;
  805. else
  806. sah.hid[1] = -1;
  807. sendAndApply(&sah);
  808. }
  809. if (result.winner != 2 && finishingBattle->winnerHero && finishingBattle->winnerHero->stacks.empty()
  810. && (!finishingBattle->winnerHero->commander || !finishingBattle->winnerHero->commander->alive))
  811. {
  812. RemoveObject ro(finishingBattle->winnerHero->id);
  813. sendAndApply(&ro);
  814. if (VLC->settings()->getBoolean(EGameSettings::HEROES_RETREAT_ON_WIN_WITHOUT_TROOPS))
  815. {
  816. SetAvailableHeroes sah;
  817. sah.player = finishingBattle->victor;
  818. sah.hid[0] = finishingBattle->winnerHero->subID;
  819. sah.army[0].clear();
  820. sah.army[0].setCreature(SlotID(0), finishingBattle->winnerHero->type->initialArmy.at(0).creature, 1);
  821. if (const CGHeroInstance *another = getPlayerState(finishingBattle->victor)->availableHeroes.at(0))
  822. sah.hid[1] = another->subID;
  823. else
  824. sah.hid[1] = -1;
  825. sendAndApply(&sah);
  826. }
  827. }
  828. finishingBattle.reset();
  829. }
  830. void CGameHandler::makeAttack(const CStack * attacker, const CStack * defender, int distance, BattleHex targetHex, bool first, bool ranged, bool counter)
  831. {
  832. if(first && !counter)
  833. handleAttackBeforeCasting(ranged, attacker, defender);
  834. FireShieldInfo fireShield;
  835. BattleAttack bat;
  836. BattleLogMessage blm;
  837. bat.stackAttacking = attacker->unitId();
  838. bat.tile = targetHex;
  839. std::shared_ptr<battle::CUnitState> attackerState = attacker->acquireState();
  840. if(ranged)
  841. bat.flags |= BattleAttack::SHOT;
  842. if(counter)
  843. bat.flags |= BattleAttack::COUNTER;
  844. const int attackerLuck = attacker->LuckVal();
  845. if(attackerLuck > 0)
  846. {
  847. auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_GOOD_LUCK_DICE);
  848. size_t diceIndex = std::min<size_t>(diceSize.size() - 1, attackerLuck);
  849. if(diceSize.size() > 0 && getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
  850. bat.flags |= BattleAttack::LUCKY;
  851. }
  852. if(attackerLuck < 0)
  853. {
  854. auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_BAD_LUCK_DICE);
  855. size_t diceIndex = std::min<size_t>(diceSize.size() - 1, -attackerLuck);
  856. if(diceSize.size() > 0 && getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
  857. bat.flags |= BattleAttack::UNLUCKY;
  858. }
  859. if (getRandomGenerator().nextInt(99) < attacker->valOfBonuses(Bonus::DOUBLE_DAMAGE_CHANCE))
  860. {
  861. bat.flags |= BattleAttack::DEATH_BLOW;
  862. }
  863. const auto * owner = gs->curB->getHero(attacker->owner);
  864. if(owner)
  865. {
  866. int chance = owner->valOfBonuses(Bonus::BONUS_DAMAGE_CHANCE, attacker->creatureIndex());
  867. if (chance > getRandomGenerator().nextInt(99))
  868. bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG;
  869. }
  870. int64_t drainedLife = 0;
  871. // only primary target
  872. if(defender->alive())
  873. drainedLife += applyBattleEffects(bat, attackerState, fireShield, defender, distance, false);
  874. //multiple-hex normal attack
  875. std::set<const CStack*> attackedCreatures = gs->curB->getAttackedCreatures(attacker, targetHex, bat.shot()); //creatures other than primary target
  876. for(const CStack * stack : attackedCreatures)
  877. {
  878. if(stack != defender && stack->alive()) //do not hit same stack twice
  879. drainedLife += applyBattleEffects(bat, attackerState, fireShield, stack, distance, true);
  880. }
  881. std::shared_ptr<const Bonus> bonus = attacker->getBonusLocalFirst(Selector::type()(Bonus::SPELL_LIKE_ATTACK));
  882. if(bonus && ranged) //TODO: make it work in melee?
  883. {
  884. //this is need for displaying hit animation
  885. bat.flags |= BattleAttack::SPELL_LIKE;
  886. bat.spellID = SpellID(bonus->subtype);
  887. //TODO: should spell override creature`s projectile?
  888. auto spell = bat.spellID.toSpell();
  889. battle::Target target;
  890. target.emplace_back(defender, targetHex);
  891. spells::BattleCast event(gs->curB, attacker, spells::Mode::SPELL_LIKE_ATTACK, spell);
  892. event.setSpellLevel(bonus->val);
  893. auto attackedCreatures = spell->battleMechanics(&event)->getAffectedStacks(target);
  894. //TODO: get exact attacked hex for defender
  895. for(const CStack * stack : attackedCreatures)
  896. {
  897. if(stack != defender && stack->alive()) //do not hit same stack twice
  898. {
  899. drainedLife += applyBattleEffects(bat, attackerState, fireShield, stack, distance, true);
  900. }
  901. }
  902. //now add effect info for all attacked stacks
  903. for (BattleStackAttacked & bsa : bat.bsa)
  904. {
  905. if (bsa.attackerID == attacker->ID) //this is our attack and not f.e. fire shield
  906. {
  907. //this is need for displaying affect animation
  908. bsa.flags |= BattleStackAttacked::SPELL_EFFECT;
  909. bsa.spellID = SpellID(bonus->subtype);
  910. }
  911. }
  912. }
  913. attackerState->afterAttack(ranged, counter);
  914. {
  915. UnitChanges info(attackerState->unitId(), UnitChanges::EOperation::RESET_STATE);
  916. attackerState->save(info.data);
  917. bat.attackerChanges.changedStacks.push_back(info);
  918. }
  919. if (drainedLife > 0)
  920. bat.flags |= BattleAttack::LIFE_DRAIN;
  921. sendAndApply(&bat);
  922. {
  923. const bool multipleTargets = bat.bsa.size() > 1;
  924. int64_t totalDamage = 0;
  925. int32_t totalKills = 0;
  926. for(const BattleStackAttacked & bsa : bat.bsa)
  927. {
  928. totalDamage += bsa.damageAmount;
  929. totalKills += bsa.killedAmount;
  930. }
  931. {
  932. MetaString text;
  933. attacker->addText(text, MetaString::GENERAL_TXT, 376);
  934. attacker->addNameReplacement(text);
  935. text.addReplacement(totalDamage);
  936. blm.lines.push_back(text);
  937. }
  938. addGenericKilledLog(blm, defender, totalKills, multipleTargets);
  939. }
  940. // drain life effect (as well as log entry) must be applied after the attack
  941. if(drainedLife > 0)
  942. {
  943. MetaString text;
  944. attackerState->addText(text, MetaString::GENERAL_TXT, 361);
  945. attackerState->addNameReplacement(text, false);
  946. text.addReplacement(drainedLife);
  947. defender->addNameReplacement(text, true);
  948. blm.lines.push_back(std::move(text));
  949. }
  950. if(!fireShield.empty())
  951. {
  952. //todo: this should be "virtual" spell instead, we only need fire spell school bonus here
  953. const CSpell * fireShieldSpell = SpellID(SpellID::FIRE_SHIELD).toSpell();
  954. int64_t totalDamage = 0;
  955. for(const auto & item : fireShield)
  956. {
  957. const CStack * actor = item.first;
  958. int64_t rawDamage = item.second;
  959. const CGHeroInstance * actorOwner = gs->curB->getHero(actor->owner);
  960. if(actorOwner)
  961. {
  962. rawDamage = fireShieldSpell->adjustRawDamage(actorOwner, attacker, rawDamage);
  963. }
  964. else
  965. {
  966. rawDamage = fireShieldSpell->adjustRawDamage(actor, attacker, rawDamage);
  967. }
  968. totalDamage+=rawDamage;
  969. //FIXME: add custom effect on actor
  970. }
  971. if (totalDamage > 0)
  972. {
  973. BattleStackAttacked bsa;
  974. bsa.flags |= BattleStackAttacked::FIRE_SHIELD;
  975. bsa.stackAttacked = attacker->ID; //invert
  976. bsa.attackerID = defender->ID;
  977. bsa.damageAmount = totalDamage;
  978. attacker->prepareAttacked(bsa, getRandomGenerator());
  979. StacksInjured pack;
  980. pack.stacks.push_back(bsa);
  981. sendAndApply(&pack);
  982. // TODO: this is already implemented in Damage::describeEffect()
  983. {
  984. MetaString text;
  985. text.addTxt(MetaString::GENERAL_TXT, 376);
  986. text.addReplacement(MetaString::SPELL_NAME, SpellID::FIRE_SHIELD);
  987. text.addReplacement(totalDamage);
  988. blm.lines.push_back(std::move(text));
  989. }
  990. addGenericKilledLog(blm, attacker, bsa.killedAmount, false);
  991. }
  992. }
  993. sendAndApply(&blm);
  994. handleAfterAttackCasting(ranged, attacker, defender);
  995. }
  996. int64_t CGameHandler::applyBattleEffects(BattleAttack & bat, std::shared_ptr<battle::CUnitState> attackerState, FireShieldInfo & fireShield, const CStack * def, int distance, bool secondary)
  997. {
  998. BattleStackAttacked bsa;
  999. if(secondary)
  1000. bsa.flags |= BattleStackAttacked::SECONDARY; //all other targets do not suffer from spells & spell-like abilities
  1001. bsa.attackerID = attackerState->unitId();
  1002. bsa.stackAttacked = def->unitId();
  1003. {
  1004. BattleAttackInfo bai(attackerState.get(), def, distance, bat.shot());
  1005. bai.deathBlow = bat.deathBlow();
  1006. bai.doubleDamage = bat.ballistaDoubleDmg();
  1007. bai.luckyStrike = bat.lucky();
  1008. bai.unluckyStrike = bat.unlucky();
  1009. auto range = gs->curB->calculateDmgRange(bai);
  1010. bsa.damageAmount = gs->curB->getActualDamage(range.damage, attackerState->getCount(), getRandomGenerator());
  1011. CStack::prepareAttacked(bsa, getRandomGenerator(), bai.defender->acquireState()); //calculate casualties
  1012. }
  1013. int64_t drainedLife = 0;
  1014. //life drain handling
  1015. if(attackerState->hasBonusOfType(Bonus::LIFE_DRAIN) && def->isLiving())
  1016. {
  1017. int64_t toHeal = bsa.damageAmount * attackerState->valOfBonuses(Bonus::LIFE_DRAIN) / 100;
  1018. attackerState->heal(toHeal, EHealLevel::RESURRECT, EHealPower::PERMANENT);
  1019. drainedLife += toHeal;
  1020. }
  1021. //soul steal handling
  1022. if(attackerState->hasBonusOfType(Bonus::SOUL_STEAL) && def->isLiving())
  1023. {
  1024. //we can have two bonuses - one with subtype 0 and another with subtype 1
  1025. //try to use permanent first, use only one of two
  1026. for(si32 subtype = 1; subtype >= 0; subtype--)
  1027. {
  1028. if(attackerState->hasBonusOfType(Bonus::SOUL_STEAL, subtype))
  1029. {
  1030. int64_t toHeal = bsa.killedAmount * attackerState->valOfBonuses(Bonus::SOUL_STEAL, subtype) * attackerState->MaxHealth();
  1031. attackerState->heal(toHeal, EHealLevel::OVERHEAL, ((subtype == 0) ? EHealPower::ONE_BATTLE : EHealPower::PERMANENT));
  1032. drainedLife += toHeal;
  1033. break;
  1034. }
  1035. }
  1036. }
  1037. bat.bsa.push_back(bsa); //add this stack to the list of victims after drain life has been calculated
  1038. //fire shield handling
  1039. if(!bat.shot() &&
  1040. !def->isClone() &&
  1041. def->hasBonusOfType(Bonus::FIRE_SHIELD) &&
  1042. !attackerState->hasBonusOfType(Bonus::FIRE_IMMUNITY) &&
  1043. CStack::isMeleeAttackPossible(attackerState.get(), def) // attacked needs to be adjacent to defender for fire shield to trigger (e.g. Dragon Breath attack)
  1044. )
  1045. {
  1046. //TODO: use damage with bonus but without penalties
  1047. auto fireShieldDamage = (std::min<int64_t>(def->getAvailableHealth(), bsa.damageAmount) * def->valOfBonuses(Bonus::FIRE_SHIELD)) / 100;
  1048. fireShield.push_back(std::make_pair(def, fireShieldDamage));
  1049. }
  1050. return drainedLife;
  1051. }
  1052. void CGameHandler::sendGenericKilledLog(const CStack * defender, int32_t killed, bool multiple)
  1053. {
  1054. if(killed > 0)
  1055. {
  1056. BattleLogMessage blm;
  1057. addGenericKilledLog(blm, defender, killed, multiple);
  1058. sendAndApply(&blm);
  1059. }
  1060. }
  1061. void CGameHandler::addGenericKilledLog(BattleLogMessage & blm, const CStack * defender, int32_t killed, bool multiple)
  1062. {
  1063. if(killed > 0)
  1064. {
  1065. const int32_t txtIndex = (killed > 1) ? 379 : 378;
  1066. std::string formatString = VLC->generaltexth->allTexts[txtIndex];
  1067. // 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)
  1068. formatString.erase(std::remove(formatString.begin(), formatString.end(), '\n'), formatString.end());
  1069. formatString.erase(std::remove(formatString.begin(), formatString.end(), '\r'), formatString.end());
  1070. boost::algorithm::trim(formatString);
  1071. boost::format txt(formatString);
  1072. if(killed > 1)
  1073. {
  1074. txt % killed % (multiple ? VLC->generaltexth->allTexts[43] : defender->getCreature()->getNamePluralTranslated()); // creatures perish
  1075. }
  1076. else //killed == 1
  1077. {
  1078. txt % (multiple ? VLC->generaltexth->allTexts[42] : defender->getCreature()->getNameSingularTranslated()); // creature perishes
  1079. }
  1080. MetaString line;
  1081. line << txt.str();
  1082. blm.lines.push_back(std::move(line));
  1083. }
  1084. }
  1085. void CGameHandler::handleClientDisconnection(std::shared_ptr<CConnection> c)
  1086. {
  1087. if(lobby->state == EServerState::SHUTDOWN || !gs || !gs->scenarioOps)
  1088. return;
  1089. for(auto & playerConnections : connections)
  1090. {
  1091. PlayerColor playerId = playerConnections.first;
  1092. auto * playerSettings = gs->scenarioOps->getPlayersSettings(playerId.getNum());
  1093. if(!playerSettings)
  1094. continue;
  1095. auto playerConnection = vstd::find(playerConnections.second, c);
  1096. if(playerConnection != playerConnections.second.end())
  1097. {
  1098. std::string messageText = boost::str(boost::format("%s (cid %d) was disconnected") % playerSettings->name % c->connectionID);
  1099. playerMessage(playerId, messageText, ObjectInstanceID{});
  1100. }
  1101. }
  1102. }
  1103. void CGameHandler::handleReceivedPack(CPackForServer * pack)
  1104. {
  1105. //prepare struct informing that action was applied
  1106. auto sendPackageResponse = [&](bool succesfullyApplied)
  1107. {
  1108. PackageApplied applied;
  1109. applied.player = pack->player;
  1110. applied.result = succesfullyApplied;
  1111. applied.packType = typeList.getTypeID(pack);
  1112. applied.requestID = pack->requestID;
  1113. pack->c->sendPack(&applied);
  1114. };
  1115. CBaseForGHApply * apply = applier->getApplier(typeList.getTypeID(pack)); //and appropriate applier object
  1116. if(isBlockedByQueries(pack, pack->player))
  1117. {
  1118. sendPackageResponse(false);
  1119. }
  1120. else if(apply)
  1121. {
  1122. const bool result = apply->applyOnGH(this, this->gs, pack);
  1123. if(result)
  1124. logGlobal->trace("Message %s successfully applied!", typeid(*pack).name());
  1125. else
  1126. complain((boost::format("Got false in applying %s... that request must have been fishy!")
  1127. % typeid(*pack).name()).str());
  1128. sendPackageResponse(true);
  1129. }
  1130. else
  1131. {
  1132. logGlobal->error("Message cannot be applied, cannot find applier (unregistered type)!");
  1133. sendPackageResponse(false);
  1134. }
  1135. vstd::clear_pointer(pack);
  1136. }
  1137. int CGameHandler::moveStack(int stack, BattleHex dest)
  1138. {
  1139. int ret = 0;
  1140. const CStack *curStack = gs->curB->battleGetStackByID(stack),
  1141. *stackAtEnd = gs->curB->battleGetStackByPos(dest);
  1142. assert(curStack);
  1143. assert(dest < GameConstants::BFIELD_SIZE);
  1144. if (gs->curB->tacticDistance)
  1145. {
  1146. assert(gs->curB->isInTacticRange(dest));
  1147. }
  1148. auto start = curStack->getPosition();
  1149. if (start == dest)
  1150. return 0;
  1151. //initing necessary tables
  1152. auto accessibility = getAccesibility(curStack);
  1153. std::set<BattleHex> passed;
  1154. //Ignore obstacles on starting position
  1155. passed.insert(curStack->getPosition());
  1156. if(curStack->doubleWide())
  1157. passed.insert(curStack->occupiedHex());
  1158. //shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
  1159. if(!stackAtEnd && curStack->doubleWide() && !accessibility.accessible(dest, curStack))
  1160. {
  1161. BattleHex shifted = dest.cloneInDirection(curStack->destShiftDir(), false);
  1162. if(accessibility.accessible(shifted, curStack))
  1163. dest = shifted;
  1164. }
  1165. if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility.accessible(dest, curStack))
  1166. {
  1167. complain("Given destination is not accessible!");
  1168. return 0;
  1169. }
  1170. bool canUseGate = false;
  1171. auto dbState = gs->curB->si.gateState;
  1172. if(battleGetSiegeLevel() > 0 && curStack->side == BattleSide::DEFENDER &&
  1173. dbState != EGateState::DESTROYED &&
  1174. dbState != EGateState::BLOCKED)
  1175. {
  1176. canUseGate = true;
  1177. }
  1178. std::pair< std::vector<BattleHex>, int > path = gs->curB->getPath(start, dest, curStack);
  1179. ret = path.second;
  1180. int creSpeed = curStack->Speed(0, true);
  1181. if (gs->curB->tacticDistance > 0 && creSpeed > 0)
  1182. creSpeed = GameConstants::BFIELD_SIZE;
  1183. bool hasWideMoat = vstd::contains_if(battleGetAllObstaclesOnPos(BattleHex(ESiegeHex::GATE_BRIDGE), false), [](const std::shared_ptr<const CObstacleInstance> & obst)
  1184. {
  1185. return obst->obstacleType == CObstacleInstance::MOAT;
  1186. });
  1187. auto isGateDrawbridgeHex = [&](BattleHex hex) -> bool
  1188. {
  1189. if (hasWideMoat && hex == ESiegeHex::GATE_BRIDGE)
  1190. return true;
  1191. if (hex == ESiegeHex::GATE_OUTER)
  1192. return true;
  1193. if (hex == ESiegeHex::GATE_INNER)
  1194. return true;
  1195. return false;
  1196. };
  1197. auto occupyGateDrawbridgeHex = [&](BattleHex hex) -> bool
  1198. {
  1199. if (isGateDrawbridgeHex(hex))
  1200. return true;
  1201. if (curStack->doubleWide())
  1202. {
  1203. BattleHex otherHex = curStack->occupiedHex(hex);
  1204. if (otherHex.isValid() && isGateDrawbridgeHex(otherHex))
  1205. return true;
  1206. }
  1207. return false;
  1208. };
  1209. if (curStack->hasBonusOfType(Bonus::FLYING))
  1210. {
  1211. if (path.second <= creSpeed && path.first.size() > 0)
  1212. {
  1213. if (canUseGate && dbState != EGateState::OPENED &&
  1214. occupyGateDrawbridgeHex(dest))
  1215. {
  1216. BattleUpdateGateState db;
  1217. db.state = EGateState::OPENED;
  1218. sendAndApply(&db);
  1219. }
  1220. //inform clients about move
  1221. BattleStackMoved sm;
  1222. sm.stack = curStack->ID;
  1223. std::vector<BattleHex> tiles;
  1224. tiles.push_back(path.first[0]);
  1225. sm.tilesToMove = tiles;
  1226. sm.distance = path.second;
  1227. sm.teleporting = false;
  1228. sendAndApply(&sm);
  1229. }
  1230. }
  1231. else //for non-flying creatures
  1232. {
  1233. std::vector<BattleHex> tiles;
  1234. const int tilesToMove = std::max((int)(path.first.size() - creSpeed), 0);
  1235. int v = (int)path.first.size()-1;
  1236. path.first.push_back(start);
  1237. // check if gate need to be open or closed at some point
  1238. BattleHex openGateAtHex, gateMayCloseAtHex;
  1239. if (canUseGate)
  1240. {
  1241. for (int i = (int)path.first.size()-1; i >= 0; i--)
  1242. {
  1243. auto needOpenGates = [&](BattleHex hex) -> bool
  1244. {
  1245. if (hasWideMoat && hex == ESiegeHex::GATE_BRIDGE)
  1246. return true;
  1247. if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] == ESiegeHex::GATE_OUTER)
  1248. return true;
  1249. else if (hex == ESiegeHex::GATE_OUTER || hex == ESiegeHex::GATE_INNER)
  1250. return true;
  1251. return false;
  1252. };
  1253. auto hex = path.first[i];
  1254. if (!openGateAtHex.isValid() && dbState != EGateState::OPENED)
  1255. {
  1256. if (needOpenGates(hex))
  1257. openGateAtHex = path.first[i+1];
  1258. //TODO we need find batter way to handle double-wide stacks
  1259. //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.
  1260. if (curStack->doubleWide())
  1261. {
  1262. BattleHex otherHex = curStack->occupiedHex(hex);
  1263. if (otherHex.isValid() && needOpenGates(otherHex))
  1264. openGateAtHex = path.first[i+2];
  1265. }
  1266. //gate may be opened and then closed during stack movement, but not other way around
  1267. if (openGateAtHex.isValid())
  1268. dbState = EGateState::OPENED;
  1269. }
  1270. if (!gateMayCloseAtHex.isValid() && dbState != EGateState::CLOSED)
  1271. {
  1272. if (hex == ESiegeHex::GATE_INNER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
  1273. {
  1274. gateMayCloseAtHex = path.first[i-1];
  1275. }
  1276. if (hasWideMoat)
  1277. {
  1278. if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
  1279. {
  1280. gateMayCloseAtHex = path.first[i-1];
  1281. }
  1282. else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 &&
  1283. path.first[i-1] != ESiegeHex::GATE_INNER &&
  1284. path.first[i-1] != ESiegeHex::GATE_BRIDGE)
  1285. {
  1286. gateMayCloseAtHex = path.first[i-1];
  1287. }
  1288. }
  1289. else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_INNER)
  1290. {
  1291. gateMayCloseAtHex = path.first[i-1];
  1292. }
  1293. }
  1294. }
  1295. }
  1296. bool stackIsMoving = true;
  1297. while(stackIsMoving)
  1298. {
  1299. if (v<tilesToMove)
  1300. {
  1301. logGlobal->error("Movement terminated abnormally");
  1302. break;
  1303. }
  1304. bool gateStateChanging = false;
  1305. //special handling for opening gate on from starting hex
  1306. if (openGateAtHex.isValid() && openGateAtHex == start)
  1307. gateStateChanging = true;
  1308. else
  1309. {
  1310. for (bool obstacleHit = false; (!obstacleHit) && (!gateStateChanging) && (v >= tilesToMove); --v)
  1311. {
  1312. BattleHex hex = path.first[v];
  1313. tiles.push_back(hex);
  1314. if ((openGateAtHex.isValid() && openGateAtHex == hex) ||
  1315. (gateMayCloseAtHex.isValid() && gateMayCloseAtHex == hex))
  1316. {
  1317. gateStateChanging = true;
  1318. }
  1319. //if we walked onto something, finalize this portion of stack movement check into obstacle
  1320. if(!battleGetAllObstaclesOnPos(hex, false).empty())
  1321. obstacleHit = true;
  1322. if (curStack->doubleWide())
  1323. {
  1324. BattleHex otherHex = curStack->occupiedHex(hex);
  1325. //two hex creature hit obstacle by backside
  1326. auto obstacle2 = battleGetAllObstaclesOnPos(otherHex, false);
  1327. if(otherHex.isValid() && !obstacle2.empty())
  1328. obstacleHit = true;
  1329. }
  1330. if(!obstacleHit)
  1331. passed.insert(hex);
  1332. }
  1333. }
  1334. if (!tiles.empty())
  1335. {
  1336. //commit movement
  1337. BattleStackMoved sm;
  1338. sm.stack = curStack->ID;
  1339. sm.distance = path.second;
  1340. sm.teleporting = false;
  1341. sm.tilesToMove = tiles;
  1342. sendAndApply(&sm);
  1343. tiles.clear();
  1344. }
  1345. //we don't handle obstacle at the destination tile -> it's handled separately in the if at the end
  1346. if (curStack->getPosition() != dest)
  1347. {
  1348. if(stackIsMoving && start != curStack->getPosition())
  1349. {
  1350. stackIsMoving = handleDamageFromObstacle(curStack, stackIsMoving, passed);
  1351. passed.insert(curStack->getPosition());
  1352. if(curStack->doubleWide())
  1353. passed.insert(curStack->occupiedHex());
  1354. }
  1355. if (gateStateChanging)
  1356. {
  1357. if (curStack->getPosition() == openGateAtHex)
  1358. {
  1359. openGateAtHex = BattleHex();
  1360. //only open gate if stack is still alive
  1361. if (curStack->alive())
  1362. {
  1363. BattleUpdateGateState db;
  1364. db.state = EGateState::OPENED;
  1365. sendAndApply(&db);
  1366. }
  1367. }
  1368. else if (curStack->getPosition() == gateMayCloseAtHex)
  1369. {
  1370. gateMayCloseAtHex = BattleHex();
  1371. updateGateState();
  1372. }
  1373. }
  1374. }
  1375. else
  1376. //movement finished normally: we reached destination
  1377. stackIsMoving = false;
  1378. }
  1379. }
  1380. //handle last hex separately for deviation
  1381. if (VLC->settings()->getBoolean(EGameSettings::COMBAT_ONE_HEX_TRIGGERS_OBSTACLES))
  1382. {
  1383. if (dest == battle::Unit::occupiedHex(start, curStack->doubleWide(), curStack->side)
  1384. || start == battle::Unit::occupiedHex(dest, curStack->doubleWide(), curStack->side))
  1385. passed.clear(); //Just empty passed, obstacles will handled automatically
  1386. }
  1387. //handling obstacle on the final field (separate, because it affects both flying and walking stacks)
  1388. handleDamageFromObstacle(curStack, false, passed);
  1389. return ret;
  1390. }
  1391. CGameHandler::CGameHandler(CVCMIServer * lobby)
  1392. : lobby(lobby)
  1393. , complainNoCreatures("No creatures to split")
  1394. , complainNotEnoughCreatures("Cannot split that stack, not enough creatures!")
  1395. , complainInvalidSlot("Invalid slot accessed!")
