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- /*
- * CGameHandler.cpp, part of VCMI engine
- *
- * Authors: listed in file AUTHORS in main folder
- *
- * License: GNU General Public License v2.0 or later
- * Full text of license available in license.txt file, in main folder
- *
- */
- #include "StdInc.h"
- #include "CGameHandler.h"
- #include "HeroPoolProcessor.h"
- #include "ServerNetPackVisitors.h"
- #include "ServerSpellCastEnvironment.h"
- #include "CVCMIServer.h"
- #include "PlayerMessageProcessor.h"
- #include "../lib/filesystem/Filesystem.h"
- #include "../lib/filesystem/FileInfo.h"
- #include "../lib/int3.h"
- #include "../lib/ArtifactUtils.h"
- #include "../lib/StartInfo.h"
- #include "../lib/CArtHandler.h"
- #include "../lib/CBuildingHandler.h"
- #include "../lib/CHeroHandler.h"
- #include "../lib/pathfinder/CPathfinder.h"
- #include "../lib/pathfinder/PathfinderOptions.h"
- #include "../lib/pathfinder/TurnInfo.h"
- #include "../lib/spells/AbilityCaster.h"
- #include "../lib/spells/BonusCaster.h"
- #include "../lib/spells/CSpellHandler.h"
- #include "../lib/spells/ISpellMechanics.h"
- #include "../lib/spells/ObstacleCasterProxy.h"
- #include "../lib/spells/Problem.h"
- #include "../lib/CGeneralTextHandler.h"
- #include "../lib/CTownHandler.h"
- #include "../lib/CCreatureHandler.h"
- #include "../lib/gameState/CGameState.h"
- #include "../lib/CStack.h"
- #include "../lib/UnlockGuard.h"
- #include "../lib/GameSettings.h"
- #include "../lib/battle/BattleInfo.h"
- #include "../lib/CondSh.h"
- #include "../lib/VCMI_Lib.h"
- #include "../lib/mapping/CMap.h"
- #include "../lib/mapping/CMapService.h"
- #include "../lib/modding/ModIncompatibility.h"
- #include "../lib/rmg/CMapGenOptions.h"
- #include "../lib/VCMIDirs.h"
- #include "../lib/ScopeGuard.h"
- #include "../lib/CSoundBase.h"
- #include "../lib/TerrainHandler.h"
- #include "../lib/CCreatureSet.h"
- #include "../lib/CThreadHelper.h"
- #include "../lib/GameConstants.h"
- #include "../lib/registerTypes/RegisterTypes.h"
- #include "../lib/serializer/CTypeList.h"
- #include "../lib/serializer/Connection.h"
- #include "../lib/serializer/Cast.h"
- #include "../lib/serializer/JsonSerializer.h"
- #include "../lib/ScriptHandler.h"
- #include "vstd/CLoggerBase.h"
- #include <memory>
- #include <vcmi/events/EventBus.h>
- #include <vcmi/events/GenericEvents.h>
- #include <vcmi/events/AdventureEvents.h>
- #ifndef _MSC_VER
- #include <boost/thread/xtime.hpp>
- #endif
- #define COMPLAIN_RET_IF(cond, txt) do {if (cond){complain(txt); return;}} while(0)
- #define COMPLAIN_RET_FALSE_IF(cond, txt) do {if (cond){complain(txt); return false;}} while(0)
- #define COMPLAIN_RET(txt) {complain(txt); return false;}
- #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
- CondSh<bool> battleMadeAction(false);
- boost::recursive_mutex battleActionMutex;
- CondSh<BattleResult *> battleResult(nullptr);
- template <typename T> class CApplyOnGH;
- class CBaseForGHApply
- {
- public:
- virtual bool applyOnGH(CGameHandler * gh, CGameState * gs, void * pack) const =0;
- virtual ~CBaseForGHApply(){}
- template<typename U> static CBaseForGHApply *getApplier(const U * t=nullptr)
- {
- return new CApplyOnGH<U>();
- }
- };
- template <typename T> class CApplyOnGH : public CBaseForGHApply
- {
- public:
- bool applyOnGH(CGameHandler * gh, CGameState * gs, void * pack) const override
- {
- T *ptr = static_cast<T*>(pack);
- try
- {
- ApplyGhNetPackVisitor applier(*gh, *gs);
- ptr->visit(applier);
- return applier.getResult();
- }
- catch(ExceptionNotAllowedAction & e)
- {
- (void)e;
- return false;
- }
- }
- };
- template <>
- class CApplyOnGH<CPack> : public CBaseForGHApply
- {
- public:
- bool applyOnGH(CGameHandler * gh, CGameState * gs, void * pack) const override
- {
- logGlobal->error("Cannot apply on GH plain CPack!");
- assert(0);
- return false;
- }
- };
- static inline double distance(int3 a, int3 b)
- {
- return std::sqrt((double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y));
- }
- static void giveExp(BattleResult &r)
- {
- if (r.winner > 1)
- {
- // draw
- return;
- }
- r.exp[0] = 0;
- r.exp[1] = 0;
- for (auto i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
- {
- r.exp[r.winner] += VLC->creh->objects.at(i->first)->valOfBonuses(BonusType::STACK_HEALTH) * i->second;
- }
- }
- 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
- {
- int x = targetPosition.getX();
- int y = targetPosition.getY();
- const bool targetIsAttacker = side == BattleSide::ATTACKER;
- 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...
- BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
- else
- BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
- //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
- if (targetIsAttacker && ((y % 2 == 0) || (x > 1)))
- {
- if (targetIsTwoHex && (y % 2 == 1) && (x == 2)) //handle exceptional case
- {
- BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
- BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
- }
- else
- { //add back-side guardians for two-hex target, side guardians for one-hex
- BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_LEFT : BattleHex::EDir::TOP_RIGHT, false), output);
- BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_LEFT : BattleHex::EDir::BOTTOM_RIGHT, false), output);
- if (!targetIsTwoHex && x > 2) //back guard for one-hex
- BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false), output);
- else if (targetIsTwoHex)//front-side guardians for two-hex target
- {
- BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
- BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
- if (x > 3) //back guard for two-hex
- BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
- }
- }
- }
- else if (!targetIsAttacker && ((y % 2 == 1) || (x < GameConstants::BFIELD_WIDTH - 2)))
- {
- if (targetIsTwoHex && (y % 2 == 0) && (x == GameConstants::BFIELD_WIDTH - 3)) //handle exceptional case... equivalent for above for defender side
- {
- BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
- BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
- }
- else
- {
- BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_RIGHT : BattleHex::EDir::TOP_LEFT, false), output);
- BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_RIGHT : BattleHex::EDir::BOTTOM_LEFT, false), output);
- if (!targetIsTwoHex && x < GameConstants::BFIELD_WIDTH - 3)
- BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false), output);
- else if (targetIsTwoHex)
- {
- BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
- BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
- if (x < GameConstants::BFIELD_WIDTH - 4)
- BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
- }
- }
- }
- else if (!targetIsAttacker && y % 2 == 0)
- {
- BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
- BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
- }
- else if (targetIsAttacker && y % 2 == 1)
- {
- BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
- BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
- }
- }
- PlayerStatus PlayerStatuses::operator[](PlayerColor player)
- {
- boost::unique_lock<boost::mutex> l(mx);
- if (players.find(player) != players.end())
- {
- return players.at(player);
- }
- else
- {
- throw std::runtime_error("No such player!");
- }
- }
- void PlayerStatuses::addPlayer(PlayerColor player)
- {
- boost::unique_lock<boost::mutex> l(mx);
- players[player];
- }
- bool PlayerStatuses::checkFlag(PlayerColor player, bool PlayerStatus::*flag)
- {
- boost::unique_lock<boost::mutex> l(mx);
- if (players.find(player) != players.end())
- {
- return players[player].*flag;
- }
- else
- {
- throw std::runtime_error("No such player!");
- }
- }
- void PlayerStatuses::setFlag(PlayerColor player, bool PlayerStatus::*flag, bool val)
- {
- boost::unique_lock<boost::mutex> l(mx);
- if (players.find(player) != players.end())
- {
- players[player].*flag = val;
- }
- else
- {
- throw std::runtime_error("No such player!");
- }
- cv.notify_all();
- }
- template <typename T>
- void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
- {
- fun(args[which]);
- }
- const Services * CGameHandler::services() const
- {
- return VLC;
- }
- const CGameHandler::BattleCb * CGameHandler::battle() const
- {
- return this;
- }
- const CGameHandler::GameCb * CGameHandler::game() const
- {
- return this;
- }
- vstd::CLoggerBase * CGameHandler::logger() const
- {
- return logGlobal;
- }
- events::EventBus * CGameHandler::eventBus() const
- {
- return serverEventBus.get();
- }
- CVCMIServer * CGameHandler::gameLobby() const
- {
- return lobby;
- }
- void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
- {
- changeSecSkill(hero, skill, 1, 0);
- expGiven(hero);
- }
- void CGameHandler::levelUpHero(const CGHeroInstance * hero)
- {
- // required exp for at least 1 lvl-up hasn't been reached
- if (!hero->gainsLevel())
- {
- return;
- }
- // give primary skill
- logGlobal->trace("%s got level %d", hero->getNameTranslated(), hero->level);
- auto primarySkill = hero->nextPrimarySkill(getRandomGenerator());
- SetPrimSkill sps;
- sps.id = hero->id;
- sps.which = primarySkill;
- sps.abs = false;
- sps.val = 1;
- sendAndApply(&sps);
- PrepareHeroLevelUp pre;
- pre.heroId = hero->id;
- sendAndApply(&pre);
- HeroLevelUp hlu;
- hlu.player = hero->tempOwner;
- hlu.heroId = hero->id;
- hlu.primskill = primarySkill;
- hlu.skills = pre.skills;
- if (hlu.skills.size() == 0)
- {
- sendAndApply(&hlu);
- levelUpHero(hero);
- }
- else if (hlu.skills.size() == 1)
- {
- sendAndApply(&hlu);
- levelUpHero(hero, pre.skills.front());
- }
- else if (hlu.skills.size() > 1)
- {
- auto levelUpQuery = std::make_shared<CHeroLevelUpDialogQuery>(this, hlu, hero);
- hlu.queryID = levelUpQuery->queryID;
- queries.addQuery(levelUpQuery);
- sendAndApply(&hlu);
- //level up will be called on query reply
- }
- }
- void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
- {
- SetCommanderProperty scp;
- auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
- if (hero)
- scp.heroid = hero->id;
- else
- {
- complain ("Commander is not led by hero!");
- return;
- }
- scp.accumulatedBonus.subtype = 0;
- scp.accumulatedBonus.additionalInfo = 0;
- scp.accumulatedBonus.duration = BonusDuration::PERMANENT;
- scp.accumulatedBonus.turnsRemain = 0;
- scp.accumulatedBonus.source = BonusSource::COMMANDER;
- scp.accumulatedBonus.valType = BonusValueType::BASE_NUMBER;
- if (skill <= ECommander::SPELL_POWER)
- {
- scp.which = SetCommanderProperty::BONUS;
- auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
- {
- int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
- return skillLevels.at(skill).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skill).at(secondarySkills.at(s)-1) : 0);
- };
- switch (skill)
- {
- case ECommander::ATTACK:
- scp.accumulatedBonus.type = BonusType::PRIMARY_SKILL;
- scp.accumulatedBonus.subtype = PrimarySkill::ATTACK;
- break;
- case ECommander::DEFENSE:
- scp.accumulatedBonus.type = BonusType::PRIMARY_SKILL;
- scp.accumulatedBonus.subtype = PrimarySkill::DEFENSE;
- break;
- case ECommander::HEALTH:
- scp.accumulatedBonus.type = BonusType::STACK_HEALTH;
- scp.accumulatedBonus.valType = BonusValueType::PERCENT_TO_BASE;
- break;
- case ECommander::DAMAGE:
- scp.accumulatedBonus.type = BonusType::CREATURE_DAMAGE;
- scp.accumulatedBonus.subtype = 0;
- scp.accumulatedBonus.valType = BonusValueType::PERCENT_TO_BASE;
- break;
- case ECommander::SPEED:
- scp.accumulatedBonus.type = BonusType::STACKS_SPEED;
- break;
- case ECommander::SPELL_POWER:
- scp.accumulatedBonus.type = BonusType::MAGIC_RESISTANCE;
- scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
- sendAndApply (&scp); //additional pack
- scp.accumulatedBonus.type = BonusType::CREATURE_SPELL_POWER;
- scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
- sendAndApply (&scp); //additional pack
- scp.accumulatedBonus.type = BonusType::CASTS;
- scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
- sendAndApply (&scp); //additional pack
- scp.accumulatedBonus.type = BonusType::CREATURE_ENCHANT_POWER; //send normally
- break;
- }
- scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
- sendAndApply (&scp);
- scp.which = SetCommanderProperty::SECONDARY_SKILL;
- scp.additionalInfo = skill;
- scp.amount = c->secondarySkills.at(skill) + 1;
- sendAndApply (&scp);
- }
- else if (skill >= 100)
- {
- scp.which = SetCommanderProperty::SPECIAL_SKILL;
- scp.accumulatedBonus = *VLC->creh->skillRequirements.at(skill-100).first;
- scp.additionalInfo = skill; //unnormalized
- sendAndApply (&scp);
- }
- expGiven(hero);
- }
- void CGameHandler::levelUpCommander(const CCommanderInstance * c)
- {
- if (!c->gainsLevel())
- {
- return;
- }
- CommanderLevelUp clu;
- auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
- if(hero)
- {
- clu.heroId = hero->id;
- clu.player = hero->tempOwner;
- }
- else
- {
- complain ("Commander is not led by hero!");
- return;
- }
- //picking sec. skills for choice
- for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
- {
- if (c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL)
- clu.skills.push_back(i);
- }
- int i = 100;
- for (auto specialSkill : VLC->creh->skillRequirements)
- {
- if (c->secondarySkills.at(specialSkill.second.first) == ECommander::MAX_SKILL_LEVEL
- && c->secondarySkills.at(specialSkill.second.second) == ECommander::MAX_SKILL_LEVEL
- && !vstd::contains (c->specialSKills, i))
- clu.skills.push_back (i);
- ++i;
- }
- int skillAmount = static_cast<int>(clu.skills.size());
- if (!skillAmount)
- {
- sendAndApply(&clu);
- levelUpCommander(c);
- }
- else if (skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
- {
- sendAndApply(&clu);
- levelUpCommander(c, *RandomGeneratorUtil::nextItem(clu.skills, getRandomGenerator()));
- }
- else if (skillAmount > 1) //apply and ask for secondary skill
- {
- auto commanderLevelUp = std::make_shared<CCommanderLevelUpDialogQuery>(this, clu, hero);
- clu.queryID = commanderLevelUp->queryID;
- queries.addQuery(commanderLevelUp);
- sendAndApply(&clu);
- }
- }
- void CGameHandler::expGiven(const CGHeroInstance *hero)
- {
- if (hero->gainsLevel())
- levelUpHero(hero);
- else if (hero->commander && hero->commander->gainsLevel())
- levelUpCommander(hero->commander);
- //if (hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())
- // levelUpCommander(hero->commander);
- // else
- // levelUpHero(hero);
- }
- void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs)
- {
- if (which == PrimarySkill::EXPERIENCE) // Check if scenario limit reached
- {
- if (gs->map->levelLimit != 0)
- {
- TExpType expLimit = VLC->heroh->reqExp(gs->map->levelLimit);
- TExpType resultingExp = abs ? val : hero->exp + val;
- if (resultingExp > expLimit)
- {
- // set given experience to max possible, but don't decrease if hero already over top
- abs = true;
- val = std::max(expLimit, hero->exp);
- InfoWindow iw;
- iw.player = hero->tempOwner;
- iw.text.appendLocalString(EMetaText::GENERAL_TXT, 1); //can gain no more XP
- iw.text.replaceRawString(hero->getNameTranslated());
- sendAndApply(&iw);
- }
- }
- }
- SetPrimSkill sps;
- sps.id = hero->id;
- sps.which = which;
- sps.abs = abs;
- sps.val = val;
- sendAndApply(&sps);
- //only for exp - hero may level up
- if (which == PrimarySkill::EXPERIENCE)
- {
- if (hero->commander && hero->commander->alive)
- {
- //FIXME: trim experience according to map limit?
- SetCommanderProperty scp;
- scp.heroid = hero->id;
- scp.which = SetCommanderProperty::EXPERIENCE;
- scp.amount = val;
- sendAndApply (&scp);
- CBonusSystemNode::treeHasChanged();
- }
- expGiven(hero);
- }
- }
- void CGameHandler::changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs)
- {
- if(!hero)
- {
- logGlobal->error("changeSecSkill provided no hero");
- return;
- }
- SetSecSkill sss;
- sss.id = hero->id;
- sss.which = which;
- sss.val = val;
- sss.abs = abs;
- sendAndApply(&sss);
- if (hero->visitedTown)
- giveSpells(hero->visitedTown, hero);
- }
- void CGameHandler::endBattle(int3 tile, const CGHeroInstance * heroAttacker, const CGHeroInstance * heroDefender)
- {
- LOG_TRACE(logGlobal);
- //Fill BattleResult structure with exp info
- giveExp(*battleResult.data);
- if (battleResult.get()->result == BattleResult::NORMAL) // give 500 exp for defeating hero, unless he escaped
- {
- if(heroAttacker)
- battleResult.data->exp[1] += 500;
- if(heroDefender)
- battleResult.data->exp[0] += 500;
- }
- if(heroAttacker)
- battleResult.data->exp[0] = heroAttacker->calculateXp(battleResult.data->exp[0]);//scholar skill
- if(heroDefender)
- battleResult.data->exp[1] = heroDefender->calculateXp(battleResult.data->exp[1]);
- auto battleQuery = std::dynamic_pointer_cast<CBattleQuery>(queries.topQuery(gs->curB->sides[0].color));
- if (!battleQuery)
- {
- logGlobal->error("Cannot find battle query!");
- complain("Player " + boost::lexical_cast<std::string>(gs->curB->sides[0].color) + " has no battle query at the top!");
- return;
- }
- battleQuery->result = std::make_optional(*battleResult.data);
- //Check how many battle queries were created (number of players blocked by battle)
- const int queriedPlayers = battleQuery ? (int)boost::count(queries.allQueries(), battleQuery) : 0;
- finishingBattle = std::make_unique<FinishingBattleHelper>(battleQuery, queriedPlayers);
-
- // in battles against neutrals, 1st player can ask to replay battle manually
- if (!gs->curB->sides[1].color.isValidPlayer())
- {
- auto battleDialogQuery = std::make_shared<CBattleDialogQuery>(this, gs->curB);
- battleResult.data->queryID = battleDialogQuery->queryID;
- queries.addQuery(battleDialogQuery);
- }
- else
- battleResult.data->queryID = -1;
-
- //set same battle result for all queries
- for(auto q : queries.allQueries())
- {
- auto otherBattleQuery = std::dynamic_pointer_cast<CBattleQuery>(q);
- if(otherBattleQuery)
- otherBattleQuery->result = battleQuery->result;
- }
-
- sendAndApply(battleResult.data); //after this point casualties objects are destroyed
- if (battleResult.data->queryID == -1)
- endBattleConfirm(gs->curB);
- }
- void CGameHandler::endBattleConfirm(const BattleInfo * battleInfo)
- {
- auto battleQuery = std::dynamic_pointer_cast<CBattleQuery>(queries.topQuery(battleInfo->sides.at(0).color));
- if(!battleQuery)
- {
- logGlobal->trace("No battle query, battle end was confirmed by another player");
- return;
- }
-
- const BattleResult::EResult result = battleResult.get()->result;
-
- CasualtiesAfterBattle cab1(battleInfo->sides.at(0), battleInfo), cab2(battleInfo->sides.at(1), battleInfo); //calculate casualties before deleting battle
- ChangeSpells cs; //for Eagle Eye
- if(!finishingBattle->isDraw() && finishingBattle->winnerHero)
- {
- if (int eagleEyeLevel = finishingBattle->winnerHero->valOfBonuses(BonusType::LEARN_BATTLE_SPELL_LEVEL_LIMIT, -1))
- {
- double eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(BonusType::LEARN_BATTLE_SPELL_CHANCE, 0);
- for(auto & spellId : battleInfo->sides.at(!battleResult.data->winner).usedSpellsHistory)
- {
- auto spell = spellId.toSpell(VLC->spells());
- if(spell && spell->getLevel() <= eagleEyeLevel && !finishingBattle->winnerHero->spellbookContainsSpell(spell->getId()) && getRandomGenerator().nextInt(99) < eagleEyeChance)
- cs.spells.insert(spell->getId());
- }
- }
- }
- std::vector<const CArtifactInstance *> arts; //display them in window
- if(result == BattleResult::NORMAL && !finishingBattle->isDraw() && finishingBattle->winnerHero)
- {
- auto sendMoveArtifact = [&](const CArtifactInstance *art, MoveArtifact *ma)
- {
- const auto slot = ArtifactUtils::getArtAnyPosition(finishingBattle->winnerHero, art->getTypeId());
- if(slot != ArtifactPosition::PRE_FIRST)
- {
- arts.push_back(art);
- ma->dst = ArtifactLocation(finishingBattle->winnerHero, slot);
- if(ArtifactUtils::isSlotBackpack(slot))
- ma->askAssemble = false;
- sendAndApply(ma);
- }
- };
- if (finishingBattle->loserHero)
- {
- //TODO: wrap it into a function, somehow (std::variant -_-)
- auto artifactsWorn = finishingBattle->loserHero->artifactsWorn;
- for (auto artSlot : artifactsWorn)
- {
- MoveArtifact ma;
- ma.src = ArtifactLocation(finishingBattle->loserHero, artSlot.first);
- const CArtifactInstance * art = ma.src.getArt();
- if (art && !art->artType->isBig() &&
- art->artType->getId() != ArtifactID::SPELLBOOK)
- // don't move war machines or locked arts (spellbook)
- {
- sendMoveArtifact(art, &ma);
- }
- }
- for(int slotNumber = finishingBattle->loserHero->artifactsInBackpack.size() - 1; slotNumber >= 0; slotNumber--)
- {
- //we assume that no big artifacts can be found
- MoveArtifact ma;
- ma.src = ArtifactLocation(finishingBattle->loserHero,
- ArtifactPosition(GameConstants::BACKPACK_START + slotNumber)); //backpack automatically shifts arts to beginning
- const CArtifactInstance * art = ma.src.getArt();
- if (art->artType->getId() != ArtifactID::GRAIL) //grail may not be won
- {
- sendMoveArtifact(art, &ma);
- }
- }
- if (finishingBattle->loserHero->commander) //TODO: what if commanders belong to no hero?