  1396. {
  1397. QID = 1;
  1398. IObjectInterface::cb = this;
  1399. applier = std::make_shared<CApplier<CBaseForGHApply>>();
  1400. registerTypesServerPacks(*applier);
  1401. visitObjectAfterVictory = false;
  1402. spellEnv = new ServerSpellCastEnvironment(this);
  1403. }
  1404. CGameHandler::~CGameHandler()
  1405. {
  1406. if (battleThread)
  1407. {
  1408. //Setting battleMadeAction is needed because battleThread waits for the action to continue the main loop
  1409. battleMadeAction.setn(true);
  1410. battleThread->join();
  1411. }
  1412. delete spellEnv;
  1413. delete gs;
  1414. }
  1415. void CGameHandler::reinitScripting()
  1416. {
  1417. serverEventBus = std::make_unique<events::EventBus>();
  1418. #if SCRIPTING_ENABLED
  1419. serverScripts.reset(new scripting::PoolImpl(this, spellEnv));
  1420. #endif
  1421. }
  1422. void CGameHandler::init(StartInfo *si)
  1423. {
  1424. if (si->seedToBeUsed == 0)
  1425. {
  1426. si->seedToBeUsed = static_cast<ui32>(std::time(nullptr));
  1427. }
  1428. CMapService mapService;
  1429. gs = new CGameState();
  1430. gs->preInit(VLC);
  1431. logGlobal->info("Gamestate created!");
  1432. gs->init(&mapService, si);
  1433. logGlobal->info("Gamestate initialized!");
  1434. // reset seed, so that clients can't predict any following random values
  1435. getRandomGenerator().resetSeed();
  1436. for (auto & elem : gs->players)
  1437. {
  1438. states.addPlayer(elem.first);
  1439. }
  1440. reinitScripting();
  1441. }
  1442. static bool evntCmp(const CMapEvent &a, const CMapEvent &b)
  1443. {
  1444. return a.earlierThan(b);
  1445. }
  1446. void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
  1447. {// bool forced = true - if creature should be replaced, if false - only if no creature was set
  1448. const PlayerState * p = getPlayerState(town->tempOwner);
  1449. if (!p)
  1450. {
  1451. logGlobal->warn("There is no player owner of town %s at %s", town->getNameTranslated(), town->pos.toString());
  1452. return;
  1453. }
  1454. if (forced || town->creatures.at(GameConstants::CREATURES_PER_TOWN).second.empty())//we need to change creature
  1455. {
  1456. SetAvailableCreatures ssi;
  1457. ssi.tid = town->id;
  1458. ssi.creatures = town->creatures;
  1459. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear();//remove old one
  1460. const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
  1461. if (dwellings.empty())//no dwellings - just remove
  1462. {
  1463. sendAndApply(&ssi);
  1464. return;
  1465. }
  1466. auto dwelling = *RandomGeneratorUtil::nextItem(dwellings, getRandomGenerator());
  1467. // for multi-creature dwellings like Golem Factory
  1468. auto creatureId = RandomGeneratorUtil::nextItem(dwelling->creatures, getRandomGenerator())->second[0];
  1469. if (clear)
  1470. {
  1471. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max((ui32)1, (VLC->creh->objects.at(creatureId)->growth)/2);
  1472. }
  1473. else
  1474. {
  1475. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->objects.at(creatureId)->growth;
  1476. }
  1477. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creatureId);
  1478. sendAndApply(&ssi);
  1479. }
  1480. }
  1481. void CGameHandler::newTurn()
  1482. {
  1483. logGlobal->trace("Turn %d", gs->day+1);
  1484. NewTurn n;
  1485. n.specialWeek = NewTurn::NO_ACTION;
  1486. n.creatureid = CreatureID::NONE;
  1487. n.day = gs->day + 1;
  1488. bool firstTurn = !getDate(Date::DAY);
  1489. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
  1490. bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
  1491. std::map<PlayerColor, si32> hadGold;//starting gold - for buildings like dwarven treasury
  1492. if (firstTurn)
  1493. {
  1494. for (auto obj : gs->map->objects)
  1495. {
  1496. if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
  1497. {
  1498. changePrimSkill (getHero(obj->id), PrimarySkill::EXPERIENCE, 0);
  1499. }
  1500. }
  1501. }
  1502. if (newWeek && !firstTurn)
  1503. {
  1504. n.specialWeek = NewTurn::NORMAL;
  1505. bool deityOfFireBuilt = false;
  1506. for (const CGTownInstance *t : gs->map->towns)
  1507. {
  1508. if (t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
  1509. {
  1510. deityOfFireBuilt = true;
  1511. break;
  1512. }
  1513. }
  1514. if (deityOfFireBuilt)
  1515. {
  1516. n.specialWeek = NewTurn::DEITYOFFIRE;
  1517. n.creatureid = CreatureID::IMP;
  1518. }
  1519. else if(!VLC->settings()->getBoolean(EGameSettings::CREATURES_ALLOW_RANDOM_SPECIAL_WEEKS))
  1520. {
  1521. int monthType = getRandomGenerator().nextInt(99);
  1522. if (newMonth) //new month
  1523. {
  1524. if (monthType < 40) //double growth
  1525. {
  1526. n.specialWeek = NewTurn::DOUBLE_GROWTH;
  1527. if (VLC->settings()->getBoolean(EGameSettings::CREATURES_ALLOW_ALL_FOR_DOUBLE_MONTH))
  1528. {
  1529. n.creatureid = VLC->creh->pickRandomMonster(getRandomGenerator());
  1530. }
  1531. else if (VLC->creh->doubledCreatures.size())
  1532. {
  1533. n.creatureid = *RandomGeneratorUtil::nextItem(VLC->creh->doubledCreatures, getRandomGenerator());
  1534. }
  1535. else
  1536. {
  1537. complain("Cannot find creature that can be spawned!");
  1538. n.specialWeek = NewTurn::NORMAL;
  1539. }
  1540. }
  1541. else if (monthType < 50)
  1542. n.specialWeek = NewTurn::PLAGUE;
  1543. }
  1544. else //it's a week, but not full month
  1545. {
  1546. if (monthType < 25)
  1547. {
  1548. n.specialWeek = NewTurn::BONUS_GROWTH; //+5
  1549. std::pair<int, CreatureID> newMonster(54, CreatureID());
  1550. do
  1551. {
  1552. newMonster.second = VLC->creh->pickRandomMonster(getRandomGenerator());
  1553. } while (VLC->creh->objects[newMonster.second] &&
  1554. (*VLC->townh)[(*VLC->creh)[newMonster.second]->faction]->town == nullptr); // find first non neutral creature
  1555. n.creatureid = newMonster.second;
  1556. }
  1557. }
  1558. }
  1559. }
  1560. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->hpool.heroesPool;
  1561. for (auto& hp : pool)
  1562. {
  1563. auto hero = hp.second;
  1564. if (hero->isInitialized() && hero->stacks.size())
  1565. {
  1566. // reset retreated or surrendered heroes
  1567. auto maxmove = hero->maxMovePoints(true);
  1568. // if movement is greater than maxmove, we should decrease it
  1569. if (hero->movement != maxmove || hero->mana < hero->manaLimit())
  1570. {
  1571. NewTurn::Hero hth;
  1572. hth.id = hero->id;
  1573. hth.move = maxmove;
  1574. hth.mana = hero->getManaNewTurn();
  1575. n.heroes.insert(hth);
  1576. }
  1577. }
  1578. }
  1579. for (auto & elem : gs->players)
  1580. {
  1581. if (elem.first == PlayerColor::NEUTRAL)
  1582. continue;
  1583. else if (elem.first >= PlayerColor::PLAYER_LIMIT)
  1584. assert(0); //illegal player number!
  1585. std::pair<PlayerColor, si32> playerGold(elem.first, elem.second.resources[Res::GOLD]);
  1586. hadGold.insert(playerGold);
  1587. if (newWeek) //new heroes in tavern
  1588. {
  1589. SetAvailableHeroes sah;
  1590. sah.player = elem.first;
  1591. //pick heroes and their armies
  1592. CHeroClass *banned = nullptr;
  1593. for (int j = 0; j < GameConstants::AVAILABLE_HEROES_PER_PLAYER; j++)
  1594. {
  1595. //first hero - native if possible, second hero -> any other class
  1596. if (CGHeroInstance *h = gs->hpool.pickHeroFor(j == 0, elem.first, getNativeTown(elem.first), pool, getRandomGenerator(), banned))
  1597. {
  1598. sah.hid[j] = h->subID;
  1599. h->initArmy(getRandomGenerator(), &sah.army[j]);
  1600. banned = h->type->heroClass;
  1601. }
  1602. else
  1603. {
  1604. sah.hid[j] = -1;
  1605. }
  1606. }
  1607. sendAndApply(&sah);
  1608. }
  1609. n.res[elem.first] = elem.second.resources;
  1610. if(!firstTurn && newWeek) //weekly crystal generation if 1 or more crystal dragons in any hero army or town garrison
  1611. {
  1612. bool hasCrystalGenCreature = false;
  1613. for(CGHeroInstance * hero : elem.second.heroes)
  1614. {
  1615. for(auto stack : hero->stacks)
  1616. {
  1617. if(stack.second->hasBonusOfType(Bonus::SPECIAL_CRYSTAL_GENERATION))
  1618. {
  1619. hasCrystalGenCreature = true;
  1620. break;
  1621. }
  1622. }
  1623. }
  1624. if(!hasCrystalGenCreature) //not found in armies, check towns
  1625. {
  1626. for(CGTownInstance * town : elem.second.towns)
  1627. {
  1628. for(auto stack : town->stacks)
  1629. {
  1630. if(stack.second->hasBonusOfType(Bonus::SPECIAL_CRYSTAL_GENERATION))
  1631. {
  1632. hasCrystalGenCreature = true;
  1633. break;
  1634. }
  1635. }
  1636. }
  1637. }
  1638. if(hasCrystalGenCreature)
  1639. n.res[elem.first][Res::CRYSTAL] += 3;
  1640. }
  1641. for (CGHeroInstance *h : (elem).second.heroes)
  1642. {
  1643. if (h->visitedTown)
  1644. giveSpells(h->visitedTown, h);
  1645. NewTurn::Hero hth;
  1646. hth.id = h->id;
  1647. auto ti = std::make_unique<TurnInfo>(h, 1);
  1648. // TODO: this code executed when bonuses of previous day not yet updated (this happen in NewTurn::applyGs). See issue 2356
  1649. hth.move = h->maxMovePointsCached(gs->map->getTile(h->visitablePos()).terType->isLand(), ti.get());
  1650. hth.mana = h->getManaNewTurn();
  1651. n.heroes.insert(hth);
  1652. if (!firstTurn) //not first day
  1653. {
  1654. for (int k = 0; k < GameConstants::RESOURCE_QUANTITY; k++)
  1655. {
  1656. n.res[elem.first][k] += h->valOfBonuses(Bonus::GENERATE_RESOURCE, k);
  1657. }
  1658. }
  1659. }
  1660. }
  1661. for (CGTownInstance *t : gs->map->towns)
  1662. {
  1663. PlayerColor player = t->tempOwner;
  1664. handleTownEvents(t, n);
  1665. if (newWeek) //first day of week
  1666. {
  1667. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  1668. setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
  1669. if (!firstTurn)
  1670. if (t->hasBuilt(BuildingSubID::TREASURY) && player < PlayerColor::PLAYER_LIMIT)
  1671. n.res[player][Res::GOLD] += hadGold.at(player)/10; //give 10% of starting gold
  1672. if (!vstd::contains(n.cres, t->id))
  1673. {
  1674. n.cres[t->id].tid = t->id;
  1675. n.cres[t->id].creatures = t->creatures;
  1676. }
  1677. auto & sac = n.cres.at(t->id);
  1678. for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths
  1679. {
  1680. if (!t->creatures.at(k).second.empty()) // there are creatures at this level
  1681. {
  1682. ui32 &availableCount = sac.creatures.at(k).first;
  1683. const CCreature *cre = VLC->creh->objects.at(t->creatures.at(k).second.back());
  1684. if (n.specialWeek == NewTurn::PLAGUE)
  1685. availableCount = t->creatures.at(k).first / 2; //halve their number, no growth
  1686. else
  1687. {
  1688. if (firstTurn) //first day of game: use only basic growths
  1689. availableCount = cre->growth;
  1690. else
  1691. availableCount += t->creatureGrowth(k);
  1692. //Deity of fire week - upgrade both imps and upgrades
  1693. if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures.at(k).second, n.creatureid))
  1694. availableCount += 15;
  1695. if (cre->idNumber == n.creatureid) //bonus week, effect applies only to identical creatures
  1696. {
  1697. if (n.specialWeek == NewTurn::DOUBLE_GROWTH)
  1698. availableCount *= 2;
  1699. else if (n.specialWeek == NewTurn::BONUS_GROWTH)
  1700. availableCount += 5;
  1701. }
  1702. }
  1703. }
  1704. }
  1705. }
  1706. if (!firstTurn && player < PlayerColor::PLAYER_LIMIT)//not the first day and town not neutral
  1707. {
  1708. n.res[player] = n.res[player] + t->dailyIncome();
  1709. }
  1710. if(t->hasBuilt(BuildingID::GRAIL)
  1711. && t->town->buildings.at(BuildingID::GRAIL)->height == CBuilding::HEIGHT_SKYSHIP)
  1712. {
  1713. // Skyship, probably easier to handle same as Veil of darkness
  1714. //do it every new day after veils apply
  1715. if (player != PlayerColor::NEUTRAL) //do not reveal fow for neutral player
  1716. {
  1717. FoWChange fw;
  1718. fw.mode = 1;
  1719. fw.player = player;
  1720. // find all hidden tiles
  1721. const auto fow = getPlayerTeam(player)->fogOfWarMap;
  1722. auto shape = fow->shape();
  1723. for(size_t z = 0; z < shape[0]; z++)
  1724. for(size_t x = 0; x < shape[1]; x++)
  1725. for(size_t y = 0; y < shape[2]; y++)
  1726. if (!(*fow)[z][x][y])
  1727. fw.tiles.insert(int3(x, y, z));
  1728. sendAndApply (&fw);
  1729. }
  1730. }
  1731. if (t->hasBonusOfType (Bonus::DARKNESS))
  1732. {
  1733. for (auto & player : gs->players)
  1734. {
  1735. if (getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
  1736. getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES)
  1737. changeFogOfWar(t->visitablePos(), t->getBonusLocalFirst(Selector::type()(Bonus::DARKNESS))->val, player.first, true);
  1738. }
  1739. }
  1740. }
  1741. if (newMonth)
  1742. {
  1743. SetAvailableArtifacts saa;
  1744. saa.id = -1;
  1745. pickAllowedArtsSet(saa.arts, getRandomGenerator());
  1746. sendAndApply(&saa);
  1747. }
  1748. sendAndApply(&n);
  1749. if (newWeek)
  1750. {
  1751. //spawn wandering monsters
  1752. if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
  1753. {
  1754. spawnWanderingMonsters(n.creatureid);
  1755. }
  1756. //new week info popup
  1757. if (!firstTurn)
  1758. {
  1759. InfoWindow iw;
  1760. switch (n.specialWeek)
  1761. {
  1762. case NewTurn::DOUBLE_GROWTH:
  1763. iw.text.addTxt(MetaString::ARRAY_TXT, 131);
  1764. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1765. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1766. break;
  1767. case NewTurn::PLAGUE:
  1768. iw.text.addTxt(MetaString::ARRAY_TXT, 132);
  1769. break;
  1770. case NewTurn::BONUS_GROWTH:
  1771. iw.text.addTxt(MetaString::ARRAY_TXT, 134);
  1772. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1773. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1774. break;
  1775. case NewTurn::DEITYOFFIRE:
  1776. iw.text.addTxt(MetaString::ARRAY_TXT, 135);
  1777. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1778. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1779. iw.text.addReplacement2(15); //%+d 15
  1780. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 43); //%s familiar
  1781. iw.text.addReplacement2(15); //%+d 15
  1782. break;
  1783. default:
  1784. if (newMonth)
  1785. {
  1786. iw.text.addTxt(MetaString::ARRAY_TXT, (130));
  1787. iw.text.addReplacement(MetaString::ARRAY_TXT, getRandomGenerator().nextInt(32, 41));
  1788. }
  1789. else
  1790. {
  1791. iw.text.addTxt(MetaString::ARRAY_TXT, (133));
  1792. iw.text.addReplacement(MetaString::ARRAY_TXT, getRandomGenerator().nextInt(43, 57));
  1793. }
  1794. }
  1795. for (auto & elem : gs->players)
  1796. {
  1797. iw.player = elem.first;
  1798. sendAndApply(&iw);
  1799. }
  1800. }
  1801. }
  1802. logGlobal->trace("Info about turn %d has been sent!", n.day);
  1803. handleTimeEvents();
  1804. //call objects
  1805. for (auto & elem : gs->map->objects)
  1806. {
  1807. if (elem)
  1808. elem->newTurn(getRandomGenerator());
  1809. }
  1810. synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
  1811. }
  1812. void CGameHandler::run(bool resume)
  1813. {
  1814. LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
  1815. using namespace boost::posix_time;
  1816. for (auto cc : lobby->connections)
  1817. {
  1818. auto players = lobby->getAllClientPlayers(cc->connectionID);
  1819. std::stringstream sbuffer;
  1820. sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
  1821. for (PlayerColor color : players)
  1822. {
  1823. sbuffer << color << " ";
  1824. {
  1825. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  1826. connections[color].insert(cc);
  1827. }
  1828. }
  1829. logGlobal->info(sbuffer.str());
  1830. }
  1831. #if SCRIPTING_ENABLED
  1832. services()->scripts()->run(serverScripts);
  1833. #endif
  1834. if(resume)
  1835. events::GameResumed::defaultExecute(serverEventBus.get());
  1836. auto playerTurnOrder = generatePlayerTurnOrder();
  1837. while(lobby->state == EServerState::GAMEPLAY)
  1838. {
  1839. if(!resume)
  1840. {
  1841. newTurn();
  1842. events::TurnStarted::defaultExecute(serverEventBus.get());
  1843. }
  1844. std::list<PlayerColor>::iterator it;
  1845. if (resume)
  1846. {
  1847. it = std::find(playerTurnOrder.begin(), playerTurnOrder.end(), gs->currentPlayer);
  1848. }
  1849. else
  1850. {
  1851. it = playerTurnOrder.begin();
  1852. }
  1853. resume = false;
  1854. for (; (it != playerTurnOrder.end()) && (lobby->state == EServerState::GAMEPLAY) ; it++)
  1855. {
  1856. auto playerColor = *it;
  1857. auto onGetTurn = [&](events::PlayerGotTurn & event)
  1858. {
  1859. //if player runs out of time, he shouldn't get the turn (especially AI)
  1860. //pre-trigger may change anything, should check before each player
  1861. //TODO: is it enough to check only one player?
  1862. checkVictoryLossConditionsForAll();
  1863. auto player = event.getPlayer();
  1864. const PlayerState * playerState = &gs->players[player];
  1865. if(playerState->status != EPlayerStatus::INGAME)
  1866. {
  1867. event.setPlayer(PlayerColor::CANNOT_DETERMINE);
  1868. }
  1869. else
  1870. {
  1871. states.setFlag(player, &PlayerStatus::makingTurn, true);
  1872. YourTurn yt;
  1873. yt.player = player;
  1874. //Change local daysWithoutCastle counter for local interface message //TODO: needed?
  1875. yt.daysWithoutCastle = playerState->daysWithoutCastle;
  1876. applyAndSend(&yt);
  1877. }
  1878. };
  1879. events::PlayerGotTurn::defaultExecute(serverEventBus.get(), onGetTurn, playerColor);
  1880. if(playerColor != PlayerColor::CANNOT_DETERMINE)
  1881. {
  1882. //wait till turn is done
  1883. boost::unique_lock<boost::mutex> lock(states.mx);
  1884. while(states.players.at(playerColor).makingTurn && lobby->state == EServerState::GAMEPLAY)
  1885. {
  1886. static time_duration p = milliseconds(100);
  1887. states.cv.timed_wait(lock, p);
  1888. }
  1889. }
  1890. }
  1891. //additional check that game is not finished
  1892. bool activePlayer = false;
  1893. for (auto player : playerTurnOrder)
  1894. {
  1895. if (gs->players[player].status == EPlayerStatus::INGAME)
  1896. activePlayer = true;
  1897. }
  1898. if(!activePlayer)
  1899. lobby->state = EServerState::GAMEPLAY_ENDED;
  1900. }
  1901. }
  1902. std::list<PlayerColor> CGameHandler::generatePlayerTurnOrder() const
  1903. {
  1904. // Generate player turn order
  1905. std::list<PlayerColor> playerTurnOrder;
  1906. for (const auto & player : gs->players) // add human players first
  1907. {
  1908. if (player.second.human)
  1909. playerTurnOrder.push_back(player.first);
  1910. }
  1911. for (const auto & player : gs->players) // then add non-human players
  1912. {
  1913. if (!player.second.human)
  1914. playerTurnOrder.push_back(player.first);
  1915. }
  1916. return playerTurnOrder;
  1917. }
  1918. void CGameHandler::setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town)
  1919. {
  1920. battleResult.set(nullptr);
  1921. const auto & t = *getTile(tile);
  1922. TerrainId terrain = t.terType->getId();
  1923. if (gs->map->isCoastalTile(tile)) //coastal tile is always ground
  1924. terrain = ETerrainId::SAND;
  1925. BattleField terType = gs->battleGetBattlefieldType(tile, getRandomGenerator());
  1926. if (heroes[0] && heroes[0]->boat && heroes[1] && heroes[1]->boat)
  1927. terType = BattleField::fromString("ship_to_ship");
  1928. //send info about battles
  1929. BattleStart bs;
  1930. bs.info = BattleInfo::setupBattle(tile, terrain, terType, armies, heroes, creatureBank, town);
  1931. sendAndApply(&bs);
  1932. }
  1933. void CGameHandler::checkBattleStateChanges()
  1934. {
  1935. //check if drawbridge state need to be changes
  1936. if (battleGetSiegeLevel() > 0)
  1937. updateGateState();
  1938. //check if battle ended
  1939. if (auto result = battleIsFinished())
  1940. {
  1941. setBattleResult(BattleResult::NORMAL, *result);
  1942. }
  1943. }
  1944. void CGameHandler::giveSpells(const CGTownInstance *t, const CGHeroInstance *h)
  1945. {
  1946. if (!h->hasSpellbook())
  1947. return; //hero hasn't spellbook
  1948. ChangeSpells cs;
  1949. cs.hid = h->id;
  1950. cs.learn = true;
  1951. if (t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX) && t->hasBuilt(BuildingID::MAGES_GUILD_1))
  1952. {
  1953. // Aurora Borealis give spells of all levels even if only level 1 mages guild built
  1954. for (int i = 0; i < h->maxSpellLevel(); i++)
  1955. {
  1956. std::vector<SpellID> spells;
  1957. getAllowedSpells(spells, i+1);
  1958. for (auto & spell : spells)
  1959. cs.spells.insert(spell);
  1960. }
  1961. }
  1962. else
  1963. {
  1964. for (int i = 0; i < std::min(t->mageGuildLevel(), h->maxSpellLevel()); i++)
  1965. {
  1966. for (int j = 0; j < t->spellsAtLevel(i+1, true) && j < t->spells.at(i).size(); j++)
  1967. {
  1968. if (!h->spellbookContainsSpell(t->spells.at(i).at(j)))
  1969. cs.spells.insert(t->spells.at(i).at(j));
  1970. }
  1971. }
  1972. }
  1973. if (!cs.spells.empty())
  1974. sendAndApply(&cs);
  1975. }
  1976. bool CGameHandler::removeObject(const CGObjectInstance * obj)
  1977. {
  1978. if (!obj || !getObj(obj->id))
  1979. {
  1980. logGlobal->error("Something wrong, that object already has been removed or hasn't existed!");
  1981. return false;
  1982. }
  1983. RemoveObject ro;
  1984. ro.id = obj->id;
  1985. sendAndApply(&ro);
  1986. checkVictoryLossConditionsForAll(); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
  1987. return true;
  1988. }
  1989. bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit, PlayerColor asker)
  1990. {
  1991. const CGHeroInstance *h = getHero(hid);
  1992. // not turn of that hero or player can't simply teleport hero (at least not with this function)
  1993. if (!h || (asker != PlayerColor::NEUTRAL && (teleporting || h->getOwner() != gs->currentPlayer)))
  1994. {
  1995. logGlobal->error("Illegal call to move hero!");
  1996. return false;
  1997. }
  1998. logGlobal->trace("Player %d (%s) wants to move hero %d from %s to %s", asker, asker.getStr(), hid.getNum(), h->pos.toString(), dst.toString());
  1999. const int3 hmpos = h->convertToVisitablePos(dst);
  2000. if (!gs->map->isInTheMap(hmpos))
  2001. {
  2002. logGlobal->error("Destination tile is outside the map!");
  2003. return false;
  2004. }
  2005. const TerrainTile t = *getTile(hmpos);
  2006. const int3 guardPos = gs->guardingCreaturePosition(hmpos);
  2007. const bool embarking = !h->boat && !t.visitableObjects.empty() && t.visitableObjects.back()->ID == Obj::BOAT;
  2008. const bool disembarking = h->boat && t.terType->isLand() && !t.blocked;
  2009. //result structure for start - movement failed, no move points used
  2010. TryMoveHero tmh;
  2011. tmh.id = hid;
  2012. tmh.start = h->pos;
  2013. tmh.end = dst;
  2014. tmh.result = TryMoveHero::FAILED;
  2015. tmh.movePoints = h->movement;
  2016. //check if destination tile is available
  2017. auto pathfinderHelper = std::make_unique<CPathfinderHelper>(gs, h, PathfinderOptions());
  2018. auto ti = pathfinderHelper->getTurnInfo();
  2019. const bool canFly = pathfinderHelper->hasBonusOfType(Bonus::FLYING_MOVEMENT);
  2020. const bool canWalkOnSea = pathfinderHelper->hasBonusOfType(Bonus::WATER_WALKING);
  2021. const int cost = pathfinderHelper->getMovementCost(h->visitablePos(), hmpos, nullptr, nullptr, h->movement);
  2022. //it's a rock or blocked and not visitable tile
  2023. //OR hero is on land and dest is water and (there is not present only one object - boat)
  2024. if (((!t.terType->isPassable() || (t.blocked && !t.visitable && !canFly))
  2025. && complain("Cannot move hero, destination tile is blocked!"))
  2026. || ((!h->boat && !canWalkOnSea && !canFly && t.terType->isWater() && (t.visitableObjects.size() < 1 || (t.visitableObjects.back()->ID != Obj::BOAT && t.visitableObjects.back()->ID != Obj::HERO))) //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)
  2027. && complain("Cannot move hero, destination tile is on water!"))
  2028. || ((h->boat && t.terType->isLand() && t.blocked)
  2029. && complain("Cannot disembark hero, tile is blocked!"))
  2030. || ((distance(h->pos, dst) >= 1.5 && !teleporting)
  2031. && complain("Tiles are not neighboring!"))
  2032. || ((h->inTownGarrison)
  2033. && complain("Can not move garrisoned hero!"))
  2034. || (((int)h->movement < cost && dst != h->pos && !teleporting)
  2035. && complain("Hero doesn't have any movement points left!"))
  2036. || ((transit && !canFly && !CGTeleport::isTeleport(t.topVisitableObj()))
  2037. && complain("Hero cannot transit over this tile!"))
  2038. /*|| (states.checkFlag(h->tempOwner, &PlayerStatus::engagedIntoBattle)
  2039. && complain("Cannot move hero during the battle"))*/)
  2040. {
  2041. //send info about movement failure
  2042. sendAndApply(&tmh);
  2043. return false;
  2044. }
  2045. //several generic blocks of code
  2046. // should be called if hero changes tile but before applying TryMoveHero package
  2047. auto leaveTile = [&]()
  2048. {
  2049. for (CGObjectInstance *obj : gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects)
  2050. {
  2051. obj->onHeroLeave(h);
  2052. }
  2053. this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadius(), h->tempOwner, 1);
  2054. };
  2055. auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
  2056. EVisitDest visitDest, ELEaveTile leavingTile) -> bool
  2057. {
  2058. LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->getNameTranslated() % tmh.start.toString() % tmh.end.toString());
  2059. auto moveQuery = std::make_shared<CHeroMovementQuery>(this, tmh, h);
  2060. queries.addQuery(moveQuery);
  2061. if (leavingTile == LEAVING_TILE)
  2062. leaveTile();
  2063. if (isInTheMap(guardPos))
  2064. tmh.attackedFrom = boost::make_optional(guardPos);
  2065. tmh.result = result;
  2066. sendAndApply(&tmh);
  2067. if (visitDest == VISIT_DEST && t.topVisitableObj() && t.topVisitableObj()->id == h->id)
  2068. { // Hero should be always able to visit any object he staying on even if there guards around
  2069. visitObjectOnTile(t, h);
  2070. }
  2071. else if (lookForGuards == CHECK_FOR_GUARDS && isInTheMap(guardPos))
  2072. {
  2073. const TerrainTile &guardTile = *gs->getTile(guardPos);
  2074. objectVisited(guardTile.visitableObjects.back(), h);
  2075. moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
  2076. }
  2077. else if (visitDest == VISIT_DEST)
  2078. {
  2079. visitObjectOnTile(t, h);
  2080. }
  2081. queries.popIfTop(moveQuery);
  2082. logGlobal->trace("Hero %s ends movement", h->getNameTranslated());
  2083. return result != TryMoveHero::FAILED;
  2084. };
  2085. //interaction with blocking object (like resources)
  2086. auto blockingVisit = [&]() -> bool
  2087. {
  2088. for (CGObjectInstance *obj : t.visitableObjects)
  2089. {
  2090. if (obj != h && obj->blockVisit && !obj->passableFor(h->tempOwner))
  2091. {
  2092. return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, VISIT_DEST, REMAINING_ON_TILE);
  2093. //this-> is needed for MVS2010 to recognize scope (?)
  2094. }
  2095. }
  2096. return false;
  2097. };
  2098. if (!transit && embarking)
  2099. {
  2100. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, false, ti);
  2101. return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  2102. // In H3 embark ignore guards
  2103. }
  2104. if (disembarking)
  2105. {
  2106. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, true, ti);
  2107. return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  2108. }
  2109. if (teleporting)
  2110. {
  2111. if (blockingVisit()) // e.g. hero on the other side of teleporter
  2112. return true;
  2113. doMove(TryMoveHero::TELEPORTATION, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  2114. // visit town for town portal \ castle gates
  2115. // do not use generic visitObjectOnTile to avoid double-teleporting
  2116. // if this moveHero call was triggered by teleporter
  2117. if (!t.visitableObjects.empty())
  2118. {
  2119. if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(t.visitableObjects.back()))
  2120. town->onHeroVisit(h);
  2121. }
  2122. return true;
  2123. }
  2124. //still here? it is standard movement!
  2125. {
  2126. tmh.movePoints = (int)h->movement >= cost
  2127. ? h->movement - cost
  2128. : 0;
  2129. EGuardLook lookForGuards = CHECK_FOR_GUARDS;
  2130. EVisitDest visitDest = VISIT_DEST;
  2131. if (transit)
  2132. {
  2133. if (CGTeleport::isTeleport(t.topVisitableObj()))
  2134. visitDest = DONT_VISIT_DEST;
  2135. if (canFly)
  2136. {
  2137. lookForGuards = IGNORE_GUARDS;
  2138. visitDest = DONT_VISIT_DEST;
  2139. }
  2140. }
  2141. else if (blockingVisit())
  2142. return true;
  2143. doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);
  2144. return true;
  2145. }
  2146. }
  2147. bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker)
  2148. {
  2149. const CGHeroInstance *h = getHero(hid);
  2150. const CGTownInstance *t = getTown(dstid);
  2151. if (!h || !t || h->getOwner() != gs->currentPlayer)
  2152. COMPLAIN_RET("Invalid call to teleportHero!");
  2153. const CGTownInstance *from = h->visitedTown;
  2154. if (((h->getOwner() != t->getOwner())
  2155. && complain("Cannot teleport hero to another player"))
  2156. || (from->town->faction->getId() != t->town->faction->getId()
  2157. && complain("Source town and destination town should belong to the same faction"))
  2158. || ((!from || !from->hasBuilt(BuildingSubID::CASTLE_GATE))
  2159. && complain("Hero must be in town with Castle gate for teleporting"))
  2160. || (!t->hasBuilt(BuildingSubID::CASTLE_GATE)
  2161. && complain("Cannot teleport hero to town without Castle gate in it")))
  2162. return false;
  2163. int3 pos = h->convertFromVisitablePos(t->visitablePos());
  2164. moveHero(hid,pos,1);
  2165. return true;
  2166. }
  2167. void CGameHandler::setOwner(const CGObjectInstance * obj, const PlayerColor owner)
  2168. {
  2169. PlayerColor oldOwner = getOwner(obj->id);
  2170. SetObjectProperty sop(obj->id, ObjProperty::OWNER, owner.getNum());
  2171. sendAndApply(&sop);
  2172. std::set<PlayerColor> playerColors = {owner, oldOwner};
  2173. checkVictoryLossConditions(playerColors);
  2174. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
  2175. if (town) //town captured
  2176. {
  2177. if (owner < PlayerColor::PLAYER_LIMIT) //new owner is real player
  2178. {
  2179. if (town->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  2180. setPortalDwelling(town, true, false);
  2181. }
  2182. if (oldOwner < PlayerColor::PLAYER_LIMIT) //old owner is real player
  2183. {
  2184. if (getPlayerState(oldOwner)->towns.empty() && getPlayerState(oldOwner)->status != EPlayerStatus::LOSER) //previous player lost last last town
  2185. {
  2186. InfoWindow iw;
  2187. iw.player = oldOwner;
  2188. iw.text.addTxt(MetaString::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.
  2189. iw.text.addReplacement(MetaString::COLOR, oldOwner.getNum());
  2190. sendAndApply(&iw);
  2191. }
  2192. }
  2193. }
  2194. const PlayerState * p = getPlayerState(owner);
  2195. if ((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4) && p && p->dwellings.size()==1)//first dwelling captured
  2196. {
  2197. for (const CGTownInstance * t : getPlayerState(owner)->towns)
  2198. {
  2199. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  2200. setPortalDwelling(t);//set initial creatures for all portals of summoning
  2201. }
  2202. }
  2203. }
  2204. void CGameHandler::showBlockingDialog(BlockingDialog *iw)
  2205. {
  2206. auto dialogQuery = std::make_shared<CBlockingDialogQuery>(this, *iw);
  2207. queries.addQuery(dialogQuery);
  2208. iw->queryID = dialogQuery->queryID;
  2209. sendToAllClients(iw);
  2210. }
  2211. void CGameHandler::showTeleportDialog(TeleportDialog *iw)
  2212. {
  2213. auto dialogQuery = std::make_shared<CTeleportDialogQuery>(this, *iw);
  2214. queries.addQuery(dialogQuery);
  2215. iw->queryID = dialogQuery->queryID;
  2216. sendToAllClients(iw);
  2217. }
  2218. void CGameHandler::giveResource(PlayerColor player, Res::ERes which, int val) //TODO: cap according to Bersy's suggestion
  2219. {
  2220. if (!val) return; //don't waste time on empty call
  2221. TResources resources;
  2222. resources[which] = val;
  2223. giveResources(player, resources);
  2224. }
  2225. void CGameHandler::giveResources(PlayerColor player, TResources resources)
  2226. {
  2227. SetResources sr;
  2228. sr.abs = false;
  2229. sr.player = player;
  2230. sr.res = resources;
  2231. sendAndApply(&sr);
  2232. }
  2233. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  2234. {
  2235. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  2236. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  2237. COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
  2238. //first we move creatures to give to make them army of object-source
  2239. for (auto & elem : creatures.Slots())
  2240. {
  2241. addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->type)), elem.second->type, elem.second->count);
  2242. }
  2243. tryJoiningArmy(obj, h, remove, true);
  2244. }
  2245. void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures)
  2246. {
  2247. std::vector<CStackBasicDescriptor> cres = creatures;
  2248. if (cres.size() <= 0)
  2249. return;
  2250. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  2251. for (CStackBasicDescriptor &sbd : cres)
  2252. {
  2253. TQuantity collected = 0;
  2254. while(collected < sbd.count)
  2255. {
  2256. bool foundSth = false;
  2257. for (auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
  2258. {
  2259. if (i->second->type == sbd.type)
  2260. {
  2261. TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
  2262. changeStackCount(StackLocation(obj, i->first), -take, false);
  2263. collected += take;
  2264. foundSth = true;
  2265. break;
  2266. }
  2267. }
  2268. if (!foundSth) //we went through the whole loop and haven't found appropriate cres
  2269. {
  2270. complain("Unexpected failure during taking creatures!");
  2271. return;
  2272. }
  2273. }
  2274. }
  2275. }
  2276. void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2277. {
  2278. HeroVisitCastle vc;
  2279. vc.hid = hero->id;
  2280. vc.tid = obj->id;
  2281. vc.flags |= 1;
  2282. sendAndApply(&vc);
  2283. visitCastleObjects(obj, hero);
  2284. giveSpells (obj, hero);
  2285. checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
  2286. }
  2287. void CGameHandler::visitCastleObjects(const CGTownInstance * t, const CGHeroInstance * h)
  2288. {
  2289. for (auto building : t->bonusingBuildings)
  2290. building->onHeroVisit(h);
  2291. }
  2292. void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2293. {
  2294. HeroVisitCastle vc;
  2295. vc.hid = hero->id;
  2296. vc.tid = obj->id;
  2297. sendAndApply(&vc);
  2298. }
  2299. void CGameHandler::removeArtifact(const ArtifactLocation &al)
  2300. {
  2301. EraseArtifact ea;
  2302. ea.al = al;
  2303. sendAndApply(&ea);
  2304. }
  2305. void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
  2306. const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank,
  2307. const CGTownInstance *town) //use hero=nullptr for no hero
  2308. {
  2309. if(gs->curB)
  2310. gs->curB.dellNull();
  2311. engageIntoBattle(army1->tempOwner);
  2312. engageIntoBattle(army2->tempOwner);
  2313. static const CArmedInstance *armies[2];
  2314. armies[0] = army1;
  2315. armies[1] = army2;
  2316. static const CGHeroInstance*heroes[2];
  2317. heroes[0] = hero1;
  2318. heroes[1] = hero2;
  2319. setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
  2320. //existing battle query for retying auto-combat
  2321. auto battleQuery = std::dynamic_pointer_cast<CBattleQuery>(queries.topQuery(gs->curB->sides[0].color));
  2322. if(battleQuery)
  2323. {
  2324. battleQuery->bi = gs->curB;
  2325. battleQuery->result = boost::none;
  2326. battleQuery->belligerents[0] = gs->curB->sides[0].armyObject;
  2327. battleQuery->belligerents[1] = gs->curB->sides[1].armyObject;
  2328. }
  2329. queries.addQuery(std::make_shared<CBattleQuery>(this, gs->curB));
  2330. this->battleThread = std::make_unique<boost::thread>(boost::thread(&CGameHandler::runBattle, this));
  2331. }
  2332. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank)
  2333. {
  2334. startBattlePrimary(army1, army2, tile,
  2335. army1->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army1) : nullptr,
  2336. army2->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army2) : nullptr,
  2337. creatureBank);
  2338. }
  2339. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank)
  2340. {
  2341. startBattleI(army1, army2, army2->visitablePos(), creatureBank);
  2342. }
  2343. void CGameHandler::changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells)
  2344. {
  2345. ChangeSpells cs;
  2346. cs.hid = hero->id;
  2347. cs.spells = spells;
  2348. cs.learn = give;
  2349. sendAndApply(&cs);
  2350. }
  2351. void CGameHandler::sendMessageTo(std::shared_ptr<CConnection> c, const std::string &message)
  2352. {
  2353. SystemMessage sm;
  2354. sm.text = message;
  2355. boost::unique_lock<boost::mutex> lock(*c->mutexWrite);
  2356. *(c.get()) << &sm;
  2357. }
  2358. void CGameHandler::giveHeroBonus(GiveBonus * bonus)
  2359. {
  2360. sendAndApply(bonus);
  2361. }
  2362. void CGameHandler::setMovePoints(SetMovePoints * smp)
  2363. {
  2364. sendAndApply(smp);
  2365. }
  2366. void CGameHandler::setManaPoints(ObjectInstanceID hid, int val)
  2367. {
  2368. SetMana sm;
  2369. sm.hid = hid;
  2370. sm.val = val;
  2371. sm.absolute = true;
  2372. sendAndApply(&sm);
  2373. }
  2374. void CGameHandler::giveHero(ObjectInstanceID id, PlayerColor player)
  2375. {
  2376. GiveHero gh;
  2377. gh.id = id;
  2378. gh.player = player;
  2379. sendAndApply(&gh);
  2380. }
  2381. void CGameHandler::changeObjPos(ObjectInstanceID objid, int3 newPos)
  2382. {
  2383. ChangeObjPos cop;
  2384. cop.objid = objid;
  2385. cop.nPos = newPos;
  2386. sendAndApply(&cop);
  2387. }
  2388. void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
  2389. {
  2390. const CGHeroInstance * h1 = getHero(fromHero);
  2391. const CGHeroInstance * h2 = getHero(toHero);
  2392. int h1_scholarSpellLevel = h1->valOfBonuses(Bonus::LEARN_MEETING_SPELL_LIMIT, -1);
  2393. int h2_scholarSpellLevel = h2->valOfBonuses(Bonus::LEARN_MEETING_SPELL_LIMIT, -1);
  2394. if (h1_scholarSpellLevel < h2_scholarSpellLevel)
  2395. {
  2396. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  2397. std::swap(fromHero, toHero);
  2398. }
  2399. int ScholarSpellLevel = std::max(h1_scholarSpellLevel, h2_scholarSpellLevel);//heroes can trade up to this level
  2400. if (!ScholarSpellLevel || !h1->hasSpellbook() || !h2->hasSpellbook())
  2401. return;//no scholar skill or no spellbook
  2402. int h1Lvl = std::min(ScholarSpellLevel, h1->maxSpellLevel()),
  2403. h2Lvl = std::min(ScholarSpellLevel, h2->maxSpellLevel());//heroes can receive this levels
  2404. ChangeSpells cs1;
  2405. cs1.learn = true;
  2406. cs1.hid = toHero;//giving spells to first hero
  2407. for (auto it : h1->getSpellsInSpellbook())
  2408. if (h2Lvl >= it.toSpell()->level && !h2->spellbookContainsSpell(it))//hero can learn it and don't have it yet
  2409. cs1.spells.insert(it);//spell to learn
  2410. ChangeSpells cs2;
  2411. cs2.learn = true;
  2412. cs2.hid = fromHero;
  2413. for (auto it : h2->getSpellsInSpellbook())
  2414. if (h1Lvl >= it.toSpell()->level && !h1->spellbookContainsSpell(it))
  2415. cs2.spells.insert(it);
  2416. if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
  2417. {
  2418. int ScholarSkillLevel = std::max(h1->getSecSkillLevel(SecondarySkill::SCHOLAR),
  2419. h2->getSecSkillLevel(SecondarySkill::SCHOLAR));
  2420. InfoWindow iw;
  2421. iw.player = h1->tempOwner;
  2422. iw.components.emplace_back(Component::EComponentType::SEC_SKILL, 18, ScholarSkillLevel, 0);
  2423. iw.text.addTxt(MetaString::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  2424. iw.text.addReplacement(h1->getNameTranslated());
  2425. if (!cs2.spells.empty())//if found new spell - apply
  2426. {
  2427. iw.text.addTxt(MetaString::GENERAL_TXT, 140);//learns
  2428. int size = static_cast<int>(cs2.spells.size());
  2429. for (auto it : cs2.spells)
  2430. {
  2431. iw.components.emplace_back(Component::EComponentType::SPELL, it, 1, 0);
  2432. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  2433. switch (size--)
  2434. {
  2435. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  2436. case 1: break;
  2437. default: iw.text << ", ";
  2438. }
  2439. }
  2440. iw.text.addTxt(MetaString::GENERAL_TXT, 142);//from %s
  2441. iw.text.addReplacement(h2->getNameTranslated());
  2442. sendAndApply(&cs2);
  2443. }
  2444. if (!cs1.spells.empty() && !cs2.spells.empty())
  2445. {
  2446. iw.text.addTxt(MetaString::GENERAL_TXT, 141);//and
  2447. }
  2448. if (!cs1.spells.empty())
  2449. {
  2450. iw.text.addTxt(MetaString::GENERAL_TXT, 147);//teaches
  2451. int size = static_cast<int>(cs1.spells.size());
  2452. for (auto it : cs1.spells)
  2453. {
  2454. iw.components.emplace_back(Component::EComponentType::SPELL, it, 1, 0);
  2455. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  2456. switch (size--)
  2457. {
  2458. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  2459. case 1: break;
  2460. default: iw.text << ", ";
  2461. }
  2462. }
  2463. iw.text.addTxt(MetaString::GENERAL_TXT, 148);//from %s
  2464. iw.text.addReplacement(h2->getNameTranslated());
  2465. sendAndApply(&cs1);
  2466. }
  2467. sendAndApply(&iw);
  2468. }
  2469. }
  2470. void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  2471. {
  2472. auto h1 = getHero(hero1), h2 = getHero(hero2);
  2473. if (getPlayerRelations(h1->getOwner(), h2->getOwner()))
  2474. {
  2475. auto exchange = std::make_shared<CGarrisonDialogQuery>(this, h1, h2);
  2476. ExchangeDialog hex;
  2477. hex.queryID = exchange->queryID;
  2478. hex.player = h1->getOwner();
  2479. hex.hero1 = hero1;
  2480. hex.hero2 = hero2;
  2481. sendAndApply(&hex);
  2482. useScholarSkill(hero1,hero2);
  2483. queries.addQuery(exchange);
  2484. }
  2485. }
  2486. void CGameHandler::sendToAllClients(CPackForClient * pack)
  2487. {
  2488. logNetwork->trace("\tSending to all clients: %s", typeid(*pack).name());
  2489. for (auto c : lobby->connections)
  2490. {
  2491. if(!c->isOpen())
  2492. continue;
  2493. c->sendPack(pack);
  2494. }
  2495. }
  2496. void CGameHandler::sendAndApply(CPackForClient * pack)
  2497. {
  2498. sendToAllClients(pack);
  2499. gs->apply(pack);
  2500. logNetwork->trace("\tApplied on gs: %s", typeid(*pack).name());
  2501. }
  2502. void CGameHandler::applyAndSend(CPackForClient * pack)
  2503. {
  2504. gs->apply(pack);
  2505. sendToAllClients(pack);
  2506. }
  2507. void CGameHandler::sendAndApply(CGarrisonOperationPack * pack)
  2508. {
  2509. sendAndApply(static_cast<CPackForClient *>(pack));
  2510. checkVictoryLossConditionsForAll();
  2511. }
  2512. void CGameHandler::sendAndApply(SetResources * pack)
  2513. {
  2514. sendAndApply(static_cast<CPackForClient *>(pack));
  2515. checkVictoryLossConditionsForPlayer(pack->player);
  2516. }
  2517. void CGameHandler::sendAndApply(NewStructures * pack)
  2518. {
  2519. sendAndApply(static_cast<CPackForClient *>(pack));
  2520. checkVictoryLossConditionsForPlayer(getTown(pack->tid)->tempOwner);
  2521. }
  2522. bool CGameHandler::isPlayerOwns(CPackForServer * pack, ObjectInstanceID id)
  2523. {
  2524. return getPlayerAt(pack->c) == getOwner(id);
  2525. }
  2526. void CGameHandler::throwNotAllowedAction(CPackForServer * pack)
  2527. {
  2528. if(pack->c)
  2529. {
  2530. SystemMessage temp_message("You are not allowed to perform this action!");
  2531. pack->c->sendPack(&temp_message);
  2532. }
  2533. logNetwork->error("Player is not allowed to perform this action!");
  2534. throw ExceptionNotAllowedAction();
  2535. }
  2536. void CGameHandler::wrongPlayerMessage(CPackForServer * pack, PlayerColor expectedplayer)
  2537. {
  2538. std::ostringstream oss;
  2539. oss << "You were identified as player " << getPlayerAt(pack->c) << " while expecting " << expectedplayer;
  2540. logNetwork->error(oss.str());
  2541. if(pack->c)
  2542. {
  2543. SystemMessage temp_message(oss.str());
  2544. pack->c->sendPack(&temp_message);
  2545. }
  2546. }
  2547. void CGameHandler::throwOnWrongOwner(CPackForServer * pack, ObjectInstanceID id)
  2548. {
  2549. if(!isPlayerOwns(pack, id))
  2550. {
  2551. wrongPlayerMessage(pack, getOwner(id));
  2552. throwNotAllowedAction(pack);
  2553. }
  2554. }
  2555. void CGameHandler::throwOnWrongPlayer(CPackForServer * pack, PlayerColor player)
  2556. {
  2557. if(!hasPlayerAt(player, pack->c) && player != getPlayerAt(pack->c))
  2558. {
  2559. wrongPlayerMessage(pack, player);
  2560. throwNotAllowedAction(pack);
  2561. }
  2562. }
  2563. void CGameHandler::throwAndComplain(CPackForServer * pack, std::string txt)
  2564. {
  2565. complain(txt);
  2566. throwNotAllowedAction(pack);
  2567. }
  2568. void CGameHandler::save(const std::string & filename)
  2569. {
  2570. logGlobal->info("Saving to %s", filename);
  2571. const auto stem = FileInfo::GetPathStem(filename);
  2572. const auto savefname = stem.to_string() + ".vsgm1";
  2573. CResourceHandler::get("local")->createResource(savefname);
  2574. {
  2575. logGlobal->info("Ordering clients to serialize...");
  2576. SaveGameClient sg(savefname);
  2577. sendToAllClients(&sg);
  2578. }
  2579. try
  2580. {
  2581. {
  2582. CSaveFile save(*CResourceHandler::get("local")->getResourceName(ResourceID(stem.to_string(), EResType::SERVER_SAVEGAME)));
  2583. saveCommonState(save);
  2584. logGlobal->info("Saving server state");
  2585. save << *this;
  2586. }
  2587. logGlobal->info("Game has been successfully saved!");
  2588. }
  2589. catch(std::exception &e)
  2590. {
  2591. logGlobal->error("Failed to save game: %s", e.what());
  2592. }
  2593. }
  2594. bool CGameHandler::load(const std::string & filename)
  2595. {
  2596. logGlobal->info("Loading from %s", filename);
  2597. const auto stem = FileInfo::GetPathStem(filename);
  2598. reinitScripting();
  2599. try
  2600. {
  2601. {
  2602. CLoadFile lf(*CResourceHandler::get("local")->getResourceName(ResourceID(stem.to_string(), EResType::SERVER_SAVEGAME)), MINIMAL_SERIALIZATION_VERSION);
  2603. loadCommonState(lf);
  2604. logGlobal->info("Loading server state");
  2605. lf >> *this;
  2606. }
  2607. logGlobal->info("Game has been successfully loaded!");
  2608. }
  2609. catch(const CModHandler::Incompatibility & e)
  2610. {
  2611. logGlobal->error("Failed to load game: %s", e.what());
  2612. auto errorMsg = VLC->generaltexth->translate("vcmi.server.errors.modsIncompatibility") + '\n';
  2613. errorMsg += e.what();
  2614. lobby->announceMessage(errorMsg);
  2615. return false;
  2616. }
  2617. catch(const std::exception & e)
  2618. {
  2619. logGlobal->error("Failed to load game: %s", e.what());
  2620. return false;
  2621. }
  2622. gs->preInit(VLC);
  2623. gs->updateOnLoad(lobby->si.get());
  2624. return true;
  2625. }
  2626. bool CGameHandler::bulkSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner, si32 howMany)
  2627. {
  2628. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  2629. return false;
  2630. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  2631. const CCreatureSet & creatureSet = *army;
  2632. if((!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  2633. || (howMany < 1 && complain("Invalid split parameter!")))
  2634. {
  2635. return false;
  2636. }
  2637. auto actualAmount = army->getStackCount(slotSrc);
  2638. if(actualAmount <= howMany && complain(complainNotEnoughCreatures)) // '<=' because it's not intended just for moving a stack
  2639. return false;
  2640. auto freeSlots = creatureSet.getFreeSlots();
  2641. if(freeSlots.empty() && complain("No empty stacks"))
  2642. return false;
  2643. BulkRebalanceStacks bulkRS;
  2644. for(auto slot : freeSlots)
  2645. {
  2646. RebalanceStacks rs;
  2647. rs.srcArmy = army->id;
  2648. rs.dstArmy = army->id;
  2649. rs.srcSlot = slotSrc;
  2650. rs.dstSlot = slot;
  2651. rs.count = howMany;
  2652. bulkRS.moves.push_back(rs);
  2653. actualAmount -= howMany;
  2654. if(actualAmount <= howMany)
  2655. break;
  2656. }
  2657. sendAndApply(&bulkRS);
  2658. return true;
  2659. }
  2660. bool CGameHandler::bulkMergeStacks(SlotID slotSrc, ObjectInstanceID srcOwner)
  2661. {
  2662. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  2663. return false;
  2664. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  2665. const CCreatureSet & creatureSet = *army;
  2666. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  2667. return false;
  2668. auto actualAmount = creatureSet.getStackCount(slotSrc);
  2669. if(actualAmount < 1 && complain(complainNoCreatures))
  2670. return false;
  2671. auto currentCreature = creatureSet.getCreature(slotSrc);
  2672. if(!currentCreature && complain(complainNoCreatures))
  2673. return false;
  2674. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, slotSrc);
  2675. if(!creatureSlots.size())
  2676. return false;
  2677. BulkRebalanceStacks bulkRS;
  2678. for(auto slot : creatureSlots)
  2679. {
  2680. RebalanceStacks rs;
  2681. rs.srcArmy = army->id;
  2682. rs.dstArmy = army->id;
  2683. rs.srcSlot = slot;
  2684. rs.dstSlot = slotSrc;
  2685. rs.count = creatureSet.getStackCount(slot);
  2686. bulkRS.moves.push_back(rs);
  2687. }
  2688. sendAndApply(&bulkRS);
  2689. return true;
  2690. }
  2691. bool CGameHandler::bulkMoveArmy(ObjectInstanceID srcArmy, ObjectInstanceID destArmy, SlotID srcSlot)
  2692. {
  2693. if(!srcSlot.validSlot() && complain(complainInvalidSlot))
  2694. return false;
  2695. const CArmedInstance * armySrc = static_cast<const CArmedInstance*>(getObjInstance(srcArmy));
  2696. const CCreatureSet & setSrc = *armySrc;
  2697. if(!vstd::contains(setSrc.stacks, srcSlot) && complain(complainNoCreatures))
  2698. return false;
  2699. const CArmedInstance * armyDest = static_cast<const CArmedInstance*>(getObjInstance(destArmy));
  2700. const CCreatureSet & setDest = *armyDest;
  2701. auto freeSlots = setDest.getFreeSlotsQueue();
  2702. typedef std::map<SlotID, std::pair<SlotID, TQuantity>> TRebalanceMap;
  2703. TRebalanceMap moves;
  2704. auto srcQueue = setSrc.getCreatureQueue(srcSlot); // Exclude srcSlot, it should be moved last
  2705. auto slotsLeft = setSrc.stacksCount();
  2706. auto destMap = setDest.getCreatureMap();
  2707. TMapCreatureSlot::key_compare keyComp = destMap.key_comp();
  2708. while(!srcQueue.empty())
  2709. {
  2710. auto pair = srcQueue.top();
  2711. srcQueue.pop();
  2712. auto currCreature = pair.first;
  2713. auto currSlot = pair.second;
  2714. const auto quantity = setSrc.getStackCount(currSlot);
  2715. TMapCreatureSlot::iterator lb = destMap.lower_bound(currCreature);
  2716. const bool alreadyExists = (lb != destMap.end() && !(keyComp(currCreature, lb->first)));
  2717. if(!alreadyExists)
  2718. {
  2719. if(freeSlots.empty())
  2720. continue;
  2721. auto currFreeSlot = freeSlots.front();
  2722. freeSlots.pop();
  2723. destMap.insert(lb, TMapCreatureSlot::value_type(currCreature, currFreeSlot));
  2724. }
  2725. moves.insert(std::make_pair(currSlot, std::make_pair(destMap[currCreature], quantity)));
  2726. slotsLeft--;
  2727. }
  2728. if(slotsLeft == 1)
  2729. {
  2730. auto lastCreature = setSrc.getCreature(srcSlot);
  2731. auto slotToMove = SlotID();
  2732. // Try to find a slot for last creature
  2733. if(destMap.find(lastCreature) == destMap.end())
  2734. {
  2735. if(!freeSlots.empty())
  2736. slotToMove = freeSlots.front();
  2737. }
  2738. else
  2739. {
  2740. slotToMove = destMap[lastCreature];
  2741. }
  2742. if(slotToMove != SlotID())
  2743. {
  2744. const bool needsLastStack = armySrc->needsLastStack();
  2745. const auto quantity = setSrc.getStackCount(srcSlot) - (needsLastStack ? 1 : 0);
  2746. moves.insert(std::make_pair(srcSlot, std::make_pair(slotToMove, quantity)));
  2747. }
  2748. }
  2749. BulkRebalanceStacks bulkRS;
  2750. for(auto & move : moves)
  2751. {
  2752. RebalanceStacks rs;
  2753. rs.srcArmy = armySrc->id;
  2754. rs.dstArmy = armyDest->id;
  2755. rs.srcSlot = move.first;
  2756. rs.dstSlot = move.second.first;
  2757. rs.count = move.second.second;
  2758. bulkRS.moves.push_back(rs);
  2759. }
  2760. sendAndApply(&bulkRS);
  2761. return true;
  2762. }
  2763. bool CGameHandler::bulkSmartSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner)
  2764. {
  2765. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  2766. return false;
  2767. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  2768. const CCreatureSet & creatureSet = *army;
  2769. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  2770. return false;
  2771. auto actualAmount = creatureSet.getStackCount(slotSrc);
  2772. if(actualAmount <= 1 && complain(complainNoCreatures))
  2773. return false;
  2774. auto freeSlot = creatureSet.getFreeSlot();
  2775. auto currentCreature = creatureSet.getCreature(slotSrc);
  2776. if(freeSlot == SlotID() && creatureSet.isCreatureBalanced(currentCreature))
  2777. return true;
  2778. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, SlotID(-1), 1); // Ignore slots where's only 1 creature, don't ignore slotSrc
  2779. TQuantity totalCreatures = 0;
  2780. for(auto slot : creatureSlots)
  2781. totalCreatures += creatureSet.getStackCount(slot);
  2782. if(totalCreatures <= 1 && complain("Total creatures number is invalid"))
  2783. return false;
  2784. if(freeSlot != SlotID())
  2785. creatureSlots.push_back(freeSlot);
  2786. if(creatureSlots.empty() && complain("No available slots for smart rebalancing"))
  2787. return false;
  2788. const auto totalCreatureSlots = creatureSlots.size();
  2789. const auto rem = totalCreatures % totalCreatureSlots;
  2790. const auto quotient = totalCreatures / totalCreatureSlots;
  2791. // totalCreatures == rem * (quotient + 1) + (totalCreatureSlots - rem) * quotient;
  2792. // Proof: r(q+1)+(s-r)q = rq+r+qs-rq = r+qs = total, where total/s = q+r/s
  2793. BulkSmartRebalanceStacks bulkSRS;
  2794. if(freeSlot != SlotID())
  2795. {
  2796. RebalanceStacks rs;
  2797. rs.srcArmy = rs.dstArmy = army->id;
  2798. rs.srcSlot = slotSrc;
  2799. rs.dstSlot = freeSlot;
  2800. rs.count = 1;
  2801. bulkSRS.moves.push_back(rs);
  2802. }
  2803. auto currSlot = 0;
  2804. auto check = 0;
  2805. for(auto slot : creatureSlots)
  2806. {
  2807. ChangeStackCount csc;
  2808. csc.army = army->id;
  2809. csc.slot = slot;
  2810. csc.count = (currSlot < rem)
  2811. ? quotient + 1
  2812. : quotient;
  2813. csc.absoluteValue = true;
  2814. bulkSRS.changes.push_back(csc);
  2815. currSlot++;
  2816. check += csc.count;
  2817. }
  2818. if(check != totalCreatures)
  2819. {
  2820. complain((boost::format("Failure: totalCreatures=%d but check=%d") % totalCreatures % check).str());
  2821. return false;
  2822. }
  2823. sendAndApply(&bulkSRS);
  2824. return true;
  2825. }
  2826. bool CGameHandler::arrangeStacks(ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player)
  2827. {
  2828. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id1)),
  2829. * s2 = static_cast<const CArmedInstance *>(getObjInstance(id2));
  2830. const CCreatureSet &S1 = *s1, &S2 = *s2;
  2831. StackLocation sl1(s1, p1), sl2(s2, p2);
  2832. if (!sl1.slot.validSlot() || !sl2.slot.validSlot())
  2833. {
  2834. complain(complainInvalidSlot);
  2835. return false;
  2836. }
  2837. if (!isAllowedExchange(id1,id2))
  2838. {
  2839. complain("Cannot exchange stacks between these two objects!\n");
  2840. return false;
  2841. }
  2842. // We can always put stacks into locked garrison, but not take them out of it
  2843. auto notRemovable = [&](const CArmedInstance * army)
  2844. {
  2845. if (id1 != id2) // Stack arrangement inside locked garrison is allowed
  2846. {
  2847. auto g = dynamic_cast<const CGGarrison *>(army);
  2848. if (g && !g->removableUnits)
  2849. {
  2850. complain("Stacks in this garrison are not removable!\n");
  2851. return true;
  2852. }
  2853. }
  2854. return false;
  2855. };
  2856. if (what==1) //swap
  2857. {
  2858. if (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1))
  2859. || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
  2860. {
  2861. complain("Can't take troops from another player!");
  2862. return false;
  2863. }
  2864. if (sl1.army == sl2.army && sl1.slot == sl2.slot)
  2865. {
  2866. complain("Cannot swap stacks - slots are the same!");
  2867. return false;
  2868. }
  2869. if (!s1->slotEmpty(p1) && !s2->slotEmpty(p2))
  2870. {
  2871. if (notRemovable(sl1.army) || notRemovable(sl2.army))
  2872. return false;
  2873. }
  2874. if (s1->slotEmpty(p1) && notRemovable(sl2.army))
  2875. return false;
  2876. else if (s2->slotEmpty(p2) && notRemovable(sl1.army))
  2877. return false;
  2878. swapStacks(sl1, sl2);
  2879. }
  2880. else if (what==2)//merge
  2881. {
  2882. if ((s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  2883. || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  2884. return false;
  2885. if (s1->slotEmpty(p1) || s2->slotEmpty(p2))
  2886. {
  2887. complain("Cannot merge empty stack!");
  2888. return false;
  2889. }
  2890. else if (notRemovable(sl1.army))
  2891. return false;
  2892. moveStack(sl1, sl2);
  2893. }
  2894. else if (what==3) //split
  2895. {
  2896. const int countToMove = val - s2->getStackCount(p2);
  2897. const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;
  2898. if ( (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1))
  2899. || (s2->tempOwner != player && val < s2->getStackCount(p2)))
  2900. {
  2901. complain("Can't move troops of another player!");
  2902. return false;
  2903. }
  2904. //general conditions checking
  2905. if ((!vstd::contains(S1.stacks,p1) && complain(complainNoCreatures))
  2906. || (val<1 && complain(complainNoCreatures)) )
  2907. {
  2908. return false;
  2909. }
  2910. if (vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  2911. {
  2912. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  2913. if ((total < val && complain("Cannot split that stack, not enough creatures!"))