- {
- artifactsWorn = finishingBattle->loserHero->commander->artifactsWorn;
- for (auto artSlot : artifactsWorn)
- {
- MoveArtifact ma;
- ma.src = ArtifactLocation(finishingBattle->loserHero->commander.get(), artSlot.first);
- const CArtifactInstance * art = ma.src.getArt();
- if (art && !art->artType->isBig())
- {
- sendMoveArtifact(art, &ma);
- }
- }
- }
- }
- for (auto armySlot : battleInfo->sides.at(!battleResult.data->winner).armyObject->stacks)
- {
- auto artifactsWorn = armySlot.second->artifactsWorn;
- for (auto artSlot : artifactsWorn)
- {
- MoveArtifact ma;
- ma.src = ArtifactLocation(armySlot.second, artSlot.first);
- const CArtifactInstance * art = ma.src.getArt();
- if (art && !art->artType->isBig())
- {
- sendMoveArtifact(art, &ma);
- }
- }
- }
- }
-
- if (arts.size()) //display loot
- {
- InfoWindow iw;
- iw.player = finishingBattle->winnerHero->tempOwner;
- iw.text.appendLocalString (EMetaText::GENERAL_TXT, 30); //You have captured enemy artifact
- for (auto art : arts) //TODO; separate function to display loot for various ojects?
- {
- iw.components.emplace_back(
- Component::EComponentType::ARTIFACT, art->artType->getId(),
- art->artType->getId() == ArtifactID::SPELL_SCROLL? art->getScrollSpellID() : 0, 0);
- if (iw.components.size() >= 14)
- {
- sendAndApply(&iw);
- iw.components.clear();
- }
- }
- if (iw.components.size())
- {
- sendAndApply(&iw);
- }
- }
- //Eagle Eye secondary skill handling
- if (!cs.spells.empty())
- {
- cs.learn = 1;
- cs.hid = finishingBattle->winnerHero->id;
- InfoWindow iw;
- iw.player = finishingBattle->winnerHero->tempOwner;
- iw.text.appendLocalString(EMetaText::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
- iw.text.replaceRawString(finishingBattle->winnerHero->getNameTranslated());
- std::ostringstream names;
- for (int i = 0; i < cs.spells.size(); i++)
- {
- names << "%s";
- if (i < cs.spells.size() - 2)
- names << ", ";
- else if (i < cs.spells.size() - 1)
- names << "%s";
- }
- names << ".";
- iw.text.replaceRawString(names.str());
- auto it = cs.spells.begin();
- for (int i = 0; i < cs.spells.size(); i++, it++)
- {
- iw.text.replaceLocalString(EMetaText::SPELL_NAME, it->toEnum());
- if (i == cs.spells.size() - 2) //we just added pre-last name
- iw.text.replaceLocalString(EMetaText::GENERAL_TXT, 141); // " and "
- iw.components.emplace_back(Component::EComponentType::SPELL, *it, 0, 0);
- }
- sendAndApply(&iw);
- sendAndApply(&cs);
- }
- cab1.updateArmy(this);
- cab2.updateArmy(this); //take casualties after battle is deleted
-
- if(finishingBattle->loserHero) //remove beaten hero
- {
- RemoveObject ro(finishingBattle->loserHero->id);
- sendAndApply(&ro);
- }
- if(finishingBattle->isDraw() && finishingBattle->winnerHero) //for draw case both heroes should be removed
- {
- RemoveObject ro(finishingBattle->winnerHero->id);
- sendAndApply(&ro);
- }
-
- if(battleResult.data->winner == BattleSide::DEFENDER
- && finishingBattle->winnerHero
- && finishingBattle->winnerHero->visitedTown
- && !finishingBattle->winnerHero->inTownGarrison
- && finishingBattle->winnerHero->visitedTown->garrisonHero == finishingBattle->winnerHero)
- {
- swapGarrisonOnSiege(finishingBattle->winnerHero->visitedTown->id); //return defending visitor from garrison to its rightful place
- }
- //give exp
- if(!finishingBattle->isDraw() && battleResult.data->exp[finishingBattle->winnerSide] && finishingBattle->winnerHero)
- changePrimSkill(finishingBattle->winnerHero, PrimarySkill::EXPERIENCE, battleResult.data->exp[finishingBattle->winnerSide]);
-
- BattleResultAccepted raccepted;
- raccepted.heroResult[0].army = const_cast<CArmedInstance*>(battleInfo->sides.at(0).armyObject);
- raccepted.heroResult[1].army = const_cast<CArmedInstance*>(battleInfo->sides.at(1).armyObject);
- raccepted.heroResult[0].hero = const_cast<CGHeroInstance*>(battleInfo->sides.at(0).hero);
- raccepted.heroResult[1].hero = const_cast<CGHeroInstance*>(battleInfo->sides.at(1).hero);
- raccepted.heroResult[0].exp = battleResult.data->exp[0];
- raccepted.heroResult[1].exp = battleResult.data->exp[1];
- raccepted.winnerSide = finishingBattle->winnerSide;
- sendAndApply(&raccepted);
- queries.popIfTop(battleQuery);
- //--> continuation (battleAfterLevelUp) occurs after level-up queries are handled or on removing query
- }
- void CGameHandler::battleAfterLevelUp(const BattleResult &result)
- {
- LOG_TRACE(logGlobal);
- if(!finishingBattle)
- return;
- finishingBattle->remainingBattleQueriesCount--;
- logGlobal->trace("Decremented queries count to %d", finishingBattle->remainingBattleQueriesCount);
- if (finishingBattle->remainingBattleQueriesCount > 0)
- //Battle results will be handled when all battle queries are closed
- return;
- //TODO consider if we really want it to work like above. ATM each player as unblocked as soon as possible
- // but the battle consequences are applied after final player is unblocked. Hard to abuse...
- // Still, it looks like a hole.
- // Necromancy if applicable.
- const CStackBasicDescriptor raisedStack = finishingBattle->winnerHero ? finishingBattle->winnerHero->calculateNecromancy(*battleResult.data) : CStackBasicDescriptor();
- // Give raised units to winner and show dialog, if any were raised,
- // units will be given after casualties are taken
- const SlotID necroSlot = raisedStack.type ? finishingBattle->winnerHero->getSlotFor(raisedStack.type) : SlotID();
- if (necroSlot != SlotID())
- {
- finishingBattle->winnerHero->showNecromancyDialog(raisedStack, getRandomGenerator());
- addToSlot(StackLocation(finishingBattle->winnerHero, necroSlot), raisedStack.type, raisedStack.count);
- }
- BattleResultsApplied resultsApplied;
- resultsApplied.player1 = finishingBattle->victor;
- resultsApplied.player2 = finishingBattle->loser;
- sendAndApply(&resultsApplied);
- setBattle(nullptr);
- if (visitObjectAfterVictory && result.winner==0 && !finishingBattle->winnerHero->stacks.empty())
- {
- logGlobal->trace("post-victory visit");
- visitObjectOnTile(*getTile(finishingBattle->winnerHero->visitablePos()), finishingBattle->winnerHero);
- }
- visitObjectAfterVictory = false;
- //handle victory/loss of engaged players
- std::set<PlayerColor> playerColors = {finishingBattle->loser, finishingBattle->victor};
- checkVictoryLossConditions(playerColors);
- if (result.result == BattleResult::SURRENDER)
- heroPool->onHeroSurrendered(finishingBattle->loser, finishingBattle->loserHero);
- if (result.result == BattleResult::ESCAPE)
- heroPool->onHeroEscaped(finishingBattle->loser, finishingBattle->loserHero);
- if (result.winner != 2 && finishingBattle->winnerHero && finishingBattle->winnerHero->stacks.empty()
- && (!finishingBattle->winnerHero->commander || !finishingBattle->winnerHero->commander->alive))
- {
- RemoveObject ro(finishingBattle->winnerHero->id);
- sendAndApply(&ro);
- if (VLC->settings()->getBoolean(EGameSettings::HEROES_RETREAT_ON_WIN_WITHOUT_TROOPS))
- heroPool->onHeroEscaped(finishingBattle->victor, finishingBattle->winnerHero);
- }
-
- finishingBattle.reset();
- }
- void CGameHandler::makeAttack(const CStack * attacker, const CStack * defender, int distance, BattleHex targetHex, bool first, bool ranged, bool counter)
- {
- if(first && !counter)
- handleAttackBeforeCasting(ranged, attacker, defender);
- FireShieldInfo fireShield;
- BattleAttack bat;
- BattleLogMessage blm;
- bat.stackAttacking = attacker->unitId();
- bat.tile = targetHex;
- std::shared_ptr<battle::CUnitState> attackerState = attacker->acquireState();
- if(ranged)
- bat.flags |= BattleAttack::SHOT;
- if(counter)
- bat.flags |= BattleAttack::COUNTER;
- const int attackerLuck = attacker->luckVal();
- if(attackerLuck > 0)
- {
- auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_GOOD_LUCK_DICE);
- size_t diceIndex = std::min<size_t>(diceSize.size() - 1, attackerLuck);
- if(diceSize.size() > 0 && getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
- bat.flags |= BattleAttack::LUCKY;
- }
- if(attackerLuck < 0)
- {
- auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_BAD_LUCK_DICE);
- size_t diceIndex = std::min<size_t>(diceSize.size() - 1, -attackerLuck);
- if(diceSize.size() > 0 && getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
- bat.flags |= BattleAttack::UNLUCKY;
- }
- if (getRandomGenerator().nextInt(99) < attacker->valOfBonuses(BonusType::DOUBLE_DAMAGE_CHANCE))
- {
- bat.flags |= BattleAttack::DEATH_BLOW;
- }
- const auto * owner = gs->curB->getHero(attacker->unitOwner());
- if(owner)
- {
- int chance = owner->valOfBonuses(BonusType::BONUS_DAMAGE_CHANCE, attacker->creatureIndex());
- if (chance > getRandomGenerator().nextInt(99))
- bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG;
- }
- int64_t drainedLife = 0;
- // only primary target
- if(defender->alive())
- drainedLife += applyBattleEffects(bat, attackerState, fireShield, defender, distance, false);
- //multiple-hex normal attack
- std::set<const CStack*> attackedCreatures = gs->curB->getAttackedCreatures(attacker, targetHex, bat.shot()); //creatures other than primary target
- for(const CStack * stack : attackedCreatures)
- {
- if(stack != defender && stack->alive()) //do not hit same stack twice
- drainedLife += applyBattleEffects(bat, attackerState, fireShield, stack, distance, true);
- }
- std::shared_ptr<const Bonus> bonus = attacker->getBonusLocalFirst(Selector::type()(BonusType::SPELL_LIKE_ATTACK));
- if(bonus && ranged) //TODO: make it work in melee?
- {
- //this is need for displaying hit animation
- bat.flags |= BattleAttack::SPELL_LIKE;
- bat.spellID = SpellID(bonus->subtype);
- //TODO: should spell override creature`s projectile?
- auto spell = bat.spellID.toSpell();
- battle::Target target;
- target.emplace_back(defender, targetHex);
- spells::BattleCast event(gs->curB, attacker, spells::Mode::SPELL_LIKE_ATTACK, spell);
- event.setSpellLevel(bonus->val);
- auto attackedCreatures = spell->battleMechanics(&event)->getAffectedStacks(target);
- //TODO: get exact attacked hex for defender
- for(const CStack * stack : attackedCreatures)
- {
- if(stack != defender && stack->alive()) //do not hit same stack twice
- {
- drainedLife += applyBattleEffects(bat, attackerState, fireShield, stack, distance, true);
- }
- }
- //now add effect info for all attacked stacks
- for (BattleStackAttacked & bsa : bat.bsa)
- {
- if (bsa.attackerID == attacker->unitId()) //this is our attack and not f.e. fire shield
- {
- //this is need for displaying affect animation
- bsa.flags |= BattleStackAttacked::SPELL_EFFECT;
- bsa.spellID = SpellID(bonus->subtype);
- }
- }
- }
- attackerState->afterAttack(ranged, counter);
- {
- UnitChanges info(attackerState->unitId(), UnitChanges::EOperation::RESET_STATE);
- attackerState->save(info.data);
- bat.attackerChanges.changedStacks.push_back(info);
- }
- if (drainedLife > 0)
- bat.flags |= BattleAttack::LIFE_DRAIN;
- sendAndApply(&bat);
- {
- const bool multipleTargets = bat.bsa.size() > 1;
- int64_t totalDamage = 0;
- int32_t totalKills = 0;
- for(const BattleStackAttacked & bsa : bat.bsa)
- {
- totalDamage += bsa.damageAmount;
- totalKills += bsa.killedAmount;
- }
- {
- MetaString text;
- attacker->addText(text, EMetaText::GENERAL_TXT, 376);
- attacker->addNameReplacement(text);
- text.replaceNumber(totalDamage);
- blm.lines.push_back(text);
- }
- addGenericKilledLog(blm, defender, totalKills, multipleTargets);
- }
- // drain life effect (as well as log entry) must be applied after the attack
- if(drainedLife > 0)
- {
- MetaString text;
- attackerState->addText(text, EMetaText::GENERAL_TXT, 361);
- attackerState->addNameReplacement(text, false);
- text.replaceNumber(drainedLife);
- defender->addNameReplacement(text, true);
- blm.lines.push_back(std::move(text));
- }
- if(!fireShield.empty())
- {
- //todo: this should be "virtual" spell instead, we only need fire spell school bonus here
- const CSpell * fireShieldSpell = SpellID(SpellID::FIRE_SHIELD).toSpell();
- int64_t totalDamage = 0;
- for(const auto & item : fireShield)
- {
- const CStack * actor = item.first;
- int64_t rawDamage = item.second;
- const CGHeroInstance * actorOwner = gs->curB->getHero(actor->unitOwner());
- if(actorOwner)
- {
- rawDamage = fireShieldSpell->adjustRawDamage(actorOwner, attacker, rawDamage);
- }
- else
- {
- rawDamage = fireShieldSpell->adjustRawDamage(actor, attacker, rawDamage);
- }
- totalDamage+=rawDamage;
- //FIXME: add custom effect on actor
- }
- if (totalDamage > 0)
- {
- BattleStackAttacked bsa;
- bsa.flags |= BattleStackAttacked::FIRE_SHIELD;
- bsa.stackAttacked = attacker->unitId(); //invert
- bsa.attackerID = defender->unitId();
- bsa.damageAmount = totalDamage;
- attacker->prepareAttacked(bsa, getRandomGenerator());
- StacksInjured pack;
- pack.stacks.push_back(bsa);
- sendAndApply(&pack);
- // TODO: this is already implemented in Damage::describeEffect()
- {
- MetaString text;
- text.appendLocalString(EMetaText::GENERAL_TXT, 376);
- text.replaceLocalString(EMetaText::SPELL_NAME, SpellID::FIRE_SHIELD);
- text.replaceNumber(totalDamage);
- blm.lines.push_back(std::move(text));
- }
- addGenericKilledLog(blm, attacker, bsa.killedAmount, false);
- }
- }
- sendAndApply(&blm);
- handleAfterAttackCasting(ranged, attacker, defender);
- }
- int64_t CGameHandler::applyBattleEffects(BattleAttack & bat, std::shared_ptr<battle::CUnitState> attackerState, FireShieldInfo & fireShield, const CStack * def, int distance, bool secondary)
- {
- BattleStackAttacked bsa;
- if(secondary)
- bsa.flags |= BattleStackAttacked::SECONDARY; //all other targets do not suffer from spells & spell-like abilities
- bsa.attackerID = attackerState->unitId();
- bsa.stackAttacked = def->unitId();
- {
- BattleAttackInfo bai(attackerState.get(), def, distance, bat.shot());
- bai.deathBlow = bat.deathBlow();
- bai.doubleDamage = bat.ballistaDoubleDmg();
- bai.luckyStrike = bat.lucky();
- bai.unluckyStrike = bat.unlucky();
- auto range = gs->curB->calculateDmgRange(bai);
- bsa.damageAmount = gs->curB->getActualDamage(range.damage, attackerState->getCount(), getRandomGenerator());
- CStack::prepareAttacked(bsa, getRandomGenerator(), bai.defender->acquireState()); //calculate casualties
- }
- int64_t drainedLife = 0;
- //life drain handling
- if(attackerState->hasBonusOfType(BonusType::LIFE_DRAIN) && def->isLiving())
- {
- int64_t toHeal = bsa.damageAmount * attackerState->valOfBonuses(BonusType::LIFE_DRAIN) / 100;
- attackerState->heal(toHeal, EHealLevel::RESURRECT, EHealPower::PERMANENT);
- drainedLife += toHeal;
- }
- //soul steal handling
- if(attackerState->hasBonusOfType(BonusType::SOUL_STEAL) && def->isLiving())
- {
- //we can have two bonuses - one with subtype 0 and another with subtype 1
- //try to use permanent first, use only one of two
- for(si32 subtype = 1; subtype >= 0; subtype--)
- {
- if(attackerState->hasBonusOfType(BonusType::SOUL_STEAL, subtype))
- {
- int64_t toHeal = bsa.killedAmount * attackerState->valOfBonuses(BonusType::SOUL_STEAL, subtype) * attackerState->getMaxHealth();
- attackerState->heal(toHeal, EHealLevel::OVERHEAL, ((subtype == 0) ? EHealPower::ONE_BATTLE : EHealPower::PERMANENT));
- drainedLife += toHeal;
- break;
- }
- }
- }
- bat.bsa.push_back(bsa); //add this stack to the list of victims after drain life has been calculated
- //fire shield handling
- if(!bat.shot() &&
- !def->isClone() &&
- def->hasBonusOfType(BonusType::FIRE_SHIELD) &&
- !attackerState->hasBonusOfType(BonusType::FIRE_IMMUNITY) &&
- CStack::isMeleeAttackPossible(attackerState.get(), def) // attacked needs to be adjacent to defender for fire shield to trigger (e.g. Dragon Breath attack)
- )
- {
- //TODO: use damage with bonus but without penalties
- auto fireShieldDamage = (std::min<int64_t>(def->getAvailableHealth(), bsa.damageAmount) * def->valOfBonuses(BonusType::FIRE_SHIELD)) / 100;
- fireShield.push_back(std::make_pair(def, fireShieldDamage));
- }
- return drainedLife;
- }
- void CGameHandler::sendGenericKilledLog(const CStack * defender, int32_t killed, bool multiple)
- {
- if(killed > 0)
- {
- BattleLogMessage blm;
- addGenericKilledLog(blm, defender, killed, multiple);
- sendAndApply(&blm);
- }
- }
- void CGameHandler::addGenericKilledLog(BattleLogMessage & blm, const CStack * defender, int32_t killed, bool multiple)
- {
- if(killed > 0)
- {
- const int32_t txtIndex = (killed > 1) ? 379 : 378;
- std::string formatString = VLC->generaltexth->allTexts[txtIndex];
- // 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)
- formatString.erase(std::remove(formatString.begin(), formatString.end(), '\n'), formatString.end());
- formatString.erase(std::remove(formatString.begin(), formatString.end(), '\r'), formatString.end());
- boost::algorithm::trim(formatString);
- boost::format txt(formatString);
- if(killed > 1)
- {
- txt % killed % (multiple ? VLC->generaltexth->allTexts[43] : defender->unitType()->getNamePluralTranslated()); // creatures perish
- }
- else //killed == 1
- {
- txt % (multiple ? VLC->generaltexth->allTexts[42] : defender->unitType()->getNameSingularTranslated()); // creature perishes
- }
- MetaString line;
- line.appendRawString(txt.str());
- blm.lines.push_back(std::move(line));
- }
- }
- void CGameHandler::handleClientDisconnection(std::shared_ptr<CConnection> c)
- {
- if(lobby->state == EServerState::SHUTDOWN || !gs || !gs->scenarioOps)
- return;
-
- for(auto & playerConnections : connections)
- {
- PlayerColor playerId = playerConnections.first;
- auto * playerSettings = gs->scenarioOps->getPlayersSettings(playerId.getNum());
- if(!playerSettings)
- continue;
-
- auto playerConnection = vstd::find(playerConnections.second, c);
- if(playerConnection != playerConnections.second.end())
- {
- std::string messageText = boost::str(boost::format("%s (cid %d) was disconnected") % playerSettings->name % c->connectionID);
- playerMessages->broadcastMessage(playerId, messageText);
- }
- }
- }
- void CGameHandler::handleReceivedPack(CPackForServer * pack)
- {
- //prepare struct informing that action was applied
- auto sendPackageResponse = [&](bool succesfullyApplied)
- {
- PackageApplied applied;
- applied.player = pack->player;
- applied.result = succesfullyApplied;
- applied.packType = typeList.getTypeID(pack);
- applied.requestID = pack->requestID;
- pack->c->sendPack(&applied);
- };
- CBaseForGHApply * apply = applier->getApplier(typeList.getTypeID(pack)); //and appropriate applier object
- if(isBlockedByQueries(pack, pack->player))
- {
- sendPackageResponse(false);
- }
- else if(apply)
- {
- const bool result = apply->applyOnGH(this, this->gs, pack);
- if(result)
- logGlobal->trace("Message %s successfully applied!", typeid(*pack).name());
- else
- complain((boost::format("Got false in applying %s... that request must have been fishy!")