  2914. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  2915. )
  2916. {
  2917. return false;
  2918. }
  2919. if (notRemovable(sl1.army))
  2920. {
  2921. if (s1->getStackCount(p1) > countLeftOnSrc)
  2922. return false;
  2923. }
  2924. else if (notRemovable(sl2.army))
  2925. {
  2926. if (s2->getStackCount(p1) < countLeftOnSrc)
  2927. return false;
  2928. }
  2929. moveStack(sl1, sl2, countToMove);
  2930. //S2.slots[p2]->count = val;
  2931. //S1.slots[p1]->count = total - val;
  2932. }
  2933. else //split one stack to the two
  2934. {
  2935. if (s1->getStackCount(p1) < val)//not enough creatures
  2936. {
  2937. complain(complainNotEnoughCreatures);
  2938. return false;
  2939. }
  2940. if (notRemovable(sl1.army))
  2941. return false;
  2942. moveStack(sl1, sl2, val);
  2943. }
  2944. }
  2945. return true;
  2946. }
  2947. bool CGameHandler::hasPlayerAt(PlayerColor player, std::shared_ptr<CConnection> c) const
  2948. {
  2949. return connections.at(player).count(c);
  2950. }
  2951. PlayerColor CGameHandler::getPlayerAt(std::shared_ptr<CConnection> c) const
  2952. {
  2953. std::set<PlayerColor> all;
  2954. for (auto i=connections.cbegin(); i!=connections.cend(); i++)
  2955. if(vstd::contains(i->second, c))
  2956. all.insert(i->first);
  2957. switch(all.size())
  2958. {
  2959. case 0:
  2960. return PlayerColor::NEUTRAL;
  2961. case 1:
  2962. return *all.begin();
  2963. default:
  2964. {
  2965. //if we have more than one player at this connection, try to pick active one
  2966. if (vstd::contains(all, gs->currentPlayer))
  2967. return gs->currentPlayer;
  2968. else
  2969. return PlayerColor::CANNOT_DETERMINE; //cannot say which player is it
  2970. }
  2971. }
  2972. }
  2973. bool CGameHandler::disbandCreature(ObjectInstanceID id, SlotID pos)
  2974. {
  2975. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id));
  2976. if (!vstd::contains(s1->stacks,pos))
  2977. {
  2978. complain("Illegal call to disbandCreature - no such stack in army!");
  2979. return false;
  2980. }
  2981. eraseStack(StackLocation(s1, pos));
  2982. return true;
  2983. }
  2984. bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID, bool force)
  2985. {
  2986. const CGTownInstance * t = getTown(tid);
  2987. if(!t)
  2988. COMPLAIN_RETF("No such town (ID=%s)!", tid);
  2989. if(!t->town->buildings.count(requestedID))
  2990. COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->getNameTranslated() % requestedID);
  2991. if(t->hasBuilt(requestedID))
  2992. COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->getNameTranslated() % t->getNameTranslated());
  2993. const CBuilding * requestedBuilding = t->town->buildings.at(requestedID);
  2994. //Vector with future list of built building and buildings in auto-mode that are not yet built.
  2995. std::vector<const CBuilding*> remainingAutoBuildings;
  2996. std::set<BuildingID> buildingsThatWillBe;
  2997. //Check validity of request
  2998. if(!force)
  2999. {
  3000. switch(requestedBuilding->mode)
  3001. {
  3002. case CBuilding::BUILD_NORMAL :
  3003. if (canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
  3004. COMPLAIN_RET("Cannot build that building!");
  3005. break;
  3006. case CBuilding::BUILD_AUTO :
  3007. case CBuilding::BUILD_SPECIAL:
  3008. COMPLAIN_RET("This building can not be constructed normally!");
  3009. case CBuilding::BUILD_GRAIL :
  3010. if(requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
  3011. {
  3012. if(!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
  3013. COMPLAIN_RET("Cannot build this without grail!")
  3014. else
  3015. removeArtifact(ArtifactLocation(t->visitingHero, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
  3016. }
  3017. break;
  3018. }
  3019. }
  3020. //Performs stuff that has to be done before new building is built
  3021. auto processBeforeBuiltStructure = [t, this](const BuildingID buildingID)
  3022. {
  3023. if(buildingID >= BuildingID::DWELL_FIRST) //dwelling
  3024. {
  3025. int level = (buildingID - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
  3026. int upgradeNumber = (buildingID - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
  3027. if(upgradeNumber >= t->town->creatures.at(level).size())
  3028. {
  3029. complain(boost::str(boost::format("Error ecountered when building dwelling (bid=%s):"
  3030. "no creature found (upgrade number %d, level %d!")
  3031. % buildingID % upgradeNumber % level));
  3032. return;
  3033. }
  3034. CCreature * crea = VLC->creh->objects.at(t->town->creatures.at(level).at(upgradeNumber));
  3035. SetAvailableCreatures ssi;
  3036. ssi.tid = t->id;
  3037. ssi.creatures = t->creatures;
  3038. if (ssi.creatures[level].second.empty()) // first creature in a dwelling
  3039. ssi.creatures[level].first = crea->growth;
  3040. ssi.creatures[level].second.push_back(crea->idNumber);
  3041. sendAndApply(&ssi);
  3042. }
  3043. if(t->town->buildings.at(buildingID)->subId == BuildingSubID::PORTAL_OF_SUMMONING)
  3044. {
  3045. setPortalDwelling(t);
  3046. }
  3047. };
  3048. //Performs stuff that has to be done after new building is built
  3049. auto processAfterBuiltStructure = [t, this](const BuildingID buildingID)
  3050. {
  3051. auto isMageGuild = (buildingID <= BuildingID::MAGES_GUILD_5 && buildingID >= BuildingID::MAGES_GUILD_1);
  3052. auto isLibrary = isMageGuild ? false
  3053. : t->town->buildings.at(buildingID)->subId == BuildingSubID::EBuildingSubID::LIBRARY;
  3054. if(isMageGuild || isLibrary || (t->subID == ETownType::CONFLUX && buildingID == BuildingID::GRAIL))
  3055. {
  3056. if(t->visitingHero)
  3057. giveSpells(t,t->visitingHero);
  3058. if(t->garrisonHero)
  3059. giveSpells(t,t->garrisonHero);
  3060. }
  3061. };
  3062. //Checks if all requirements will be met with expected building list "buildingsThatWillBe"
  3063. auto areRequirementsFullfilled = [&](const BuildingID & buildID)
  3064. {
  3065. return buildingsThatWillBe.count(buildID);
  3066. };
  3067. //Init the vectors
  3068. for(auto & build : t->town->buildings)
  3069. {
  3070. if(t->hasBuilt(build.first))
  3071. {
  3072. buildingsThatWillBe.insert(build.first);
  3073. }
  3074. else
  3075. {
  3076. if(build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
  3077. remainingAutoBuildings.push_back(build.second);
  3078. }
  3079. }
  3080. //Prepare structure (list of building ids will be filled later)
  3081. NewStructures ns;
  3082. ns.tid = tid;
  3083. ns.builded = force ? t->builded : (t->builded+1);
  3084. std::queue<const CBuilding*> buildingsToAdd;
  3085. buildingsToAdd.push(requestedBuilding);
  3086. while(!buildingsToAdd.empty())
  3087. {
  3088. auto b = buildingsToAdd.front();
  3089. buildingsToAdd.pop();
  3090. ns.bid.insert(b->bid);
  3091. buildingsThatWillBe.insert(b->bid);
  3092. remainingAutoBuildings -= b;
  3093. for(auto autoBuilding : remainingAutoBuildings)
  3094. {
  3095. auto actualRequirements = t->genBuildingRequirements(autoBuilding->bid);
  3096. if(actualRequirements.test(areRequirementsFullfilled))
  3097. buildingsToAdd.push(autoBuilding);
  3098. }
  3099. }
  3100. // 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.
  3101. for(auto builtID : ns.bid)
  3102. processBeforeBuiltStructure(builtID);
  3103. //Take cost
  3104. if(!force)
  3105. giveResources(t->tempOwner, -requestedBuilding->resources);
  3106. //We know what has been built, apply changes. Do this as final step to properly update town window
  3107. sendAndApply(&ns);
  3108. //Other post-built events. To some logic like giving spells to work gamestate changes for new building must be already in place!
  3109. for(auto builtID : ns.bid)
  3110. processAfterBuiltStructure(builtID);
  3111. // now when everything is built - reveal tiles for lookout tower
  3112. FoWChange fw;
  3113. fw.player = t->tempOwner;
  3114. fw.mode = 1;
  3115. getTilesInRange(fw.tiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, 1);
  3116. sendAndApply(&fw);
  3117. if(t->visitingHero)
  3118. visitCastleObjects(t, t->visitingHero);
  3119. if(t->garrisonHero)
  3120. visitCastleObjects(t, t->garrisonHero);
  3121. checkVictoryLossConditionsForPlayer(t->tempOwner);
  3122. return true;
  3123. }
  3124. bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
  3125. {
  3126. ///incomplete, simply erases target building
  3127. const CGTownInstance * t = getTown(tid);
  3128. if (!vstd::contains(t->builtBuildings, bid))
  3129. return false;
  3130. RazeStructures rs;
  3131. rs.tid = tid;
  3132. rs.bid.insert(bid);
  3133. rs.destroyed = t->destroyed + 1;
  3134. sendAndApply(&rs);
  3135. //TODO: Remove dwellers
  3136. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  3137. // {
  3138. // RemoveBonus rb(RemoveBonus::TOWN);
  3139. // rb.whoID = t->id;
  3140. // rb.source = Bonus::TOWN_STRUCTURE;
  3141. // rb.id = 17;
  3142. // sendAndApply(&rb);
  3143. // }
  3144. return true;
  3145. }
  3146. void CGameHandler::sendMessageToAll(const std::string &message)
  3147. {
  3148. SystemMessage sm;
  3149. sm.text = message;
  3150. sendToAllClients(&sm);
  3151. }
  3152. bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl)
  3153. {
  3154. const CGDwelling * dw = static_cast<const CGDwelling *>(getObj(objid));
  3155. const CArmedInstance *dst = nullptr;
  3156. const CCreature *c = VLC->creh->objects.at(crid);
  3157. const bool warMachine = c->warMachine != ArtifactID::NONE;
  3158. //TODO: test for owning
  3159. //TODO: check if dst can recruit objects (e.g. hero is actually visiting object, town and source are same, etc)
  3160. dst = dynamic_cast<const CArmedInstance*>(getObj(dstid));
  3161. assert(dw && dst);
  3162. //verify
  3163. bool found = false;
  3164. int level = 0;
  3165. for (; level < dw->creatures.size(); level++) //iterate through all levels
  3166. {
  3167. if ((fromLvl != -1) && (level !=fromLvl))
  3168. continue;
  3169. const auto &cur = dw->creatures.at(level); //current level info <amount, list of cr. ids>
  3170. int i = 0;
  3171. for (; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  3172. if (cur.second.at(i) == crid)
  3173. break;
  3174. if (i < cur.second.size())
  3175. {
  3176. found = true;
  3177. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  3178. break;
  3179. }
  3180. }
  3181. SlotID slot = dst->getSlotFor(crid);
  3182. if ((!found && complain("Cannot recruit: no such creatures!"))
  3183. || ((si32)cram > VLC->creh->objects.at(crid)->maxAmount(getPlayerState(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  3184. || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
  3185. || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
  3186. {
  3187. return false;
  3188. }
  3189. //recruit
  3190. giveResources(dst->tempOwner, -(c->cost * cram));
  3191. SetAvailableCreatures sac;
  3192. sac.tid = objid;
  3193. sac.creatures = dw->creatures;
  3194. sac.creatures[level].first -= cram;
  3195. sendAndApply(&sac);
  3196. if (warMachine)
  3197. {
  3198. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(dst);
  3199. COMPLAIN_RET_FALSE_IF(!h, "Only hero can buy war machines");
  3200. ArtifactID artId = c->warMachine;
  3201. COMPLAIN_RET_FALSE_IF(artId == ArtifactID::CATAPULT, "Catapult cannot be recruited!");
  3202. const CArtifact * art = artId.toArtifact();
  3203. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid war machine artifact");
  3204. return giveHeroNewArtifact(h, art);
  3205. }
  3206. else
  3207. {
  3208. addToSlot(StackLocation(dst, slot), c, cram);
  3209. }
  3210. return true;
  3211. }
  3212. bool CGameHandler::upgradeCreature(ObjectInstanceID objid, SlotID pos, CreatureID upgID)
  3213. {
  3214. const CArmedInstance * obj = static_cast<const CArmedInstance *>(getObjInstance(objid));
  3215. if (!obj->hasStackAtSlot(pos))
  3216. {
  3217. COMPLAIN_RET("Cannot upgrade, no stack at slot " + boost::to_string(pos));
  3218. }
  3219. UpgradeInfo ui;
  3220. fillUpgradeInfo(obj, pos, ui);
  3221. PlayerColor player = obj->tempOwner;
  3222. const PlayerState *p = getPlayerState(player);
  3223. int crQuantity = obj->stacks.at(pos)->count;
  3224. int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
  3225. //check if upgrade is possible
  3226. if ((ui.oldID<0 || newIDpos == -1) && complain("That upgrade is not possible!"))
  3227. {
  3228. return false;
  3229. }
  3230. TResources totalCost = ui.cost.at(newIDpos) * crQuantity;
  3231. //check if player has enough resources
  3232. if (!p->resources.canAfford(totalCost))
  3233. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  3234. //take resources
  3235. giveResources(player, -totalCost);
  3236. //upgrade creature
  3237. changeStackType(StackLocation(obj, pos), VLC->creh->objects.at(upgID));
  3238. return true;
  3239. }
  3240. bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c)
  3241. {
  3242. if (!sl.army->hasStackAtSlot(sl.slot))
  3243. COMPLAIN_RET("Cannot find a stack to change type");
  3244. SetStackType sst;
  3245. sst.army = sl.army->id;
  3246. sst.slot = sl.slot;
  3247. sst.type = c->idNumber;
  3248. sendAndApply(&sst);
  3249. return true;
  3250. }
  3251. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  3252. {
  3253. assert(src->canBeMergedWith(*dst, allowMerging));
  3254. while(src->stacksCount())//while there are unmoved creatures
  3255. {
  3256. auto i = src->Slots().begin(); //iterator to stack to move
  3257. StackLocation sl(src, i->first); //location of stack to move
  3258. SlotID pos = dst->getSlotFor(i->second->type);
  3259. if (!pos.validSlot())
  3260. {
  3261. //try to merge two other stacks to make place
  3262. std::pair<SlotID, SlotID> toMerge;
  3263. if (dst->mergableStacks(toMerge, i->first) && allowMerging)
  3264. {
  3265. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  3266. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  3267. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  3268. }
  3269. else
  3270. {
  3271. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  3272. return;
  3273. }
  3274. }
  3275. else
  3276. {
  3277. moveStack(sl, StackLocation(dst, pos));
  3278. }
  3279. }
  3280. }
  3281. bool CGameHandler::swapGarrisonOnSiege(ObjectInstanceID tid)
  3282. {
  3283. const CGTownInstance * town = getTown(tid);
  3284. if(!town->garrisonHero == !town->visitingHero)
  3285. return false;
  3286. SetHeroesInTown intown;
  3287. intown.tid = tid;
  3288. if(town->garrisonHero) //garrison -> vising
  3289. {
  3290. intown.garrison = ObjectInstanceID();
  3291. intown.visiting = town->garrisonHero->id;
  3292. }
  3293. else //visiting -> garrison
  3294. {
  3295. if(town->armedGarrison())
  3296. town->mergeGarrisonOnSiege();
  3297. intown.visiting = ObjectInstanceID();
  3298. intown.garrison = town->visitingHero->id;
  3299. }
  3300. sendAndApply(&intown);
  3301. return true;
  3302. }
  3303. bool CGameHandler::garrisonSwap(ObjectInstanceID tid)
  3304. {
  3305. const CGTownInstance * town = getTown(tid);
  3306. if (!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  3307. {
  3308. if (!town->visitingHero->canBeMergedWith(*town))
  3309. {
  3310. complain("Cannot make garrison swap, not enough free slots!");
  3311. return false;
  3312. }
  3313. moveArmy(town, town->visitingHero, true);
  3314. SetHeroesInTown intown;
  3315. intown.tid = tid;
  3316. intown.visiting = ObjectInstanceID();
  3317. intown.garrison = town->visitingHero->id;
  3318. sendAndApply(&intown);
  3319. return true;
  3320. }
  3321. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  3322. {
  3323. //check if moving hero out of town will break 8 wandering heroes limit
  3324. if (getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
  3325. {
  3326. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  3327. return false;
  3328. }
  3329. SetHeroesInTown intown;
  3330. intown.tid = tid;
  3331. intown.garrison = ObjectInstanceID();
  3332. intown.visiting = town->garrisonHero->id;
  3333. sendAndApply(&intown);
  3334. return true;
  3335. }
  3336. else if (!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  3337. {
  3338. SetHeroesInTown intown;
  3339. intown.tid = tid;
  3340. intown.garrison = town->visitingHero->id;
  3341. intown.visiting = town->garrisonHero->id;
  3342. sendAndApply(&intown);
  3343. return true;
  3344. }
  3345. else
  3346. {
  3347. complain("Cannot swap garrison hero!");
  3348. return false;
  3349. }
  3350. }
  3351. // With the amount of changes done to the function, it's more like transferArtifacts.
  3352. // 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.
  3353. bool CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2)
  3354. {
  3355. ArtifactLocation src = al1, dst = al2;
  3356. const PlayerColor srcPlayer = src.owningPlayer(), dstPlayer = dst.owningPlayer();
  3357. const CArmedInstance *srcObj = src.relatedObj(), *dstObj = dst.relatedObj();
  3358. // Make sure exchange is even possible between the two heroes.
  3359. if(!isAllowedExchange(srcObj->id, dstObj->id))
  3360. COMPLAIN_RET("That heroes cannot make any exchange!");
  3361. const CArtifactInstance *srcArtifact = src.getArt();
  3362. const CArtifactInstance *destArtifact = dst.getArt();
  3363. const bool isDstSlotBackpack = ArtifactUtils::isSlotBackpack(dst.slot);
  3364. if(srcArtifact == nullptr)
  3365. COMPLAIN_RET("No artifact to move!");
  3366. if(destArtifact && srcPlayer != dstPlayer)
  3367. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  3368. // Check if src/dest slots are appropriate for the artifacts exchanged.
  3369. // Moving to the backpack is always allowed.
  3370. if((!srcArtifact || !isDstSlotBackpack)
  3371. && srcArtifact && !srcArtifact->canBePutAt(dst, true))
  3372. COMPLAIN_RET("Cannot move artifact!");
  3373. auto srcSlot = src.getSlot();
  3374. auto dstSlot = dst.getSlot();
  3375. if((srcSlot && srcSlot->locked) || (dstSlot && dstSlot->locked))
  3376. COMPLAIN_RET("Cannot move artifact locks.");
  3377. if(isDstSlotBackpack && srcArtifact->artType->isBig())
  3378. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  3379. if(src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)
  3380. COMPLAIN_RET("Cannot move catapult!");
  3381. if(isDstSlotBackpack)
  3382. {
  3383. if(!ArtifactUtils::isBackpackFreeSlots(dst.getHolderArtSet()))
  3384. COMPLAIN_RET("Backpack is full!");
  3385. vstd::amin(dst.slot, GameConstants::BACKPACK_START + dst.getHolderArtSet()->artifactsInBackpack.size());
  3386. }
  3387. if(!(src.slot == ArtifactPosition::TRANSITION_POS && dst.slot == ArtifactPosition::TRANSITION_POS))
  3388. {
  3389. if(src.slot == dst.slot && src.artHolder == dst.artHolder)
  3390. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  3391. // Check if dst slot is occupied
  3392. if(!isDstSlotBackpack && destArtifact)
  3393. {
  3394. // Previous artifact must be removed first
  3395. moveArtifact(dst, ArtifactLocation(dst.artHolder, ArtifactPosition::TRANSITION_POS));
  3396. }
  3397. try
  3398. {
  3399. auto hero = boost::get<ConstTransitivePtr<CGHeroInstance>>(dst.artHolder);
  3400. if(ArtifactUtils::checkSpellbookIsNeeded(hero, srcArtifact->artType->getId(), dst.slot))
  3401. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3402. }
  3403. catch(const boost::bad_get &)
  3404. {
  3405. // object other than hero received an art - ignore
  3406. }
  3407. MoveArtifact ma(&src, &dst);
  3408. if(dst.slot == ArtifactPosition::TRANSITION_POS)
  3409. ma.askAssemble = false;
  3410. sendAndApply(&ma);
  3411. }
  3412. return true;
  3413. }
  3414. bool CGameHandler::bulkMoveArtifacts(ObjectInstanceID srcHero, ObjectInstanceID dstHero, bool swap)
  3415. {
  3416. // Make sure exchange is even possible between the two heroes.
  3417. if(!isAllowedExchange(srcHero, dstHero))
  3418. COMPLAIN_RET("That heroes cannot make any exchange!");
  3419. auto psrcHero = getHero(srcHero);
  3420. auto pdstHero = getHero(dstHero);
  3421. if((!psrcHero) || (!pdstHero))
  3422. COMPLAIN_RET("bulkMoveArtifacts: wrong hero's ID");
  3423. BulkMoveArtifacts ma(static_cast<ConstTransitivePtr<CGHeroInstance>>(psrcHero),
  3424. static_cast<ConstTransitivePtr<CGHeroInstance>>(pdstHero), swap);
  3425. auto & slotsSrcDst = ma.artsPack0;
  3426. auto & slotsDstSrc = ma.artsPack1;
  3427. // Temporary fitting set for artifacts. Used to select available slots before sending data.
  3428. CArtifactFittingSet artFittingSet(pdstHero->bearerType());
  3429. auto moveArtifact = [this, &artFittingSet](const CArtifactInstance * artifact,
  3430. ArtifactPosition srcSlot, const CGHeroInstance * dstHero,
  3431. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  3432. {
  3433. assert(artifact);
  3434. auto dstSlot = ArtifactUtils::getArtAnyPosition(&artFittingSet, artifact->getTypeId());
  3435. if(dstSlot != ArtifactPosition::PRE_FIRST)
  3436. {
  3437. artFittingSet.putArtifact(dstSlot, static_cast<ConstTransitivePtr<CArtifactInstance>>(artifact));
  3438. slots.push_back(BulkMoveArtifacts::LinkedSlots(srcSlot, dstSlot));
  3439. if(ArtifactUtils::checkSpellbookIsNeeded(dstHero, artifact->getTypeId(), dstSlot))
  3440. giveHeroNewArtifact(dstHero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3441. }
  3442. };
  3443. if(swap)
  3444. {
  3445. auto moveArtsWorn = [moveArtifact](const CGHeroInstance * srcHero, const CGHeroInstance * dstHero,
  3446. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  3447. {
  3448. for(auto & artifact : srcHero->artifactsWorn)
  3449. {
  3450. if(ArtifactUtils::isArtRemovable(artifact))
  3451. moveArtifact(artifact.second.getArt(), artifact.first, dstHero, slots);
  3452. }
  3453. };
  3454. auto moveArtsInBackpack = [](const CArtifactSet * artSet,
  3455. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  3456. {
  3457. for(auto & slotInfo : artSet->artifactsInBackpack)
  3458. {
  3459. auto slot = artSet->getArtPos(slotInfo.artifact);
  3460. slots.push_back(BulkMoveArtifacts::LinkedSlots(slot, slot));
  3461. }
  3462. };
  3463. // Move over artifacts that are worn srcHero -> dstHero
  3464. moveArtsWorn(psrcHero, pdstHero, slotsSrcDst);
  3465. artFittingSet.artifactsWorn.clear();
  3466. // Move over artifacts that are worn dstHero -> srcHero
  3467. moveArtsWorn(pdstHero, psrcHero, slotsDstSrc);
  3468. // Move over artifacts that are in backpack srcHero -> dstHero
  3469. moveArtsInBackpack(psrcHero, slotsSrcDst);
  3470. // Move over artifacts that are in backpack dstHero -> srcHero
  3471. moveArtsInBackpack(pdstHero, slotsDstSrc);
  3472. }
  3473. else
  3474. {
  3475. artFittingSet.artifactsInBackpack = pdstHero->artifactsInBackpack;
  3476. artFittingSet.artifactsWorn = pdstHero->artifactsWorn;
  3477. // Move over artifacts that are worn
  3478. for(auto & artInfo : psrcHero->artifactsWorn)
  3479. {
  3480. if(ArtifactUtils::isArtRemovable(artInfo))
  3481. {
  3482. moveArtifact(psrcHero->getArt(artInfo.first), artInfo.first, pdstHero, slotsSrcDst);
  3483. }
  3484. }
  3485. // Move over artifacts that are in backpack
  3486. for(auto & slotInfo : psrcHero->artifactsInBackpack)
  3487. {
  3488. moveArtifact(psrcHero->getArt(psrcHero->getArtPos(slotInfo.artifact)),
  3489. psrcHero->getArtPos(slotInfo.artifact), pdstHero, slotsSrcDst);
  3490. }
  3491. }
  3492. sendAndApply(&ma);
  3493. return true;
  3494. }
  3495. /**
  3496. * Assembles or disassembles a combination artifact.
  3497. * @param heroID ID of hero holding the artifact(s).
  3498. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  3499. * @param assemble True for assembly operation, false for disassembly.
  3500. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  3501. * artifact to assemble to. Otherwise it's not used.
  3502. */
  3503. bool CGameHandler::assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
  3504. {
  3505. const CGHeroInstance * hero = getHero(heroID);
  3506. const CArtifactInstance * destArtifact = hero->getArt(artifactSlot);
  3507. if(!destArtifact)
  3508. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  3509. if(assemble)
  3510. {
  3511. CArtifact * combinedArt = VLC->arth->objects[assembleTo];
  3512. if(!combinedArt->constituents)
  3513. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  3514. if(!vstd::contains(destArtifact->assemblyPossibilities(hero, ArtifactUtils::isSlotEquipment(artifactSlot)), combinedArt))
  3515. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  3516. if(ArtifactUtils::checkSpellbookIsNeeded(hero, assembleTo, artifactSlot))
  3517. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3518. AssembledArtifact aa;
  3519. aa.al = ArtifactLocation(hero, artifactSlot);
  3520. aa.builtArt = combinedArt;
  3521. sendAndApply(&aa);
  3522. }
  3523. else
  3524. {
  3525. if(!destArtifact->canBeDisassembled())
  3526. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  3527. if(ArtifactUtils::isSlotBackpack(artifactSlot)
  3528. && !ArtifactUtils::isBackpackFreeSlots(hero, destArtifact->artType->constituents->size() - 1))
  3529. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble but backpack is full!");
  3530. DisassembledArtifact da;
  3531. da.al = ArtifactLocation(hero, artifactSlot);
  3532. sendAndApply(&da);
  3533. }
  3534. return true;
  3535. }
  3536. bool CGameHandler::buyArtifact(ObjectInstanceID hid, ArtifactID aid)
  3537. {
  3538. const CGHeroInstance * hero = getHero(hid);
  3539. COMPLAIN_RET_FALSE_IF(nullptr == hero, "Invalid hero index");
  3540. const CGTownInstance * town = hero->visitedTown;
  3541. COMPLAIN_RET_FALSE_IF(nullptr == town, "Hero not in town");
  3542. if (aid==ArtifactID::SPELLBOOK)
  3543. {
  3544. if ((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  3545. || (getResource(hero->getOwner(), Res::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!"))
  3546. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  3547. )
  3548. return false;
  3549. giveResource(hero->getOwner(),Res::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  3550. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3551. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  3552. giveSpells(town,hero);
  3553. return true;
  3554. }
  3555. else
  3556. {
  3557. const CArtifact * art = aid.toArtifact();
  3558. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid artifact index to buy");
  3559. COMPLAIN_RET_FALSE_IF(art->warMachine == CreatureID::NONE, "War machine artifact required");
  3560. COMPLAIN_RET_FALSE_IF(hero->hasArt(aid),"Hero already has this machine!");
  3561. const int price = art->price;
  3562. COMPLAIN_RET_FALSE_IF(getPlayerState(hero->getOwner())->resources[Res::GOLD] < price, "Not enough gold!");
  3563. if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid)
  3564. || (town->hasBuilt(BuildingSubID::BALLISTA_YARD) && aid == ArtifactID::BALLISTA))
  3565. {
  3566. giveResource(hero->getOwner(),Res::GOLD,-price);
  3567. return giveHeroNewArtifact(hero, art);
  3568. }
  3569. else
  3570. COMPLAIN_RET("This machine is unavailable here!");
  3571. }
  3572. }
  3573. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, Res::ERes rid, ArtifactID aid)
  3574. {
  3575. if(!h)
  3576. COMPLAIN_RET("Only hero can buy artifacts!");
  3577. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  3578. COMPLAIN_RET("That artifact is unavailable!");
  3579. int b1, b2;
  3580. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  3581. if (getResource(h->tempOwner, rid) < b1)
  3582. COMPLAIN_RET("You can't afford to buy this artifact!");
  3583. giveResource(h->tempOwner, rid, -b1);
  3584. SetAvailableArtifacts saa;
  3585. if (m->o->ID == Obj::TOWN)
  3586. {
  3587. saa.id = -1;
  3588. saa.arts = CGTownInstance::merchantArtifacts;
  3589. }
  3590. else if (const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m->o)) //black market
  3591. {
  3592. saa.id = bm->id.getNum();
  3593. saa.arts = bm->artifacts;
  3594. }
  3595. else
  3596. COMPLAIN_RET("Wrong marktet...");
  3597. bool found = false;
  3598. for (const CArtifact *&art : saa.arts)
  3599. {
  3600. if (art && art->getId() == aid)
  3601. {
  3602. art = nullptr;
  3603. found = true;
  3604. break;
  3605. }
  3606. }
  3607. if (!found)
  3608. COMPLAIN_RET("Cannot find selected artifact on the list");
  3609. sendAndApply(&saa);
  3610. giveHeroNewArtifact(h, VLC->arth->objects[aid], ArtifactPosition::FIRST_AVAILABLE);
  3611. return true;
  3612. }
  3613. bool CGameHandler::sellArtifact(const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, Res::ERes rid)
  3614. {
  3615. COMPLAIN_RET_FALSE_IF((!h), "Only hero can sell artifacts!");
  3616. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  3617. COMPLAIN_RET_FALSE_IF((!art), "There is no artifact to sell!");
  3618. COMPLAIN_RET_FALSE_IF((!art->artType->isTradable()), "Cannot sell a war machine or spellbook!");
  3619. int resVal = 0, dump = 1;
  3620. m->getOffer(art->artType->getId(), rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  3621. removeArtifact(ArtifactLocation(h, h->getArtPos(art)));
  3622. giveResource(h->tempOwner, rid, resVal);
  3623. return true;
  3624. }
  3625. bool CGameHandler::buySecSkill(const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
  3626. {
  3627. if (!h)
  3628. COMPLAIN_RET("You need hero to buy a skill!");
  3629. if (h->getSecSkillLevel(SecondarySkill(skill)))
  3630. COMPLAIN_RET("Hero already know this skill");
  3631. if (!h->canLearnSkill())
  3632. COMPLAIN_RET("Hero can't learn any more skills");
  3633. if (!h->canLearnSkill(skill))
  3634. COMPLAIN_RET("The hero can't learn this skill!");
  3635. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  3636. COMPLAIN_RET("That skill is unavailable!");
  3637. if (getResource(h->tempOwner, Res::GOLD) < GameConstants::SKILL_GOLD_COST)//TODO: remove hardcoded resource\summ?