- % typeid(*pack).name()).str());
- sendPackageResponse(true);
- }
- else
- {
- logGlobal->error("Message cannot be applied, cannot find applier (unregistered type)!");
- sendPackageResponse(false);
- }
- vstd::clear_pointer(pack);
- }
- int CGameHandler::moveStack(int stack, BattleHex dest)
- {
- int ret = 0;
- const CStack *curStack = gs->curB->battleGetStackByID(stack),
- *stackAtEnd = gs->curB->battleGetStackByPos(dest);
- assert(curStack);
- assert(dest < GameConstants::BFIELD_SIZE);
- if (gs->curB->tacticDistance)
- {
- assert(gs->curB->isInTacticRange(dest));
- }
- auto start = curStack->getPosition();
- if (start == dest)
- return 0;
- //initing necessary tables
- auto accessibility = getAccesibility(curStack);
- std::set<BattleHex> passed;
- //Ignore obstacles on starting position
- passed.insert(curStack->getPosition());
- if(curStack->doubleWide())
- passed.insert(curStack->occupiedHex());
- //shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
- if(!stackAtEnd && curStack->doubleWide() && !accessibility.accessible(dest, curStack))
- {
- BattleHex shifted = dest.cloneInDirection(curStack->destShiftDir(), false);
- if(accessibility.accessible(shifted, curStack))
- dest = shifted;
- }
- if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility.accessible(dest, curStack))
- {
- complain("Given destination is not accessible!");
- return 0;
- }
- bool canUseGate = false;
- auto dbState = gs->curB->si.gateState;
- if(battleGetSiegeLevel() > 0 && curStack->unitSide() == BattleSide::DEFENDER &&
- dbState != EGateState::DESTROYED &&
- dbState != EGateState::BLOCKED)
- {
- canUseGate = true;
- }
- std::pair< std::vector<BattleHex>, int > path = gs->curB->getPath(start, dest, curStack);
- ret = path.second;
- int creSpeed = curStack->speed(0, true);
- if (gs->curB->tacticDistance > 0 && creSpeed > 0)
- creSpeed = GameConstants::BFIELD_SIZE;
- bool hasWideMoat = vstd::contains_if(battleGetAllObstaclesOnPos(BattleHex(ESiegeHex::GATE_BRIDGE), false), [](const std::shared_ptr<const CObstacleInstance> & obst)
- {
- return obst->obstacleType == CObstacleInstance::MOAT;
- });
- auto isGateDrawbridgeHex = [&](BattleHex hex) -> bool
- {
- if (hasWideMoat && hex == ESiegeHex::GATE_BRIDGE)
- return true;
- if (hex == ESiegeHex::GATE_OUTER)
- return true;
- if (hex == ESiegeHex::GATE_INNER)
- return true;
- return false;
- };
- auto occupyGateDrawbridgeHex = [&](BattleHex hex) -> bool
- {
- if (isGateDrawbridgeHex(hex))
- return true;
- if (curStack->doubleWide())
- {
- BattleHex otherHex = curStack->occupiedHex(hex);
- if (otherHex.isValid() && isGateDrawbridgeHex(otherHex))
- return true;
- }
- return false;
- };
- if (curStack->hasBonusOfType(BonusType::FLYING))
- {
- if (path.second <= creSpeed && path.first.size() > 0)
- {
- if (canUseGate && dbState != EGateState::OPENED &&
- occupyGateDrawbridgeHex(dest))
- {
- BattleUpdateGateState db;
- db.state = EGateState::OPENED;
- sendAndApply(&db);
- }
- //inform clients about move
- BattleStackMoved sm;
- sm.stack = curStack->unitId();
- std::vector<BattleHex> tiles;
- tiles.push_back(path.first[0]);
- sm.tilesToMove = tiles;
- sm.distance = path.second;
- sm.teleporting = false;
- sendAndApply(&sm);
- }
- }
- else //for non-flying creatures
- {
- std::vector<BattleHex> tiles;
- const int tilesToMove = std::max((int)(path.first.size() - creSpeed), 0);
- int v = (int)path.first.size()-1;
- path.first.push_back(start);
- // check if gate need to be open or closed at some point
- BattleHex openGateAtHex, gateMayCloseAtHex;
- if (canUseGate)
- {
- for (int i = (int)path.first.size()-1; i >= 0; i--)
- {
- auto needOpenGates = [&](BattleHex hex) -> bool
- {
- if (hasWideMoat && hex == ESiegeHex::GATE_BRIDGE)
- return true;
- if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] == ESiegeHex::GATE_OUTER)
- return true;
- else if (hex == ESiegeHex::GATE_OUTER || hex == ESiegeHex::GATE_INNER)
- return true;
- return false;
- };
- auto hex = path.first[i];
- if (!openGateAtHex.isValid() && dbState != EGateState::OPENED)
- {
- if (needOpenGates(hex))
- openGateAtHex = path.first[i+1];
- //TODO we need find batter way to handle double-wide stacks
- //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.
- if (curStack->doubleWide())
- {
- BattleHex otherHex = curStack->occupiedHex(hex);
- if (otherHex.isValid() && needOpenGates(otherHex))
- openGateAtHex = path.first[i+2];
- }
- //gate may be opened and then closed during stack movement, but not other way around
- if (openGateAtHex.isValid())
- dbState = EGateState::OPENED;
- }
- if (!gateMayCloseAtHex.isValid() && dbState != EGateState::CLOSED)
- {
- if (hex == ESiegeHex::GATE_INNER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
- {
- gateMayCloseAtHex = path.first[i-1];
- }
- if (hasWideMoat)
- {
- if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
- {
- gateMayCloseAtHex = path.first[i-1];
- }
- else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 &&
- path.first[i-1] != ESiegeHex::GATE_INNER &&
- path.first[i-1] != ESiegeHex::GATE_BRIDGE)
- {
- gateMayCloseAtHex = path.first[i-1];
- }
- }
- else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_INNER)
- {
- gateMayCloseAtHex = path.first[i-1];
- }
- }
- }
- }
- bool stackIsMoving = true;
- while(stackIsMoving)
- {
- if (v<tilesToMove)
- {
- logGlobal->error("Movement terminated abnormally");
- break;
- }
- bool gateStateChanging = false;
- //special handling for opening gate on from starting hex
- if (openGateAtHex.isValid() && openGateAtHex == start)
- gateStateChanging = true;
- else
- {
- for (bool obstacleHit = false; (!obstacleHit) && (!gateStateChanging) && (v >= tilesToMove); --v)
- {
- BattleHex hex = path.first[v];
- tiles.push_back(hex);
- if ((openGateAtHex.isValid() && openGateAtHex == hex) ||
- (gateMayCloseAtHex.isValid() && gateMayCloseAtHex == hex))
- {
- gateStateChanging = true;
- }
- //if we walked onto something, finalize this portion of stack movement check into obstacle
- if(!battleGetAllObstaclesOnPos(hex, false).empty())
- obstacleHit = true;
- if (curStack->doubleWide())
- {
- BattleHex otherHex = curStack->occupiedHex(hex);
- //two hex creature hit obstacle by backside
- auto obstacle2 = battleGetAllObstaclesOnPos(otherHex, false);
- if(otherHex.isValid() && !obstacle2.empty())
- obstacleHit = true;
- }
- if(!obstacleHit)
- passed.insert(hex);
- }
- }
- if (!tiles.empty())
- {
- //commit movement
- BattleStackMoved sm;
- sm.stack = curStack->unitId();
- sm.distance = path.second;
- sm.teleporting = false;
- sm.tilesToMove = tiles;
- sendAndApply(&sm);
- tiles.clear();
- }
- //we don't handle obstacle at the destination tile -> it's handled separately in the if at the end
- if (curStack->getPosition() != dest)
- {
- if(stackIsMoving && start != curStack->getPosition())
- {
- stackIsMoving = handleObstacleTriggersForUnit(*spellEnv, *curStack, passed);
- passed.insert(curStack->getPosition());
- if(curStack->doubleWide())
- passed.insert(curStack->occupiedHex());
- }
- if (gateStateChanging)
- {
- if (curStack->getPosition() == openGateAtHex)
- {
- openGateAtHex = BattleHex();
- //only open gate if stack is still alive
- if (curStack->alive())
- {
- BattleUpdateGateState db;
- db.state = EGateState::OPENED;
- sendAndApply(&db);
- }
- }
- else if (curStack->getPosition() == gateMayCloseAtHex)
- {
- gateMayCloseAtHex = BattleHex();
- updateGateState();
- }
- }
- }
- else
- //movement finished normally: we reached destination
- stackIsMoving = false;
- }
- }
- //handle last hex separately for deviation
- if (VLC->settings()->getBoolean(EGameSettings::COMBAT_ONE_HEX_TRIGGERS_OBSTACLES))
- {
- if (dest == battle::Unit::occupiedHex(start, curStack->doubleWide(), curStack->unitSide())
- || start == battle::Unit::occupiedHex(dest, curStack->doubleWide(), curStack->unitSide()))
- passed.clear(); //Just empty passed, obstacles will handled automatically
- }
- //handling obstacle on the final field (separate, because it affects both flying and walking stacks)
- handleObstacleTriggersForUnit(*spellEnv, *curStack, passed);
- return ret;
- }
- CGameHandler::CGameHandler(CVCMIServer * lobby)
- : lobby(lobby)
- , heroPool(std::make_unique<HeroPoolProcessor>(this))
- , playerMessages(std::make_unique<PlayerMessageProcessor>(this))
- , complainNoCreatures("No creatures to split")
- , complainNotEnoughCreatures("Cannot split that stack, not enough creatures!")
- , complainInvalidSlot("Invalid slot accessed!")
- {
- QID = 1;
- IObjectInterface::cb = this;
- applier = std::make_shared<CApplier<CBaseForGHApply>>();
- registerTypesServerPacks(*applier);
- visitObjectAfterVictory = false;
- spellEnv = new ServerSpellCastEnvironment(this);
- }
- CGameHandler::~CGameHandler()
- {
- if (battleThread)
- {
- //Setting battleMadeAction is needed because battleThread waits for the action to continue the main loop
- battleMadeAction.setn(true);
- battleThread->join();
- }
- delete spellEnv;
- delete gs;
- }
- void CGameHandler::reinitScripting()
- {
- serverEventBus = std::make_unique<events::EventBus>();
- #if SCRIPTING_ENABLED
- serverScripts.reset(new scripting::PoolImpl(this, spellEnv));
- #endif
- }
- void CGameHandler::init(StartInfo *si)
- {
- if (si->seedToBeUsed == 0)
- {
- si->seedToBeUsed = static_cast<ui32>(std::time(nullptr));
- }
- CMapService mapService;
- gs = new CGameState();
- gs->preInit(VLC);
- logGlobal->info("Gamestate created!");
- gs->init(&mapService, si);
- logGlobal->info("Gamestate initialized!");
- // reset seed, so that clients can't predict any following random values
- getRandomGenerator().resetSeed();
- for (auto & elem : gs->players)
- {
- states.addPlayer(elem.first);
- }
- reinitScripting();
- }
- static bool evntCmp(const CMapEvent &a, const CMapEvent &b)
- {
- return a.earlierThan(b);
- }
- void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
- {// bool forced = true - if creature should be replaced, if false - only if no creature was set
- const PlayerState * p = getPlayerState(town->tempOwner);
- if (!p)
- {
- assert(town->tempOwner == PlayerColor::NEUTRAL);
- return;
- }
- if (forced || town->creatures.at(GameConstants::CREATURES_PER_TOWN).second.empty())//we need to change creature
- {
- SetAvailableCreatures ssi;
- ssi.tid = town->id;
- ssi.creatures = town->creatures;
- ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear();//remove old one
- const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
- if (dwellings.empty())//no dwellings - just remove
- {
- sendAndApply(&ssi);
- return;
- }
- auto dwelling = *RandomGeneratorUtil::nextItem(dwellings, getRandomGenerator());
- // for multi-creature dwellings like Golem Factory
- auto creatureId = RandomGeneratorUtil::nextItem(dwelling->creatures, getRandomGenerator())->second[0];
- if (clear)
- {
- ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max(1, (VLC->creh->objects.at(creatureId)->getGrowth())/2);
- }
- else
- {
- ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->objects.at(creatureId)->getGrowth();
- }
- ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creatureId);
- sendAndApply(&ssi);
- }
- }
- void CGameHandler::newTurn()
- {
- logGlobal->trace("Turn %d", gs->day+1);
- NewTurn n;
- n.specialWeek = NewTurn::NO_ACTION;
- n.creatureid = CreatureID::NONE;
- n.day = gs->day + 1;
- bool firstTurn = !getDate(Date::DAY);
- bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
- bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
- std::map<PlayerColor, si32> hadGold;//starting gold - for buildings like dwarven treasury
- if (firstTurn)
- {
- for (auto obj : gs->map->objects)
- {
- if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
- {
- changePrimSkill (getHero(obj->id), PrimarySkill::EXPERIENCE, 0);
- }
- }
- }
- if (newWeek && !firstTurn)
- {
- n.specialWeek = NewTurn::NORMAL;
- bool deityOfFireBuilt = false;
- for (const CGTownInstance *t : gs->map->towns)
- {
- if (t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
- {
- deityOfFireBuilt = true;
- break;
- }
- }
- if (deityOfFireBuilt)
- {
- n.specialWeek = NewTurn::DEITYOFFIRE;
- n.creatureid = CreatureID::IMP;
- }
- else if(VLC->settings()->getBoolean(EGameSettings::CREATURES_ALLOW_RANDOM_SPECIAL_WEEKS))
- {
- int monthType = getRandomGenerator().nextInt(99);
- if (newMonth) //new month
- {
- if (monthType < 40) //double growth
- {
- n.specialWeek = NewTurn::DOUBLE_GROWTH;
- if (VLC->settings()->getBoolean(EGameSettings::CREATURES_ALLOW_ALL_FOR_DOUBLE_MONTH))
- {
- n.creatureid = VLC->creh->pickRandomMonster(getRandomGenerator());
- }
- else if (VLC->creh->doubledCreatures.size())
- {
- n.creatureid = *RandomGeneratorUtil::nextItem(VLC->creh->doubledCreatures, getRandomGenerator());
- }
- else
- {
- complain("Cannot find creature that can be spawned!");
- n.specialWeek = NewTurn::NORMAL;
- }
- }
- else if (monthType < 50)
- n.specialWeek = NewTurn::PLAGUE;
- }
- else //it's a week, but not full month
- {
- if (monthType < 25)
- {
- n.specialWeek = NewTurn::BONUS_GROWTH; //+5
- std::pair<int, CreatureID> newMonster(54, CreatureID());
- do
- {
- newMonster.second = VLC->creh->pickRandomMonster(getRandomGenerator());
- } while (VLC->creh->objects[newMonster.second] &&
- (*VLC->townh)[VLC->creatures()->getById(newMonster.second)->getFaction()]->town == nullptr); // find first non neutral creature
- n.creatureid = newMonster.second;
- }
- }
- }
- }
- for (auto & elem : gs->players)
- {
- if (elem.first == PlayerColor::NEUTRAL)
- continue;
- else if (elem.first >= PlayerColor::PLAYER_LIMIT)
- assert(0); //illegal player number!
- std::pair<PlayerColor, si32> playerGold(elem.first, elem.second.resources[EGameResID::GOLD]);
- hadGold.insert(playerGold);
- if (newWeek) //new heroes in tavern
- heroPool->onNewWeek(elem.first);
- n.res[elem.first] = elem.second.resources;
- if(!firstTurn && newWeek) //weekly crystal generation if 1 or more crystal dragons in any hero army or town garrison
- {
- bool hasCrystalGenCreature = false;
- for(CGHeroInstance * hero : elem.second.heroes)
- {
- for(auto stack : hero->stacks)
- {
- if(stack.second->hasBonusOfType(BonusType::SPECIAL_CRYSTAL_GENERATION))
- {
- hasCrystalGenCreature = true;
- break;
- }
- }
- }
- if(!hasCrystalGenCreature) //not found in armies, check towns
- {
- for(CGTownInstance * town : elem.second.towns)
- {
- for(auto stack : town->stacks)
- {
- if(stack.second->hasBonusOfType(BonusType::SPECIAL_CRYSTAL_GENERATION))
- {
- hasCrystalGenCreature = true;
- break;
- }
- }
- }
- }
- if(hasCrystalGenCreature)
- n.res[elem.first][EGameResID::CRYSTAL] += 3;
- }
- for (CGHeroInstance *h : (elem).second.heroes)
- {
- if (h->visitedTown)
- giveSpells(h->visitedTown, h);
- NewTurn::Hero hth;
- hth.id = h->id;
- auto ti = std::make_unique<TurnInfo>(h, 1);
- // TODO: this code executed when bonuses of previous day not yet updated (this happen in NewTurn::applyGs). See issue 2356
- hth.move = h->movementPointsLimitCached(gs->map->getTile(h->visitablePos()).terType->isLand(), ti.get());
- hth.mana = h->getManaNewTurn();
- n.heroes.insert(hth);
- if (!firstTurn) //not first day
- {
- for (int k = 0; k < GameConstants::RESOURCE_QUANTITY; k++)
- {
- n.res[elem.first][k] += h->valOfBonuses(BonusType::GENERATE_RESOURCE, k);
- }
- }
- }
- }
- for (CGTownInstance *t : gs->map->towns)
- {
- PlayerColor player = t->tempOwner;
- handleTownEvents(t, n);
- if (newWeek) //first day of week
- {
- if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
- setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
- if (!firstTurn)
- if (t->hasBuilt(BuildingSubID::TREASURY) && player < PlayerColor::PLAYER_LIMIT)
- n.res[player][EGameResID::GOLD] += hadGold.at(player)/10; //give 10% of starting gold
- if (!vstd::contains(n.cres, t->id))
- {
- n.cres[t->id].tid = t->id;
- n.cres[t->id].creatures = t->creatures;
- }
- auto & sac = n.cres.at(t->id);
- for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths
- {
- if (!t->creatures.at(k).second.empty()) // there are creatures at this level
- {
- ui32 &availableCount = sac.creatures.at(k).first;
- const CCreature *cre = VLC->creh->objects.at(t->creatures.at(k).second.back());
- if (n.specialWeek == NewTurn::PLAGUE)
- availableCount = t->creatures.at(k).first / 2; //halve their number, no growth
- else
- {
- if (firstTurn) //first day of game: use only basic growths
- availableCount = cre->getGrowth();
- else
- availableCount += t->creatureGrowth(k);
- //Deity of fire week - upgrade both imps and upgrades
- if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures.at(k).second, n.creatureid))
- availableCount += 15;
- if (cre->getId() == n.creatureid) //bonus week, effect applies only to identical creatures
- {
- if (n.specialWeek == NewTurn::DOUBLE_GROWTH)
- availableCount *= 2;
- else if (n.specialWeek == NewTurn::BONUS_GROWTH)
- availableCount += 5;
- }
- }
- }
- }
- }
- if (!firstTurn && player < PlayerColor::PLAYER_LIMIT)//not the first day and town not neutral
- {
- n.res[player] = n.res[player] + t->dailyIncome();
- }
- if(t->hasBuilt(BuildingID::GRAIL)
- && t->town->buildings.at(BuildingID::GRAIL)->height == CBuilding::HEIGHT_SKYSHIP)
- {
- // Skyship, probably easier to handle same as Veil of darkness
- //do it every new day after veils apply
- if (player != PlayerColor::NEUTRAL) //do not reveal fow for neutral player
- {
- FoWChange fw;
- fw.mode = 1;
- fw.player = player;
- // find all hidden tiles
- const auto fow = getPlayerTeam(player)->fogOfWarMap;
- auto shape = fow->shape();
- for(size_t z = 0; z < shape[0]; z++)
- for(size_t x = 0; x < shape[1]; x++)
- for(size_t y = 0; y < shape[2]; y++)
- if (!(*fow)[z][x][y])
- fw.tiles.insert(int3(x, y, z));
- sendAndApply (&fw);
- }
- }
- if (t->hasBonusOfType (BonusType::DARKNESS))
- {
- for (auto & player : gs->players)
- {
- if (getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
- getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES)
- changeFogOfWar(t->visitablePos(), t->getBonusLocalFirst(Selector::type()(BonusType::DARKNESS))->val, player.first, true);
- }
- }
- }
- if (newMonth)
- {
- SetAvailableArtifacts saa;
- saa.id = -1;
- pickAllowedArtsSet(saa.arts, getRandomGenerator());
- sendAndApply(&saa);
- }
- sendAndApply(&n);
- if (newWeek)
- {
- //spawn wandering monsters
- if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
- {
- spawnWanderingMonsters(n.creatureid);
- }
- //new week info popup
- if (!firstTurn)
- {
- InfoWindow iw;
- switch (n.specialWeek)
- {
- case NewTurn::DOUBLE_GROWTH:
- iw.text.appendLocalString(EMetaText::ARRAY_TXT, 131);
- iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, n.creatureid);
- iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, n.creatureid);
- break;
- case NewTurn::PLAGUE:
- iw.text.appendLocalString(EMetaText::ARRAY_TXT, 132);
- break;
- case NewTurn::BONUS_GROWTH:
- iw.text.appendLocalString(EMetaText::ARRAY_TXT, 134);
- iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, n.creatureid);
- iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, n.creatureid);
- break;
- case NewTurn::DEITYOFFIRE:
- iw.text.appendLocalString(EMetaText::ARRAY_TXT, 135);
- iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, 42); //%s imp
- iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, 42); //%s imp
- iw.text.replacePositiveNumber(15); //%+d 15
- iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, 43); //%s familiar
- iw.text.replacePositiveNumber(15); //%+d 15
- break;
- default:
- if (newMonth)
- {
- iw.text.appendLocalString(EMetaText::ARRAY_TXT, (130));
- iw.text.replaceLocalString(EMetaText::ARRAY_TXT, getRandomGenerator().nextInt(32, 41));
- }
- else
- {
- iw.text.appendLocalString(EMetaText::ARRAY_TXT, (133));
- iw.text.replaceLocalString(EMetaText::ARRAY_TXT, getRandomGenerator().nextInt(43, 57));
- }
- }
- for (auto & elem : gs->players)
- {
- iw.player = elem.first;
- sendAndApply(&iw);
- }
- }
- }
- logGlobal->trace("Info about turn %d has been sent!", n.day);
- handleTimeEvents();
- //call objects
- for (auto & elem : gs->map->objects)
- {
- if (elem)
- elem->newTurn(getRandomGenerator());
- }
- synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
- }
- void CGameHandler::run(bool resume)
- {
- LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
- using namespace boost::posix_time;
- for (auto cc : lobby->connections)
- {
- auto players = lobby->getAllClientPlayers(cc->connectionID);
- std::stringstream sbuffer;
- sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
- for (PlayerColor color : players)
- {
- sbuffer << color << " ";
- {
- boost::unique_lock<boost::recursive_mutex> lock(gsm);
- connections[color].insert(cc);
- }
- }
- logGlobal->info(sbuffer.str());
- }
- #if SCRIPTING_ENABLED
- services()->scripts()->run(serverScripts);
- #endif
- if(resume)
- events::GameResumed::defaultExecute(serverEventBus.get());
- auto playerTurnOrder = generatePlayerTurnOrder();
- while(lobby->state == EServerState::GAMEPLAY)
- {
- if(!resume)
- {
- newTurn();
- events::TurnStarted::defaultExecute(serverEventBus.get());
- }
- std::list<PlayerColor>::iterator it;
- if (resume)
- {
- it = std::find(playerTurnOrder.begin(), playerTurnOrder.end(), gs->currentPlayer);
- }
- else
- {
- it = playerTurnOrder.begin();
- }
- resume = false;
- for (; (it != playerTurnOrder.end()) && (lobby->state == EServerState::GAMEPLAY) ; it++)
- {
- auto playerColor = *it;
- auto onGetTurn = [&](events::PlayerGotTurn & event)
- {
- //if player runs out of time, he shouldn't get the turn (especially AI)
- //pre-trigger may change anything, should check before each player
- //TODO: is it enough to check only one player?
- checkVictoryLossConditionsForAll();
- auto player = event.getPlayer();
- const PlayerState * playerState = &gs->players[player];
- if(playerState->status != EPlayerStatus::INGAME)
- {
- event.setPlayer(PlayerColor::CANNOT_DETERMINE);
- }
- else
- {
- states.setFlag(player, &PlayerStatus::makingTurn, true);
- YourTurn yt;
- yt.player = player;
- //Change local daysWithoutCastle counter for local interface message //TODO: needed?
- yt.daysWithoutCastle = playerState->daysWithoutCastle;
- applyAndSend(&yt);
- }
- };
- events::PlayerGotTurn::defaultExecute(serverEventBus.get(), onGetTurn, playerColor);
- if(playerColor != PlayerColor::CANNOT_DETERMINE)
- {
- //wait till turn is done
- boost::unique_lock<boost::mutex> lock(states.mx);
- while(states.players.at(playerColor).makingTurn && lobby->state == EServerState::GAMEPLAY)
- {
- static time_duration p = milliseconds(100);
- states.cv.timed_wait(lock, p);
- }
- }
- }
- //additional check that game is not finished
- bool activePlayer = false;
- for (auto player : playerTurnOrder)
- {
- if (gs->players[player].status == EPlayerStatus::INGAME)
- activePlayer = true;
- }
- if(!activePlayer)
- lobby->state = EServerState::GAMEPLAY_ENDED;
- }
- }
- std::list<PlayerColor> CGameHandler::generatePlayerTurnOrder() const
- {
- // Generate player turn order
- std::list<PlayerColor> playerTurnOrder;
- for (const auto & player : gs->players) // add human players first
- {
- if (player.second.human)
- playerTurnOrder.push_back(player.first);
- }
- for (const auto & player : gs->players) // then add non-human players
- {
- if (!player.second.human)
- playerTurnOrder.push_back(player.first);
- }
- return playerTurnOrder;
- }
- void CGameHandler::setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town)
- {
- battleResult.set(nullptr);
- const auto & t = *getTile(tile);
- TerrainId terrain = t.terType->getId();
- if (gs->map->isCoastalTile(tile)) //coastal tile is always ground
- terrain = ETerrainId::SAND;
- BattleField terType = gs->battleGetBattlefieldType(tile, getRandomGenerator());
- if (heroes[0] && heroes[0]->boat && heroes[1] && heroes[1]->boat)
- terType = BattleField(*VLC->identifiers()->getIdentifier("core", "battlefield.ship_to_ship"));
- //send info about battles
- BattleStart bs;
- bs.info = BattleInfo::setupBattle(tile, terrain, terType, armies, heroes, creatureBank, town);
- engageIntoBattle(bs.info->sides[0].color);
- engageIntoBattle(bs.info->sides[1].color);
- auto lastBattleQuery = std::dynamic_pointer_cast<CBattleQuery>(queries.topQuery(bs.info->sides[0].color));
- bs.info->replayAllowed = lastBattleQuery == nullptr && !bs.info->sides[1].color.isValidPlayer();
- sendAndApply(&bs);
- }
- void CGameHandler::checkBattleStateChanges()
- {
- //check if drawbridge state need to be changes
- if (battleGetSiegeLevel() > 0)
- updateGateState();
- //check if battle ended
- if (auto result = battleIsFinished())
- {
- setBattleResult(BattleResult::NORMAL, *result);
- }
- }
- void CGameHandler::giveSpells(const CGTownInstance *t, const CGHeroInstance *h)
- {
- if (!h->hasSpellbook())
- return; //hero hasn't spellbook
- ChangeSpells cs;
- cs.hid = h->id;
- cs.learn = true;
- if (t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX) && t->hasBuilt(BuildingID::MAGES_GUILD_1))
- {
- // Aurora Borealis give spells of all levels even if only level 1 mages guild built
- for (int i = 0; i < h->maxSpellLevel(); i++)
- {
- std::vector<SpellID> spells;
- getAllowedSpells(spells, i+1);
- for (auto & spell : spells)
- cs.spells.insert(spell);
- }
- }
- else
- {
- for (int i = 0; i < std::min(t->mageGuildLevel(), h->maxSpellLevel()); i++)
- {
- for (int j = 0; j < t->spellsAtLevel(i+1, true) && j < t->spells.at(i).size(); j++)
- {
- if (!h->spellbookContainsSpell(t->spells.at(i).at(j)))
- cs.spells.insert(t->spells.at(i).at(j));
- }
- }
- }
- if (!cs.spells.empty())
- sendAndApply(&cs);
- }
- bool CGameHandler::removeObject(const CGObjectInstance * obj)
- {
- if (!obj || !getObj(obj->id))
- {
- logGlobal->error("Something wrong, that object already has been removed or hasn't existed!");
- return false;
- }
- RemoveObject ro;
- ro.id = obj->id;
- sendAndApply(&ro);
- checkVictoryLossConditionsForAll(); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
- return true;
- }
- bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit, PlayerColor asker)
- {
- const CGHeroInstance *h = getHero(hid);
- // not turn of that hero or player can't simply teleport hero (at least not with this function)
- if (!h || (asker != PlayerColor::NEUTRAL && (teleporting || h->getOwner() != gs->currentPlayer)))
- {
- logGlobal->error("Illegal call to move hero!");
- return false;
- }
- logGlobal->trace("Player %d (%s) wants to move hero %d from %s to %s", asker, asker.getStr(), hid.getNum(), h->pos.toString(), dst.toString());
- const int3 hmpos = h->convertToVisitablePos(dst);
- if (!gs->map->isInTheMap(hmpos))
- {
- logGlobal->error("Destination tile is outside the map!");
- return false;
- }
- const TerrainTile t = *getTile(hmpos);
- const int3 guardPos = gs->guardingCreaturePosition(hmpos);
- const bool embarking = !h->boat && !t.visitableObjects.empty() && t.visitableObjects.back()->ID == Obj::BOAT;
- const bool disembarking = h->boat
- && t.terType->isLand()
- && (dst == h->pos
- || (h->boat->layer == EPathfindingLayer::SAIL && !t.blocked));
- //result structure for start - movement failed, no move points used
- TryMoveHero tmh;
- tmh.id = hid;
- tmh.start = h->pos;
- tmh.end = dst;
- tmh.result = TryMoveHero::FAILED;
- tmh.movePoints = h->movementPointsRemaining();
- //check if destination tile is available
- auto pathfinderHelper = std::make_unique<CPathfinderHelper>(gs, h, PathfinderOptions());
- auto ti = pathfinderHelper->getTurnInfo();
- const bool canFly = pathfinderHelper->hasBonusOfType(BonusType::FLYING_MOVEMENT) || (h->boat && h->boat->layer == EPathfindingLayer::AIR);
- const bool canWalkOnSea = pathfinderHelper->hasBonusOfType(BonusType::WATER_WALKING) || (h->boat && h->boat->layer == EPathfindingLayer::WATER);
- const int cost = pathfinderHelper->getMovementCost(h->visitablePos(), hmpos, nullptr, nullptr, h->movementPointsRemaining());
- //it's a rock or blocked and not visitable tile
- //OR hero is on land and dest is water and (there is not present only one object - boat)
- if (((!t.terType->isPassable() || (t.blocked && !t.visitable && !canFly))
- && complain("Cannot move hero, destination tile is blocked!"))
- || ((!h->boat && !canWalkOnSea && !canFly && t.terType->isWater() && (t.visitableObjects.size() < 1 || !t.visitableObjects.back()->isCoastVisitable())) //hero is not on boat/water walking and dst water tile doesn't contain boat/hero (objs visitable from land) -> we test back cause boat may be on top of another object (#276)
- && complain("Cannot move hero, destination tile is on water!"))
- || ((h->boat && h->boat->layer == EPathfindingLayer::SAIL && t.terType->isLand() && t.blocked)
- && complain("Cannot disembark hero, tile is blocked!"))
- || ((distance(h->pos, dst) >= 1.5 && !teleporting)
- && complain("Tiles are not neighboring!"))
- || ((h->inTownGarrison)
- && complain("Can not move garrisoned hero!"))
- || (((int)h->movementPointsRemaining() < cost && dst != h->pos && !teleporting)
- && complain("Hero doesn't have any movement points left!"))
- || ((transit && !canFly && !CGTeleport::isTeleport(t.topVisitableObj()))
- && complain("Hero cannot transit over this tile!"))
- /*|| (states.checkFlag(h->tempOwner, &PlayerStatus::engagedIntoBattle)
- && complain("Cannot move hero during the battle"))*/)
- {
- //send info about movement failure
- sendAndApply(&tmh);
- return false;
- }
- //several generic blocks of code
- // should be called if hero changes tile but before applying TryMoveHero package
- auto leaveTile = [&]()
- {
- for (CGObjectInstance *obj : gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects)
- {
- obj->onHeroLeave(h);
- }
- this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadius(), h->tempOwner, 1);
- };
- auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
- EVisitDest visitDest, ELEaveTile leavingTile) -> bool
- {
- LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->getNameTranslated() % tmh.start.toString() % tmh.end.toString());
- auto moveQuery = std::make_shared<CHeroMovementQuery>(this, tmh, h);
- queries.addQuery(moveQuery);
- if (leavingTile == LEAVING_TILE)
- leaveTile();
- if (isInTheMap(guardPos))
- tmh.attackedFrom = std::make_optional(guardPos);
- tmh.result = result;
- sendAndApply(&tmh);
- if (visitDest == VISIT_DEST && t.topVisitableObj() && t.topVisitableObj()->id == h->id)
- { // Hero should be always able to visit any object he staying on even if there guards around
- visitObjectOnTile(t, h);
- }
- else if (lookForGuards == CHECK_FOR_GUARDS && isInTheMap(guardPos))
- {
- const TerrainTile &guardTile = *gs->getTile(guardPos);
- objectVisited(guardTile.visitableObjects.back(), h);
- moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
- }
- else if (visitDest == VISIT_DEST)
- {
- visitObjectOnTile(t, h);
- }
- queries.popIfTop(moveQuery);
- logGlobal->trace("Hero %s ends movement", h->getNameTranslated());
- return result != TryMoveHero::FAILED;
- };
- //interaction with blocking object (like resources)
- auto blockingVisit = [&]() -> bool
- {
- for (CGObjectInstance *obj : t.visitableObjects)
- {
- if(h->boat && !obj->isBlockedVisitable() && !h->boat->onboardVisitAllowed)
- return doMove(TryMoveHero::SUCCESS, this->IGNORE_GUARDS, DONT_VISIT_DEST, REMAINING_ON_TILE);
-
- if (obj != h && obj->isBlockedVisitable() && !obj->passableFor(h->tempOwner))
- {
- EVisitDest visitDest = VISIT_DEST;
- if(h->boat && !h->boat->onboardVisitAllowed)
- visitDest = DONT_VISIT_DEST;
-
- return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, visitDest, REMAINING_ON_TILE);
- }
- }
- return false;
- };
- if (!transit && embarking)
- {
- tmh.movePoints = h->movementPointsAfterEmbark(h->movementPointsRemaining(), cost, false, ti);
- return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
- // In H3 embark ignore guards
- }
- if (disembarking)
- {
- tmh.movePoints = h->movementPointsAfterEmbark(h->movementPointsRemaining(), cost, true, ti);
- return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
- }
- if (teleporting)
- {
- if (blockingVisit()) // e.g. hero on the other side of teleporter
- return true;
- doMove(TryMoveHero::TELEPORTATION, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
- // visit town for town portal \ castle gates
- // do not use generic visitObjectOnTile to avoid double-teleporting
- // if this moveHero call was triggered by teleporter
- if (!t.visitableObjects.empty())
- {
- if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(t.visitableObjects.back()))
- town->onHeroVisit(h);
- }
- return true;
- }
-
- //still here? it is standard movement!
- {
- tmh.movePoints = (int)h->movementPointsRemaining() >= cost
- ? h->movementPointsRemaining() - cost
- : 0;
- EGuardLook lookForGuards = CHECK_FOR_GUARDS;
- EVisitDest visitDest = VISIT_DEST;
- if (transit)
- {
- if (CGTeleport::isTeleport(t.topVisitableObj()))
- visitDest = DONT_VISIT_DEST;
- if (canFly)
- {
- lookForGuards = IGNORE_GUARDS;
- visitDest = DONT_VISIT_DEST;
- }
- }
- else if (blockingVisit())
- return true;
-
- if(h->boat && !h->boat->onboardAssaultAllowed)
- lookForGuards = IGNORE_GUARDS;
- doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);
- return true;
- }
- }
- bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker)
- {
- const CGHeroInstance *h = getHero(hid);
- const CGTownInstance *t = getTown(dstid);
- if (!h || !t || h->getOwner() != gs->currentPlayer)
- COMPLAIN_RET("Invalid call to teleportHero!");
- const CGTownInstance *from = h->visitedTown;
- if (((h->getOwner() != t->getOwner())
- && complain("Cannot teleport hero to another player"))
- || (from->town->faction->getId() != t->town->faction->getId()
- && complain("Source town and destination town should belong to the same faction"))
- || ((!from || !from->hasBuilt(BuildingSubID::CASTLE_GATE))
- && complain("Hero must be in town with Castle gate for teleporting"))
- || (!t->hasBuilt(BuildingSubID::CASTLE_GATE)
- && complain("Cannot teleport hero to town without Castle gate in it")))
- return false;
- int3 pos = h->convertFromVisitablePos(t->visitablePos());
- moveHero(hid,pos,1);
- return true;
- }
- void CGameHandler::setOwner(const CGObjectInstance * obj, const PlayerColor owner)
- {
- PlayerColor oldOwner = getOwner(obj->id);
- SetObjectProperty sop(obj->id, ObjProperty::OWNER, owner.getNum());
- sendAndApply(&sop);
- std::set<PlayerColor> playerColors = {owner, oldOwner};
- checkVictoryLossConditions(playerColors);
- const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
- if (town) //town captured
- {
- if (owner < PlayerColor::PLAYER_LIMIT) //new owner is real player
- {
- if (town->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
- setPortalDwelling(town, true, false);
- }
- if (oldOwner < PlayerColor::PLAYER_LIMIT) //old owner is real player
- {
- if (getPlayerState(oldOwner)->towns.empty() && getPlayerState(oldOwner)->status != EPlayerStatus::LOSER) //previous player lost last last town
- {
- InfoWindow iw;
- iw.player = oldOwner;
- iw.text.appendLocalString(EMetaText::GENERAL_TXT, 6); //%s, you have lost your last town. If you do not conquer another town in the next week, you will be eliminated.
- iw.text.replaceLocalString(EMetaText::COLOR, oldOwner.getNum());
- sendAndApply(&iw);
- }
- }
- }
- const PlayerState * p = getPlayerState(owner);
- if ((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4) && p && p->dwellings.size()==1)//first dwelling captured
- {
- for (const CGTownInstance * t : getPlayerState(owner)->towns)
- {
- if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
- setPortalDwelling(t);//set initial creatures for all portals of summoning
- }
- }
- }
- void CGameHandler::showBlockingDialog(BlockingDialog *iw)
- {
- auto dialogQuery = std::make_shared<CBlockingDialogQuery>(this, *iw);
- queries.addQuery(dialogQuery);
- iw->queryID = dialogQuery->queryID;
- sendToAllClients(iw);
- }
- void CGameHandler::showTeleportDialog(TeleportDialog *iw)
- {
- auto dialogQuery = std::make_shared<CTeleportDialogQuery>(this, *iw);
- queries.addQuery(dialogQuery);
- iw->queryID = dialogQuery->queryID;
- sendToAllClients(iw);
- }
- void CGameHandler::giveResource(PlayerColor player, GameResID which, int val) //TODO: cap according to Bersy's suggestion
- {
- if (!val) return; //don't waste time on empty call
- TResources resources;
- resources[which] = val;
- giveResources(player, resources);
- }
- void CGameHandler::giveResources(PlayerColor player, TResources resources)
- {
- SetResources sr;
- sr.abs = false;
- sr.player = player;
- sr.res = resources;
- sendAndApply(&sr);
- }
- void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
- {
- COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
- COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
- COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
- //first we move creatures to give to make them army of object-source
- for (auto & elem : creatures.Slots())
- {
- addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->type)), elem.second->type, elem.second->count);
- }
- tryJoiningArmy(obj, h, remove, true);
- }
- void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures)
- {
- std::vector<CStackBasicDescriptor> cres = creatures;
- if (cres.size() <= 0)
- return;
- const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
- for (CStackBasicDescriptor &sbd : cres)
- {
- TQuantity collected = 0;
- while(collected < sbd.count)
- {
- bool foundSth = false;
- for (auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
- {
- if (i->second->type == sbd.type)
- {
- TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
- changeStackCount(StackLocation(obj, i->first), -take, false);
- collected += take;
- foundSth = true;
- break;
- }
- }
- if (!foundSth) //we went through the whole loop and haven't found appropriate cres
- {
- complain("Unexpected failure during taking creatures!");
- return;
- }
- }
- }
- }
- void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
- {
- HeroVisitCastle vc;
- vc.hid = hero->id;
- vc.tid = obj->id;
- vc.flags |= 1;
- sendAndApply(&vc);
- visitCastleObjects(obj, hero);
- giveSpells (obj, hero);
- checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
- }
- void CGameHandler::visitCastleObjects(const CGTownInstance * t, const CGHeroInstance * h)
- {
- for (auto building : t->bonusingBuildings)
- building->onHeroVisit(h);
- }
- void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
- {
- HeroVisitCastle vc;
- vc.hid = hero->id;
- vc.tid = obj->id;
- sendAndApply(&vc);
- }
- void CGameHandler::removeArtifact(const ArtifactLocation &al)
- {
- EraseArtifact ea;
- ea.al = al;
- sendAndApply(&ea);
- }
- void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
- const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank,
- const CGTownInstance *town) //use hero=nullptr for no hero
- {
- if(gs->curB)
- gs->curB.dellNull();
-
- static const CArmedInstance *armies[2];
- armies[0] = army1;
- armies[1] = army2;
- static const CGHeroInstance*heroes[2];
- heroes[0] = hero1;
- heroes[1] = hero2;
- setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
- auto lastBattleQuery = std::dynamic_pointer_cast<CBattleQuery>(queries.topQuery(gs->curB->sides[0].color));
- //existing battle query for retying auto-combat
- if(lastBattleQuery)
- {
- for(int i : {0, 1})
- {
- if(heroes[i])
- {
- SetMana restoreInitialMana;
- restoreInitialMana.val = lastBattleQuery->initialHeroMana[i];
- restoreInitialMana.hid = heroes[i]->id;
- sendAndApply(&restoreInitialMana);
- }
- }
-
- lastBattleQuery->bi = gs->curB;
- lastBattleQuery->result = std::nullopt;
- lastBattleQuery->belligerents[0] = gs->curB->sides[0].armyObject;
- lastBattleQuery->belligerents[1] = gs->curB->sides[1].armyObject;
- }
- auto nextBattleQuery = std::make_shared<CBattleQuery>(this, gs->curB);
- for(int i : {0, 1})
- {
- if(heroes[i])
- {
- nextBattleQuery->initialHeroMana[i] = heroes[i]->mana;
- }
- }
- queries.addQuery(nextBattleQuery);
- this->battleThread = std::make_unique<boost::thread>(boost::thread(&CGameHandler::runBattle, this));
- }
- void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank)
- {
- startBattlePrimary(army1, army2, tile,
- army1->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army1) : nullptr,
- army2->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army2) : nullptr,
- creatureBank);
- }
- void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank)
- {
- startBattleI(army1, army2, army2->visitablePos(), creatureBank);
- }
- void CGameHandler::changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells)
- {
- ChangeSpells cs;
- cs.hid = hero->id;
- cs.spells = spells;
- cs.learn = give;
- sendAndApply(&cs);
- }
- void CGameHandler::giveHeroBonus(GiveBonus * bonus)
- {
- sendAndApply(bonus);
- }
- void CGameHandler::setMovePoints(SetMovePoints * smp)
- {
- sendAndApply(smp);
- }
- void CGameHandler::setManaPoints(ObjectInstanceID hid, int val)
- {
- SetMana sm;
- sm.hid = hid;
- sm.val = val;
- sm.absolute = true;
- sendAndApply(&sm);
- }
- void CGameHandler::giveHero(ObjectInstanceID id, PlayerColor player, ObjectInstanceID boatId)
- {
- GiveHero gh;
- gh.id = id;
- gh.player = player;
- gh.boatId = boatId;
- sendAndApply(&gh);
- //Reveal fow around new hero, especially released from Prison
- auto h = getHero(id);
- changeFogOfWar(h->pos, h->getSightRadius(), player, false);
- }
- void CGameHandler::changeObjPos(ObjectInstanceID objid, int3 newPos)
- {
- ChangeObjPos cop;
- cop.objid = objid;
- cop.nPos = newPos;
- sendAndApply(&cop);
- }
- void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
- {
- const CGHeroInstance * h1 = getHero(fromHero);
- const CGHeroInstance * h2 = getHero(toHero);
- int h1_scholarSpellLevel = h1->valOfBonuses(BonusType::LEARN_MEETING_SPELL_LIMIT, -1);
- int h2_scholarSpellLevel = h2->valOfBonuses(BonusType::LEARN_MEETING_SPELL_LIMIT, -1);
- if (h1_scholarSpellLevel < h2_scholarSpellLevel)
- {
- std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
- std::swap(fromHero, toHero);
- }
- int ScholarSpellLevel = std::max(h1_scholarSpellLevel, h2_scholarSpellLevel);//heroes can trade up to this level