  3638. COMPLAIN_RET("You can't afford to buy this skill");
  3639. giveResource(h->tempOwner, Res::GOLD, -GameConstants::SKILL_GOLD_COST);
  3640. changeSecSkill(h, skill, 1, true);
  3641. return true;
  3642. }
  3643. bool CGameHandler::tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2)
  3644. {
  3645. TResourceCap r1 = getPlayerState(player)->resources[id1];
  3646. vstd::amin(val, r1); //can't trade more resources than have
  3647. int b1, b2; //base quantities for trade
  3648. market->getOffer(id1, id2, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  3649. int units = val / b1; //how many base quantities we trade
  3650. if (val%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  3651. {
  3652. COMPLAIN_RET("Invalid deal, not all offered units of resource were used.");
  3653. }
  3654. giveResource(player, static_cast<Res::ERes>(id1), - b1 * units);
  3655. giveResource(player, static_cast<Res::ERes>(id2), b2 * units);
  3656. return true;
  3657. }
  3658. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, Res::ERes resourceID)
  3659. {
  3660. if(!hero)
  3661. COMPLAIN_RET("Only hero can sell creatures!");
  3662. if (!vstd::contains(hero->Slots(), slot))
  3663. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  3664. const CStackInstance &s = hero->getStack(slot);
  3665. if (s.count < (TQuantity)count //can't sell more creatures than have
  3666. || (hero->stacksCount() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  3667. {
  3668. COMPLAIN_RET("Not enough creatures in army!");
  3669. }
  3670. int b1, b2; //base quantities for trade
  3671. market->getOffer(s.type->idNumber, resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  3672. int units = count / b1; //how many base quantities we trade
  3673. if (count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  3674. {
  3675. //TODO: complain?
  3676. assert(0);
  3677. }
  3678. changeStackCount(StackLocation(hero, slot), -(TQuantity)count);
  3679. giveResource(hero->tempOwner, resourceID, b2 * units);
  3680. return true;
  3681. }
  3682. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
  3683. {
  3684. const CArmedInstance *army = nullptr;
  3685. if (hero)
  3686. army = hero;
  3687. else
  3688. army = dynamic_cast<const CGTownInstance *>(market->o);
  3689. if (!army)
  3690. COMPLAIN_RET("Incorrect call to transform in undead!");
  3691. if (!army->hasStackAtSlot(slot))
  3692. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  3693. const CStackInstance &s = army->getStack(slot);
  3694. //resulting creature - bone dragons or skeletons
  3695. CreatureID resCreature = CreatureID::SKELETON;
  3696. if ((s.hasBonusOfType(Bonus::DRAGON_NATURE)
  3697. && !(s.hasBonusOfType(Bonus::UNDEAD)))
  3698. || (s.getCreatureID() == CreatureID::HYDRA)
  3699. || (s.getCreatureID() == CreatureID::CHAOS_HYDRA))
  3700. resCreature = CreatureID::BONE_DRAGON;
  3701. changeStackType(StackLocation(army, slot), resCreature.toCreature());
  3702. return true;
  3703. }
  3704. bool CGameHandler::sendResources(ui32 val, PlayerColor player, Res::ERes r1, PlayerColor r2)
  3705. {
  3706. const PlayerState *p2 = getPlayerState(r2, false);
  3707. if (!p2 || p2->status != EPlayerStatus::INGAME)
  3708. {
  3709. complain("Dest player must be in game!");
  3710. return false;
  3711. }
  3712. TResourceCap curRes1 = getPlayerState(player)->resources[r1];
  3713. vstd::amin(val, curRes1);
  3714. giveResource(player, r1, -(int)val);
  3715. giveResource(r2, r1, val);
  3716. return true;
  3717. }
  3718. bool CGameHandler::setFormation(ObjectInstanceID hid, ui8 formation)
  3719. {
  3720. const CGHeroInstance *h = getHero(hid);
  3721. if (!h)
  3722. {
  3723. logGlobal->error("Hero doesn't exist!");
  3724. return false;
  3725. }
  3726. ChangeFormation cf;
  3727. cf.hid = hid;
  3728. cf.formation = formation;
  3729. sendAndApply(&cf);
  3730. return true;
  3731. }
  3732. bool CGameHandler::hireHero(const CGObjectInstance *obj, ui8 hid, PlayerColor player)
  3733. {
  3734. const PlayerState * p = getPlayerState(player);
  3735. const CGTownInstance * t = getTown(obj->id);
  3736. //common preconditions
  3737. // if ((p->resources.at(Res::GOLD)<GOLD_NEEDED && complain("Not enough gold for buying hero!"))
  3738. // || (getHeroCount(player, false) >= GameConstants::MAX_HEROES_PER_PLAYER && complain("Cannot hire hero, only 8 wandering heroes are allowed!")))
  3739. if ((p->resources[Res::GOLD] < GameConstants::HERO_GOLD_COST && complain("Not enough gold for buying hero!"))
  3740. || ((getHeroCount(player, false) >= VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_ON_MAP_CAP) && complain("Cannot hire hero, too many wandering heroes already!")))
  3741. || ((getHeroCount(player, true) >= VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_TOTAL_CAP) && complain("Cannot hire hero, too many heroes garrizoned and wandering already!"))))
  3742. {
  3743. return false;
  3744. }
  3745. if (t) //tavern in town
  3746. {
  3747. if ((!t->hasBuilt(BuildingID::TAVERN) && complain("No tavern!"))
  3748. || (t->visitingHero && complain("There is visiting hero - no place!")))
  3749. {
  3750. return false;
  3751. }
  3752. }
  3753. else if (obj->ID == Obj::TAVERN)
  3754. {
  3755. if (getTile(obj->visitablePos())->visitableObjects.back() != obj && complain("Tavern entry must be unoccupied!"))
  3756. {
  3757. return false;
  3758. }
  3759. }
  3760. const CGHeroInstance *nh = p->availableHeroes.at(hid);
  3761. if (!nh)
  3762. {
  3763. complain ("Hero is not available for hiring!");
  3764. return false;
  3765. }
  3766. HeroRecruited hr;
  3767. hr.tid = obj->id;
  3768. hr.hid = nh->subID;
  3769. hr.player = player;
  3770. hr.tile = nh->convertFromVisitablePos(obj->visitablePos());
  3771. sendAndApply(&hr);
  3772. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->unusedHeroesFromPool();
  3773. const CGHeroInstance *theOtherHero = p->availableHeroes.at(!hid);
  3774. const CGHeroInstance *newHero = nullptr;
  3775. if (theOtherHero) //on XXL maps all heroes can be imprisoned :(
  3776. {
  3777. newHero = gs->hpool.pickHeroFor(false, player, getNativeTown(player), pool, getRandomGenerator(), theOtherHero->type->heroClass);
  3778. }
  3779. SetAvailableHeroes sah;
  3780. sah.player = player;
  3781. if (newHero)
  3782. {
  3783. sah.hid[hid] = newHero->subID;
  3784. sah.army[hid].clear();
  3785. sah.army[hid].setCreature(SlotID(0), newHero->type->initialArmy[0].creature, 1);
  3786. }
  3787. else
  3788. {
  3789. sah.hid[hid] = -1;
  3790. }
  3791. sah.hid[!hid] = theOtherHero ? theOtherHero->subID : -1;
  3792. sendAndApply(&sah);
  3793. giveResource(player, Res::GOLD, -GameConstants::HERO_GOLD_COST);
  3794. if (t)
  3795. {
  3796. visitCastleObjects(t, nh);
  3797. giveSpells (t,nh);
  3798. }
  3799. return true;
  3800. }
  3801. bool CGameHandler::queryReply(QueryID qid, const JsonNode & answer, PlayerColor player)
  3802. {
  3803. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  3804. logGlobal->trace("Player %s attempts answering query %d with answer:", player, qid);
  3805. logGlobal->trace(answer.toJson());
  3806. auto topQuery = queries.topQuery(player);
  3807. COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
  3808. if(topQuery->queryID != qid)
  3809. {
  3810. auto currentQuery = queries.getQuery(qid);
  3811. if(currentQuery != nullptr && currentQuery->endsByPlayerAnswer())
  3812. currentQuery->setReply(answer);
  3813. COMPLAIN_RET("This player top query has different ID!"); //topQuery->queryID != qid
  3814. }
  3815. COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
  3816. topQuery->setReply(answer);
  3817. queries.popQuery(topQuery);
  3818. return true;
  3819. }
  3820. static EndAction end_action;
  3821. void CGameHandler::updateGateState()
  3822. {
  3823. // GATE_BRIDGE - leftmost tile, located over moat
  3824. // GATE_OUTER - central tile, mostly covered by gate image
  3825. // GATE_INNER - rightmost tile, inside the walls
  3826. // GATE_OUTER or GATE_INNER:
  3827. // - if defender moves unit on these tiles, bridge will open
  3828. // - if there is a creature (dead or alive) on these tiles, bridge will always remain open
  3829. // - blocked to attacker if bridge is closed
  3830. // GATE_BRIDGE
  3831. // - if there is a unit or corpse here, bridge can't open (and can't close in fortress)
  3832. // - if Force Field is cast here, bridge can't open (but can close, in any town)
  3833. // - deals moat damage to attacker if bridge is closed (fortress only)
  3834. bool hasForceFieldOnBridge = !battleGetAllObstaclesOnPos(BattleHex(ESiegeHex::GATE_BRIDGE), true).empty();
  3835. bool hasStackAtGateInner = gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_INNER), false) != nullptr;
  3836. bool hasStackAtGateOuter = gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_OUTER), false) != nullptr;
  3837. bool hasStackAtGateBridge = gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false) != nullptr;
  3838. bool hasWideMoat = vstd::contains_if(battleGetAllObstaclesOnPos(BattleHex(ESiegeHex::GATE_BRIDGE), false), [](const std::shared_ptr<const CObstacleInstance> & obst)
  3839. {
  3840. return obst->obstacleType == CObstacleInstance::MOAT;
  3841. });
  3842. BattleUpdateGateState db;
  3843. db.state = gs->curB->si.gateState;
  3844. if (gs->curB->si.wallState[EWallPart::GATE] == EWallState::DESTROYED)
  3845. {
  3846. db.state = EGateState::DESTROYED;
  3847. }
  3848. else if (db.state == EGateState::OPENED)
  3849. {
  3850. bool hasStackOnLongBridge = hasStackAtGateBridge && hasWideMoat;
  3851. bool gateCanClose = !hasStackAtGateInner && !hasStackAtGateOuter && !hasStackOnLongBridge;
  3852. if (gateCanClose)
  3853. db.state = EGateState::CLOSED;
  3854. else
  3855. db.state = EGateState::OPENED;
  3856. }
  3857. else // CLOSED or BLOCKED
  3858. {
  3859. bool gateBlocked = hasForceFieldOnBridge || hasStackAtGateBridge;
  3860. if (gateBlocked)
  3861. db.state = EGateState::BLOCKED;
  3862. else
  3863. db.state = EGateState::CLOSED;
  3864. }
  3865. if (db.state != gs->curB->si.gateState)
  3866. sendAndApply(&db);
  3867. }
  3868. bool CGameHandler::makeBattleAction(BattleAction &ba)
  3869. {
  3870. bool ok = true;
  3871. battle::Target target = ba.getTarget(gs->curB);
  3872. const CStack * stack = battleGetStackByID(ba.stackNumber); //may be nullptr if action is not about stack
  3873. const bool isAboutActiveStack = stack && (ba.stackNumber == gs->curB->getActiveStackID());
  3874. logGlobal->trace("Making action: %s", ba.toString());
  3875. switch(ba.actionType)
  3876. {
  3877. case EActionType::WALK: //walk
  3878. case EActionType::DEFEND: //defend
  3879. case EActionType::WAIT: //wait
  3880. case EActionType::WALK_AND_ATTACK: //walk or attack
  3881. case EActionType::SHOOT: //shoot
  3882. case EActionType::CATAPULT: //catapult
  3883. case EActionType::STACK_HEAL: //healing with First Aid Tent
  3884. case EActionType::MONSTER_SPELL:
  3885. if (!stack)
  3886. {
  3887. complain("No such stack!");
  3888. return false;
  3889. }
  3890. if (!stack->alive())
  3891. {
  3892. complain("This stack is dead: " + stack->nodeName());
  3893. return false;
  3894. }
  3895. if (battleTacticDist())
  3896. {
  3897. if (stack && stack->side != battleGetTacticsSide())
  3898. {
  3899. complain("This is not a stack of side that has tactics!");
  3900. return false;
  3901. }
  3902. }
  3903. else if (!isAboutActiveStack)
  3904. {
  3905. complain("Action has to be about active stack!");
  3906. return false;
  3907. }
  3908. }
  3909. auto wrapAction = [this](BattleAction &ba)
  3910. {
  3911. StartAction startAction(ba);
  3912. sendAndApply(&startAction);
  3913. return vstd::makeScopeGuard([&]()
  3914. {
  3915. sendAndApply(&end_action);
  3916. });
  3917. };
  3918. switch(ba.actionType)
  3919. {
  3920. case EActionType::END_TACTIC_PHASE: //wait
  3921. case EActionType::BAD_MORALE:
  3922. case EActionType::NO_ACTION:
  3923. {
  3924. auto wrapper = wrapAction(ba);
  3925. break;
  3926. }
  3927. case EActionType::WALK:
  3928. {
  3929. auto wrapper = wrapAction(ba);
  3930. if(target.size() < 1)
  3931. {
  3932. complain("Destination required for move action.");
  3933. ok = false;
  3934. break;
  3935. }
  3936. int walkedTiles = moveStack(ba.stackNumber, target.at(0).hexValue); //move
  3937. if (!walkedTiles)
  3938. complain("Stack failed movement!");
  3939. break;
  3940. }
  3941. case EActionType::DEFEND:
  3942. {
  3943. //defensive stance, TODO: filter out spell boosts from bonus (stone skin etc.)
  3944. SetStackEffect sse;
  3945. Bonus defenseBonusToAdd(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 20, -1, PrimarySkill::DEFENSE, Bonus::PERCENT_TO_ALL);
  3946. Bonus bonus2(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, stack->valOfBonuses(Bonus::DEFENSIVE_STANCE),
  3947. -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE);
  3948. Bonus alternativeWeakCreatureBonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 1, -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE);
  3949. BonusList defence = *stack->getBonuses(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE));
  3950. int oldDefenceValue = defence.totalValue();
  3951. defence.push_back(std::make_shared<Bonus>(defenseBonusToAdd));
  3952. defence.push_back(std::make_shared<Bonus>(bonus2));
  3953. int difference = defence.totalValue() - oldDefenceValue;
  3954. std::vector<Bonus> buffer;
  3955. if(difference == 0) //give replacement bonus for creatures not reaching 5 defense points (20% of def becomes 0)
  3956. {
  3957. difference = 1;
  3958. buffer.push_back(alternativeWeakCreatureBonus);
  3959. }
  3960. else
  3961. {
  3962. buffer.push_back(defenseBonusToAdd);
  3963. }
  3964. buffer.push_back(bonus2);
  3965. sse.toUpdate.push_back(std::make_pair(ba.stackNumber, buffer));
  3966. sendAndApply(&sse);
  3967. BattleLogMessage message;
  3968. MetaString text;
  3969. stack->addText(text, MetaString::GENERAL_TXT, 120);
  3970. stack->addNameReplacement(text);
  3971. text.addReplacement(difference);
  3972. message.lines.push_back(text);
  3973. sendAndApply(&message);
  3974. //don't break - we share code with next case
  3975. }
  3976. FALLTHROUGH
  3977. case EActionType::WAIT:
  3978. {
  3979. auto wrapper = wrapAction(ba);
  3980. break;
  3981. }
  3982. case EActionType::RETREAT: //retreat/flee
  3983. {
  3984. if (!gs->curB->battleCanFlee(gs->curB->sides.at(ba.side).color))
  3985. complain("Cannot retreat!");
  3986. else
  3987. setBattleResult(BattleResult::ESCAPE, !ba.side); //surrendering side loses
  3988. break;
  3989. }
  3990. case EActionType::SURRENDER:
  3991. {
  3992. PlayerColor player = gs->curB->sides.at(ba.side).color;
  3993. int cost = gs->curB->battleGetSurrenderCost(player);
  3994. if (cost < 0)
  3995. complain("Cannot surrender!");
  3996. else if (getResource(player, Res::GOLD) < cost)
  3997. complain("Not enough gold to surrender!");
  3998. else
  3999. {
  4000. giveResource(player, Res::GOLD, -cost);
  4001. setBattleResult(BattleResult::SURRENDER, !ba.side); //surrendering side loses
  4002. }
  4003. break;
  4004. }
  4005. case EActionType::WALK_AND_ATTACK: //walk or attack
  4006. {
  4007. auto wrapper = wrapAction(ba);
  4008. if(!stack)
  4009. {
  4010. complain("No attacker");
  4011. ok = false;
  4012. break;
  4013. }
  4014. if(target.size() < 2)
  4015. {
  4016. complain("Two destinations required for attack action.");
  4017. ok = false;
  4018. break;
  4019. }
  4020. BattleHex attackPos = target.at(0).hexValue;
  4021. BattleHex destinationTile = target.at(1).hexValue;
  4022. const CStack * destinationStack = gs->curB->battleGetStackByPos(destinationTile, true);
  4023. if(!destinationStack)
  4024. {
  4025. complain("Invalid target to attack");
  4026. ok = false;
  4027. break;
  4028. }
  4029. BattleHex startingPos = stack->getPosition();
  4030. int distance = moveStack(ba.stackNumber, attackPos);
  4031. logGlobal->trace("%s will attack %s", stack->nodeName(), destinationStack->nodeName());
  4032. if(stack->getPosition() != attackPos
  4033. && !(stack->doubleWide() && (stack->getPosition() == attackPos.cloneInDirection(stack->destShiftDir(), false)))
  4034. )
  4035. {
  4036. // we were not able to reach destination tile, nor occupy specified hex
  4037. // abort attack attempt, but treat this case as legal - we may have stepped onto a quicksands/mine
  4038. break;
  4039. }
  4040. if(destinationStack && stack->ID == destinationStack->ID) //we should just move, it will be handled by following check
  4041. {
  4042. destinationStack = nullptr;
  4043. }
  4044. if(!destinationStack)
  4045. {
  4046. complain("Unit can not attack itself");
  4047. ok = false;
  4048. break;
  4049. }
  4050. if(!CStack::isMeleeAttackPossible(stack, destinationStack))
  4051. {
  4052. complain("Attack cannot be performed!");
  4053. ok = false;
  4054. break;
  4055. }
  4056. //attack
  4057. int totalAttacks = stack->totalAttacks.getMeleeValue();
  4058. //TODO: move to CUnitState
  4059. const auto * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  4060. if(attackingHero)
  4061. {
  4062. totalAttacks += attackingHero->valOfBonuses(Bonus::HERO_GRANTS_ATTACKS, stack->creatureIndex());
  4063. }
  4064. const bool firstStrike = destinationStack->hasBonusOfType(Bonus::FIRST_STRIKE);
  4065. const bool retaliation = destinationStack->ableToRetaliate();
  4066. for (int i = 0; i < totalAttacks; ++i)
  4067. {
  4068. //first strike
  4069. if(i == 0 && firstStrike && retaliation)
  4070. {
  4071. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, false, true);
  4072. }
  4073. //move can cause death, eg. by walking into the moat, first strike can cause death or paralysis/petrification
  4074. if(stack->alive() && !stack->hasBonusOfType(Bonus::NOT_ACTIVE) && destinationStack->alive())
  4075. {
  4076. makeAttack(stack, destinationStack, (i ? 0 : distance), destinationTile, i==0, false, false);//no distance travelled on second attack
  4077. }
  4078. //counterattack
  4079. //we check retaliation twice, so if it unblocked during attack it will work only on next attack
  4080. if(stack->alive()
  4081. && !stack->hasBonusOfType(Bonus::BLOCKS_RETALIATION)
  4082. && (i == 0 && !firstStrike)
  4083. && retaliation && destinationStack->ableToRetaliate())
  4084. {
  4085. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, false, true);
  4086. }
  4087. }
  4088. //return
  4089. if(stack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE)
  4090. && target.size() == 3
  4091. && startingPos != stack->getPosition()
  4092. && startingPos == target.at(2).hexValue
  4093. && stack->alive())
  4094. {
  4095. moveStack(ba.stackNumber, startingPos);
  4096. //NOTE: curStack->ID == ba.stackNumber (rev 1431)
  4097. }
  4098. break;
  4099. }
  4100. case EActionType::SHOOT:
  4101. {
  4102. if(target.size() < 1)
  4103. {
  4104. complain("Destination required for shot action.");
  4105. ok = false;
  4106. break;
  4107. }
  4108. auto destination = target.at(0).hexValue;
  4109. const CStack * destinationStack = gs->curB->battleGetStackByPos(destination);
  4110. if (!gs->curB->battleCanShoot(stack, destination))
  4111. {
  4112. complain("Cannot shoot!");
  4113. break;
  4114. }
  4115. if (!destinationStack)
  4116. {
  4117. complain("No target to shoot!");
  4118. break;
  4119. }
  4120. auto wrapper = wrapAction(ba);
  4121. makeAttack(stack, destinationStack, 0, destination, true, true, false);
  4122. //ranged counterattack
  4123. if (destinationStack->hasBonusOfType(Bonus::RANGED_RETALIATION)
  4124. && !stack->hasBonusOfType(Bonus::BLOCKS_RANGED_RETALIATION)
  4125. && destinationStack->ableToRetaliate()
  4126. && gs->curB->battleCanShoot(destinationStack, stack->getPosition())
  4127. && stack->alive()) //attacker may have died (fire shield)
  4128. {
  4129. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, true, true);
  4130. }
  4131. //allow more than one additional attack
  4132. int totalRangedAttacks = stack->totalAttacks.getRangedValue();
  4133. //TODO: move to CUnitState
  4134. const auto * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  4135. if(attackingHero)
  4136. {
  4137. totalRangedAttacks += attackingHero->valOfBonuses(Bonus::HERO_GRANTS_ATTACKS, stack->creatureIndex());
  4138. }
  4139. for(int i = 1; i < totalRangedAttacks; ++i)
  4140. {
  4141. if(
  4142. stack->alive()
  4143. && destinationStack->alive()
  4144. && stack->shots.canUse()
  4145. )
  4146. {
  4147. makeAttack(stack, destinationStack, 0, destination, false, true, false);
  4148. }
  4149. }
  4150. break;
  4151. }
  4152. case EActionType::CATAPULT:
  4153. {
  4154. auto wrapper = wrapAction(ba);
  4155. const CStack * shooter = gs->curB->battleGetStackByID(ba.stackNumber);
  4156. std::shared_ptr<const Bonus> catapultAbility = stack->getBonusLocalFirst(Selector::type()(Bonus::CATAPULT));
  4157. if(!catapultAbility || catapultAbility->subtype < 0)
  4158. {
  4159. complain("We do not know how to shoot :P");
  4160. }
  4161. else
  4162. {
  4163. const CSpell * spell = SpellID(catapultAbility->subtype).toSpell();
  4164. spells::BattleCast parameters(gs->curB, shooter, spells::Mode::SPELL_LIKE_ATTACK, spell); //We can shot infinitely by catapult
  4165. auto shotLevel = stack->valOfBonuses(Selector::typeSubtype(Bonus::CATAPULT_EXTRA_SHOTS, catapultAbility->subtype));
  4166. parameters.setSpellLevel(shotLevel);
  4167. parameters.cast(spellEnv, target);
  4168. }
  4169. //finish by scope guard
  4170. break;
  4171. }
  4172. case EActionType::STACK_HEAL: //healing with First Aid Tent
  4173. {
  4174. auto wrapper = wrapAction(ba);
  4175. const CStack * healer = gs->curB->battleGetStackByID(ba.stackNumber);
  4176. if(target.size() < 1)
  4177. {
  4178. complain("Destination required for heal action.");
  4179. ok = false;
  4180. break;
  4181. }
  4182. const battle::Unit * destStack = nullptr;
  4183. std::shared_ptr<const Bonus> healerAbility = stack->getBonusLocalFirst(Selector::type()(Bonus::HEALER));
  4184. if(target.at(0).unitValue)
  4185. destStack = target.at(0).unitValue;
  4186. else
  4187. destStack = gs->curB->battleGetStackByPos(target.at(0).hexValue);
  4188. if(healer == nullptr || destStack == nullptr || !healerAbility || healerAbility->subtype < 0)
  4189. {
  4190. complain("There is either no healer, no destination, or healer cannot heal :P");
  4191. }
  4192. else
  4193. {
  4194. const CSpell * spell = SpellID(healerAbility->subtype).toSpell();
  4195. spells::BattleCast parameters(gs->curB, healer, spells::Mode::SPELL_LIKE_ATTACK, spell); //We can heal infinitely by first aid tent
  4196. parameters.setSpellLevel(0);
  4197. parameters.cast(spellEnv, target);
  4198. }
  4199. break;
  4200. }
  4201. case EActionType::MONSTER_SPELL:
  4202. {
  4203. auto wrapper = wrapAction(ba);
  4204. const CStack * stack = gs->curB->battleGetStackByID(ba.stackNumber);
  4205. SpellID spellID = SpellID(ba.actionSubtype);
  4206. std::shared_ptr<const Bonus> randSpellcaster = stack->getBonus(Selector::type()(Bonus::RANDOM_SPELLCASTER));
  4207. std::shared_ptr<const Bonus> spellcaster = stack->getBonus(Selector::typeSubtype(Bonus::SPELLCASTER, spellID));
  4208. //TODO special bonus for genies ability
  4209. if (randSpellcaster && battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_AIMED) < 0)
  4210. spellID = battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_GENIE);
  4211. if (spellID < 0)
  4212. complain("That stack can't cast spells!");
  4213. else
  4214. {
  4215. const CSpell * spell = SpellID(spellID).toSpell();
  4216. spells::BattleCast parameters(gs->curB, stack, spells::Mode::CREATURE_ACTIVE, spell);
  4217. int32_t spellLvl = 0;
  4218. if(spellcaster)
  4219. vstd::amax(spellLvl, spellcaster->val);
  4220. if(randSpellcaster)
  4221. vstd::amax(spellLvl, randSpellcaster->val);
  4222. parameters.setSpellLevel(spellLvl);
  4223. parameters.cast(spellEnv, target);
  4224. }
  4225. break;
  4226. }
  4227. }
  4228. if(ba.actionType == EActionType::WAIT || ba.actionType == EActionType::DEFEND
  4229. || ba.actionType == EActionType::SHOOT || ba.actionType == EActionType::MONSTER_SPELL)
  4230. handleDamageFromObstacle(stack);
  4231. if(ba.stackNumber == gs->curB->activeStack || battleResult.get()) //active stack has moved or battle has finished
  4232. battleMadeAction.setn(true);
  4233. return ok;
  4234. }
  4235. void CGameHandler::playerMessage(PlayerColor player, const std::string &message, ObjectInstanceID currObj)
  4236. {
  4237. bool cheated = false;
  4238. if(!getPlayerSettings(player)->isControlledByAI())
  4239. {
  4240. PlayerMessageClient temp_message(player, message);
  4241. sendAndApply(&temp_message);
  4242. }
  4243. std::vector<std::string> words;
  4244. boost::split(words, message, boost::is_any_of(" "));
  4245. bool isHost = false;
  4246. for(auto & c : connections[player])
  4247. if(lobby->isClientHost(c->connectionID))
  4248. isHost = true;
  4249. if(isHost && words.size() >= 2 && words[0] == "game")
  4250. {
  4251. if(words[1] == "exit" || words[1] == "quit" || words[1] == "end")
  4252. {
  4253. SystemMessage temp_message("game was terminated");
  4254. sendAndApply(&temp_message);
  4255. lobby->state = EServerState::SHUTDOWN;
  4256. return;
  4257. }
  4258. if(words.size() == 3 && words[1] == "save")
  4259. {
  4260. save("Saves/" + words[2]);
  4261. SystemMessage temp_message("game saved as " + words[2]);
  4262. sendAndApply(&temp_message);
  4263. return;
  4264. }
  4265. if(words.size() == 3 && words[1] == "kick")
  4266. {
  4267. auto playername = words[2];
  4268. PlayerColor playerToKick(PlayerColor::CANNOT_DETERMINE);
  4269. if(std::all_of(playername.begin(), playername.end(), ::isdigit))
  4270. playerToKick = PlayerColor(std::stoi(playername));
  4271. else
  4272. {
  4273. for(auto & c : connections)
  4274. {
  4275. if(c.first.getStr(false) == playername)
  4276. playerToKick = c.first;
  4277. }
  4278. }
  4279. if(playerToKick != PlayerColor::CANNOT_DETERMINE)
  4280. {
  4281. PlayerCheated pc;
  4282. pc.player = playerToKick;
  4283. pc.losingCheatCode = true;
  4284. sendAndApply(&pc);
  4285. checkVictoryLossConditionsForPlayer(playerToKick);
  4286. }
  4287. return;
  4288. }
  4289. }
  4290. int obj = 0;
  4291. if (words.size() == 2 && words[0] != "vcmiexp" && words[0] != "vcmiolorin")
  4292. {
  4293. obj = std::atoi(words[1].c_str());
  4294. if (obj)
  4295. currObj = ObjectInstanceID(obj);
  4296. }
  4297. const CGHeroInstance * hero = getHero(currObj);
  4298. const CGTownInstance * town = getTown(currObj);
  4299. if (!town && hero)
  4300. town = hero->visitedTown;
  4301. if(words.size() > 1 && (words[0] == "vcmiarmy" || words[0] == "vcminissi" || words[0] == "vcmiexp" || words[0] == "vcmiolorin"))
  4302. {
  4303. std::string cheatCodeWithOneParameter = std::string(words[0]) + " " + words[1];
  4304. handleCheatCode(cheatCodeWithOneParameter, player, hero, town, cheated);
  4305. }
  4306. else if (words.size() == 1 || obj)
  4307. {
  4308. handleCheatCode(words[0], player, hero, town, cheated);
  4309. }
  4310. else
  4311. {
  4312. for (const auto & i : gs->players)
  4313. {
  4314. if (i.first == PlayerColor::NEUTRAL)
  4315. continue;
  4316. if (words[1] == "ai")
  4317. {
  4318. if (i.second.human)
  4319. continue;
  4320. }
  4321. else if (words[1] != "all" && words[1] != i.first.getStr())
  4322. continue;
  4323. if (words[0] == "vcmiformenos" || words[0] == "vcmieagles" || words[0] == "vcmiungoliant"
  4324. || words[0] == "vcmiresources" || words[0] == "vcmimap" || words[0] == "vcmihidemap")
  4325. {
  4326. handleCheatCode(words[0], i.first, nullptr, nullptr, cheated);
  4327. }
  4328. else if (words[0] == "vcmiarmenelos" || words[0] == "vcmibuild")
  4329. {
  4330. for (const auto & t : i.second.towns)
  4331. {
  4332. handleCheatCode(words[0], i.first, nullptr, t, cheated);
  4333. }
  4334. }
  4335. else
  4336. {
  4337. for (const auto & h : i.second.heroes)
  4338. {
  4339. handleCheatCode(words[0], i.first, h, nullptr, cheated);
  4340. }
  4341. }
  4342. }
  4343. }
  4344. if (cheated)
  4345. {
  4346. if(!getPlayerSettings(player)->isControlledByAI())
  4347. {
  4348. SystemMessage temp_message(VLC->generaltexth->allTexts[260]);
  4349. sendAndApply(&temp_message);
  4350. }
  4351. if(!player.isSpectator())
  4352. checkVictoryLossConditionsForPlayer(player);//Player enter win code or got required art\creature
  4353. }
  4354. }
  4355. bool CGameHandler::makeCustomAction(BattleAction & ba)
  4356. {
  4357. switch(ba.actionType)
  4358. {
  4359. case EActionType::HERO_SPELL:
  4360. {
  4361. COMPLAIN_RET_FALSE_IF(ba.side > 1, "Side must be 0 or 1!");
  4362. const CGHeroInstance *h = gs->curB->battleGetFightingHero(ba.side);
  4363. COMPLAIN_RET_FALSE_IF((!h), "Wrong caster!");
  4364. const CSpell * s = SpellID(ba.actionSubtype).toSpell();
  4365. if (!s)
  4366. {
  4367. logGlobal->error("Wrong spell id (%d)!", ba.actionSubtype);
  4368. return false;
  4369. }
  4370. spells::BattleCast parameters(gs->curB, h, spells::Mode::HERO, s);
  4371. spells::detail::ProblemImpl problem;
  4372. auto m = s->battleMechanics(&parameters);
  4373. if(!m->canBeCast(problem))//todo: should we check aimed cast?