- if (!ScholarSpellLevel || !h1->hasSpellbook() || !h2->hasSpellbook())
- return;//no scholar skill or no spellbook
- int h1Lvl = std::min(ScholarSpellLevel, h1->maxSpellLevel()),
- h2Lvl = std::min(ScholarSpellLevel, h2->maxSpellLevel());//heroes can receive this levels
- ChangeSpells cs1;
- cs1.learn = true;
- cs1.hid = toHero;//giving spells to first hero
- for (auto it : h1->getSpellsInSpellbook())
- if (h2Lvl >= it.toSpell()->level && !h2->spellbookContainsSpell(it))//hero can learn it and don't have it yet
- cs1.spells.insert(it);//spell to learn
- ChangeSpells cs2;
- cs2.learn = true;
- cs2.hid = fromHero;
- for (auto it : h2->getSpellsInSpellbook())
- if (h1Lvl >= it.toSpell()->level && !h1->spellbookContainsSpell(it))
- cs2.spells.insert(it);
- if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
- {
- int ScholarSkillLevel = std::max(h1->getSecSkillLevel(SecondarySkill::SCHOLAR),
- h2->getSecSkillLevel(SecondarySkill::SCHOLAR));
- InfoWindow iw;
- iw.player = h1->tempOwner;
- iw.components.emplace_back(Component::EComponentType::SEC_SKILL, 18, ScholarSkillLevel, 0);
- iw.text.appendLocalString(EMetaText::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
- iw.text.replaceRawString(h1->getNameTranslated());
- if (!cs2.spells.empty())//if found new spell - apply
- {
- iw.text.appendLocalString(EMetaText::GENERAL_TXT, 140);//learns
- int size = static_cast<int>(cs2.spells.size());
- for (auto it : cs2.spells)
- {
- iw.components.emplace_back(Component::EComponentType::SPELL, it, 1, 0);
- iw.text.appendLocalString(EMetaText::SPELL_NAME, it.toEnum());
- switch (size--)
- {
- case 2:
- iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);
- case 1:
- break;
- default:
- iw.text.appendRawString(", ");
- }
- }
- iw.text.appendLocalString(EMetaText::GENERAL_TXT, 142);//from %s
- iw.text.replaceRawString(h2->getNameTranslated());
- sendAndApply(&cs2);
- }
- if (!cs1.spells.empty() && !cs2.spells.empty())
- {
- iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);//and
- }
- if (!cs1.spells.empty())
- {
- iw.text.appendLocalString(EMetaText::GENERAL_TXT, 147);//teaches
- int size = static_cast<int>(cs1.spells.size());
- for (auto it : cs1.spells)
- {
- iw.components.emplace_back(Component::EComponentType::SPELL, it, 1, 0);
- iw.text.appendLocalString(EMetaText::SPELL_NAME, it.toEnum());
- switch (size--)
- {
- case 2:
- iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);
- case 1:
- break;
- default:
- iw.text.appendRawString(", ");
- }
- }
- iw.text.appendLocalString(EMetaText::GENERAL_TXT, 148);//from %s
- iw.text.replaceRawString(h2->getNameTranslated());
- sendAndApply(&cs1);
- }
- sendAndApply(&iw);
- }
- }
- void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
- {
- auto h1 = getHero(hero1), h2 = getHero(hero2);
- if (getPlayerRelations(h1->getOwner(), h2->getOwner()))
- {
- auto exchange = std::make_shared<CGarrisonDialogQuery>(this, h1, h2);
- ExchangeDialog hex;
- hex.queryID = exchange->queryID;
- hex.player = h1->getOwner();
- hex.hero1 = hero1;
- hex.hero2 = hero2;
- sendAndApply(&hex);
- useScholarSkill(hero1,hero2);
- queries.addQuery(exchange);
- }
- }
- void CGameHandler::sendToAllClients(CPackForClient * pack)
- {
- logNetwork->trace("\tSending to all clients: %s", typeid(*pack).name());
- for (auto c : lobby->connections)
- {
- if(!c->isOpen())
- continue;
- c->sendPack(pack);
- }
- }
- void CGameHandler::sendAndApply(CPackForClient * pack)
- {
- sendToAllClients(pack);
- gs->apply(pack);
- logNetwork->trace("\tApplied on gs: %s", typeid(*pack).name());
- }
- void CGameHandler::applyAndSend(CPackForClient * pack)
- {
- gs->apply(pack);
- sendToAllClients(pack);
- }
- void CGameHandler::sendAndApply(CGarrisonOperationPack * pack)
- {
- sendAndApply(static_cast<CPackForClient *>(pack));
- checkVictoryLossConditionsForAll();
- }
- void CGameHandler::sendAndApply(SetResources * pack)
- {
- sendAndApply(static_cast<CPackForClient *>(pack));
- checkVictoryLossConditionsForPlayer(pack->player);
- }
- void CGameHandler::sendAndApply(NewStructures * pack)
- {
- sendAndApply(static_cast<CPackForClient *>(pack));
- checkVictoryLossConditionsForPlayer(getTown(pack->tid)->tempOwner);
- }
- bool CGameHandler::isPlayerOwns(CPackForServer * pack, ObjectInstanceID id)
- {
- return getPlayerAt(pack->c) == getOwner(id);
- }
- void CGameHandler::throwNotAllowedAction(CPackForServer * pack)
- {
- if(pack->c)
- playerMessages->sendSystemMessage(pack->c, "You are not allowed to perform this action!");
- logNetwork->error("Player is not allowed to perform this action!");
- throw ExceptionNotAllowedAction();
- }
- void CGameHandler::wrongPlayerMessage(CPackForServer * pack, PlayerColor expectedplayer)
- {
- std::ostringstream oss;
- oss << "You were identified as player " << getPlayerAt(pack->c) << " while expecting " << expectedplayer;
- logNetwork->error(oss.str());
- if(pack->c)
- playerMessages->sendSystemMessage(pack->c, oss.str());
- }
- void CGameHandler::throwOnWrongOwner(CPackForServer * pack, ObjectInstanceID id)
- {
- if(!isPlayerOwns(pack, id))
- {
- wrongPlayerMessage(pack, getOwner(id));
- throwNotAllowedAction(pack);
- }
- }
- void CGameHandler::throwOnWrongPlayer(CPackForServer * pack, PlayerColor player)
- {
- if(!hasPlayerAt(player, pack->c) && player != getPlayerAt(pack->c))
- {
- wrongPlayerMessage(pack, player);
- throwNotAllowedAction(pack);
- }
- }
- void CGameHandler::throwAndComplain(CPackForServer * pack, std::string txt)
- {
- complain(txt);
- throwNotAllowedAction(pack);
- }
- void CGameHandler::save(const std::string & filename)
- {
- logGlobal->info("Saving to %s", filename);
- const auto stem = FileInfo::GetPathStem(filename);
- const auto savefname = stem.to_string() + ".vsgm1";
- CResourceHandler::get("local")->createResource(savefname);
- try
- {
- {
- CSaveFile save(*CResourceHandler::get("local")->getResourceName(ResourceID(stem.to_string(), EResType::SAVEGAME)));
- saveCommonState(save);
- logGlobal->info("Saving server state");
- save << *this;
- }
- logGlobal->info("Game has been successfully saved!");
- }
- catch(std::exception &e)
- {
- logGlobal->error("Failed to save game: %s", e.what());
- }
- }
- bool CGameHandler::load(const std::string & filename)
- {
- logGlobal->info("Loading from %s", filename);
- const auto stem = FileInfo::GetPathStem(filename);
- reinitScripting();
- try
- {
- {
- CLoadFile lf(*CResourceHandler::get()->getResourceName(ResourceID(stem.to_string(), EResType::SAVEGAME)), MINIMAL_SERIALIZATION_VERSION);
- loadCommonState(lf);
- logGlobal->info("Loading server state");
- lf >> *this;
- }
- logGlobal->info("Game has been successfully loaded!");
- }
- catch(const ModIncompatibility & e)
- {
- logGlobal->error("Failed to load game: %s", e.what());
- auto errorMsg = VLC->generaltexth->translate("vcmi.server.errors.modsIncompatibility") + '\n';
- errorMsg += e.what();
- lobby->announceMessage(errorMsg);
- return false;
- }
- catch(const std::exception & e)
- {
- logGlobal->error("Failed to load game: %s", e.what());
- return false;
- }
- gs->preInit(VLC);
- gs->updateOnLoad(lobby->si.get());
- return true;
- }
- bool CGameHandler::bulkSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner, si32 howMany)
- {
- if(!slotSrc.validSlot() && complain(complainInvalidSlot))
- return false;
- const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
- const CCreatureSet & creatureSet = *army;
- if((!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
- || (howMany < 1 && complain("Invalid split parameter!")))
- {
- return false;
- }
- auto actualAmount = army->getStackCount(slotSrc);
- if(actualAmount <= howMany && complain(complainNotEnoughCreatures)) // '<=' because it's not intended just for moving a stack
- return false;
- auto freeSlots = creatureSet.getFreeSlots();
- if(freeSlots.empty() && complain("No empty stacks"))
- return false;
- BulkRebalanceStacks bulkRS;
- for(auto slot : freeSlots)
- {
- RebalanceStacks rs;
- rs.srcArmy = army->id;
- rs.dstArmy = army->id;
- rs.srcSlot = slotSrc;
- rs.dstSlot = slot;
- rs.count = howMany;
- bulkRS.moves.push_back(rs);
- actualAmount -= howMany;
- if(actualAmount <= howMany)
- break;
- }
- sendAndApply(&bulkRS);
- return true;
- }
- bool CGameHandler::bulkMergeStacks(SlotID slotSrc, ObjectInstanceID srcOwner)
- {
- if(!slotSrc.validSlot() && complain(complainInvalidSlot))
- return false;
- const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
- const CCreatureSet & creatureSet = *army;
- if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
- return false;
- auto actualAmount = creatureSet.getStackCount(slotSrc);
- if(actualAmount < 1 && complain(complainNoCreatures))
- return false;
- auto currentCreature = creatureSet.getCreature(slotSrc);
- if(!currentCreature && complain(complainNoCreatures))
- return false;
- auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, slotSrc);
- if(!creatureSlots.size())
- return false;
- BulkRebalanceStacks bulkRS;
- for(auto slot : creatureSlots)
- {
- RebalanceStacks rs;
- rs.srcArmy = army->id;
- rs.dstArmy = army->id;
- rs.srcSlot = slot;
- rs.dstSlot = slotSrc;
- rs.count = creatureSet.getStackCount(slot);
- bulkRS.moves.push_back(rs);
- }
- sendAndApply(&bulkRS);
- return true;
- }
- bool CGameHandler::bulkMoveArmy(ObjectInstanceID srcArmy, ObjectInstanceID destArmy, SlotID srcSlot)
- {
- if(!srcSlot.validSlot() && complain(complainInvalidSlot))
- return false;
- const CArmedInstance * armySrc = static_cast<const CArmedInstance*>(getObjInstance(srcArmy));
- const CCreatureSet & setSrc = *armySrc;
- if(!vstd::contains(setSrc.stacks, srcSlot) && complain(complainNoCreatures))
- return false;
- const CArmedInstance * armyDest = static_cast<const CArmedInstance*>(getObjInstance(destArmy));
- const CCreatureSet & setDest = *armyDest;
- auto freeSlots = setDest.getFreeSlotsQueue();
- typedef std::map<SlotID, std::pair<SlotID, TQuantity>> TRebalanceMap;
- TRebalanceMap moves;
- auto srcQueue = setSrc.getCreatureQueue(srcSlot); // Exclude srcSlot, it should be moved last
- auto slotsLeft = setSrc.stacksCount();
- auto destMap = setDest.getCreatureMap();
- TMapCreatureSlot::key_compare keyComp = destMap.key_comp();
- while(!srcQueue.empty())
- {
- auto pair = srcQueue.top();
- srcQueue.pop();
- auto currCreature = pair.first;
- auto currSlot = pair.second;
- const auto quantity = setSrc.getStackCount(currSlot);
- TMapCreatureSlot::iterator lb = destMap.lower_bound(currCreature);
- const bool alreadyExists = (lb != destMap.end() && !(keyComp(currCreature, lb->first)));
- if(!alreadyExists)
- {
- if(freeSlots.empty())
- continue;
- auto currFreeSlot = freeSlots.front();
- freeSlots.pop();
- destMap.insert(lb, TMapCreatureSlot::value_type(currCreature, currFreeSlot));
- }
- moves.insert(std::make_pair(currSlot, std::make_pair(destMap[currCreature], quantity)));
- slotsLeft--;
- }
- if(slotsLeft == 1)
- {
- auto lastCreature = setSrc.getCreature(srcSlot);
- auto slotToMove = SlotID();
- // Try to find a slot for last creature
- if(destMap.find(lastCreature) == destMap.end())
- {
- if(!freeSlots.empty())
- slotToMove = freeSlots.front();
- }
- else
- {
- slotToMove = destMap[lastCreature];
- }
- if(slotToMove != SlotID())
- {
- const bool needsLastStack = armySrc->needsLastStack();
- const auto quantity = setSrc.getStackCount(srcSlot) - (needsLastStack ? 1 : 0);
- moves.insert(std::make_pair(srcSlot, std::make_pair(slotToMove, quantity)));
- }
- }
- BulkRebalanceStacks bulkRS;
- for(auto & move : moves)
- {
- RebalanceStacks rs;
- rs.srcArmy = armySrc->id;
- rs.dstArmy = armyDest->id;
- rs.srcSlot = move.first;
- rs.dstSlot = move.second.first;
- rs.count = move.second.second;
- bulkRS.moves.push_back(rs);
- }
- sendAndApply(&bulkRS);
- return true;
- }
- bool CGameHandler::bulkSmartSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner)
- {
- if(!slotSrc.validSlot() && complain(complainInvalidSlot))
- return false;
- const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
- const CCreatureSet & creatureSet = *army;
- if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
- return false;
- auto actualAmount = creatureSet.getStackCount(slotSrc);
- if(actualAmount <= 1 && complain(complainNoCreatures))
- return false;
- auto freeSlot = creatureSet.getFreeSlot();
- auto currentCreature = creatureSet.getCreature(slotSrc);
- if(freeSlot == SlotID() && creatureSet.isCreatureBalanced(currentCreature))
- return true;
- auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, SlotID(-1), 1); // Ignore slots where's only 1 creature, don't ignore slotSrc
- TQuantity totalCreatures = 0;
- for(auto slot : creatureSlots)
- totalCreatures += creatureSet.getStackCount(slot);
- if(totalCreatures <= 1 && complain("Total creatures number is invalid"))
- return false;
- if(freeSlot != SlotID())
- creatureSlots.push_back(freeSlot);
- if(creatureSlots.empty() && complain("No available slots for smart rebalancing"))
- return false;
- const auto totalCreatureSlots = creatureSlots.size();
- const auto rem = totalCreatures % totalCreatureSlots;
- const auto quotient = totalCreatures / totalCreatureSlots;
- // totalCreatures == rem * (quotient + 1) + (totalCreatureSlots - rem) * quotient;
- // Proof: r(q+1)+(s-r)q = rq+r+qs-rq = r+qs = total, where total/s = q+r/s
- BulkSmartRebalanceStacks bulkSRS;
- if(freeSlot != SlotID())
- {
- RebalanceStacks rs;
- rs.srcArmy = rs.dstArmy = army->id;
- rs.srcSlot = slotSrc;
- rs.dstSlot = freeSlot;
- rs.count = 1;
- bulkSRS.moves.push_back(rs);
- }
- auto currSlot = 0;
- auto check = 0;
- for(auto slot : creatureSlots)
- {
- ChangeStackCount csc;
- csc.army = army->id;
- csc.slot = slot;
- csc.count = (currSlot < rem)
- ? quotient + 1
- : quotient;
- csc.absoluteValue = true;
- bulkSRS.changes.push_back(csc);
- currSlot++;
- check += csc.count;
- }
- if(check != totalCreatures)
- {
- complain((boost::format("Failure: totalCreatures=%d but check=%d") % totalCreatures % check).str());
- return false;
- }
- sendAndApply(&bulkSRS);
- return true;
- }
- bool CGameHandler::arrangeStacks(ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player)
- {
- const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id1)),
- * s2 = static_cast<const CArmedInstance *>(getObjInstance(id2));
- const CCreatureSet &S1 = *s1, &S2 = *s2;
- StackLocation sl1(s1, p1), sl2(s2, p2);
- if (!sl1.slot.validSlot() || !sl2.slot.validSlot())
- {
- complain(complainInvalidSlot);
- return false;
- }
- if (!isAllowedExchange(id1,id2))
- {
- complain("Cannot exchange stacks between these two objects!\n");
- return false;
- }
- // We can always put stacks into locked garrison, but not take them out of it
- auto notRemovable = [&](const CArmedInstance * army)
- {
- if (id1 != id2) // Stack arrangement inside locked garrison is allowed
- {
- auto g = dynamic_cast<const CGGarrison *>(army);
- if (g && !g->removableUnits)
- {
- complain("Stacks in this garrison are not removable!\n");
- return true;
- }
- }
- return false;
- };
- if (what==1) //swap
- {
- if (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1))
- || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
- {
- complain("Can't take troops from another player!");
- return false;
- }
- if (sl1.army == sl2.army && sl1.slot == sl2.slot)
- {
- complain("Cannot swap stacks - slots are the same!");
- return false;
- }
- if (!s1->slotEmpty(p1) && !s2->slotEmpty(p2))
- {
- if (notRemovable(sl1.army) || notRemovable(sl2.army))
- return false;
- }
- if (s1->slotEmpty(p1) && notRemovable(sl2.army))
- return false;
- else if (s2->slotEmpty(p2) && notRemovable(sl1.army))
- return false;
- swapStacks(sl1, sl2);
- }
- else if (what==2)//merge
- {
- if ((s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
- || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
- return false;
- if (s1->slotEmpty(p1) || s2->slotEmpty(p2))
- {
- complain("Cannot merge empty stack!");
- return false;
- }
- else if (notRemovable(sl1.army))
- return false;
- moveStack(sl1, sl2);
- }
- else if (what==3) //split
- {
- const int countToMove = val - s2->getStackCount(p2);
- const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;
- if ( (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1))
- || (s2->tempOwner != player && val < s2->getStackCount(p2)))
- {
- complain("Can't move troops of another player!");
- return false;
- }
- //general conditions checking
- if ((!vstd::contains(S1.stacks,p1) && complain(complainNoCreatures))
- || (val<1 && complain(complainNoCreatures)) )
- {
- return false;
- }
- if (vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
- {
- int total = s1->getStackCount(p1) + s2->getStackCount(p2);
- if ((total < val && complain("Cannot split that stack, not enough creatures!"))
- || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
- )
- {
- return false;
- }
- if (notRemovable(sl1.army))
- {
- if (s1->getStackCount(p1) > countLeftOnSrc)
- return false;
- }
- else if (notRemovable(sl2.army))
- {
- if (s2->getStackCount(p1) < countLeftOnSrc)
- return false;
- }
- moveStack(sl1, sl2, countToMove);
- //S2.slots[p2]->count = val;
- //S1.slots[p1]->count = total - val;
- }
- else //split one stack to the two
- {
- if (s1->getStackCount(p1) < val)//not enough creatures
- {
- complain(complainNotEnoughCreatures);
- return false;
- }
- if (notRemovable(sl1.army))
- return false;
- moveStack(sl1, sl2, val);
- }
- }
- return true;
- }
- bool CGameHandler::hasPlayerAt(PlayerColor player, std::shared_ptr<CConnection> c) const
- {
- return connections.at(player).count(c);
- }
- PlayerColor CGameHandler::getPlayerAt(std::shared_ptr<CConnection> c) const
- {
- std::set<PlayerColor> all;
- for (auto i=connections.cbegin(); i!=connections.cend(); i++)
- if(vstd::contains(i->second, c))
- all.insert(i->first);
- switch(all.size())
- {
- case 0:
- return PlayerColor::NEUTRAL;
- case 1:
- return *all.begin();
- default:
- {
- //if we have more than one player at this connection, try to pick active one
- if (vstd::contains(all, gs->currentPlayer))
- return gs->currentPlayer;
- else
- return PlayerColor::CANNOT_DETERMINE; //cannot say which player is it
- }
- }
- }
- bool CGameHandler::disbandCreature(ObjectInstanceID id, SlotID pos)
- {
- const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id));
- if (!vstd::contains(s1->stacks,pos))
- {
- complain("Illegal call to disbandCreature - no such stack in army!");
- return false;
- }
- eraseStack(StackLocation(s1, pos));
- return true;
- }
- bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID, bool force)
- {
- const CGTownInstance * t = getTown(tid);
- if(!t)
- COMPLAIN_RETF("No such town (ID=%s)!", tid);
- if(!t->town->buildings.count(requestedID))
- COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->getNameTranslated() % requestedID);
- if(t->hasBuilt(requestedID))
- COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->getNameTranslated() % t->getNameTranslated());
- const CBuilding * requestedBuilding = t->town->buildings.at(requestedID);
- //Vector with future list of built building and buildings in auto-mode that are not yet built.
- std::vector<const CBuilding*> remainingAutoBuildings;
- std::set<BuildingID> buildingsThatWillBe;
- //Check validity of request
- if(!force)
- {
- switch(requestedBuilding->mode)
- {
- case CBuilding::BUILD_NORMAL :
- if (canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
- COMPLAIN_RET("Cannot build that building!");
- break;
- case CBuilding::BUILD_AUTO :
- case CBuilding::BUILD_SPECIAL:
- COMPLAIN_RET("This building can not be constructed normally!");
- case CBuilding::BUILD_GRAIL :
- if(requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
- {
- if(!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
- COMPLAIN_RET("Cannot build this without grail!")
- else
- removeArtifact(ArtifactLocation(t->visitingHero, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
- }
- break;
- }
- }
- //Performs stuff that has to be done before new building is built
- auto processBeforeBuiltStructure = [t, this](const BuildingID buildingID)
- {
- if(buildingID >= BuildingID::DWELL_FIRST) //dwelling
- {
- int level = (buildingID - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
- int upgradeNumber = (buildingID - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
- if(upgradeNumber >= t->town->creatures.at(level).size())
- {
- complain(boost::str(boost::format("Error ecountered when building dwelling (bid=%s):"
- "no creature found (upgrade number %d, level %d!")