  4374. {
  4375. logGlobal->warn("Spell cannot be cast!");
  4376. std::vector<std::string> texts;
  4377. problem.getAll(texts);
  4378. for(auto s : texts)
  4379. logGlobal->warn(s);
  4380. return false;
  4381. }
  4382. StartAction start_action(ba);
  4383. sendAndApply(&start_action); //start spell casting
  4384. parameters.cast(spellEnv, ba.getTarget(gs->curB));
  4385. sendAndApply(&end_action);
  4386. if (!gs->curB->battleGetStackByID(gs->curB->activeStack))
  4387. {
  4388. battleMadeAction.setn(true);
  4389. }
  4390. checkBattleStateChanges();
  4391. if (battleResult.get())
  4392. {
  4393. battleMadeAction.setn(true);
  4394. //battle will be ended by startBattle function
  4395. //endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
  4396. }
  4397. return true;
  4398. }
  4399. }
  4400. return false;
  4401. }
  4402. void CGameHandler::stackEnchantedTrigger(const CStack * st)
  4403. {
  4404. auto bl = *(st->getBonuses(Selector::type()(Bonus::ENCHANTED)));
  4405. for(auto b : bl)
  4406. {
  4407. const CSpell * sp = SpellID(b->subtype).toSpell();
  4408. if(!sp)
  4409. continue;
  4410. const int32_t val = bl.valOfBonuses(Selector::typeSubtype(b->type, b->subtype));
  4411. const int32_t level = ((val > 3) ? (val - 3) : val);
  4412. spells::BattleCast battleCast(gs->curB, st, spells::Mode::PASSIVE, sp);
  4413. //this makes effect accumulate for at most 50 turns by default, but effect may be permanent and last till the end of battle
  4414. battleCast.setEffectDuration(50);
  4415. battleCast.setSpellLevel(level);
  4416. spells::Target target;
  4417. if(val > 3)
  4418. {
  4419. for(auto s : gs->curB->battleGetAllStacks())
  4420. if(battleMatchOwner(st, s, true) && s->isValidTarget()) //all allied
  4421. target.emplace_back(s);
  4422. }
  4423. else
  4424. {
  4425. target.emplace_back(st);
  4426. }
  4427. battleCast.applyEffects(spellEnv, target, false, true);
  4428. }
  4429. }
  4430. void CGameHandler::stackTurnTrigger(const CStack *st)
  4431. {
  4432. BattleTriggerEffect bte;
  4433. bte.stackID = st->ID;
  4434. bte.effect = -1;
  4435. bte.val = 0;
  4436. bte.additionalInfo = 0;
  4437. if (st->alive())
  4438. {
  4439. //unbind
  4440. if (st->hasBonus(Selector::type()(Bonus::BIND_EFFECT)))
  4441. {
  4442. bool unbind = true;
  4443. BonusList bl = *(st->getBonuses(Selector::type()(Bonus::BIND_EFFECT)));
  4444. auto adjacent = gs->curB->battleAdjacentUnits(st);
  4445. for (auto b : bl)
  4446. {
  4447. if(b->additionalInfo != CAddInfo::NONE)
  4448. {
  4449. const CStack * stack = gs->curB->battleGetStackByID(b->additionalInfo[0]); //binding stack must be alive and adjacent
  4450. if(stack)
  4451. {
  4452. if(vstd::contains(adjacent, stack)) //binding stack is still present
  4453. unbind = false;
  4454. }
  4455. }
  4456. else
  4457. {
  4458. unbind = false;
  4459. }
  4460. }
  4461. if (unbind)
  4462. {
  4463. BattleSetStackProperty ssp;
  4464. ssp.which = BattleSetStackProperty::UNBIND;
  4465. ssp.stackID = st->ID;
  4466. sendAndApply(&ssp);
  4467. }
  4468. }
  4469. if (st->hasBonusOfType(Bonus::POISON))
  4470. {
  4471. std::shared_ptr<const Bonus> b = st->getBonusLocalFirst(Selector::source(Bonus::SPELL_EFFECT, SpellID::POISON).And(Selector::type()(Bonus::STACK_HEALTH)));
  4472. if (b) //TODO: what if not?...
  4473. {
  4474. bte.val = std::max (b->val - 10, -(st->valOfBonuses(Bonus::POISON)));
  4475. if (bte.val < b->val) //(negative) poison effect increases - update it
  4476. {
  4477. bte.effect = Bonus::POISON;
  4478. sendAndApply(&bte);
  4479. }
  4480. }
  4481. }
  4482. if(st->hasBonusOfType(Bonus::MANA_DRAIN) && !st->drainedMana)
  4483. {
  4484. const PlayerColor opponent = gs->curB->otherPlayer(gs->curB->battleGetOwner(st));
  4485. const CGHeroInstance * opponentHero = gs->curB->getHero(opponent);
  4486. if(opponentHero)
  4487. {
  4488. ui32 manaDrained = st->valOfBonuses(Bonus::MANA_DRAIN);
  4489. vstd::amin(manaDrained, opponentHero->mana);
  4490. if(manaDrained)
  4491. {
  4492. bte.effect = Bonus::MANA_DRAIN;
  4493. bte.val = manaDrained;
  4494. bte.additionalInfo = opponentHero->id.getNum(); //for sanity
  4495. sendAndApply(&bte);
  4496. }
  4497. }
  4498. }
  4499. if (st->isLiving() && !st->hasBonusOfType(Bonus::FEARLESS))
  4500. {
  4501. bool fearsomeCreature = false;
  4502. for (CStack * stack : gs->curB->stacks)
  4503. {
  4504. if (battleMatchOwner(st, stack) && stack->alive() && stack->hasBonusOfType(Bonus::FEAR))
  4505. {
  4506. fearsomeCreature = true;
  4507. break;
  4508. }
  4509. }
  4510. if (fearsomeCreature)
  4511. {
  4512. if (getRandomGenerator().nextInt(99) < 10) //fixed 10%
  4513. {
  4514. bte.effect = Bonus::FEAR;
  4515. sendAndApply(&bte);
  4516. }
  4517. }
  4518. }
  4519. BonusList bl = *(st->getBonuses(Selector::type()(Bonus::ENCHANTER)));
  4520. int side = gs->curB->whatSide(st->owner);
  4521. if(st->canCast() && gs->curB->battleGetEnchanterCounter(side) == 0)
  4522. {
  4523. bool cast = false;
  4524. while(!bl.empty() && !cast)
  4525. {
  4526. auto bonus = *RandomGeneratorUtil::nextItem(bl, getRandomGenerator());
  4527. auto spellID = SpellID(bonus->subtype);
  4528. const CSpell * spell = SpellID(spellID).toSpell();
  4529. bl.remove_if([&bonus](const Bonus * b)
  4530. {
  4531. return b == bonus.get();
  4532. });
  4533. spells::BattleCast parameters(gs->curB, st, spells::Mode::ENCHANTER, spell);
  4534. parameters.setSpellLevel(bonus->val);
  4535. parameters.massive = true;
  4536. parameters.smart = true;
  4537. //todo: recheck effect level
  4538. if(parameters.castIfPossible(spellEnv, spells::Target(1, spells::Destination())))
  4539. {
  4540. cast = true;
  4541. int cooldown = bonus->additionalInfo[0];
  4542. BattleSetStackProperty ssp;
  4543. ssp.which = BattleSetStackProperty::ENCHANTER_COUNTER;
  4544. ssp.absolute = false;
  4545. ssp.val = cooldown;
  4546. ssp.stackID = st->unitId();
  4547. sendAndApply(&ssp);
  4548. }
  4549. }
  4550. }
  4551. }
  4552. }
  4553. bool CGameHandler::handleDamageFromObstacle(const CStack * curStack, bool stackIsMoving, const std::set<BattleHex> & passed)
  4554. {
  4555. if(!curStack->alive())
  4556. return false;
  4557. bool movementStopped = false;
  4558. for(auto & obstacle : getAllAffectedObstaclesByStack(curStack, passed))
  4559. {
  4560. //helper info
  4561. const SpellCreatedObstacle * spellObstacle = dynamic_cast<const SpellCreatedObstacle *>(obstacle.get());
  4562. if(spellObstacle)
  4563. {
  4564. auto revealObstacles = [&](const SpellCreatedObstacle & spellObstacle) -> void
  4565. {
  4566. // For the hidden spell created obstacles, e.g. QuickSand, it should be revealed after taking damage
  4567. auto operation = ObstacleChanges::EOperation::UPDATE;
  4568. if (spellObstacle.removeOnTrigger)
  4569. operation = ObstacleChanges::EOperation::REMOVE;
  4570. SpellCreatedObstacle changedObstacle;
  4571. changedObstacle.uniqueID = spellObstacle.uniqueID;
  4572. changedObstacle.revealed = true;
  4573. BattleObstaclesChanged bocp;
  4574. bocp.changes.emplace_back(spellObstacle.uniqueID, operation);
  4575. changedObstacle.toInfo(bocp.changes.back(), operation);
  4576. sendAndApply(&bocp);
  4577. };
  4578. const auto side = curStack->side;
  4579. auto shouldReveal = !spellObstacle->hidden || !gs->curB->battleIsObstacleVisibleForSide(*obstacle, (BattlePerspective::BattlePerspective)side);
  4580. const auto * hero = gs->curB->battleGetFightingHero(spellObstacle->casterSide);
  4581. auto caster = spells::ObstacleCasterProxy(gs->curB->getSidePlayer(spellObstacle->casterSide), hero, *spellObstacle);
  4582. const auto * sp = obstacle->getTrigger().toSpell();
  4583. if(obstacle->triggersEffects() && sp)
  4584. {
  4585. auto cast = spells::BattleCast(gs->curB, &caster, spells::Mode::PASSIVE, sp);
  4586. spells::detail::ProblemImpl ignored;
  4587. auto target = spells::Target(1, spells::Destination(curStack));
  4588. if(sp->battleMechanics(&cast)->canBeCastAt(target, ignored)) // Obstacles should not be revealed by immune creatures
  4589. {
  4590. if(shouldReveal) { //hidden obstacle triggers effects after revealed
  4591. revealObstacles(*spellObstacle);
  4592. cast.cast(spellEnv, target);
  4593. }
  4594. }
  4595. }
  4596. else if(shouldReveal)
  4597. revealObstacles(*spellObstacle);
  4598. }
  4599. if(!curStack->alive())
  4600. return false;
  4601. if((obstacle->stopsMovement() && stackIsMoving))
  4602. movementStopped = true;
  4603. }
  4604. if(stackIsMoving)
  4605. return curStack->alive() && !movementStopped;
  4606. return curStack->alive();
  4607. }
  4608. void CGameHandler::handleTimeEvents()
  4609. {
  4610. gs->map->events.sort(evntCmp);
  4611. while(gs->map->events.size() && gs->map->events.front().firstOccurence+1 == gs->day)
  4612. {
  4613. CMapEvent ev = gs->map->events.front();
  4614. for (int player = 0; player < PlayerColor::PLAYER_LIMIT_I; player++)
  4615. {
  4616. auto color = PlayerColor(player);
  4617. const PlayerState * pinfo = getPlayerState(color, false); //do not output error if player does not exist
  4618. if (pinfo //player exists
  4619. && (ev.players & 1<<player) //event is enabled to this player
  4620. && ((ev.computerAffected && !pinfo->human)
  4621. || (ev.humanAffected && pinfo->human)
  4622. )
  4623. )
  4624. {
  4625. //give resources
  4626. giveResources(color, ev.resources);
  4627. //prepare dialog
  4628. InfoWindow iw;
  4629. iw.player = color;
  4630. iw.text << ev.message;
  4631. for (int i=0; i<ev.resources.size(); i++)
  4632. {
  4633. if (ev.resources[i]) //if resource is changed, we add it to the dialog
  4634. iw.components.emplace_back(Component::EComponentType::RESOURCE,i,ev.resources[i],0);
  4635. }
  4636. sendAndApply(&iw); //show dialog
  4637. }
  4638. } //PLAYERS LOOP
  4639. if (ev.nextOccurence)
  4640. {
  4641. gs->map->events.pop_front();
  4642. ev.firstOccurence += ev.nextOccurence;
  4643. auto it = gs->map->events.begin();
  4644. while(it != gs->map->events.end() && it->earlierThanOrEqual(ev))
  4645. it++;
  4646. gs->map->events.insert(it, ev);
  4647. }
  4648. else
  4649. {
  4650. gs->map->events.pop_front();
  4651. }
  4652. }
  4653. //TODO send only if changed
  4654. UpdateMapEvents ume;
  4655. ume.events = gs->map->events;
  4656. sendAndApply(&ume);
  4657. }
  4658. void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
  4659. {
  4660. town->events.sort(evntCmp);
  4661. while(town->events.size() && town->events.front().firstOccurence == gs->day)
  4662. {
  4663. PlayerColor player = town->tempOwner;
  4664. CCastleEvent ev = town->events.front();
  4665. const PlayerState * pinfo = getPlayerState(player, false);
  4666. if (pinfo //player exists
  4667. && (ev.players & 1<<player.getNum()) //event is enabled to this player
  4668. && ((ev.computerAffected && !pinfo->human)
  4669. || (ev.humanAffected && pinfo->human)))
  4670. {
  4671. // dialog
  4672. InfoWindow iw;
  4673. iw.player = player;
  4674. iw.text << ev.message;
  4675. if (ev.resources.nonZero())
  4676. {
  4677. TResources was = n.res[player];
  4678. n.res[player] += ev.resources;
  4679. n.res[player].amax(0);
  4680. for (int i=0; i<ev.resources.size(); i++)
  4681. if (ev.resources[i] && pinfo->resources[i] != n.res.at(player)[i]) //if resource had changed, we add it to the dialog
  4682. iw.components.emplace_back(Component::EComponentType::RESOURCE,i,n.res.at(player)[i]-was[i],0);
  4683. }
  4684. for (auto & i : ev.buildings)
  4685. {
  4686. if (!town->hasBuilt(i))
  4687. {
  4688. buildStructure(town->id, i, true);
  4689. iw.components.emplace_back(Component::EComponentType::BUILDING, town->subID, i, 0);
  4690. }
  4691. }
  4692. if (!ev.creatures.empty() && !vstd::contains(n.cres, town->id))
  4693. {
  4694. n.cres[town->id].tid = town->id;
  4695. n.cres[town->id].creatures = town->creatures;
  4696. }
  4697. auto & sac = n.cres[town->id];
  4698. for (si32 i=0;i<ev.creatures.size();i++) //creature growths
  4699. {
  4700. if (!town->creatures.at(i).second.empty() && ev.creatures.at(i) > 0)//there is dwelling
  4701. {
  4702. sac.creatures[i].first += ev.creatures.at(i);
  4703. iw.components.emplace_back(Component::EComponentType::CREATURE,
  4704. town->creatures.at(i).second.back(), ev.creatures.at(i), 0);
  4705. }
  4706. }
  4707. sendAndApply(&iw); //show dialog
  4708. }
  4709. if (ev.nextOccurence)
  4710. {
  4711. town->events.pop_front();
  4712. ev.firstOccurence += ev.nextOccurence;
  4713. auto it = town->events.begin();
  4714. while(it != town->events.end() && it->earlierThanOrEqual(ev))
  4715. it++;
  4716. town->events.insert(it, ev);
  4717. }
  4718. else
  4719. {
  4720. town->events.pop_front();
  4721. }
  4722. }
  4723. //TODO send only if changed
  4724. UpdateCastleEvents uce;
  4725. uce.town = town->id;
  4726. uce.events = town->events;
  4727. sendAndApply(&uce);
  4728. }
  4729. bool CGameHandler::complain(const std::string &problem)
  4730. {
  4731. sendMessageToAll("Server encountered a problem: " + problem);
  4732. logGlobal->error(problem);
  4733. return true;
  4734. }
  4735. void CGameHandler::showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
  4736. {
  4737. //PlayerColor player = getOwner(hid);
  4738. auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
  4739. auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
  4740. assert(lowerArmy);
  4741. assert(upperArmy);
  4742. auto garrisonQuery = std::make_shared<CGarrisonDialogQuery>(this, upperArmy, lowerArmy);
  4743. queries.addQuery(garrisonQuery);
  4744. GarrisonDialog gd;
  4745. gd.hid = hid;
  4746. gd.objid = upobj;
  4747. gd.removableUnits = removableUnits;
  4748. gd.queryID = garrisonQuery->queryID;
  4749. sendAndApply(&gd);
  4750. }
  4751. void CGameHandler::showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId)
  4752. {
  4753. OpenWindow ow;
  4754. ow.window = EOpenWindowMode::THIEVES_GUILD;
  4755. ow.id1 = player.getNum();
  4756. ow.id2 = requestingObjId.getNum();
  4757. sendAndApply(&ow);
  4758. }
  4759. bool CGameHandler::isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2)
  4760. {
  4761. if (id1 == id2)
  4762. return true;
  4763. const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
  4764. if (!o1 || !o2)
  4765. return true; //arranging stacks within an object should be always allowed
  4766. if (o1 && o2)
  4767. {
  4768. if (o1->ID == Obj::TOWN)
  4769. {
  4770. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  4771. if (t->visitingHero == o2 || t->garrisonHero == o2)
  4772. return true;
  4773. }
  4774. if (o2->ID == Obj::TOWN)
  4775. {
  4776. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  4777. if (t->visitingHero == o1 || t->garrisonHero == o1)
  4778. return true;
  4779. }
  4780. if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
  4781. {
  4782. const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
  4783. const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
  4784. // two heroes in same town (garrisoned and visiting)
  4785. if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
  4786. return true;
  4787. }
  4788. //Ongoing garrison exchange - usually picking from top garison (from o1 to o2), but who knows
  4789. auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o1->tempOwner));
  4790. if (!dialog)
  4791. {
  4792. dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o2->tempOwner));
  4793. }
  4794. if (dialog)
  4795. {
  4796. auto topArmy = dialog->exchangingArmies.at(0);
  4797. auto bottomArmy = dialog->exchangingArmies.at(1);
  4798. if ((topArmy == o1 && bottomArmy == o2) || (bottomArmy == o1 && topArmy == o2))
  4799. return true;
  4800. }
  4801. }
  4802. return false;
  4803. }
  4804. void CGameHandler::objectVisited(const CGObjectInstance * obj, const CGHeroInstance * h)
  4805. {
  4806. using events::ObjectVisitStarted;
  4807. logGlobal->debug("%s visits %s (%d:%d)", h->nodeName(), obj->getObjectName(), obj->ID, obj->subID);
  4808. std::shared_ptr<CObjectVisitQuery> visitQuery;
  4809. auto startVisit = [&](ObjectVisitStarted & event)
  4810. {
  4811. auto visitedObject = obj;
  4812. if(obj->ID == Obj::HERO)
  4813. {
  4814. auto visitedHero = static_cast<const CGHeroInstance *>(obj);
  4815. const auto visitedTown = visitedHero->visitedTown;
  4816. if(visitedTown)
  4817. {
  4818. const bool isEnemy = visitedHero->getOwner() != h->getOwner();
  4819. if(isEnemy && !visitedTown->isBattleOutsideTown(visitedHero))
  4820. visitedObject = visitedTown;
  4821. }
  4822. }
  4823. visitQuery = std::make_shared<CObjectVisitQuery>(this, visitedObject, h, visitedObject->visitablePos());
  4824. queries.addQuery(visitQuery); //TODO real visit pos
  4825. HeroVisit hv;
  4826. hv.objId = obj->id;
  4827. hv.heroId = h->id;
  4828. hv.player = h->tempOwner;
  4829. hv.starting = true;
  4830. sendAndApply(&hv);
  4831. obj->onHeroVisit(h);
  4832. };
  4833. ObjectVisitStarted::defaultExecute(serverEventBus.get(), startVisit, h->tempOwner, h->id, obj->id);
  4834. if(visitQuery)
  4835. queries.popIfTop(visitQuery); //visit ends here if no queries were created
  4836. }
  4837. void CGameHandler::objectVisitEnded(const CObjectVisitQuery & query)
  4838. {
  4839. using events::ObjectVisitEnded;
  4840. logGlobal->debug("%s visit ends.\n", query.visitingHero->nodeName());
  4841. auto endVisit = [&](ObjectVisitEnded & event)
  4842. {
  4843. HeroVisit hv;
  4844. hv.player = event.getPlayer();
  4845. hv.heroId = event.getHero();
  4846. hv.starting = false;
  4847. sendAndApply(&hv);
  4848. };
  4849. //TODO: ObjectVisitEnded should also have id of visited object,
  4850. //but this requires object being deleted only by `removeAfterVisit()` but not `removeObject()`
  4851. ObjectVisitEnded::defaultExecute(serverEventBus.get(), endVisit, query.players.front(), query.visitingHero->id);
  4852. }
  4853. bool CGameHandler::buildBoat(ObjectInstanceID objid, PlayerColor playerID)
  4854. {
  4855. const IShipyard *obj = IShipyard::castFrom(getObj(objid));
  4856. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  4857. {
  4858. complain("Cannot build boat in this shipyard!");
  4859. return false;
  4860. }
  4861. else if (obj->o->ID == Obj::TOWN
  4862. && !static_cast<const CGTownInstance*>(obj)->hasBuilt(BuildingID::SHIPYARD))
  4863. {
  4864. complain("Cannot build boat in the town - no shipyard!");
  4865. return false;
  4866. }
  4867. TResources boatCost;
  4868. obj->getBoatCost(boatCost);
  4869. TResources aviable = getPlayerState(playerID)->resources;
  4870. if (!aviable.canAfford(boatCost))
  4871. {
  4872. complain("Not enough resources to build a boat!");
  4873. return false;
  4874. }
  4875. int3 tile = obj->bestLocation();
  4876. if (!gs->map->isInTheMap(tile))
  4877. {
  4878. complain("Cannot find appropriate tile for a boat!");
  4879. return false;
  4880. }
  4881. //take boat cost
  4882. giveResources(playerID, -boatCost);
  4883. //create boat
  4884. NewObject no;
  4885. no.ID = Obj::BOAT;
  4886. no.subID = obj->getBoatType();
  4887. no.pos = tile + int3(1,0,0);
  4888. sendAndApply(&no);
  4889. return true;
  4890. }
  4891. void CGameHandler::engageIntoBattle(PlayerColor player)
  4892. {
  4893. //notify interfaces
  4894. PlayerBlocked pb;
  4895. pb.player = player;
  4896. pb.reason = PlayerBlocked::UPCOMING_BATTLE;
  4897. pb.startOrEnd = PlayerBlocked::BLOCKADE_STARTED;
  4898. sendAndApply(&pb);
  4899. }
  4900. void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
  4901. {
  4902. for (auto playerColor : playerColors)
  4903. {
  4904. if (getPlayerState(playerColor, false))
  4905. checkVictoryLossConditionsForPlayer(playerColor);
  4906. }
  4907. }
  4908. void CGameHandler::checkVictoryLossConditionsForAll()
  4909. {
  4910. std::set<PlayerColor> playerColors;
  4911. for (int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  4912. {
  4913. playerColors.insert(PlayerColor(i));
  4914. }
  4915. checkVictoryLossConditions(playerColors);
  4916. }
  4917. void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
  4918. {
  4919. const PlayerState * p = getPlayerState(player);
  4920. if(!p || p->status != EPlayerStatus::INGAME) return;
  4921. auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player);
  4922. if (victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
  4923. {
  4924. InfoWindow iw;
  4925. getVictoryLossMessage(player, victoryLossCheckResult, iw);
  4926. sendAndApply(&iw);
  4927. PlayerEndsGame peg;
  4928. peg.player = player;
  4929. peg.victoryLossCheckResult = victoryLossCheckResult;
  4930. sendAndApply(&peg);
  4931. if (victoryLossCheckResult.victory())
  4932. {
  4933. //one player won -> all enemies lost
  4934. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  4935. {
  4936. if (i->first != player && getPlayerState(i->first)->status == EPlayerStatus::INGAME)
  4937. {
  4938. peg.player = i->first;
  4939. peg.victoryLossCheckResult = getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ?
  4940. victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner
  4941. InfoWindow iw;
  4942. getVictoryLossMessage(player, peg.victoryLossCheckResult, iw);
  4943. iw.player = i->first;
  4944. sendAndApply(&iw);
  4945. sendAndApply(&peg);
  4946. }
  4947. }
  4948. if(p->human)
  4949. {
  4950. lobby->state = EServerState::GAMEPLAY_ENDED;
  4951. }
  4952. }
  4953. else
  4954. {
  4955. //copy heroes vector to avoid iterator invalidation as removal change PlayerState
  4956. auto hlp = p->heroes;
  4957. for (auto h : hlp) //eliminate heroes
  4958. {
  4959. if (h.get())
  4960. removeObject(h);
  4961. }
  4962. //player lost -> all his objects become unflagged (neutral)
  4963. for (auto obj : gs->map->objects) //unflag objs
  4964. {
  4965. if (obj.get() && obj->tempOwner == player)
  4966. setOwner(obj, PlayerColor::NEUTRAL);
  4967. }
  4968. //eliminating one player may cause victory of another:
  4969. std::set<PlayerColor> playerColors;
  4970. //do not copy player state (CBonusSystemNode) by value
  4971. for (auto &p : gs->players) //players may have different colors, iterate over players and not integers
  4972. {
  4973. if (p.first != player)
  4974. playerColors.insert(p.first);
  4975. }
  4976. //notify all players
  4977. for (auto pc : playerColors)
  4978. {
  4979. if (getPlayerState(pc)->status == EPlayerStatus::INGAME)
  4980. {
  4981. InfoWindow iw;
  4982. getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw);
  4983. iw.player = pc;
  4984. sendAndApply(&iw);
  4985. }
  4986. }
  4987. checkVictoryLossConditions(playerColors);
  4988. }
  4989. auto playerInfo = getPlayerState(gs->currentPlayer, false);
  4990. // If we are called before the actual game start, there might be no current player
  4991. if (playerInfo && playerInfo->status != EPlayerStatus::INGAME)
  4992. {
  4993. // If player making turn has lost his turn must be over as well
  4994. states.setFlag(gs->currentPlayer, &PlayerStatus::makingTurn, false);
  4995. }
  4996. }
  4997. }
  4998. void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const
  4999. {
  5000. out.player = player;
  5001. out.text.clear();
  5002. out.text << victoryLossCheckResult.messageToSelf;
  5003. // hackish, insert one player-specific string, if applicable
  5004. if (victoryLossCheckResult.messageToSelf.find("%s") != std::string::npos)
  5005. out.text.addReplacement(MetaString::COLOR, player.getNum());
  5006. out.components.emplace_back(Component::EComponentType::FLAG, player.getNum(), 0, 0);
  5007. }
  5008. bool CGameHandler::dig(const CGHeroInstance *h)
  5009. {
  5010. if (h->diggingStatus() != EDiggingStatus::CAN_DIG) //checks for terrain and movement
  5011. COMPLAIN_RETF("Hero cannot dig (error code %d)!", h->diggingStatus());
  5012. //create a hole
  5013. NewObject no;
  5014. no.ID = Obj::HOLE;
  5015. no.pos = h->visitablePos();
  5016. no.subID = 0;
  5017. sendAndApply(&no);
  5018. //take MPs
  5019. SetMovePoints smp;
  5020. smp.hid = h->id;
  5021. smp.val = 0;
  5022. sendAndApply(&smp);
  5023. InfoWindow iw;
  5024. iw.type = EInfoWindowMode::AUTO;
  5025. iw.player = h->tempOwner;
  5026. if (gs->map->grailPos == h->visitablePos())
  5027. {
  5028. iw.text.addTxt(MetaString::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
  5029. iw.text.addTxt(MetaString::ART_NAMES, ArtifactID::GRAIL);
  5030. iw.soundID = soundBase::ULTIMATEARTIFACT;
  5031. giveHeroNewArtifact(h, VLC->arth->objects[ArtifactID::GRAIL], ArtifactPosition::PRE_FIRST); //give grail
  5032. sendAndApply(&iw);
  5033. iw.soundID = soundBase::invalid;
  5034. iw.components.emplace_back(Component::EComponentType::ARTIFACT, ArtifactID::GRAIL, 0, 0);
  5035. iw.text.clear();
  5036. iw.text.addTxt(MetaString::ART_DESCR, ArtifactID::GRAIL);
  5037. sendAndApply(&iw);
  5038. }
  5039. else
  5040. {
  5041. iw.text.addTxt(MetaString::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  5042. iw.soundID = soundBase::Dig;
  5043. sendAndApply(&iw);
  5044. }
  5045. return true;
  5046. }
  5047. void CGameHandler::attackCasting(bool ranged, Bonus::BonusType attackMode, const battle::Unit * attacker, const battle::Unit * defender)
  5048. {
  5049. if(attacker->hasBonusOfType(attackMode))
  5050. {
  5051. std::set<SpellID> spellsToCast;
  5052. TConstBonusListPtr spells = attacker->getBonuses(Selector::type()(attackMode));
  5053. for(const auto & sf : *spells)
  5054. {
  5055. spellsToCast.insert(SpellID(sf->subtype));
  5056. }
  5057. for(SpellID spellID : spellsToCast)
  5058. {
  5059. bool castMe = false;
  5060. if(!defender->alive())
  5061. {
  5062. logGlobal->debug("attackCasting: all attacked creatures have been killed");
  5063. return;
  5064. }
  5065. int32_t spellLevel = 0;
  5066. TConstBonusListPtr spellsByType = attacker->getBonuses(Selector::typeSubtype(attackMode, spellID));
  5067. for(const auto & sf : *spellsByType)
  5068. {
  5069. int meleeRanged;
  5070. if(sf->additionalInfo.size() < 2)
  5071. {
  5072. // legacy format
  5073. vstd::amax(spellLevel, sf->additionalInfo[0] % 1000);
  5074. meleeRanged = sf->additionalInfo[0] / 1000;
  5075. }
  5076. else
  5077. {
  5078. vstd::amax(spellLevel, sf->additionalInfo[0]);
  5079. meleeRanged = sf->additionalInfo[1];
  5080. }
  5081. if (meleeRanged == 0 || (meleeRanged == 1 && ranged) || (meleeRanged == 2 && !ranged))
  5082. castMe = true;
  5083. }
  5084. int chance = attacker->valOfBonuses((Selector::typeSubtype(attackMode, spellID)));
  5085. vstd::amin(chance, 100);
  5086. const CSpell * spell = SpellID(spellID).toSpell();
  5087. spells::AbilityCaster caster(attacker, spellLevel);
  5088. spells::Target target;
  5089. target.emplace_back(defender);
  5090. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5091. auto m = spell->battleMechanics(&parameters);
  5092. spells::detail::ProblemImpl ignored;
  5093. if(!m->canBeCastAt(target, ignored))
  5094. continue;
  5095. //check if spell should be cast (probability handling)
  5096. if(getRandomGenerator().nextInt(99) >= chance)
  5097. continue;
  5098. //casting
  5099. if(castMe)
  5100. {
  5101. parameters.cast(spellEnv, target);
  5102. }
  5103. }
  5104. }
  5105. }
  5106. void CGameHandler::handleAttackBeforeCasting(bool ranged, const CStack * attacker, const CStack * defender)
  5107. {
  5108. attackCasting(ranged, Bonus::SPELL_BEFORE_ATTACK, attacker, defender); //no death stare / acid breath needed?
  5109. }
  5110. void CGameHandler::handleAfterAttackCasting(bool ranged, const CStack * attacker, const CStack * defender)
  5111. {
  5112. if(!attacker->alive() || !defender->alive()) // can be already dead
  5113. return;
  5114. attackCasting(ranged, Bonus::SPELL_AFTER_ATTACK, attacker, defender);
  5115. if(!defender->alive())
  5116. {
  5117. //don't try death stare or acid breath on dead stack (crash!)
  5118. return;
  5119. }
  5120. if(attacker->hasBonusOfType(Bonus::DEATH_STARE))
  5121. {
  5122. // mechanics of Death Stare as in H3:
  5123. // each gorgon have 10% chance to kill (counted separately in H3) -> binomial distribution
  5124. //original formula x = min(x, (gorgons_count + 9)/10);
  5125. double chanceToKill = attacker->valOfBonuses(Bonus::DEATH_STARE, 0) / 100.0f;
  5126. vstd::amin(chanceToKill, 1); //cap at 100%
  5127. std::binomial_distribution<> distribution(attacker->getCount(), chanceToKill);
  5128. int staredCreatures = distribution(getRandomGenerator().getStdGenerator());
  5129. double cap = 1 / std::max(chanceToKill, (double)(0.01));//don't divide by 0
  5130. int maxToKill = static_cast<int>((attacker->getCount() + cap - 1) / cap); //not much more than chance * count
  5131. vstd::amin(staredCreatures, maxToKill);
  5132. staredCreatures += (attacker->level() * attacker->valOfBonuses(Bonus::DEATH_STARE, 1)) / defender->level();
  5133. if(staredCreatures)
  5134. {
  5135. //TODO: death stare was not originally available for multiple-hex attacks, but...
  5136. const CSpell * spell = SpellID(SpellID::DEATH_STARE).toSpell();
  5137. spells::AbilityCaster caster(attacker, 0);
  5138. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5139. spells::Target target;
  5140. target.emplace_back(defender);
  5141. parameters.setEffectValue(staredCreatures);
  5142. parameters.cast(spellEnv, target);
  5143. }
  5144. }
  5145. if(!defender->alive())
  5146. return;
  5147. int64_t acidDamage = 0;
  5148. TConstBonusListPtr acidBreath = attacker->getBonuses(Selector::type()(Bonus::ACID_BREATH));
  5149. for(const auto & b : *acidBreath)
  5150. {
  5151. if(b->additionalInfo[0] > getRandomGenerator().nextInt(99))
  5152. acidDamage += b->val;
  5153. }
  5154. if(acidDamage > 0)
  5155. {
  5156. const CSpell * spell = SpellID(SpellID::ACID_BREATH_DAMAGE).toSpell();
  5157. spells::AbilityCaster caster(attacker, 0);
  5158. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5159. spells::Target target;
  5160. target.emplace_back(defender);
  5161. parameters.setEffectValue(acidDamage * attacker->getCount());
  5162. parameters.cast(spellEnv, target);
  5163. }
  5164. if(!defender->alive())
  5165. return;
  5166. if(attacker->hasBonusOfType(Bonus::TRANSMUTATION) && defender->isLiving()) //transmutation mechanics, similar to WoG werewolf ability
  5167. {
  5168. double chanceToTrigger = attacker->valOfBonuses(Bonus::TRANSMUTATION) / 100.0f;
  5169. vstd::amin(chanceToTrigger, 1); //cap at 100%
  5170. if(getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
  5171. return;
  5172. int bonusAdditionalInfo = attacker->getBonus(Selector::type()(Bonus::TRANSMUTATION))->additionalInfo[0];
  5173. if(defender->getCreature()->idNumber == bonusAdditionalInfo ||
  5174. (bonusAdditionalInfo == CAddInfo::NONE && defender->getCreature()->idNumber == attacker->getCreature()->idNumber))
  5175. return;
  5176. battle::UnitInfo resurrectInfo;
  5177. resurrectInfo.id = gs->curB->battleNextUnitId();
  5178. resurrectInfo.summoned = false;
  5179. resurrectInfo.position = defender->getPosition();
  5180. resurrectInfo.side = defender->unitSide();
  5181. if(bonusAdditionalInfo != CAddInfo::NONE)
  5182. resurrectInfo.type = CreatureID(bonusAdditionalInfo);
  5183. else
  5184. resurrectInfo.type = attacker->creatureId();
  5185. if(attacker->hasBonusOfType((Bonus::TRANSMUTATION), 0))
  5186. resurrectInfo.count = std::max((defender->getCount() * defender->MaxHealth()) / resurrectInfo.type.toCreature()->MaxHealth(), 1u);
  5187. else if (attacker->hasBonusOfType((Bonus::TRANSMUTATION), 1))
  5188. resurrectInfo.count = defender->getCount();
  5189. else
  5190. return; //wrong subtype
  5191. BattleUnitsChanged addUnits;
  5192. addUnits.changedStacks.emplace_back(resurrectInfo.id, UnitChanges::EOperation::ADD);
  5193. resurrectInfo.save(addUnits.changedStacks.back().data);
  5194. BattleUnitsChanged removeUnits;
  5195. removeUnits.changedStacks.emplace_back(defender->unitId(), UnitChanges::EOperation::REMOVE);
  5196. sendAndApply(&removeUnits);
  5197. sendAndApply(&addUnits);
  5198. }
  5199. if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 0) || attacker->hasBonusOfType(Bonus::DESTRUCTION, 1))
  5200. {
  5201. double chanceToTrigger = 0;
  5202. int amountToDie = 0;
  5203. if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 0)) //killing by percentage
  5204. {
  5205. chanceToTrigger = attacker->valOfBonuses(Bonus::DESTRUCTION, 0) / 100.0f;
  5206. int percentageToDie = attacker->getBonus(Selector::type()(Bonus::DESTRUCTION).And(Selector::subtype()(0)))->additionalInfo[0];
  5207. amountToDie = static_cast<int>(defender->getCount() * percentageToDie * 0.01f);
  5208. }
  5209. else if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 1)) //killing by count
  5210. {
  5211. chanceToTrigger = attacker->valOfBonuses(Bonus::DESTRUCTION, 1) / 100.0f;
  5212. amountToDie = attacker->getBonus(Selector::type()(Bonus::DESTRUCTION).And(Selector::subtype()(1)))->additionalInfo[0];
  5213. }
  5214. vstd::amin(chanceToTrigger, 1); //cap trigger chance at 100%
  5215. if(getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
  5216. return;
  5217. BattleStackAttacked bsa;
  5218. bsa.attackerID = -1;
  5219. bsa.stackAttacked = defender->ID;
  5220. bsa.damageAmount = amountToDie * defender->MaxHealth();
  5221. bsa.flags = BattleStackAttacked::SPELL_EFFECT;
  5222. bsa.spellID = SpellID::SLAYER;
  5223. defender->prepareAttacked(bsa, getRandomGenerator());
  5224. StacksInjured si;
  5225. si.stacks.push_back(bsa);
  5226. sendAndApply(&si);
  5227. sendGenericKilledLog(defender, bsa.killedAmount, false);
  5228. }
  5229. }
  5230. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  5231. {
  5232. if (!t.visitableObjects.empty())
  5233. {
  5234. //to prevent self-visiting heroes on space press
  5235. if (t.visitableObjects.back() != h)
  5236. objectVisited(t.visitableObjects.back(), h);
  5237. else if (t.visitableObjects.size() > 1)
  5238. objectVisited(*(t.visitableObjects.end()-2),h);
  5239. }
  5240. }
  5241. bool CGameHandler::sacrificeCreatures(const IMarket * market, const CGHeroInstance * hero, const std::vector<SlotID> & slot, const std::vector<ui32> & count)
  5242. {
  5243. if (!hero)
  5244. COMPLAIN_RET("You need hero to sacrifice creature!");
  5245. int expSum = 0;
  5246. auto finish = [this, &hero, &expSum]()
  5247. {
  5248. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
  5249. };
  5250. for(int i = 0; i < slot.size(); ++i)
  5251. {
  5252. int oldCount = hero->getStackCount(slot[i]);
  5253. if(oldCount < (int)count[i])
  5254. {
  5255. finish();
  5256. COMPLAIN_RET("Not enough creatures to sacrifice!")
  5257. }
  5258. else if(oldCount == count[i] && hero->stacksCount() == 1 && hero->needsLastStack())
  5259. {
  5260. finish();
  5261. COMPLAIN_RET("Cannot sacrifice last creature!");
  5262. }
  5263. int crid = hero->getStack(slot[i]).type->idNumber;
  5264. changeStackCount(StackLocation(hero, slot[i]), -(TQuantity)count[i]);
  5265. int dump, exp;
  5266. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  5267. exp *= count[i];
  5268. expSum += exp;
  5269. }
  5270. finish();
  5271. return true;
  5272. }
  5273. bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, const std::vector<ArtifactPosition> & slot)
  5274. {
  5275. if (!hero)
  5276. COMPLAIN_RET("You need hero to sacrifice artifact!");
  5277. int expSum = 0;
  5278. auto finish = [this, &hero, &expSum]()
  5279. {
  5280. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
  5281. };
  5282. for(int i = 0; i < slot.size(); ++i)
  5283. {
  5284. ArtifactLocation al(hero, slot[i]);
  5285. const CArtifactInstance * a = al.getArt();
  5286. if(!a)
  5287. {
  5288. finish();
  5289. COMPLAIN_RET("Cannot find artifact to sacrifice!");
  5290. }
  5291. const CArtifactInstance * art = hero->getArt(slot[i]);
  5292. if(!art)
  5293. {
  5294. finish();
  5295. COMPLAIN_RET("No artifact at position to sacrifice!");
  5296. }
  5297. si32 typId = art->artType->getId();
  5298. int dmp, expToGive;
  5299. m->getOffer(typId, 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  5300. expSum += expToGive;
  5301. removeArtifact(al);
  5302. }
  5303. finish();
  5304. return true;
  5305. }
  5306. void CGameHandler::makeStackDoNothing(const CStack * next)
  5307. {
  5308. BattleAction doNothing;
  5309. doNothing.actionType = EActionType::NO_ACTION;
  5310. doNothing.side = next->side;
  5311. doNothing.stackNumber = next->ID;
  5312. makeAutomaticAction(next, doNothing);
  5313. }
  5314. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  5315. {
  5316. if (sl.army->hasStackAtSlot(sl.slot))
  5317. COMPLAIN_RET("Slot is already taken!");
  5318. if (!sl.slot.validSlot())
  5319. COMPLAIN_RET("Cannot insert stack to that slot!");
  5320. InsertNewStack ins;
  5321. ins.army = sl.army->id;
  5322. ins.slot = sl.slot;
  5323. ins.type = c->idNumber;
  5324. ins.count = count;
  5325. sendAndApply(&ins);
  5326. return true;
  5327. }
  5328. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval)
  5329. {
  5330. if (!sl.army->hasStackAtSlot(sl.slot))
  5331. COMPLAIN_RET("Cannot find a stack to erase");
  5332. if (sl.army->stacksCount() == 1 //from the last stack
  5333. && sl.army->needsLastStack() //that must be left
  5334. && !forceRemoval) //ignore above conditions if we are forcing removal
  5335. {
  5336. COMPLAIN_RET("Cannot erase the last stack!");
  5337. }
  5338. EraseStack es;
  5339. es.army = sl.army->id;
  5340. es.slot = sl.slot;
  5341. sendAndApply(&es);
  5342. return true;
  5343. }
  5344. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue)
  5345. {
  5346. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  5347. if ((absoluteValue && count < 0)
  5348. || (!absoluteValue && -count > currentCount))
  5349. {
  5350. COMPLAIN_RET("Cannot take more stacks than present!");
  5351. }
  5352. if ((currentCount == -count && !absoluteValue)
  5353. || (!count && absoluteValue))
  5354. {
  5355. eraseStack(sl);
  5356. }
  5357. else
  5358. {
  5359. ChangeStackCount csc;
  5360. csc.army = sl.army->id;
  5361. csc.slot = sl.slot;
  5362. csc.count = count;
  5363. csc.absoluteValue = absoluteValue;
  5364. sendAndApply(&csc);
  5365. }
  5366. return true;
  5367. }
  5368. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  5369. {
  5370. const CCreature *slotC = sl.army->getCreature(sl.slot);
  5371. if (!slotC) //slot is empty
  5372. insertNewStack(sl, c, count);
  5373. else if (c == slotC)
  5374. changeStackCount(sl, count);
  5375. else
  5376. {
  5377. COMPLAIN_RET("Cannot add " + c->getNamePluralTranslated() + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  5378. }
  5379. return true;
  5380. }
  5381. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  5382. {
  5383. if (removeObjWhenFinished)
  5384. removeAfterVisit(src);
  5385. if (!src->canBeMergedWith(*dst, allowMerging))
  5386. {
  5387. if (allowMerging) //do that, add all matching creatures.
  5388. {
  5389. bool cont = true;
  5390. while (cont)
  5391. {
  5392. for (auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  5393. {
  5394. SlotID pos = dst->getSlotFor(i->second->type);
  5395. if (pos.validSlot())
  5396. {
  5397. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  5398. cont = true;
  5399. break; //or iterator crashes
  5400. }
  5401. cont = false;
  5402. }
  5403. }
  5404. }
  5405. showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
  5406. }
  5407. else //merge
  5408. {
  5409. moveArmy(src, dst, allowMerging);
  5410. }
  5411. }
  5412. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  5413. {
  5414. if (!src.army->hasStackAtSlot(src.slot))
  5415. COMPLAIN_RET("No stack to move!");
  5416. if (dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  5417. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  5418. if (!dst.slot.validSlot())
  5419. COMPLAIN_RET("Cannot move stack to that slot!");
  5420. if (count == -1)
  5421. {
  5422. count = src.army->getStackCount(src.slot);
  5423. }
  5424. if (src.army != dst.army //moving away
  5425. && count == src.army->getStackCount(src.slot) //all creatures
  5426. && src.army->stacksCount() == 1 //from the last stack
  5427. && src.army->needsLastStack()) //that must be left
  5428. {
  5429. COMPLAIN_RET("Cannot move away the last creature!");
  5430. }
  5431. RebalanceStacks rs;
  5432. rs.srcArmy = src.army->id;
  5433. rs.dstArmy = dst.army->id;
  5434. rs.srcSlot = src.slot;
  5435. rs.dstSlot = dst.slot;
  5436. rs.count = count;
  5437. sendAndApply(&rs);
  5438. return true;
  5439. }
  5440. bool CGameHandler::swapStacks(const StackLocation & sl1, const StackLocation & sl2)
  5441. {
  5442. if(!sl1.army->hasStackAtSlot(sl1.slot))
  5443. {
  5444. return moveStack(sl2, sl1);
  5445. }
  5446. else if(!sl2.army->hasStackAtSlot(sl2.slot))
  5447. {
  5448. return moveStack(sl1, sl2);
  5449. }
  5450. else
  5451. {
  5452. SwapStacks ss;
  5453. ss.srcArmy = sl1.army->id;
  5454. ss.dstArmy = sl2.army->id;
  5455. ss.srcSlot = sl1.slot;
  5456. ss.dstSlot = sl2.slot;
  5457. sendAndApply(&ss);
  5458. return true;
  5459. }
  5460. }
  5461. void CGameHandler::runBattle()
  5462. {
  5463. setBattle(gs->curB);
  5464. assert(gs->curB);
  5465. //TODO: pre-tactic stuff, call scripts etc.
  5466. //Moat should be initialized here, because only here we can use spellcasting
  5467. if (gs->curB->town && gs->curB->town->fortLevel() >= CGTownInstance::CITADEL)
  5468. {
  5469. const auto * h = gs->curB->battleGetFightingHero(BattleSide::DEFENDER);
  5470. const auto * actualCaster = h ? static_cast<const spells::Caster*>(h) : nullptr;
  5471. auto moatCaster = spells::SilentCaster(gs->curB->getSidePlayer(BattleSide::DEFENDER), actualCaster);
  5472. auto cast = spells::BattleCast(gs->curB, &moatCaster, spells::Mode::PASSIVE, gs->curB->town->town->moatAbility.toSpell());
  5473. auto target = spells::Target();
  5474. cast.cast(spellEnv, target);
  5475. }
  5476. //tactic round
  5477. {
  5478. while ((lobby->state != EServerState::SHUTDOWN) && gs->curB->tacticDistance && !battleResult.get())
  5479. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  5480. }
  5481. //initial stacks appearance triggers, e.g. built-in bonus spells
  5482. auto initialStacks = gs->curB->stacks; //use temporary variable to outclude summoned stacks added to gs->curB->stacks from processing
  5483. for (CStack * stack : initialStacks)
  5484. {
  5485. if (stack->hasBonusOfType(Bonus::SUMMON_GUARDIANS))
  5486. {
  5487. std::shared_ptr<const Bonus> summonInfo = stack->getBonus(Selector::type()(Bonus::SUMMON_GUARDIANS));
  5488. auto accessibility = getAccesibility();
  5489. CreatureID creatureData = CreatureID(summonInfo->subtype);
  5490. std::vector<BattleHex> targetHexes;
  5491. const bool targetIsBig = stack->getCreature()->isDoubleWide(); //target = creature to guard
  5492. const bool guardianIsBig = creatureData.toCreature()->isDoubleWide();
  5493. /*Chosen idea for two hex units was to cover all possible surrounding hexes of target unit with as small number of stacks as possible.
  5494. For one-hex targets there are four guardians - front, back and one per side (up + down).
  5495. Two-hex targets are wider and the difference is there are two guardians per side to cover 3 hexes + extra hex in the front
  5496. Additionally, there are special cases for starting positions etc., where guardians would be outside of battlefield if spawned normally*/
  5497. if (!guardianIsBig)
  5498. targetHexes = stack->getSurroundingHexes();
  5499. else
  5500. summonGuardiansHelper(targetHexes, stack->getPosition(), stack->side, targetIsBig);
  5501. for(auto hex : targetHexes)
  5502. {
  5503. if(accessibility.accessible(hex, guardianIsBig, stack->side)) //without this multiple creatures can occupy one hex
  5504. {
  5505. battle::UnitInfo info;
  5506. info.id = gs->curB->battleNextUnitId();
  5507. info.count = std::max(1, (int)(stack->getCount() * 0.01 * summonInfo->val));
  5508. info.type = creatureData;
  5509. info.side = stack->side;
  5510. info.position = hex;
  5511. info.summoned = true;
  5512. BattleUnitsChanged pack;
  5513. pack.changedStacks.emplace_back(info.id, UnitChanges::EOperation::ADD);
  5514. info.save(pack.changedStacks.back().data);
  5515. sendAndApply(&pack);
  5516. }
  5517. }
  5518. }
  5519. stackEnchantedTrigger(stack);
  5520. }
  5521. //spells opening battle
  5522. for (int i = 0; i < 2; ++i)
  5523. {
  5524. auto h = gs->curB->battleGetFightingHero(i);
  5525. if (h)
  5526. {
  5527. TConstBonusListPtr bl = h->getBonuses(Selector::type()(Bonus::OPENING_BATTLE_SPELL));
  5528. for (auto b : *bl)
  5529. {
  5530. spells::BonusCaster caster(h, b);
  5531. const CSpell * spell = SpellID(b->subtype).toSpell();
  5532. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5533. parameters.setSpellLevel(3);
  5534. parameters.setEffectDuration(b->val);
  5535. parameters.massive = true;
  5536. parameters.castIfPossible(spellEnv, spells::Target());
  5537. }
  5538. }
  5539. }
  5540. // it is possible that due to opening spells one side was eliminated -> check for end of battle
  5541. checkBattleStateChanges();
  5542. bool firstRound = true;//FIXME: why first round is -1?