- % buildingID % upgradeNumber % level));
- return;
- }
- CCreature * crea = VLC->creh->objects.at(t->town->creatures.at(level).at(upgradeNumber));
- SetAvailableCreatures ssi;
- ssi.tid = t->id;
- ssi.creatures = t->creatures;
- if (ssi.creatures[level].second.empty()) // first creature in a dwelling
- ssi.creatures[level].first = crea->getGrowth();
- ssi.creatures[level].second.push_back(crea->getId());
- sendAndApply(&ssi);
- }
- if(t->town->buildings.at(buildingID)->subId == BuildingSubID::PORTAL_OF_SUMMONING)
- {
- setPortalDwelling(t);
- }
- };
- //Performs stuff that has to be done after new building is built
- auto processAfterBuiltStructure = [t, this](const BuildingID buildingID)
- {
- auto isMageGuild = (buildingID <= BuildingID::MAGES_GUILD_5 && buildingID >= BuildingID::MAGES_GUILD_1);
- auto isLibrary = isMageGuild ? false
- : t->town->buildings.at(buildingID)->subId == BuildingSubID::EBuildingSubID::LIBRARY;
- if(isMageGuild || isLibrary || (t->subID == ETownType::CONFLUX && buildingID == BuildingID::GRAIL))
- {
- if(t->visitingHero)
- giveSpells(t,t->visitingHero);
- if(t->garrisonHero)
- giveSpells(t,t->garrisonHero);
- }
- };
- //Checks if all requirements will be met with expected building list "buildingsThatWillBe"
- auto areRequirementsFullfilled = [&](const BuildingID & buildID)
- {
- return buildingsThatWillBe.count(buildID);
- };
- //Init the vectors
- for(auto & build : t->town->buildings)
- {
- if(t->hasBuilt(build.first))
- {
- buildingsThatWillBe.insert(build.first);
- }
- else
- {
- if(build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
- remainingAutoBuildings.push_back(build.second);
- }
- }
- //Prepare structure (list of building ids will be filled later)
- NewStructures ns;
- ns.tid = tid;
- ns.builded = force ? t->builded : (t->builded+1);
- std::queue<const CBuilding*> buildingsToAdd;
- buildingsToAdd.push(requestedBuilding);
- while(!buildingsToAdd.empty())
- {
- auto b = buildingsToAdd.front();
- buildingsToAdd.pop();
- ns.bid.insert(b->bid);
- buildingsThatWillBe.insert(b->bid);
- remainingAutoBuildings -= b;
- for(auto autoBuilding : remainingAutoBuildings)
- {
- auto actualRequirements = t->genBuildingRequirements(autoBuilding->bid);
- if(actualRequirements.test(areRequirementsFullfilled))
- buildingsToAdd.push(autoBuilding);
- }
- }
- // 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.
- for(auto builtID : ns.bid)
- processBeforeBuiltStructure(builtID);
- //Take cost
- if(!force)
- giveResources(t->tempOwner, -requestedBuilding->resources);
- //We know what has been built, apply changes. Do this as final step to properly update town window
- sendAndApply(&ns);
- //Other post-built events. To some logic like giving spells to work gamestate changes for new building must be already in place!
- for(auto builtID : ns.bid)
- processAfterBuiltStructure(builtID);
- // now when everything is built - reveal tiles for lookout tower
- FoWChange fw;
- fw.player = t->tempOwner;
- fw.mode = 1;
- getTilesInRange(fw.tiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, 1);
- sendAndApply(&fw);
- if(t->visitingHero)
- visitCastleObjects(t, t->visitingHero);
- if(t->garrisonHero)
- visitCastleObjects(t, t->garrisonHero);
- checkVictoryLossConditionsForPlayer(t->tempOwner);
- return true;
- }
- bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
- {
- ///incomplete, simply erases target building
- const CGTownInstance * t = getTown(tid);
- if (!vstd::contains(t->builtBuildings, bid))
- return false;
- RazeStructures rs;
- rs.tid = tid;
- rs.bid.insert(bid);
- rs.destroyed = t->destroyed + 1;
- sendAndApply(&rs);
- //TODO: Remove dwellers
- // if (t->subID == 4 && bid == 17) //Veil of Darkness
- // {
- // RemoveBonus rb(RemoveBonus::TOWN);
- // rb.whoID = t->id;
- // rb.source = BonusSource::TOWN_STRUCTURE;
- // rb.id = 17;
- // sendAndApply(&rb);
- // }
- return true;
- }
- bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl)
- {
- const CGDwelling * dw = static_cast<const CGDwelling *>(getObj(objid));
- const CArmedInstance *dst = nullptr;
- const CCreature *c = VLC->creh->objects.at(crid);
- const bool warMachine = c->warMachine != ArtifactID::NONE;
- //TODO: test for owning
- //TODO: check if dst can recruit objects (e.g. hero is actually visiting object, town and source are same, etc)
- dst = dynamic_cast<const CArmedInstance*>(getObj(dstid));
- assert(dw && dst);
- //verify
- bool found = false;
- int level = 0;
- for (; level < dw->creatures.size(); level++) //iterate through all levels
- {
- if ((fromLvl != -1) && (level !=fromLvl))
- continue;
- const auto &cur = dw->creatures.at(level); //current level info <amount, list of cr. ids>
- int i = 0;
- for (; i < cur.second.size(); i++) //look for crid among available creatures list on current level
- if (cur.second.at(i) == crid)
- break;
- if (i < cur.second.size())
- {
- found = true;
- cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
- break;
- }
- }
- SlotID slot = dst->getSlotFor(crid);
- if ((!found && complain("Cannot recruit: no such creatures!"))
- || ((si32)cram > VLC->creh->objects.at(crid)->maxAmount(getPlayerState(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
- || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
- || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
- {
- return false;
- }
- //recruit
- giveResources(dst->tempOwner, -(c->getFullRecruitCost() * cram));
- SetAvailableCreatures sac;
- sac.tid = objid;
- sac.creatures = dw->creatures;
- sac.creatures[level].first -= cram;
- sendAndApply(&sac);
- if (warMachine)
- {
- const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(dst);
- COMPLAIN_RET_FALSE_IF(!h, "Only hero can buy war machines");
- ArtifactID artId = c->warMachine;
- COMPLAIN_RET_FALSE_IF(artId == ArtifactID::CATAPULT, "Catapult cannot be recruited!");
- const CArtifact * art = artId.toArtifact();
- COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid war machine artifact");
- return giveHeroNewArtifact(h, art);
- }
- else
- {
- addToSlot(StackLocation(dst, slot), c, cram);
- }
- return true;
- }
- bool CGameHandler::upgradeCreature(ObjectInstanceID objid, SlotID pos, CreatureID upgID)
- {
- const CArmedInstance * obj = static_cast<const CArmedInstance *>(getObjInstance(objid));
- if (!obj->hasStackAtSlot(pos))
- {
- COMPLAIN_RET("Cannot upgrade, no stack at slot " + boost::to_string(pos));
- }
- UpgradeInfo ui;
- fillUpgradeInfo(obj, pos, ui);
- PlayerColor player = obj->tempOwner;
- const PlayerState *p = getPlayerState(player);
- int crQuantity = obj->stacks.at(pos)->count;
- int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
- //check if upgrade is possible
- if ((ui.oldID<0 || newIDpos == -1) && complain("That upgrade is not possible!"))
- {
- return false;
- }
- TResources totalCost = ui.cost.at(newIDpos) * crQuantity;
- //check if player has enough resources
- if (!p->resources.canAfford(totalCost))
- COMPLAIN_RET("Cannot upgrade, not enough resources!");
- //take resources
- giveResources(player, -totalCost);
- //upgrade creature
- changeStackType(StackLocation(obj, pos), VLC->creh->objects.at(upgID));
- return true;
- }
- bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c)
- {
- if (!sl.army->hasStackAtSlot(sl.slot))
- COMPLAIN_RET("Cannot find a stack to change type");
- SetStackType sst;
- sst.army = sl.army->id;
- sst.slot = sl.slot;
- sst.type = c->getId();
- sendAndApply(&sst);
- return true;
- }
- void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
- {
- assert(src->canBeMergedWith(*dst, allowMerging));
- while(src->stacksCount())//while there are unmoved creatures
- {
- auto i = src->Slots().begin(); //iterator to stack to move
- StackLocation sl(src, i->first); //location of stack to move
- SlotID pos = dst->getSlotFor(i->second->type);
- if (!pos.validSlot())
- {
- //try to merge two other stacks to make place
- std::pair<SlotID, SlotID> toMerge;
- if (dst->mergableStacks(toMerge, i->first) && allowMerging)
- {
- moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
- assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
- moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
- }
- else
- {
- complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
- return;
- }
- }
- else
- {
- moveStack(sl, StackLocation(dst, pos));
- }
- }
- }
- bool CGameHandler::swapGarrisonOnSiege(ObjectInstanceID tid)
- {
- const CGTownInstance * town = getTown(tid);
- if(!town->garrisonHero == !town->visitingHero)
- return false;
- SetHeroesInTown intown;
- intown.tid = tid;
- if(town->garrisonHero) //garrison -> vising
- {
- intown.garrison = ObjectInstanceID();
- intown.visiting = town->garrisonHero->id;
- }
- else //visiting -> garrison
- {
- if(town->armedGarrison())
- town->mergeGarrisonOnSiege();
- intown.visiting = ObjectInstanceID();
- intown.garrison = town->visitingHero->id;
- }
- sendAndApply(&intown);
- return true;
- }
- bool CGameHandler::garrisonSwap(ObjectInstanceID tid)
- {
- const CGTownInstance * town = getTown(tid);
- if (!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
- {
- if (!town->visitingHero->canBeMergedWith(*town))
- {
- complain("Cannot make garrison swap, not enough free slots!");
- return false;
- }
- moveArmy(town, town->visitingHero, true);
- SetHeroesInTown intown;
- intown.tid = tid;
- intown.visiting = ObjectInstanceID();
- intown.garrison = town->visitingHero->id;
- sendAndApply(&intown);
- return true;
- }
- else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
- {
- //check if moving hero out of town will break 8 wandering heroes limit
- if (getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
- {
- complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
- return false;
- }
- SetHeroesInTown intown;
- intown.tid = tid;
- intown.garrison = ObjectInstanceID();
- intown.visiting = town->garrisonHero->id;
- sendAndApply(&intown);
- return true;
- }
- else if (!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
- {
- SetHeroesInTown intown;
- intown.tid = tid;
- intown.garrison = town->visitingHero->id;
- intown.visiting = town->garrisonHero->id;
- sendAndApply(&intown);
- return true;
- }
- else
- {
- complain("Cannot swap garrison hero!");
- return false;
- }
- }
- // With the amount of changes done to the function, it's more like transferArtifacts.
- // 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.
- bool CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2)
- {
- ArtifactLocation src = al1, dst = al2;
- const PlayerColor srcPlayer = src.owningPlayer(), dstPlayer = dst.owningPlayer();
- const CArmedInstance *srcObj = src.relatedObj(), *dstObj = dst.relatedObj();
- // Make sure exchange is even possible between the two heroes.
- if(!isAllowedExchange(srcObj->id, dstObj->id))
- COMPLAIN_RET("That heroes cannot make any exchange!");
- const CArtifactInstance *srcArtifact = src.getArt();
- const CArtifactInstance *destArtifact = dst.getArt();
- const bool isDstSlotBackpack = ArtifactUtils::isSlotBackpack(dst.slot);
- if(srcArtifact == nullptr)
- COMPLAIN_RET("No artifact to move!");
- if(destArtifact && srcPlayer != dstPlayer && !isDstSlotBackpack)
- COMPLAIN_RET("Can't touch artifact on hero of another player!");
- // Check if src/dest slots are appropriate for the artifacts exchanged.
- // Moving to the backpack is always allowed.
- if((!srcArtifact || !isDstSlotBackpack)
- && srcArtifact && !srcArtifact->canBePutAt(dst, true))
- COMPLAIN_RET("Cannot move artifact!");
- auto srcSlot = src.getSlot();
- auto dstSlot = dst.getSlot();
- if((srcSlot && srcSlot->locked) || (dstSlot && dstSlot->locked))
- COMPLAIN_RET("Cannot move artifact locks.");
- if(isDstSlotBackpack && srcArtifact->artType->isBig())
- COMPLAIN_RET("Cannot put big artifacts in backpack!");
- if(src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)
- COMPLAIN_RET("Cannot move catapult!");
- if(isDstSlotBackpack)
- {
- if(!ArtifactUtils::isBackpackFreeSlots(dst.getHolderArtSet()))
- COMPLAIN_RET("Backpack is full!");
- vstd::amin(dst.slot, GameConstants::BACKPACK_START + dst.getHolderArtSet()->artifactsInBackpack.size());
- }
- if(!(src.slot == ArtifactPosition::TRANSITION_POS && dst.slot == ArtifactPosition::TRANSITION_POS))
- {
- if(src.slot == dst.slot && src.artHolder == dst.artHolder)
- COMPLAIN_RET("Won't move artifact: Dest same as source!");
- // Check if dst slot is occupied
- if(!isDstSlotBackpack && destArtifact)
- {
- // Previous artifact must be removed first
- moveArtifact(dst, ArtifactLocation(dst.artHolder, ArtifactPosition::TRANSITION_POS));
- }
- try
- {
- auto hero = std::get<ConstTransitivePtr<CGHeroInstance>>(dst.artHolder);
- if(ArtifactUtils::checkSpellbookIsNeeded(hero, srcArtifact->artType->getId(), dst.slot))
- giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
- }
- catch(const std::bad_variant_access &)
- {
- // object other than hero received an art - ignore
- }
- MoveArtifact ma(&src, &dst);
- if(dst.slot == ArtifactPosition::TRANSITION_POS)
- ma.askAssemble = false;
- sendAndApply(&ma);
- }
- return true;
- }
- bool CGameHandler::bulkMoveArtifacts(ObjectInstanceID srcHero, ObjectInstanceID dstHero, bool swap)
- {
- // Make sure exchange is even possible between the two heroes.
- if(!isAllowedExchange(srcHero, dstHero))
- COMPLAIN_RET("That heroes cannot make any exchange!");
- auto psrcHero = getHero(srcHero);
- auto pdstHero = getHero(dstHero);
- if((!psrcHero) || (!pdstHero))
- COMPLAIN_RET("bulkMoveArtifacts: wrong hero's ID");
- BulkMoveArtifacts ma(static_cast<ConstTransitivePtr<CGHeroInstance>>(psrcHero),
- static_cast<ConstTransitivePtr<CGHeroInstance>>(pdstHero), swap);
- auto & slotsSrcDst = ma.artsPack0;
- auto & slotsDstSrc = ma.artsPack1;
- // Temporary fitting set for artifacts. Used to select available slots before sending data.
- CArtifactFittingSet artFittingSet(pdstHero->bearerType());
- auto moveArtifact = [this, &artFittingSet](const CArtifactInstance * artifact,
- ArtifactPosition srcSlot, const CGHeroInstance * dstHero,
- std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
- {
- assert(artifact);
- auto dstSlot = ArtifactUtils::getArtAnyPosition(&artFittingSet, artifact->getTypeId());
- if(dstSlot != ArtifactPosition::PRE_FIRST)
- {
- artFittingSet.putArtifact(dstSlot, static_cast<ConstTransitivePtr<CArtifactInstance>>(artifact));
- slots.push_back(BulkMoveArtifacts::LinkedSlots(srcSlot, dstSlot));
- if(ArtifactUtils::checkSpellbookIsNeeded(dstHero, artifact->getTypeId(), dstSlot))
- giveHeroNewArtifact(dstHero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
- }
- };
- if(swap)
- {
- auto moveArtsWorn = [moveArtifact](const CGHeroInstance * srcHero, const CGHeroInstance * dstHero,
- std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
- {
- for(auto & artifact : srcHero->artifactsWorn)
- {
- if(ArtifactUtils::isArtRemovable(artifact))
- moveArtifact(artifact.second.getArt(), artifact.first, dstHero, slots);
- }
- };
- auto moveArtsInBackpack = [](const CArtifactSet * artSet,
- std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
- {
- for(auto & slotInfo : artSet->artifactsInBackpack)
- {
- auto slot = artSet->getArtPos(slotInfo.artifact);
- slots.push_back(BulkMoveArtifacts::LinkedSlots(slot, slot));
- }
- };
- // Move over artifacts that are worn srcHero -> dstHero
- moveArtsWorn(psrcHero, pdstHero, slotsSrcDst);
- artFittingSet.artifactsWorn.clear();
- // Move over artifacts that are worn dstHero -> srcHero
- moveArtsWorn(pdstHero, psrcHero, slotsDstSrc);
- // Move over artifacts that are in backpack srcHero -> dstHero
- moveArtsInBackpack(psrcHero, slotsSrcDst);
- // Move over artifacts that are in backpack dstHero -> srcHero
- moveArtsInBackpack(pdstHero, slotsDstSrc);
- }
- else
- {
- artFittingSet.artifactsInBackpack = pdstHero->artifactsInBackpack;
- artFittingSet.artifactsWorn = pdstHero->artifactsWorn;
- // Move over artifacts that are worn
- for(auto & artInfo : psrcHero->artifactsWorn)
- {
- if(ArtifactUtils::isArtRemovable(artInfo))
- {
- moveArtifact(psrcHero->getArt(artInfo.first), artInfo.first, pdstHero, slotsSrcDst);
- }
- }
- // Move over artifacts that are in backpack
- for(auto & slotInfo : psrcHero->artifactsInBackpack)
- {
- moveArtifact(psrcHero->getArt(psrcHero->getArtPos(slotInfo.artifact)),
- psrcHero->getArtPos(slotInfo.artifact), pdstHero, slotsSrcDst);
- }
- }
- sendAndApply(&ma);
- return true;
- }
- /**
- * Assembles or disassembles a combination artifact.
- * @param heroID ID of hero holding the artifact(s).
- * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
- * @param assemble True for assembly operation, false for disassembly.
- * @param assembleTo If assemble is true, this represents the artifact ID of the combination
- * artifact to assemble to. Otherwise it's not used.
- */
- bool CGameHandler::assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
- {
- const CGHeroInstance * hero = getHero(heroID);
- const CArtifactInstance * destArtifact = hero->getArt(artifactSlot);
- if(!destArtifact)
- COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
- if(assemble)
- {
- CArtifact * combinedArt = VLC->arth->objects[assembleTo];
- if(!combinedArt->isCombined())
- COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
- if (!vstd::contains(ArtifactUtils::assemblyPossibilities(hero, destArtifact->getTypeId(),
- ArtifactUtils::isSlotEquipment(artifactSlot)), combinedArt))
- {
- COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
- }
-
- if(ArtifactUtils::checkSpellbookIsNeeded(hero, assembleTo, artifactSlot))
- giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
- AssembledArtifact aa;
- aa.al = ArtifactLocation(hero, artifactSlot);
- aa.builtArt = combinedArt;
- sendAndApply(&aa);
- }
- else
- {
- if(!destArtifact->isCombined())
- COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
- if(ArtifactUtils::isSlotBackpack(artifactSlot)
- && !ArtifactUtils::isBackpackFreeSlots(hero, destArtifact->artType->getConstituents().size() - 1))
- COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble but backpack is full!");
- DisassembledArtifact da;
- da.al = ArtifactLocation(hero, artifactSlot);
- sendAndApply(&da);
- }
- return true;
- }
- bool CGameHandler::eraseArtifactByClient(const ArtifactLocation & al)
- {
- const auto * hero = getHero(al.relatedObj()->id);
- if(hero == nullptr)
- COMPLAIN_RET("eraseArtifactByClient: wrong hero's ID");
- const auto * art = al.getArt();
- if(art == nullptr)
- COMPLAIN_RET("Cannot remove artifact!");
- if(al.getArt()->artType->canBePutAt(hero) || al.slot != ArtifactPosition::TRANSITION_POS)
- COMPLAIN_RET("Illegal artifact removal request");
- removeArtifact(al);
- return true;
- }
- bool CGameHandler::buyArtifact(ObjectInstanceID hid, ArtifactID aid)
- {
- const CGHeroInstance * hero = getHero(hid);
- COMPLAIN_RET_FALSE_IF(nullptr == hero, "Invalid hero index");
- const CGTownInstance * town = hero->visitedTown;
- COMPLAIN_RET_FALSE_IF(nullptr == town, "Hero not in town");
- if (aid==ArtifactID::SPELLBOOK)
- {
- if ((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
- || (getResource(hero->getOwner(), EGameResID::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!"))
- || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
- )
- return false;
- giveResource(hero->getOwner(),EGameResID::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
- giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
- assert(hero->getArt(ArtifactPosition::SPELLBOOK));
- giveSpells(town,hero);
- return true;
- }
- else
- {
- const CArtifact * art = aid.toArtifact();
- COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid artifact index to buy");
- COMPLAIN_RET_FALSE_IF(art->getWarMachine() == CreatureID::NONE, "War machine artifact required");
- COMPLAIN_RET_FALSE_IF(hero->hasArt(aid),"Hero already has this machine!");
- const int price = art->getPrice();
- COMPLAIN_RET_FALSE_IF(getPlayerState(hero->getOwner())->resources[EGameResID::GOLD] < price, "Not enough gold!");
- if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid)
- || (town->hasBuilt(BuildingSubID::BALLISTA_YARD) && aid == ArtifactID::BALLISTA))
- {
- giveResource(hero->getOwner(),EGameResID::GOLD,-price);
- return giveHeroNewArtifact(hero, art);
- }
- else
- COMPLAIN_RET("This machine is unavailable here!");
- }
- }
- bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, GameResID rid, ArtifactID aid)
- {
- if(!h)
- COMPLAIN_RET("Only hero can buy artifacts!");
- if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
- COMPLAIN_RET("That artifact is unavailable!");
- int b1, b2;
- m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
- if (getResource(h->tempOwner, rid) < b1)
- COMPLAIN_RET("You can't afford to buy this artifact!");
- giveResource(h->tempOwner, rid, -b1);
- SetAvailableArtifacts saa;
- if(dynamic_cast<const CGTownInstance *>(m))
- {
- saa.id = -1;
- saa.arts = CGTownInstance::merchantArtifacts;
- }
- else if(const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m)) //black market
- {
- saa.id = bm->id.getNum();
- saa.arts = bm->artifacts;
- }
- else
- COMPLAIN_RET("Wrong marktet...");
- bool found = false;
- for (const CArtifact *&art : saa.arts)
- {
- if (art && art->getId() == aid)
- {
- art = nullptr;
- found = true;
- break;
- }
- }
- if (!found)
- COMPLAIN_RET("Cannot find selected artifact on the list");
- sendAndApply(&saa);
- giveHeroNewArtifact(h, VLC->arth->objects[aid], ArtifactPosition::FIRST_AVAILABLE);
- return true;
- }
- bool CGameHandler::sellArtifact(const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, GameResID rid)
- {
- COMPLAIN_RET_FALSE_IF((!h), "Only hero can sell artifacts!");
- const CArtifactInstance *art = h->getArtByInstanceId(aid);
- COMPLAIN_RET_FALSE_IF((!art), "There is no artifact to sell!");
- COMPLAIN_RET_FALSE_IF((!art->artType->isTradable()), "Cannot sell a war machine or spellbook!");
- int resVal = 0, dump = 1;
- m->getOffer(art->artType->getId(), rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
- removeArtifact(ArtifactLocation(h, h->getArtPos(art)));
- giveResource(h->tempOwner, rid, resVal);
- return true;
- }
- bool CGameHandler::buySecSkill(const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
- {
- if (!h)
- COMPLAIN_RET("You need hero to buy a skill!");
- if (h->getSecSkillLevel(SecondarySkill(skill)))
- COMPLAIN_RET("Hero already know this skill");
- if (!h->canLearnSkill())
- COMPLAIN_RET("Hero can't learn any more skills");
- if (!h->canLearnSkill(skill))
- COMPLAIN_RET("The hero can't learn this skill!");
- if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
- COMPLAIN_RET("That skill is unavailable!");
- if (getResource(h->tempOwner, EGameResID::GOLD) < GameConstants::SKILL_GOLD_COST)//TODO: remove hardcoded resource\summ?
- COMPLAIN_RET("You can't afford to buy this skill");
- giveResource(h->tempOwner, EGameResID::GOLD, -GameConstants::SKILL_GOLD_COST);
- changeSecSkill(h, skill, 1, true);
- return true;
- }
- bool CGameHandler::tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2)
- {
- TResourceCap r1 = getPlayerState(player)->resources[id1];
- vstd::amin(val, r1); //can't trade more resources than have
- int b1, b2; //base quantities for trade
- market->getOffer(id1, id2, b1, b2, EMarketMode::RESOURCE_RESOURCE);
- int units = val / b1; //how many base quantities we trade
- if (val%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
- {
- COMPLAIN_RET("Invalid deal, not all offered units of resource were used.");
- }
- giveResource(player, GameResID(id1), - b1 * units);
- giveResource(player, GameResID(id2), b2 * units);
- return true;
- }
- bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, GameResID resourceID)
- {
- if(!hero)
- COMPLAIN_RET("Only hero can sell creatures!");
- if (!vstd::contains(hero->Slots(), slot))
- COMPLAIN_RET("Hero doesn't have any creature in that slot!");
- const CStackInstance &s = hero->getStack(slot);
- if (s.count < (TQuantity)count //can't sell more creatures than have
- || (hero->stacksCount() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
- {
- COMPLAIN_RET("Not enough creatures in army!");
- }
- int b1, b2; //base quantities for trade
- market->getOffer(s.type->getId(), resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
- int units = count / b1; //how many base quantities we trade
- if (count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
- {
- //TODO: complain?
- assert(0);
- }
- changeStackCount(StackLocation(hero, slot), -(TQuantity)count);
- giveResource(hero->tempOwner, resourceID, b2 * units);
- return true;
- }
- bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
- {
- const CArmedInstance *army = nullptr;
- if (hero)
- army = hero;
- else
- army = dynamic_cast<const CGTownInstance *>(market);
- if (!army)
- COMPLAIN_RET("Incorrect call to transform in undead!");
- if (!army->hasStackAtSlot(slot))
- COMPLAIN_RET("Army doesn't have any creature in that slot!");
- const CStackInstance &s = army->getStack(slot);
- //resulting creature - bone dragons or skeletons
- CreatureID resCreature = CreatureID::SKELETON;
- if ((s.hasBonusOfType(BonusType::DRAGON_NATURE)
- && !(s.hasBonusOfType(BonusType::UNDEAD)))
- || (s.getCreatureID() == CreatureID::HYDRA)
- || (s.getCreatureID() == CreatureID::CHAOS_HYDRA))
- resCreature = CreatureID::BONE_DRAGON;
- changeStackType(StackLocation(army, slot), resCreature.toCreature());
- return true;
- }
- bool CGameHandler::sendResources(ui32 val, PlayerColor player, GameResID r1, PlayerColor r2)
- {
- const PlayerState *p2 = getPlayerState(r2, false);
- if (!p2 || p2->status != EPlayerStatus::INGAME)
- {
- complain("Dest player must be in game!");
- return false;
- }
- TResourceCap curRes1 = getPlayerState(player)->resources[r1];
- vstd::amin(val, curRes1);
- giveResource(player, r1, -(int)val);
- giveResource(r2, r1, val);
- return true;
- }
- bool CGameHandler::setFormation(ObjectInstanceID hid, ui8 formation)
- {
- const CGHeroInstance *h = getHero(hid);
- if (!h)
- {
- logGlobal->error("Hero doesn't exist!");
- return false;
- }
- ChangeFormation cf;
- cf.hid = hid;
- cf.formation = formation;
- sendAndApply(&cf);
- return true;
- }
- bool CGameHandler::queryReply(QueryID qid, const JsonNode & answer, PlayerColor player)
- {
- boost::unique_lock<boost::recursive_mutex> lock(gsm);
- logGlobal->trace("Player %s attempts answering query %d with answer:", player, qid);
- logGlobal->trace(answer.toJson());
- auto topQuery = queries.topQuery(player);
- COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
- if(topQuery->queryID != qid)
- {
- auto currentQuery = queries.getQuery(qid);
- if(currentQuery != nullptr && currentQuery->endsByPlayerAnswer())
- currentQuery->setReply(answer);
- COMPLAIN_RET("This player top query has different ID!"); //topQuery->queryID != qid
- }
- COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
- topQuery->setReply(answer);
- queries.popQuery(topQuery);
- return true;
- }
- static EndAction end_action;
- void CGameHandler::updateGateState()
- {
- // GATE_BRIDGE - leftmost tile, located over moat
- // GATE_OUTER - central tile, mostly covered by gate image
- // GATE_INNER - rightmost tile, inside the walls
- // GATE_OUTER or GATE_INNER:
- // - if defender moves unit on these tiles, bridge will open
- // - if there is a creature (dead or alive) on these tiles, bridge will always remain open
- // - blocked to attacker if bridge is closed
- // GATE_BRIDGE
- // - if there is a unit or corpse here, bridge can't open (and can't close in fortress)
- // - if Force Field is cast here, bridge can't open (but can close, in any town)
- // - deals moat damage to attacker if bridge is closed (fortress only)
- bool hasForceFieldOnBridge = !battleGetAllObstaclesOnPos(BattleHex(ESiegeHex::GATE_BRIDGE), true).empty();
- bool hasStackAtGateInner = gs->curB->battleGetUnitByPos(BattleHex(ESiegeHex::GATE_INNER), false) != nullptr;
- bool hasStackAtGateOuter = gs->curB->battleGetUnitByPos(BattleHex(ESiegeHex::GATE_OUTER), false) != nullptr;
- bool hasStackAtGateBridge = gs->curB->battleGetUnitByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false) != nullptr;
- bool hasWideMoat = vstd::contains_if(battleGetAllObstaclesOnPos(BattleHex(ESiegeHex::GATE_BRIDGE), false), [](const std::shared_ptr<const CObstacleInstance> & obst)
- {
- return obst->obstacleType == CObstacleInstance::MOAT;
- });
- BattleUpdateGateState db;
- db.state = gs->curB->si.gateState;
- if (gs->curB->si.wallState[EWallPart::GATE] == EWallState::DESTROYED)
- {
- db.state = EGateState::DESTROYED;
- }
- else if (db.state == EGateState::OPENED)
- {
- bool hasStackOnLongBridge = hasStackAtGateBridge && hasWideMoat;
- bool gateCanClose = !hasStackAtGateInner && !hasStackAtGateOuter && !hasStackOnLongBridge;
- if (gateCanClose)
- db.state = EGateState::CLOSED;
- else
- db.state = EGateState::OPENED;
- }
- else // CLOSED or BLOCKED
- {
- bool gateBlocked = hasForceFieldOnBridge || hasStackAtGateBridge;
- if (gateBlocked)
- db.state = EGateState::BLOCKED;
- else
- db.state = EGateState::CLOSED;
- }
- if (db.state != gs->curB->si.gateState)
- sendAndApply(&db);
- }
- bool CGameHandler::makeBattleAction(BattleAction &ba)
- {
- boost::unique_lock lock(battleActionMutex);
- bool ok = true;
- battle::Target target = ba.getTarget(gs->curB);
- const CStack * stack = battleGetStackByID(ba.stackNumber); //may be nullptr if action is not about stack
- const bool isAboutActiveStack = stack && (ba.stackNumber == gs->curB->getActiveStackID());
- logGlobal->trace("Making action: %s", ba.toString());
- switch(ba.actionType)
- {
- case EActionType::WALK: //walk
- case EActionType::DEFEND: //defend
- case EActionType::WAIT: //wait
- case EActionType::WALK_AND_ATTACK: //walk or attack
- case EActionType::SHOOT: //shoot
- case EActionType::CATAPULT: //catapult
- case EActionType::STACK_HEAL: //healing with First Aid Tent
- case EActionType::MONSTER_SPELL:
- if (!stack)
- {
- complain("No such stack!");
- return false;
- }
- if (!stack->alive())
- {
- complain("This stack is dead: " + stack->nodeName());
- return false;
- }
- if (battleTacticDist())
- {
- if (stack && stack->unitSide() != battleGetTacticsSide())
- {
- complain("This is not a stack of side that has tactics!");
- return false;
- }
- }
- else if (!isAboutActiveStack)
- {
- complain("Action has to be about active stack!");
- return false;
- }
- }
- auto wrapAction = [this](BattleAction &ba)
- {
- StartAction startAction(ba);
- sendAndApply(&startAction);
- return vstd::makeScopeGuard([&]()
- {
- sendAndApply(&end_action);
- });
- };
- switch(ba.actionType)
- {
- case EActionType::END_TACTIC_PHASE: //wait
- case EActionType::BAD_MORALE:
- case EActionType::NO_ACTION:
- {
- auto wrapper = wrapAction(ba);
- break;
- }
- case EActionType::WALK:
- {
- auto wrapper = wrapAction(ba);
- if(target.size() < 1)
- {
- complain("Destination required for move action.");
- ok = false;
- break;
- }
- int walkedTiles = moveStack(ba.stackNumber, target.at(0).hexValue); //move
- if (!walkedTiles)
- complain("Stack failed movement!");
- break;
- }
- case EActionType::DEFEND:
- {
- //defensive stance, TODO: filter out spell boosts from bonus (stone skin etc.)
- SetStackEffect sse;
- Bonus defenseBonusToAdd(BonusDuration::STACK_GETS_TURN, BonusType::PRIMARY_SKILL, BonusSource::OTHER, 20, -1, PrimarySkill::DEFENSE, BonusValueType::PERCENT_TO_ALL);
- Bonus bonus2(BonusDuration::STACK_GETS_TURN, BonusType::PRIMARY_SKILL, BonusSource::OTHER, stack->valOfBonuses(BonusType::DEFENSIVE_STANCE),
- -1, PrimarySkill::DEFENSE, BonusValueType::ADDITIVE_VALUE);
- Bonus alternativeWeakCreatureBonus(BonusDuration::STACK_GETS_TURN, BonusType::PRIMARY_SKILL, BonusSource::OTHER, 1, -1, PrimarySkill::DEFENSE, BonusValueType::ADDITIVE_VALUE);
- BonusList defence = *stack->getBonuses(Selector::typeSubtype(BonusType::PRIMARY_SKILL, PrimarySkill::DEFENSE));
- int oldDefenceValue = defence.totalValue();
- defence.push_back(std::make_shared<Bonus>(defenseBonusToAdd));
- defence.push_back(std::make_shared<Bonus>(bonus2));
- int difference = defence.totalValue() - oldDefenceValue;
- std::vector<Bonus> buffer;
- if(difference == 0) //give replacement bonus for creatures not reaching 5 defense points (20% of def becomes 0)
- {
- difference = 1;
- buffer.push_back(alternativeWeakCreatureBonus);
- }
- else
- {
- buffer.push_back(defenseBonusToAdd);
- }
- buffer.push_back(bonus2);
- sse.toUpdate.push_back(std::make_pair(ba.stackNumber, buffer));
- sendAndApply(&sse);
- BattleLogMessage message;
- MetaString text;
- stack->addText(text, EMetaText::GENERAL_TXT, 120);
- stack->addNameReplacement(text);
- text.replaceNumber(difference);
- message.lines.push_back(text);
- sendAndApply(&message);
- //don't break - we share code with next case
- }
- [[fallthrough]];
- case EActionType::WAIT:
- {
- auto wrapper = wrapAction(ba);
- break;
- }
- case EActionType::RETREAT: //retreat/flee
- {
- if (!gs->curB->battleCanFlee(gs->curB->sides.at(ba.side).color))
- complain("Cannot retreat!");
- else
- setBattleResult(BattleResult::ESCAPE, !ba.side); //surrendering side loses
- break;
- }
- case EActionType::SURRENDER:
- {
- PlayerColor player = gs->curB->sides.at(ba.side).color;
- int cost = gs->curB->battleGetSurrenderCost(player);
- if (cost < 0)
- complain("Cannot surrender!");
- else if (getResource(player, EGameResID::GOLD) < cost)
- complain("Not enough gold to surrender!");
- else
- {
- giveResource(player, EGameResID::GOLD, -cost);
- setBattleResult(BattleResult::SURRENDER, !ba.side); //surrendering side loses
- }
- break;
- }
- case EActionType::WALK_AND_ATTACK: //walk or attack
- {
- auto wrapper = wrapAction(ba);
- if(!stack)
- {
- complain("No attacker");
- ok = false;
- break;
- }
- if(target.size() < 2)
- {
- complain("Two destinations required for attack action.");
- ok = false;
- break;
- }
- BattleHex attackPos = target.at(0).hexValue;
- BattleHex destinationTile = target.at(1).hexValue;
- const CStack * destinationStack = gs->curB->battleGetStackByPos(destinationTile, true);
- if(!destinationStack)
- {
- complain("Invalid target to attack");
- ok = false;
- break;
- }
- BattleHex startingPos = stack->getPosition();
- int distance = moveStack(ba.stackNumber, attackPos);
- logGlobal->trace("%s will attack %s", stack->nodeName(), destinationStack->nodeName());
- if(stack->getPosition() != attackPos
- && !(stack->doubleWide() && (stack->getPosition() == attackPos.cloneInDirection(stack->destShiftDir(), false)))
- )
- {
- // we were not able to reach destination tile, nor occupy specified hex
- // abort attack attempt, but treat this case as legal - we may have stepped onto a quicksands/mine
- break;
- }
- if(destinationStack && stack->unitId() == destinationStack->unitId()) //we should just move, it will be handled by following check
- {
- destinationStack = nullptr;
- }
- if(!destinationStack)
- {
- complain("Unit can not attack itself");
- ok = false;
- break;
- }
- if(!CStack::isMeleeAttackPossible(stack, destinationStack))
- {
- complain("Attack cannot be performed!");
- ok = false;
- break;
- }
- //attack
- int totalAttacks = stack->totalAttacks.getMeleeValue();
- //TODO: move to CUnitState
- const auto * attackingHero = gs->curB->battleGetFightingHero(ba.side);
- if(attackingHero)
- {
- totalAttacks += attackingHero->valOfBonuses(BonusType::HERO_GRANTS_ATTACKS, stack->creatureIndex());
- }
- const bool firstStrike = destinationStack->hasBonusOfType(BonusType::FIRST_STRIKE);
- const bool retaliation = destinationStack->ableToRetaliate();
- for (int i = 0; i < totalAttacks; ++i)
- {
- //first strike
- if(i == 0 && firstStrike && retaliation)
- {
- makeAttack(destinationStack, stack, 0, stack->getPosition(), true, false, true);
- }
- //move can cause death, eg. by walking into the moat, first strike can cause death or paralysis/petrification
- if(stack->alive() && !stack->hasBonusOfType(BonusType::NOT_ACTIVE) && destinationStack->alive())
- {
- makeAttack(stack, destinationStack, (i ? 0 : distance), destinationTile, i==0, false, false);//no distance travelled on second attack
- }
- //counterattack
- //we check retaliation twice, so if it unblocked during attack it will work only on next attack
- if(stack->alive()
- && !stack->hasBonusOfType(BonusType::BLOCKS_RETALIATION)
- && (i == 0 && !firstStrike)
- && retaliation && destinationStack->ableToRetaliate())
- {
- makeAttack(destinationStack, stack, 0, stack->getPosition(), true, false, true);
- }
- }
- //return
- if(stack->hasBonusOfType(BonusType::RETURN_AFTER_STRIKE)
- && target.size() == 3
- && startingPos != stack->getPosition()
- && startingPos == target.at(2).hexValue
- && stack->alive())
- {
- moveStack(ba.stackNumber, startingPos);
- //NOTE: curStack->unitId() == ba.stackNumber (rev 1431)
- }
- break;
- }
- case EActionType::SHOOT:
- {
- if(target.size() < 1)
- {
- complain("Destination required for shot action.");
- ok = false;
- break;
- }
- auto destination = target.at(0).hexValue;
- const CStack * destinationStack = gs->curB->battleGetStackByPos(destination);
- if (!gs->curB->battleCanShoot(stack, destination))
- {
- complain("Cannot shoot!");
- break;
- }
- if (!destinationStack)
- {
- complain("No target to shoot!");
- break;
- }
- auto wrapper = wrapAction(ba);
- makeAttack(stack, destinationStack, 0, destination, true, true, false);
- //ranged counterattack
- if (destinationStack->hasBonusOfType(BonusType::RANGED_RETALIATION)
- && !stack->hasBonusOfType(BonusType::BLOCKS_RANGED_RETALIATION)
- && destinationStack->ableToRetaliate()
- && gs->curB->battleCanShoot(destinationStack, stack->getPosition())
- && stack->alive()) //attacker may have died (fire shield)
- {
- makeAttack(destinationStack, stack, 0, stack->getPosition(), true, true, true);
- }
- //allow more than one additional attack
- int totalRangedAttacks = stack->totalAttacks.getRangedValue();
- //TODO: move to CUnitState
- const auto * attackingHero = gs->curB->battleGetFightingHero(ba.side);
- if(attackingHero)
- {
- totalRangedAttacks += attackingHero->valOfBonuses(BonusType::HERO_GRANTS_ATTACKS, stack->creatureIndex());
- }
- for(int i = 1; i < totalRangedAttacks; ++i)
- {
- if(
- stack->alive()
- && destinationStack->alive()
- && stack->shots.canUse()
- )
- {
- makeAttack(stack, destinationStack, 0, destination, false, true, false);
- }
- }
- break;
- }
- case EActionType::CATAPULT:
- {
- auto wrapper = wrapAction(ba);
- const CStack * shooter = gs->curB->battleGetStackByID(ba.stackNumber);
- std::shared_ptr<const Bonus> catapultAbility = stack->getBonusLocalFirst(Selector::type()(BonusType::CATAPULT));
- if(!catapultAbility || catapultAbility->subtype < 0)
- {
- complain("We do not know how to shoot :P");
- }
- else
- {
- const CSpell * spell = SpellID(catapultAbility->subtype).toSpell();
- spells::BattleCast parameters(gs->curB, shooter, spells::Mode::SPELL_LIKE_ATTACK, spell); //We can shot infinitely by catapult
- auto shotLevel = stack->valOfBonuses(Selector::typeSubtype(BonusType::CATAPULT_EXTRA_SHOTS, catapultAbility->subtype));
- parameters.setSpellLevel(shotLevel);
- parameters.cast(spellEnv, target);
- }
- //finish by scope guard
- break;
- }
- case EActionType::STACK_HEAL: //healing with First Aid Tent
- {
- auto wrapper = wrapAction(ba);
- const CStack * healer = gs->curB->battleGetStackByID(ba.stackNumber);
- if(target.size() < 1)
- {
- complain("Destination required for heal action.");
- ok = false;
- break;
- }
- const battle::Unit * destStack = nullptr;
- std::shared_ptr<const Bonus> healerAbility = stack->getBonusLocalFirst(Selector::type()(BonusType::HEALER));
- if(target.at(0).unitValue)
- destStack = target.at(0).unitValue;
- else
- destStack = gs->curB->battleGetUnitByPos(target.at(0).hexValue);
- if(healer == nullptr || destStack == nullptr || !healerAbility || healerAbility->subtype < 0)
- {
- complain("There is either no healer, no destination, or healer cannot heal :P");
- }
- else
- {
- const CSpell * spell = SpellID(healerAbility->subtype).toSpell();
- spells::BattleCast parameters(gs->curB, healer, spells::Mode::SPELL_LIKE_ATTACK, spell); //We can heal infinitely by first aid tent
- auto dest = battle::Destination(destStack, target.at(0).hexValue);
- parameters.setSpellLevel(0);
- parameters.cast(spellEnv, {dest});
- }
- break;
- }
- case EActionType::MONSTER_SPELL:
- {
- auto wrapper = wrapAction(ba);
- const CStack * stack = gs->curB->battleGetStackByID(ba.stackNumber);
- SpellID spellID = SpellID(ba.actionSubtype);
- std::shared_ptr<const Bonus> randSpellcaster = stack->getBonus(Selector::type()(BonusType::RANDOM_SPELLCASTER));
- std::shared_ptr<const Bonus> spellcaster = stack->getBonus(Selector::typeSubtype(BonusType::SPELLCASTER, spellID));
- //TODO special bonus for genies ability
- if (randSpellcaster && battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_AIMED) < 0)
- spellID = battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_GENIE);
- if (spellID < 0)
- complain("That stack can't cast spells!");
- else
- {
- const CSpell * spell = SpellID(spellID).toSpell();
- spells::BattleCast parameters(gs->curB, stack, spells::Mode::CREATURE_ACTIVE, spell);
- int32_t spellLvl = 0;
- if(spellcaster)
- vstd::amax(spellLvl, spellcaster->val);
- if(randSpellcaster)
- vstd::amax(spellLvl, randSpellcaster->val);
- parameters.setSpellLevel(spellLvl);
- parameters.cast(spellEnv, target);
- }
- break;
- }
- }
- if(ba.actionType == EActionType::WAIT || ba.actionType == EActionType::DEFEND
- || ba.actionType == EActionType::SHOOT || ba.actionType == EActionType::MONSTER_SPELL)
- handleObstacleTriggersForUnit(*spellEnv, *stack);
- if(ba.stackNumber == gs->curB->activeStack || battleResult.get()) //active stack has moved or battle has finished
- battleMadeAction.setn(true);
- return ok;
- }
- bool CGameHandler::makeCustomAction(BattleAction & ba)
- {
- boost::unique_lock lock(battleActionMutex);
- switch(ba.actionType)
- {
- case EActionType::HERO_SPELL:
- {
- COMPLAIN_RET_FALSE_IF(ba.side > 1, "Side must be 0 or 1!");
- const CGHeroInstance *h = gs->curB->battleGetFightingHero(ba.side);
- COMPLAIN_RET_FALSE_IF((!h), "Wrong caster!");
- const CSpell * s = SpellID(ba.actionSubtype).toSpell();
- if (!s)
- {
- logGlobal->error("Wrong spell id (%d)!", ba.actionSubtype);
- return false;
- }
- spells::BattleCast parameters(gs->curB, h, spells::Mode::HERO, s);
- spells::detail::ProblemImpl problem;
- auto m = s->battleMechanics(¶meters);
- if(!m->canBeCast(problem))//todo: should we check aimed cast?