  5543. //main loop
  5544. while ((lobby->state != EServerState::SHUTDOWN) && !battleResult.get()) //till the end of the battle ;]
  5545. {
  5546. BattleNextRound bnr;
  5547. bnr.round = gs->curB->round + 1;
  5548. logGlobal->debug("Round %d", bnr.round);
  5549. sendAndApply(&bnr);
  5550. auto obstacles = gs->curB->obstacles; //we copy container, because we're going to modify it
  5551. for (auto &obstPtr : obstacles)
  5552. {
  5553. if (const SpellCreatedObstacle *sco = dynamic_cast<const SpellCreatedObstacle *>(obstPtr.get()))
  5554. if (sco->turnsRemaining == 0)
  5555. removeObstacle(*obstPtr);
  5556. }
  5557. const BattleInfo & curB = *gs->curB;
  5558. for(auto stack : curB.stacks)
  5559. {
  5560. if(stack->alive() && !firstRound)
  5561. stackEnchantedTrigger(stack);
  5562. }
  5563. //stack loop
  5564. auto getNextStack = [this]() -> const CStack *
  5565. {
  5566. if(battleResult.get())
  5567. return nullptr;
  5568. std::vector<battle::Units> q;
  5569. gs->curB->battleGetTurnOrder(q, 1, 0, -1); //todo: get rid of "turn -1"
  5570. if(!q.empty())
  5571. {
  5572. if(!q.front().empty())
  5573. {
  5574. auto next = q.front().front();
  5575. const auto stack = dynamic_cast<const CStack *>(next);
  5576. // regeneration takes place before everything else but only during first turn attempt in each round
  5577. // also works under blind and similar effects
  5578. if(stack && stack->alive() && !stack->waiting)
  5579. {
  5580. BattleTriggerEffect bte;
  5581. bte.stackID = stack->ID;
  5582. bte.effect = Bonus::HP_REGENERATION;
  5583. const int32_t lostHealth = stack->MaxHealth() - stack->getFirstHPleft();
  5584. if(stack->hasBonusOfType(Bonus::HP_REGENERATION))
  5585. bte.val = std::min(lostHealth, stack->valOfBonuses(Bonus::HP_REGENERATION));
  5586. if(bte.val) // anything to heal
  5587. sendAndApply(&bte);
  5588. }
  5589. if(next->willMove())
  5590. return stack;
  5591. }
  5592. }
  5593. return nullptr;
  5594. };
  5595. const CStack * next = nullptr;
  5596. while((lobby->state != EServerState::SHUTDOWN) && (next = getNextStack()))
  5597. {
  5598. BattleUnitsChanged removeGhosts;
  5599. for(auto stack : curB.stacks)
  5600. {
  5601. if(stack->ghostPending)
  5602. removeGhosts.changedStacks.emplace_back(stack->unitId(), UnitChanges::EOperation::REMOVE);
  5603. }
  5604. if(!removeGhosts.changedStacks.empty())
  5605. sendAndApply(&removeGhosts);
  5606. //check for bad morale => freeze
  5607. int nextStackMorale = next->MoraleVal();
  5608. if (nextStackMorale < 0)
  5609. {
  5610. auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_BAD_MORALE_DICE);
  5611. size_t diceIndex = std::min<size_t>(diceSize.size()-1, -nextStackMorale);
  5612. if(diceSize.size() > 0 && getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
  5613. {
  5614. //unit loses its turn - empty freeze action
  5615. BattleAction ba;
  5616. ba.actionType = EActionType::BAD_MORALE;
  5617. ba.side = next->side;
  5618. ba.stackNumber = next->ID;
  5619. makeAutomaticAction(next, ba);
  5620. continue;
  5621. }
  5622. }
  5623. if (next->hasBonusOfType(Bonus::ATTACKS_NEAREST_CREATURE)) //while in berserk
  5624. {
  5625. logGlobal->trace("Handle Berserk effect");
  5626. std::pair<const battle::Unit *, BattleHex> attackInfo = curB.getNearestStack(next);
  5627. if (attackInfo.first != nullptr)
  5628. {
  5629. BattleAction attack;
  5630. attack.actionType = EActionType::WALK_AND_ATTACK;
  5631. attack.side = next->side;
  5632. attack.stackNumber = next->ID;
  5633. attack.aimToHex(attackInfo.second);
  5634. attack.aimToUnit(attackInfo.first);
  5635. makeAutomaticAction(next, attack);
  5636. logGlobal->trace("Attacked nearest target %s", attackInfo.first->getDescription());
  5637. }
  5638. else
  5639. {
  5640. makeStackDoNothing(next);
  5641. logGlobal->trace("No target found");
  5642. }
  5643. continue;
  5644. }
  5645. const CGHeroInstance * curOwner = battleGetOwnerHero(next);
  5646. const int stackCreatureId = next->getCreature()->idNumber;
  5647. if ((stackCreatureId == CreatureID::ARROW_TOWERS || stackCreatureId == CreatureID::BALLISTA)
  5648. && (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, stackCreatureId)))
  5649. {
  5650. BattleAction attack;
  5651. attack.actionType = EActionType::SHOOT;
  5652. attack.side = next->side;
  5653. attack.stackNumber = next->ID;
  5654. //TODO: select target by priority
  5655. const battle::Unit * target = nullptr;
  5656. for(auto & elem : gs->curB->stacks)
  5657. {
  5658. if(elem->getCreature()->idNumber != CreatureID::CATAPULT
  5659. && elem->owner != next->owner
  5660. && elem->isValidTarget()
  5661. && gs->curB->battleCanShoot(next, elem->getPosition()))
  5662. {
  5663. target = elem;
  5664. break;
  5665. }
  5666. }
  5667. if(target == nullptr)
  5668. {
  5669. makeStackDoNothing(next);
  5670. }
  5671. else
  5672. {
  5673. attack.aimToUnit(target);
  5674. makeAutomaticAction(next, attack);
  5675. }
  5676. continue;
  5677. }
  5678. if (next->getCreature()->idNumber == CreatureID::CATAPULT)
  5679. {
  5680. const auto & attackableBattleHexes = curB.getAttackableBattleHexes();
  5681. if (attackableBattleHexes.empty())
  5682. {
  5683. makeStackDoNothing(next);
  5684. continue;
  5685. }
  5686. if (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, CreatureID::CATAPULT))
  5687. {
  5688. BattleAction attack;
  5689. attack.actionType = EActionType::CATAPULT;
  5690. attack.side = next->side;
  5691. attack.stackNumber = next->ID;
  5692. makeAutomaticAction(next, attack);
  5693. continue;
  5694. }
  5695. }
  5696. if (next->getCreature()->idNumber == CreatureID::FIRST_AID_TENT)
  5697. {
  5698. TStacks possibleStacks = battleGetStacksIf([=](const CStack * s)
  5699. {
  5700. return s->owner == next->owner && s->canBeHealed();
  5701. });
  5702. if (!possibleStacks.size())
  5703. {
  5704. makeStackDoNothing(next);
  5705. continue;
  5706. }
  5707. if (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, CreatureID::FIRST_AID_TENT))
  5708. {
  5709. RandomGeneratorUtil::randomShuffle(possibleStacks, getRandomGenerator());
  5710. const CStack * toBeHealed = possibleStacks.front();
  5711. BattleAction heal;
  5712. heal.actionType = EActionType::STACK_HEAL;
  5713. heal.aimToUnit(toBeHealed);
  5714. heal.side = next->side;
  5715. heal.stackNumber = next->ID;
  5716. makeAutomaticAction(next, heal);
  5717. continue;
  5718. }
  5719. }
  5720. int numberOfAsks = 1;
  5721. bool breakOuter = false;
  5722. do
  5723. {//ask interface and wait for answer
  5724. if (!battleResult.get())
  5725. {
  5726. stackTurnTrigger(next); //various effects
  5727. if(next->fear)
  5728. {
  5729. makeStackDoNothing(next); //end immediately if stack was affected by fear
  5730. }
  5731. else
  5732. {
  5733. logGlobal->trace("Activating %s", next->nodeName());
  5734. auto nextId = next->ID;
  5735. BattleSetActiveStack sas;
  5736. sas.stack = nextId;
  5737. sendAndApply(&sas);
  5738. auto actionWasMade = [&]() -> bool
  5739. {
  5740. if (battleMadeAction.data)//active stack has made its action
  5741. return true;
  5742. if (battleResult.get())// battle is finished
  5743. return true;
  5744. if (next == nullptr)//active stack was been removed
  5745. return true;
  5746. return !next->alive();//active stack is dead
  5747. };
  5748. boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
  5749. battleMadeAction.data = false;
  5750. while ((lobby->state != EServerState::SHUTDOWN) && !actionWasMade())
  5751. {
  5752. battleMadeAction.cond.wait(lock);
  5753. if (battleGetStackByID(nextId, false) != next)
  5754. next = nullptr; //it may be removed, while we wait
  5755. }
  5756. }
  5757. }
  5758. if (battleResult.get()) //don't touch it, battle could be finished while waiting got action
  5759. {
  5760. breakOuter = true;
  5761. break;
  5762. }
  5763. //we're after action, all results applied
  5764. checkBattleStateChanges(); //check if this action ended the battle
  5765. if(next != nullptr)
  5766. {
  5767. //check for good morale
  5768. nextStackMorale = next->MoraleVal();
  5769. if(!next->hadMorale //only one extra move per turn possible
  5770. && !next->defending
  5771. && !next->waited()
  5772. && !next->fear
  5773. && next->alive()
  5774. && nextStackMorale > 0)
  5775. {
  5776. auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_GOOD_MORALE_DICE);
  5777. size_t diceIndex = std::min<size_t>(diceSize.size()-1, nextStackMorale);
  5778. if(diceSize.size() > 0 && getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
  5779. {
  5780. BattleTriggerEffect bte;
  5781. bte.stackID = next->ID;
  5782. bte.effect = Bonus::MORALE;
  5783. bte.val = 1;
  5784. bte.additionalInfo = 0;
  5785. sendAndApply(&bte); //play animation
  5786. ++numberOfAsks; //move this stack once more
  5787. }
  5788. }
  5789. }
  5790. --numberOfAsks;
  5791. } while (numberOfAsks > 0);
  5792. if (breakOuter)
  5793. {
  5794. break;
  5795. }
  5796. }
  5797. firstRound = false;
  5798. }
  5799. if (lobby->state != EServerState::SHUTDOWN)
  5800. endBattle(gs->curB->tile, gs->curB->battleGetFightingHero(0), gs->curB->battleGetFightingHero(1));
  5801. }
  5802. bool CGameHandler::makeAutomaticAction(const CStack *stack, BattleAction &ba)
  5803. {
  5804. BattleSetActiveStack bsa;
  5805. bsa.stack = stack->ID;
  5806. bsa.askPlayerInterface = false;
  5807. sendAndApply(&bsa);
  5808. bool ret = makeBattleAction(ba);
  5809. checkBattleStateChanges();
  5810. return ret;
  5811. }
  5812. bool CGameHandler::giveHeroArtifact(const CGHeroInstance * h, const CArtifactInstance * a, ArtifactPosition pos)
  5813. {
  5814. assert(a->artType);
  5815. ArtifactLocation al(h, ArtifactPosition::PRE_FIRST);
  5816. if(pos == ArtifactPosition::FIRST_AVAILABLE)
  5817. {
  5818. al.slot = ArtifactUtils::getArtAnyPosition(h, a->getTypeId());
  5819. }
  5820. else if(ArtifactUtils::isSlotBackpack(pos))
  5821. {
  5822. al.slot = ArtifactUtils::getArtBackpackPosition(h, a->getTypeId());
  5823. }
  5824. else
  5825. {
  5826. al.slot = pos;
  5827. }
  5828. if(a->canBePutAt(al))
  5829. putArtifact(al, a);
  5830. else
  5831. return false;
  5832. return true;
  5833. }
  5834. void CGameHandler::putArtifact(const ArtifactLocation &al, const CArtifactInstance *a)
  5835. {
  5836. PutArtifact pa;
  5837. pa.art = a;
  5838. pa.al = al;
  5839. sendAndApply(&pa);
  5840. }
  5841. bool CGameHandler::giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * artType, ArtifactPosition pos)
  5842. {
  5843. assert(artType);
  5844. if(pos != ArtifactPosition::FIRST_AVAILABLE && !ArtifactUtils::isSlotBackpack(pos))
  5845. COMPLAIN_RET_FALSE_IF(!artType->canBePutAt(h, pos, false), "Cannot put artifact in that slot!");
  5846. CArtifactInstance * newArtInst = nullptr;
  5847. if(artType->canBeDisassembled())
  5848. newArtInst = new CCombinedArtifactInstance();
  5849. else
  5850. newArtInst = new CArtifactInstance();
  5851. newArtInst->artType = artType; // *NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
  5852. if(giveHeroArtifact(h, newArtInst, pos))
  5853. {
  5854. NewArtifact na;
  5855. na.art = newArtInst;
  5856. sendAndApply(&na); // -> updates a!!!, will create a on other machines
  5857. return true;
  5858. }
  5859. else
  5860. {
  5861. delete newArtInst;
  5862. return false;
  5863. }
  5864. }
  5865. void CGameHandler::setBattleResult(BattleResult::EResult resultType, int victoriusSide)
  5866. {
  5867. boost::unique_lock<boost::mutex> guard(battleResult.mx);
  5868. if (battleResult.data)
  5869. {
  5870. complain((boost::format("The battle result has been already set (to %d, asked to %d)")
  5871. % battleResult.data->result % resultType).str());
  5872. return;
  5873. }
  5874. auto br = new BattleResult();
  5875. br->result = resultType;
  5876. br->winner = victoriusSide; //surrendering side loses
  5877. gs->curB->calculateCasualties(br->casualties);
  5878. battleResult.data = br;
  5879. }
  5880. void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
  5881. {
  5882. std::vector<int3>::iterator tile;
  5883. std::vector<int3> tiles;
  5884. getFreeTiles(tiles);
  5885. ui32 amount = (ui32)tiles.size() / 200; //Chance is 0.5% for each tile
  5886. RandomGeneratorUtil::randomShuffle(tiles, getRandomGenerator());
  5887. logGlobal->trace("Spawning wandering monsters. Found %d free tiles. Creature type: %d", tiles.size(), creatureID.num);
  5888. const CCreature *cre = VLC->creh->objects.at(creatureID);
  5889. for (int i = 0; i < (int)amount; ++i)
  5890. {
  5891. tile = tiles.begin();
  5892. logGlobal->trace("\tSpawning monster at %s", tile->toString());
  5893. {
  5894. auto count = cre->getRandomAmount(std::rand);
  5895. auto monsterId = putNewObject(Obj::MONSTER, creatureID, *tile);
  5896. setObjProperty(monsterId, ObjProperty::MONSTER_COUNT, count);
  5897. setObjProperty(monsterId, ObjProperty::MONSTER_POWER, (si64)1000*count);
  5898. }
  5899. tiles.erase(tile); //not use it again
  5900. }
  5901. }
  5902. void CGameHandler::handleCheatCode(std::string & cheat, PlayerColor player, const CGHeroInstance * hero, const CGTownInstance * town, bool & cheated)
  5903. {
  5904. if (cheat == "vcmiistari" || cheat == "vcmispells")
  5905. {
  5906. cheated = true;
  5907. if (!hero) return;
  5908. ///Give hero spellbook
  5909. if (!hero->hasSpellbook())
  5910. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  5911. ///Give all spells with bonus (to allow banned spells)
  5912. GiveBonus giveBonus(GiveBonus::ETarget::HERO);
  5913. giveBonus.id = hero->id.getNum();
  5914. giveBonus.bonus = Bonus(Bonus::PERMANENT, Bonus::SPELLS_OF_LEVEL, Bonus::OTHER, 0, 0);
  5915. //start with level 0 to skip abilities
  5916. for (int level = 1; level <= GameConstants::SPELL_LEVELS; level++)
  5917. {
  5918. giveBonus.bonus.subtype = level;
  5919. sendAndApply(&giveBonus);
  5920. }
  5921. ///Give mana
  5922. SetMana sm;
  5923. sm.hid = hero->id;
  5924. sm.val = 999;
  5925. sm.absolute = true;
  5926. sendAndApply(&sm);
  5927. }
  5928. else if (cheat == "vcmiarmenelos" || cheat == "vcmibuild")
  5929. {
  5930. cheated = true;
  5931. if (!town) return;
  5932. ///Build all buildings in selected town
  5933. for (auto & build : town->town->buildings)
  5934. {
  5935. if (!town->hasBuilt(build.first)
  5936. && !build.second->getNameTranslated().empty()
  5937. && build.first != BuildingID::SHIP)
  5938. {
  5939. buildStructure(town->id, build.first, true);
  5940. }
  5941. }
  5942. }
  5943. else if (cheat == "vcmiainur" || cheat == "vcmiangband" || cheat == "vcmiglaurung" || cheat == "vcmiarchangel"
  5944. || cheat == "vcmiblackknight" || cheat == "vcmicrystal" || cheat == "vcmiazure" || cheat == "vcmifaerie")
  5945. {
  5946. cheated = true;
  5947. if (!hero) return;
  5948. ///Gives N creatures into each slot
  5949. std::map<std::string, std::pair<std::string, int>> creatures;
  5950. creatures.insert(std::make_pair("vcmiainur", std::make_pair("archangel", 5))); //5 archangels
  5951. creatures.insert(std::make_pair("vcmiangband", std::make_pair("blackKnight", 10))); //10 black knights
  5952. creatures.insert(std::make_pair("vcmiglaurung", std::make_pair("crystalDragon", 5000))); //5000 crystal dragons
  5953. creatures.insert(std::make_pair("vcmiarchangel", std::make_pair("archangel", 5))); //5 archangels
  5954. creatures.insert(std::make_pair("vcmiblackknight", std::make_pair("blackKnight", 10))); //10 black knights
  5955. creatures.insert(std::make_pair("vcmicrystal", std::make_pair("crystalDragon", 5000))); //5000 crystal dragons
  5956. creatures.insert(std::make_pair("vcmiazure", std::make_pair("azureDragon", 5000))); //5000 azure dragons
  5957. creatures.insert(std::make_pair("vcmifaerie", std::make_pair("fairieDragon", 5000))); //5000 faerie dragons
  5958. const int32_t creatureIdentifier = VLC->modh->identifiers.getIdentifier(CModHandler::scopeGame(), "creature", creatures[cheat].first, false).get();
  5959. const CCreature * creature = VLC->creh->objects.at(creatureIdentifier);
  5960. for (int i = 0; i < GameConstants::ARMY_SIZE; i++)
  5961. if (!hero->hasStackAtSlot(SlotID(i)))
  5962. insertNewStack(StackLocation(hero, SlotID(i)), creature, creatures[cheat].second);
  5963. }
  5964. else if (boost::starts_with(cheat, "vcmiarmy") || boost::starts_with(cheat, "vcminissi"))
  5965. {
  5966. cheated = true;
  5967. if (!hero) return;
  5968. std::vector<std::string> words;
  5969. boost::split(words, cheat, boost::is_any_of(" "));
  5970. if(words.size() < 2)
  5971. return;
  5972. std::string creatureIdentifier = words[1];
  5973. boost::optional<int32_t> creatureId = VLC->modh->identifiers.getIdentifier(CModHandler::scopeGame(), "creature", creatureIdentifier, false);
  5974. if(creatureId.is_initialized())
  5975. {
  5976. const CCreature * creature = VLC->creh->objects.at(creatureId.get());
  5977. for (int i = 0; i < GameConstants::ARMY_SIZE; i++)
  5978. if (!hero->hasStackAtSlot(SlotID(i)))
  5979. insertNewStack(StackLocation(hero, SlotID(i)), creature, 5 * std::pow(10, i));
  5980. }
  5981. }
  5982. else if (cheat == "vcminoldor" || cheat == "vcmimachines")
  5983. {
  5984. cheated = true;
  5985. if (!hero) return;
  5986. ///Give all war machines to hero
  5987. if (!hero->getArt(ArtifactPosition::MACH1))
  5988. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::BALLISTA], ArtifactPosition::MACH1);
  5989. if (!hero->getArt(ArtifactPosition::MACH2))
  5990. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::AMMO_CART], ArtifactPosition::MACH2);
  5991. if (!hero->getArt(ArtifactPosition::MACH3))
  5992. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::FIRST_AID_TENT], ArtifactPosition::MACH3);
  5993. }
  5994. else if (cheat == "vcmiforgeofnoldorking" || cheat == "vcmiartifacts")
  5995. {
  5996. cheated = true;
  5997. if (!hero) return;
  5998. ///Give hero all artifacts except war machines, spell scrolls and spell book
  5999. for(int g = 7; g < VLC->arth->objects.size(); ++g) //including artifacts from mods
  6000. {
  6001. if(VLC->arth->objects[g]->canBePutAt(hero))
  6002. giveHeroNewArtifact(hero, VLC->arth->objects[g], ArtifactPosition::FIRST_AVAILABLE);
  6003. }
  6004. }
  6005. else if (cheat == "vcmiglorfindel" || cheat == "vcmilevel")
  6006. {
  6007. cheated = true;
  6008. if (!hero) return;
  6009. ///selected hero gains a new level
  6010. changePrimSkill(hero, PrimarySkill::EXPERIENCE, VLC->heroh->reqExp(hero->level + 1) - VLC->heroh->reqExp(hero->level));
  6011. }
  6012. else if (boost::starts_with(cheat, "vcmiexp") || boost::starts_with(cheat, "vcmiolorin"))
  6013. {
  6014. cheated = true;
  6015. if (!hero) return;
  6016. std::vector<std::string> words;
  6017. boost::split(words, cheat, boost::is_any_of(" "));
  6018. if(words.size() < 2)
  6019. return;
  6020. std::string expAmount = words[1];
  6021. long expAmountProcessed = 0;
  6022. try
  6023. {
  6024. expAmountProcessed = std::stol(expAmount);
  6025. }
  6026. catch(std::exception&)
  6027. {
  6028. logGlobal->error("Could not parse experience amount for vcmiexp cheat");
  6029. }
  6030. if(expAmountProcessed > 1)
  6031. {
  6032. changePrimSkill(hero, PrimarySkill::EXPERIENCE, expAmountProcessed);
  6033. }
  6034. }
  6035. else if (cheat == "vcminahar" || cheat == "vcmimove")
  6036. {
  6037. cheated = true;
  6038. if (!hero) return;
  6039. ///Give 1000000 movement points to hero
  6040. SetMovePoints smp;
  6041. smp.hid = hero->id;
  6042. smp.val = 1000000;
  6043. sendAndApply(&smp);
  6044. GiveBonus gb(GiveBonus::ETarget::HERO);
  6045. gb.bonus.type = Bonus::FREE_SHIP_BOARDING;
  6046. gb.bonus.duration = Bonus::ONE_DAY;
  6047. gb.bonus.source = Bonus::OTHER;
  6048. gb.id = hero->id.getNum();
  6049. giveHeroBonus(&gb);
  6050. }
  6051. else if (cheat == "vcmiformenos" || cheat == "vcmiresources")
  6052. {
  6053. cheated = true;
  6054. ///Give resources to player
  6055. TResources resources;
  6056. resources[Res::GOLD] = 100000;
  6057. for (Res::ERes i = Res::WOOD; i < Res::GOLD; vstd::advance(i, 1))
  6058. resources[i] = 100;
  6059. giveResources(player, resources);
  6060. }
  6061. else if (cheat == "vcmisilmaril" || cheat == "vcmiwin")
  6062. {
  6063. cheated = true;
  6064. ///Player wins
  6065. PlayerCheated pc;
  6066. pc.player = player;
  6067. pc.winningCheatCode = true;
  6068. sendAndApply(&pc);
  6069. }
  6070. else if (cheat == "vcmimelkor" || cheat == "vcmilose")
  6071. {
  6072. cheated = true;
  6073. ///Player looses
  6074. PlayerCheated pc;
  6075. pc.player = player;
  6076. pc.losingCheatCode = true;
  6077. sendAndApply(&pc);
  6078. }
  6079. else if (cheat == "vcmieagles" || cheat == "vcmiungoliant" || cheat == "vcmimap" || cheat == "vcmihidemap")
  6080. {
  6081. cheated = true;
  6082. ///Reveal or conceal FoW
  6083. FoWChange fc;
  6084. fc.mode = ((cheat == "vcmieagles" || cheat == "vcmimap") ? 1 : 0);
  6085. fc.player = player;
  6086. const auto & fowMap = gs->getPlayerTeam(player)->fogOfWarMap;
  6087. auto hlp_tab = new int3[gs->map->width * gs->map->height * (gs->map->levels())];
  6088. int lastUnc = 0;
  6089. for(int z = 0; z < gs->map->levels(); z++)
  6090. for(int x = 0; x < gs->map->width; x++)
  6091. for(int y = 0; y < gs->map->height; y++)
  6092. if(!(*fowMap)[z][x][y] || !fc.mode)
  6093. hlp_tab[lastUnc++] = int3(x, y, z);
  6094. fc.tiles.insert(hlp_tab, hlp_tab + lastUnc);
  6095. delete [] hlp_tab;
  6096. sendAndApply(&fc);
  6097. }
  6098. }
  6099. void CGameHandler::removeObstacle(const CObstacleInstance & obstacle)
  6100. {
  6101. BattleObstaclesChanged obsRem;
  6102. obsRem.changes.emplace_back(obstacle.uniqueID, ObstacleChanges::EOperation::REMOVE);
  6103. sendAndApply(&obsRem);
  6104. }
  6105. void CGameHandler::synchronizeArtifactHandlerLists()
  6106. {
  6107. UpdateArtHandlerLists uahl;
  6108. uahl.treasures = VLC->arth->treasures;
  6109. uahl.minors = VLC->arth->minors;
  6110. uahl.majors = VLC->arth->majors;
  6111. uahl.relics = VLC->arth->relics;
  6112. sendAndApply(&uahl);
  6113. }
  6114. bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
  6115. {
  6116. return vstd::contains(gs->map->objects, obj);
  6117. }
  6118. bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
  6119. {
  6120. if (!strcmp(typeid(*pack).name(), typeid(PlayerMessage).name()))
  6121. return false;
  6122. auto query = queries.topQuery(player);
  6123. if (query && query->blocksPack(pack))
  6124. {
  6125. complain(boost::str(boost::format(
  6126. "\r\n| Player \"%s\" has to answer queries before attempting any further actions.\r\n| Top Query: \"%s\"\r\n")
  6127. % boost::to_upper_copy<std::string>(player.getStr())
  6128. % query->toString()
  6129. ));
  6130. return true;
  6131. }
  6132. return false;
  6133. }
  6134. void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
  6135. {
  6136. //If the object is being visited, there must be a matching query
  6137. for (const auto &query : queries.allQueries())
  6138. {
  6139. if (auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))
  6140. {
  6141. if (someVistQuery->visitedObject == object)
  6142. {
  6143. someVistQuery->removeObjectAfterVisit = true;
  6144. return;
  6145. }
  6146. }
  6147. }
  6148. //If we haven't returned so far, there is no query and no visit, call was wrong
  6149. assert("This function needs to be called during the object visit!");
  6150. }
  6151. void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide)
  6152. {
  6153. std::unordered_set<int3, ShashInt3> tiles;
  6154. getTilesInRange(tiles, center, radius, player, hide? -1 : 1);
  6155. if (hide)
  6156. {
  6157. std::unordered_set<int3, ShashInt3> observedTiles; //do not hide tiles observed by heroes. May lead to disastrous AI problems
  6158. auto p = getPlayerState(player);
  6159. for (auto h : p->heroes)
  6160. {
  6161. getTilesInRange(observedTiles, h->getSightCenter(), h->getSightRadius(), h->tempOwner, -1);
  6162. }
  6163. for (auto t : p->towns)
  6164. {
  6165. getTilesInRange(observedTiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, -1);
  6166. }
  6167. for (auto tile : observedTiles)
  6168. vstd::erase_if_present (tiles, tile);
  6169. }
  6170. changeFogOfWar(tiles, player, hide);
  6171. }
  6172. void CGameHandler::changeFogOfWar(std::unordered_set<int3, ShashInt3> &tiles, PlayerColor player, bool hide)
  6173. {
  6174. FoWChange fow;
  6175. fow.tiles = tiles;
  6176. fow.player = player;
  6177. fow.mode = hide? 0 : 1;
  6178. sendAndApply(&fow);
  6179. }
  6180. bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
  6181. {
  6182. if (auto topQuery = queries.topQuery(hero->getOwner()))
  6183. if (auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
  6184. return !(visit->visitedObject == obj && visit->visitingHero == hero);
  6185. return true;
  6186. }
  6187. void CGameHandler::setObjProperty(ObjectInstanceID objid, int prop, si64 val)
  6188. {
  6189. SetObjectProperty sob;
  6190. sob.id = objid;
  6191. sob.what = prop;
  6192. sob.val = static_cast<ui32>(val);
  6193. sendAndApply(&sob);
  6194. }
  6195. void CGameHandler::showInfoDialog(InfoWindow * iw)
  6196. {
  6197. sendAndApply(iw);
  6198. }
  6199. void CGameHandler::showInfoDialog(const std::string & msg, PlayerColor player)
  6200. {
  6201. InfoWindow iw;
  6202. iw.player = player;
  6203. iw.text << msg;
  6204. showInfoDialog(&iw);
  6205. }
  6206. CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance * _army, const BattleInfo * bat):
  6207. army(_army)
  6208. {
  6209. heroWithDeadCommander = ObjectInstanceID();
  6210. PlayerColor color = army->tempOwner;
  6211. if(color == PlayerColor::UNFLAGGABLE)
  6212. color = PlayerColor::NEUTRAL;
  6213. for(CStack * st : bat->stacks)
  6214. {
  6215. if(st->summoned) //don't take into account temporary summoned stacks
  6216. continue;
  6217. if(st->owner != color) //remove only our stacks
  6218. continue;
  6219. logGlobal->debug("Calculating casualties for %s", st->nodeName());
  6220. st->health.takeResurrected();
  6221. if(st->slot == SlotID::ARROW_TOWERS_SLOT)
  6222. {
  6223. logGlobal->debug("Ignored arrow towers stack.");
  6224. }
  6225. else if(st->slot == SlotID::WAR_MACHINES_SLOT)
  6226. {
  6227. auto warMachine = st->type->warMachine;
  6228. if(warMachine == ArtifactID::NONE)
  6229. {
  6230. logGlobal->error("Invalid creature in war machine virtual slot. Stack: %s", st->nodeName());
  6231. }
  6232. //catapult artifact remain even if "creature" killed in siege
  6233. else if(warMachine != ArtifactID::CATAPULT && st->getCount() <= 0)
  6234. {
  6235. logGlobal->debug("War machine has been destroyed");
  6236. auto hero = dynamic_ptr_cast<CGHeroInstance> (army);
  6237. if (hero)
  6238. removedWarMachines.push_back (ArtifactLocation(hero, hero->getArtPos(warMachine, true)));
  6239. else
  6240. logGlobal->error("War machine in army without hero");
  6241. }
  6242. }
  6243. else if(st->slot == SlotID::SUMMONED_SLOT_PLACEHOLDER)
  6244. {
  6245. if(st->alive() && st->getCount() > 0)
  6246. {
  6247. logGlobal->debug("Permanently summoned %d units.", st->getCount());
  6248. const CreatureID summonedType = st->type->idNumber;
  6249. summoned[summonedType] += st->getCount();
  6250. }
  6251. }
  6252. else if(st->slot == SlotID::COMMANDER_SLOT_PLACEHOLDER)
  6253. {
  6254. if (nullptr == st->base)
  6255. {
  6256. logGlobal->error("Stack with no base in commander slot. Stack: %s", st->nodeName());
  6257. }
  6258. else
  6259. {
  6260. auto c = dynamic_cast <const CCommanderInstance *>(st->base);
  6261. if(c)
  6262. {
  6263. auto h = dynamic_cast <const CGHeroInstance *>(army);
  6264. if(h && h->commander == c && (st->getCount() == 0 || !st->alive()))
  6265. {
  6266. logGlobal->debug("Commander is dead.");
  6267. heroWithDeadCommander = army->id; //TODO: unify commander handling
  6268. }
  6269. }
  6270. else
  6271. logGlobal->error("Stack with invalid instance in commander slot. Stack: %s", st->nodeName());
  6272. }
  6273. }
  6274. else if(st->base && !army->slotEmpty(st->slot))
  6275. {
  6276. logGlobal->debug("Count: %d; base count: %d", st->getCount(), army->getStackCount(st->slot));
  6277. if(st->getCount() == 0 || !st->alive())
  6278. {
  6279. logGlobal->debug("Stack has been destroyed.");
  6280. StackLocation sl(army, st->slot);
  6281. newStackCounts.push_back(TStackAndItsNewCount(sl, 0));
  6282. }
  6283. else if(st->getCount() < army->getStackCount(st->slot))
  6284. {
  6285. logGlobal->debug("Stack lost %d units.", army->getStackCount(st->slot) - st->getCount());
  6286. StackLocation sl(army, st->slot);
  6287. newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
  6288. }
  6289. else if(st->getCount() > army->getStackCount(st->slot))
  6290. {
  6291. logGlobal->debug("Stack gained %d units.", st->getCount() - army->getStackCount(st->slot));
  6292. StackLocation sl(army, st->slot);
  6293. newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
  6294. }
  6295. }
  6296. else
  6297. {
  6298. logGlobal->warn("Unable to process stack: %s", st->nodeName());
  6299. }
  6300. }
  6301. }
  6302. void CasualtiesAfterBattle::updateArmy(CGameHandler *gh)
  6303. {
  6304. for (TStackAndItsNewCount &ncount : newStackCounts)
  6305. {
  6306. if (ncount.second > 0)
  6307. gh->changeStackCount(ncount.first, ncount.second, true);
  6308. else
  6309. gh->eraseStack(ncount.first, true);
  6310. }
  6311. for (auto summoned_iter : summoned)
  6312. {
  6313. SlotID slot = army->getSlotFor(summoned_iter.first);
  6314. if (slot.validSlot())
  6315. {
  6316. StackLocation location(army, slot);
  6317. gh->addToSlot(location, summoned_iter.first.toCreature(), summoned_iter.second);
  6318. }
  6319. else
  6320. {
  6321. //even if it will be possible to summon anything permanently it should be checked for free slot
  6322. //necromancy is handled separately
  6323. gh->complain("No free slot to put summoned creature");
  6324. }
  6325. }
  6326. for (auto al : removedWarMachines)
  6327. {
  6328. gh->removeArtifact(al);
  6329. }
  6330. if (heroWithDeadCommander != ObjectInstanceID())
  6331. {
  6332. SetCommanderProperty scp;
  6333. scp.heroid = heroWithDeadCommander;
  6334. scp.which = SetCommanderProperty::ALIVE;
  6335. scp.amount = 0;
  6336. gh->sendAndApply(&scp);
  6337. }
  6338. }
  6339. CGameHandler::FinishingBattleHelper::FinishingBattleHelper(std::shared_ptr<const CBattleQuery> Query, int RemainingBattleQueriesCount)
  6340. {
  6341. assert(Query->result);
  6342. assert(Query->bi);
  6343. auto &result = *Query->result;
  6344. auto &info = *Query->bi;
  6345. winnerHero = result.winner != 0 ? info.sides[1].hero : info.sides[0].hero;
  6346. loserHero = result.winner != 0 ? info.sides[0].hero : info.sides[1].hero;
  6347. victor = info.sides[result.winner].color;
  6348. loser = info.sides[!result.winner].color;
  6349. winnerSide = result.winner;
  6350. remainingBattleQueriesCount = RemainingBattleQueriesCount;
  6351. }
  6352. CGameHandler::FinishingBattleHelper::FinishingBattleHelper()
  6353. {
  6354. winnerHero = loserHero = nullptr;
  6355. winnerSide = 0;
  6356. remainingBattleQueriesCount = 0;
  6357. }
  6358. CRandomGenerator & CGameHandler::getRandomGenerator()
  6359. {
  6360. return CRandomGenerator::getDefault();
  6361. }
  6362. #if SCRIPTING_ENABLED
  6363. scripting::Pool * CGameHandler::getGlobalContextPool() const
  6364. {
  6365. return serverScripts.get();
  6366. }
  6367. scripting::Pool * CGameHandler::getContextPool() const
  6368. {
  6369. return serverScripts.get();
  6370. }
  6371. #endif
  6372. const ObjectInstanceID CGameHandler::putNewObject(Obj ID, int subID, int3 pos)
  6373. {
  6374. NewObject no;
  6375. no.ID = ID; //creature
  6376. no.subID= subID;
  6377. no.pos = pos;
  6378. sendAndApply(&no);
  6379. return no.id; //id field will be filled during applying on gs
  6380. }
  6381. ///ServerSpellCastEnvironment
  6382. ServerSpellCastEnvironment::ServerSpellCastEnvironment(CGameHandler * gh)
  6383. : gh(gh)
  6384. {
  6385. }
  6386. bool ServerSpellCastEnvironment::describeChanges() const
  6387. {
  6388. return true;
  6389. }
  6390. void ServerSpellCastEnvironment::complain(const std::string & problem)
  6391. {
  6392. gh->complain(problem);
  6393. }
  6394. vstd::RNG * ServerSpellCastEnvironment::getRNG()
  6395. {
  6396. return &gh->getRandomGenerator();
  6397. }
  6398. void ServerSpellCastEnvironment::apply(CPackForClient * pack)
  6399. {
  6400. gh->sendAndApply(pack);
  6401. }
  6402. void ServerSpellCastEnvironment::apply(BattleLogMessage * pack)
  6403. {
  6404. gh->sendAndApply(pack);
  6405. }
  6406. void ServerSpellCastEnvironment::apply(BattleStackMoved * pack)
  6407. {
  6408. gh->sendAndApply(pack);
  6409. }
  6410. void ServerSpellCastEnvironment::apply(BattleUnitsChanged * pack)
  6411. {
  6412. gh->sendAndApply(pack);
  6413. }
  6414. void ServerSpellCastEnvironment::apply(SetStackEffect * pack)
  6415. {
  6416. gh->sendAndApply(pack);
  6417. }
  6418. void ServerSpellCastEnvironment::apply(StacksInjured * pack)
  6419. {
  6420. gh->sendAndApply(pack);
  6421. }
  6422. void ServerSpellCastEnvironment::apply(BattleObstaclesChanged * pack)
  6423. {
  6424. gh->sendAndApply(pack);
  6425. }
  6426. void ServerSpellCastEnvironment::apply(CatapultAttack * pack)
  6427. {
  6428. gh->sendAndApply(pack);
  6429. }
  6430. const CGameInfoCallback * ServerSpellCastEnvironment::getCb() const
  6431. {
  6432. return gh;
  6433. }
  6434. const CMap * ServerSpellCastEnvironment::getMap() const
  6435. {
  6436. return gh->gameState()->map;
  6437. }
  6438. bool ServerSpellCastEnvironment::moveHero(ObjectInstanceID hid, int3 dst, bool teleporting)
  6439. {
  6440. return gh->moveHero(hid, dst, teleporting, false);
  6441. }
  6442. void ServerSpellCastEnvironment::genericQuery(Query * request, PlayerColor color, std::function<void(const JsonNode&)> callback)
  6443. {
  6444. auto query = std::make_shared<CGenericQuery>(&gh->queries, color, callback);
  6445. request->queryID = query->queryID;
  6446. gh->queries.addQuery(query);
  6447. gh->sendAndApply(request);
  6448. }