- {
- logGlobal->warn("Spell cannot be cast!");
- std::vector<std::string> texts;
- problem.getAll(texts);
- for(auto s : texts)
- logGlobal->warn(s);
- return false;
- }
- StartAction start_action(ba);
- sendAndApply(&start_action); //start spell casting
- parameters.cast(spellEnv, ba.getTarget(gs->curB));
- sendAndApply(&end_action);
- if (!gs->curB->battleGetStackByID(gs->curB->activeStack))
- {
- battleMadeAction.setn(true);
- }
- checkBattleStateChanges();
- if (battleResult.get())
- {
- battleMadeAction.setn(true);
- //battle will be ended by startBattle function
- //endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
- }
- return true;
- }
- }
- return false;
- }
- void CGameHandler::stackEnchantedTrigger(const CStack * st)
- {
- auto bl = *(st->getBonuses(Selector::type()(BonusType::ENCHANTED)));
- for(auto b : bl)
- {
- const CSpell * sp = SpellID(b->subtype).toSpell();
- if(!sp)
- continue;
- const int32_t val = bl.valOfBonuses(Selector::typeSubtype(b->type, b->subtype));
- const int32_t level = ((val > 3) ? (val - 3) : val);
- spells::BattleCast battleCast(gs->curB, st, spells::Mode::PASSIVE, sp);
- //this makes effect accumulate for at most 50 turns by default, but effect may be permanent and last till the end of battle
- battleCast.setEffectDuration(50);
- battleCast.setSpellLevel(level);
- spells::Target target;
- if(val > 3)
- {
- for(auto s : gs->curB->battleGetAllStacks())
- if(battleMatchOwner(st, s, true) && s->isValidTarget()) //all allied
- target.emplace_back(s);
- }
- else
- {
- target.emplace_back(st);
- }
- battleCast.applyEffects(spellEnv, target, false, true);
- }
- }
- void CGameHandler::stackTurnTrigger(const CStack *st)
- {
- BattleTriggerEffect bte;
- bte.stackID = st->unitId();
- bte.effect = -1;
- bte.val = 0;
- bte.additionalInfo = 0;
- if (st->alive())
- {
- //unbind
- if (st->hasBonus(Selector::type()(BonusType::BIND_EFFECT)))
- {
- bool unbind = true;
- BonusList bl = *(st->getBonuses(Selector::type()(BonusType::BIND_EFFECT)));
- auto adjacent = gs->curB->battleAdjacentUnits(st);
- for (auto b : bl)
- {
- if(b->additionalInfo != CAddInfo::NONE)
- {
- const CStack * stack = gs->curB->battleGetStackByID(b->additionalInfo[0]); //binding stack must be alive and adjacent
- if(stack)
- {
- if(vstd::contains(adjacent, stack)) //binding stack is still present
- unbind = false;
- }
- }
- else
- {
- unbind = false;
- }
- }
- if (unbind)
- {
- BattleSetStackProperty ssp;
- ssp.which = BattleSetStackProperty::UNBIND;
- ssp.stackID = st->unitId();
- sendAndApply(&ssp);
- }
- }
- if (st->hasBonusOfType(BonusType::POISON))
- {
- std::shared_ptr<const Bonus> b = st->getBonusLocalFirst(Selector::source(BonusSource::SPELL_EFFECT, SpellID::POISON).And(Selector::type()(BonusType::STACK_HEALTH)));
- if (b) //TODO: what if not?...
- {
- bte.val = std::max (b->val - 10, -(st->valOfBonuses(BonusType::POISON)));
- if (bte.val < b->val) //(negative) poison effect increases - update it
- {
- bte.effect = vstd::to_underlying(BonusType::POISON);
- sendAndApply(&bte);
- }
- }
- }
- if(st->hasBonusOfType(BonusType::MANA_DRAIN) && !st->drainedMana)
- {
- const PlayerColor opponent = gs->curB->otherPlayer(gs->curB->battleGetOwner(st));
- const CGHeroInstance * opponentHero = gs->curB->getHero(opponent);
- if(opponentHero)
- {
- ui32 manaDrained = st->valOfBonuses(BonusType::MANA_DRAIN);
- vstd::amin(manaDrained, opponentHero->mana);
- if(manaDrained)
- {
- bte.effect = vstd::to_underlying(BonusType::MANA_DRAIN);
- bte.val = manaDrained;
- bte.additionalInfo = opponentHero->id.getNum(); //for sanity
- sendAndApply(&bte);
- }
- }
- }
- if (st->isLiving() && !st->hasBonusOfType(BonusType::FEARLESS))
- {
- bool fearsomeCreature = false;
- for (CStack * stack : gs->curB->stacks)
- {
- if (battleMatchOwner(st, stack) && stack->alive() && stack->hasBonusOfType(BonusType::FEAR))
- {
- fearsomeCreature = true;
- break;
- }
- }
- if (fearsomeCreature)
- {
- if (getRandomGenerator().nextInt(99) < 10) //fixed 10%
- {
- bte.effect = vstd::to_underlying(BonusType::FEAR);
- sendAndApply(&bte);
- }
- }
- }
- BonusList bl = *(st->getBonuses(Selector::type()(BonusType::ENCHANTER)));
- int side = gs->curB->whatSide(st->unitOwner());
- if(st->canCast() && gs->curB->battleGetEnchanterCounter(side) == 0)
- {
- bool cast = false;
- while(!bl.empty() && !cast)
- {
- auto bonus = *RandomGeneratorUtil::nextItem(bl, getRandomGenerator());
- auto spellID = SpellID(bonus->subtype);
- const CSpell * spell = SpellID(spellID).toSpell();
- bl.remove_if([&bonus](const Bonus * b)
- {
- return b == bonus.get();
- });
- spells::BattleCast parameters(gs->curB, st, spells::Mode::ENCHANTER, spell);
- parameters.setSpellLevel(bonus->val);
- parameters.massive = true;
- parameters.smart = true;
- //todo: recheck effect level
- if(parameters.castIfPossible(spellEnv, spells::Target(1, spells::Destination())))
- {
- cast = true;
- int cooldown = bonus->additionalInfo[0];
- BattleSetStackProperty ssp;
- ssp.which = BattleSetStackProperty::ENCHANTER_COUNTER;
- ssp.absolute = false;
- ssp.val = cooldown;
- ssp.stackID = st->unitId();
- sendAndApply(&ssp);
- }
- }
- }
- }
- }
- void CGameHandler::handleTimeEvents()
- {
- gs->map->events.sort(evntCmp);
- while(gs->map->events.size() && gs->map->events.front().firstOccurence+1 == gs->day)
- {
- CMapEvent ev = gs->map->events.front();
- for (int player = 0; player < PlayerColor::PLAYER_LIMIT_I; player++)
- {
- auto color = PlayerColor(player);
- const PlayerState * pinfo = getPlayerState(color, false); //do not output error if player does not exist
- if (pinfo //player exists
- && (ev.players & 1<<player) //event is enabled to this player
- && ((ev.computerAffected && !pinfo->human)
- || (ev.humanAffected && pinfo->human)
- )
- )
- {
- //give resources
- giveResources(color, ev.resources);
- //prepare dialog
- InfoWindow iw;
- iw.player = color;
- iw.text.appendRawString(ev.message);
- for (int i=0; i<ev.resources.size(); i++)
- {
- if (ev.resources[i]) //if resource is changed, we add it to the dialog
- iw.components.emplace_back(Component::EComponentType::RESOURCE,i,ev.resources[i],0);
- }
- sendAndApply(&iw); //show dialog
- }
- } //PLAYERS LOOP
- if (ev.nextOccurence)
- {
- gs->map->events.pop_front();
- ev.firstOccurence += ev.nextOccurence;
- auto it = gs->map->events.begin();
- while(it != gs->map->events.end() && it->earlierThanOrEqual(ev))
- it++;
- gs->map->events.insert(it, ev);
- }
- else
- {
- gs->map->events.pop_front();
- }
- }
- //TODO send only if changed
- UpdateMapEvents ume;
- ume.events = gs->map->events;
- sendAndApply(&ume);
- }
- void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
- {
- town->events.sort(evntCmp);
- while(town->events.size() && town->events.front().firstOccurence == gs->day)
- {
- PlayerColor player = town->tempOwner;
- CCastleEvent ev = town->events.front();
- const PlayerState * pinfo = getPlayerState(player, false);
- if (pinfo //player exists
- && (ev.players & 1<<player.getNum()) //event is enabled to this player
- && ((ev.computerAffected && !pinfo->human)
- || (ev.humanAffected && pinfo->human)))
- {
- // dialog
- InfoWindow iw;
- iw.player = player;
- iw.text.appendRawString(ev.message);
- if (ev.resources.nonZero())
- {
- TResources was = n.res[player];
- n.res[player] += ev.resources;
- n.res[player].amax(0);
- for (int i=0; i<ev.resources.size(); i++)
- if (ev.resources[i] && pinfo->resources[i] != n.res.at(player)[i]) //if resource had changed, we add it to the dialog
- iw.components.emplace_back(Component::EComponentType::RESOURCE,i,n.res.at(player)[i]-was[i],0);
- }
- for (auto & i : ev.buildings)
- {
- if (!town->hasBuilt(i))
- {
- buildStructure(town->id, i, true);
- iw.components.emplace_back(Component::EComponentType::BUILDING, town->subID, i, 0);
- }
- }
- if (!ev.creatures.empty() && !vstd::contains(n.cres, town->id))
- {
- n.cres[town->id].tid = town->id;
- n.cres[town->id].creatures = town->creatures;
- }
- auto & sac = n.cres[town->id];
- for (si32 i=0;i<ev.creatures.size();i++) //creature growths
- {
- if (!town->creatures.at(i).second.empty() && ev.creatures.at(i) > 0)//there is dwelling
- {
- sac.creatures[i].first += ev.creatures.at(i);
- iw.components.emplace_back(Component::EComponentType::CREATURE,
- town->creatures.at(i).second.back(), ev.creatures.at(i), 0);
- }
- }
- sendAndApply(&iw); //show dialog
- }
- if (ev.nextOccurence)
- {
- town->events.pop_front();
- ev.firstOccurence += ev.nextOccurence;
- auto it = town->events.begin();
- while(it != town->events.end() && it->earlierThanOrEqual(ev))
- it++;
- town->events.insert(it, ev);
- }
- else
- {
- town->events.pop_front();
- }
- }
- //TODO send only if changed
- UpdateCastleEvents uce;
- uce.town = town->id;
- uce.events = town->events;
- sendAndApply(&uce);
- }
- bool CGameHandler::complain(const std::string &problem)
- {
- playerMessages->broadcastSystemMessage("Server encountered a problem: " + problem);
- logGlobal->error(problem);
- return true;
- }
- void CGameHandler::showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
- {
- //PlayerColor player = getOwner(hid);
- auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
- auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
- assert(lowerArmy);
- assert(upperArmy);
- auto garrisonQuery = std::make_shared<CGarrisonDialogQuery>(this, upperArmy, lowerArmy);
- queries.addQuery(garrisonQuery);
- GarrisonDialog gd;
- gd.hid = hid;
- gd.objid = upobj;
- gd.removableUnits = removableUnits;
- gd.queryID = garrisonQuery->queryID;
- sendAndApply(&gd);
- }
- void CGameHandler::showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId)
- {
- OpenWindow ow;
- ow.window = EOpenWindowMode::THIEVES_GUILD;
- ow.id1 = player.getNum();
- ow.id2 = requestingObjId.getNum();
- sendAndApply(&ow);
- }
- bool CGameHandler::isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2)
- {
- if (id1 == id2)
- return true;
- const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
- if (!o1 || !o2)
- return true; //arranging stacks within an object should be always allowed
- if (o1 && o2)
- {
- if (o1->ID == Obj::TOWN)
- {
- const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
- if (t->visitingHero == o2 || t->garrisonHero == o2)
- return true;
- }
- if (o2->ID == Obj::TOWN)
- {
- const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
- if (t->visitingHero == o1 || t->garrisonHero == o1)
- return true;
- }
- if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
- {
- const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
- const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
- // two heroes in same town (garrisoned and visiting)
- if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
- return true;
- }
- //Ongoing garrison exchange - usually picking from top garison (from o1 to o2), but who knows
- auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o1->tempOwner));
- if (!dialog)
- {
- dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o2->tempOwner));
- }
- if (dialog)
- {
- auto topArmy = dialog->exchangingArmies.at(0);
- auto bottomArmy = dialog->exchangingArmies.at(1);
- if ((topArmy == o1 && bottomArmy == o2) || (bottomArmy == o1 && topArmy == o2))
- return true;
- }
- }
- return false;
- }
- void CGameHandler::objectVisited(const CGObjectInstance * obj, const CGHeroInstance * h)
- {
- using events::ObjectVisitStarted;
- logGlobal->debug("%s visits %s (%d:%d)", h->nodeName(), obj->getObjectName(), obj->ID, obj->subID);
- std::shared_ptr<CObjectVisitQuery> visitQuery;
- auto startVisit = [&](ObjectVisitStarted & event)
- {
- auto visitedObject = obj;
- if(obj->ID == Obj::HERO)
- {
- auto visitedHero = static_cast<const CGHeroInstance *>(obj);
- const auto visitedTown = visitedHero->visitedTown;
- if(visitedTown)
- {
- const bool isEnemy = visitedHero->getOwner() != h->getOwner();
- if(isEnemy && !visitedTown->isBattleOutsideTown(visitedHero))
- visitedObject = visitedTown;
- }
- }
- visitQuery = std::make_shared<CObjectVisitQuery>(this, visitedObject, h, visitedObject->visitablePos());
- queries.addQuery(visitQuery); //TODO real visit pos
- HeroVisit hv;
- hv.objId = obj->id;
- hv.heroId = h->id;
- hv.player = h->tempOwner;
- hv.starting = true;
- sendAndApply(&hv);
- obj->onHeroVisit(h);
- };
- ObjectVisitStarted::defaultExecute(serverEventBus.get(), startVisit, h->tempOwner, h->id, obj->id);
- if(visitQuery)
- queries.popIfTop(visitQuery); //visit ends here if no queries were created
- }
- void CGameHandler::objectVisitEnded(const CObjectVisitQuery & query)
- {
- using events::ObjectVisitEnded;
- logGlobal->debug("%s visit ends.\n", query.visitingHero->nodeName());
- auto endVisit = [&](ObjectVisitEnded & event)
- {
- HeroVisit hv;
- hv.player = event.getPlayer();
- hv.heroId = event.getHero();
- hv.starting = false;
- sendAndApply(&hv);
- };
- //TODO: ObjectVisitEnded should also have id of visited object,
- //but this requires object being deleted only by `removeAfterVisit()` but not `removeObject()`
- ObjectVisitEnded::defaultExecute(serverEventBus.get(), endVisit, query.players.front(), query.visitingHero->id);
- }
- bool CGameHandler::buildBoat(ObjectInstanceID objid, PlayerColor playerID)
- {
- const IShipyard *obj = IShipyard::castFrom(getObj(objid));
- if (obj->shipyardStatus() != IBoatGenerator::GOOD)
- {
- complain("Cannot build boat in this shipyard!");
- return false;
- }
- TResources boatCost;
- obj->getBoatCost(boatCost);
- TResources aviable = getPlayerState(playerID)->resources;
- if (!aviable.canAfford(boatCost))
- {
- complain("Not enough resources to build a boat!");
- return false;
- }
- int3 tile = obj->bestLocation();
- if (!gs->map->isInTheMap(tile))
- {
- complain("Cannot find appropriate tile for a boat!");
- return false;
- }
- giveResources(playerID, -boatCost);
- createObject(tile, Obj::BOAT, obj->getBoatType().getNum());
- return true;
- }
- void CGameHandler::engageIntoBattle(PlayerColor player)
- {
- //notify interfaces
- PlayerBlocked pb;
- pb.player = player;
- pb.reason = PlayerBlocked::UPCOMING_BATTLE;
- pb.startOrEnd = PlayerBlocked::BLOCKADE_STARTED;
- sendAndApply(&pb);
- }
- void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
- {
- for (auto playerColor : playerColors)
- {
- if (getPlayerState(playerColor, false))
- checkVictoryLossConditionsForPlayer(playerColor);
- }
- }
- void CGameHandler::checkVictoryLossConditionsForAll()
- {
- std::set<PlayerColor> playerColors;
- for (int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
- {
- playerColors.insert(PlayerColor(i));
- }
- checkVictoryLossConditions(playerColors);
- }
- void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
- {
- const PlayerState * p = getPlayerState(player);
- if(!p || p->status != EPlayerStatus::INGAME) return;
- auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player);
- if (victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
- {
- InfoWindow iw;
- getVictoryLossMessage(player, victoryLossCheckResult, iw);
- sendAndApply(&iw);
- PlayerEndsGame peg;
- peg.player = player;
- peg.victoryLossCheckResult = victoryLossCheckResult;
- sendAndApply(&peg);
- if (victoryLossCheckResult.victory())
- {
- //one player won -> all enemies lost
- for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
- {
- if (i->first != player && getPlayerState(i->first)->status == EPlayerStatus::INGAME)
- {
- peg.player = i->first;
- peg.victoryLossCheckResult = getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ?
- victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner
- InfoWindow iw;
- getVictoryLossMessage(player, peg.victoryLossCheckResult, iw);
- iw.player = i->first;
- sendAndApply(&iw);
- sendAndApply(&peg);
- }
- }
- if(p->human)
- {
- lobby->state = EServerState::GAMEPLAY_ENDED;
- }
- }
- else
- {
- //copy heroes vector to avoid iterator invalidation as removal change PlayerState
- auto hlp = p->heroes;
- for (auto h : hlp) //eliminate heroes
- {
- if (h.get())
- removeObject(h);
- }
- //player lost -> all his objects become unflagged (neutral)
- for (auto obj : gs->map->objects) //unflag objs
- {
- if (obj.get() && obj->tempOwner == player)
- setOwner(obj, PlayerColor::NEUTRAL);
- }
- //eliminating one player may cause victory of another:
- std::set<PlayerColor> playerColors;
- //do not copy player state (CBonusSystemNode) by value
- for (auto &p : gs->players) //players may have different colors, iterate over players and not integers
- {
- if (p.first != player)
- playerColors.insert(p.first);
- }
- //notify all players
- for (auto pc : playerColors)
- {
- if (getPlayerState(pc)->status == EPlayerStatus::INGAME)
- {
- InfoWindow iw;
- getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw);
- iw.player = pc;
- sendAndApply(&iw);
- }
- }
- checkVictoryLossConditions(playerColors);
- }
- auto playerInfo = getPlayerState(gs->currentPlayer, false);
- // If we are called before the actual game start, there might be no current player
- if (playerInfo && playerInfo->status != EPlayerStatus::INGAME)
- {
- // If player making turn has lost his turn must be over as well
- states.setFlag(gs->currentPlayer, &PlayerStatus::makingTurn, false);
- }
- }
- }
- void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const
- {
- out.player = player;
- out.text = victoryLossCheckResult.messageToSelf;
- out.text.replaceLocalString(EMetaText::COLOR, player.getNum());
- out.components.emplace_back(Component::EComponentType::FLAG, player.getNum(), 0, 0);
- }
- bool CGameHandler::dig(const CGHeroInstance *h)
- {
- if (h->diggingStatus() != EDiggingStatus::CAN_DIG) //checks for terrain and movement
- COMPLAIN_RETF("Hero cannot dig (error code %d)!", h->diggingStatus());
- createObject(h->visitablePos(), Obj::HOLE, 0 );
- //take MPs
- SetMovePoints smp;
- smp.hid = h->id;
- smp.val = 0;
- sendAndApply(&smp);
- InfoWindow iw;
- iw.type = EInfoWindowMode::AUTO;
- iw.player = h->tempOwner;
- if (gs->map->grailPos == h->visitablePos())
- {
- iw.text.appendLocalString(EMetaText::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
- iw.text.appendLocalString(EMetaText::ART_NAMES, ArtifactID::GRAIL);
- iw.soundID = soundBase::ULTIMATEARTIFACT;
- giveHeroNewArtifact(h, VLC->arth->objects[ArtifactID::GRAIL], ArtifactPosition::FIRST_AVAILABLE); //give grail
- sendAndApply(&iw);
- iw.soundID = soundBase::invalid;
- iw.components.emplace_back(Component::EComponentType::ARTIFACT, ArtifactID::GRAIL, 0, 0);
- iw.text.clear();
- iw.text.appendLocalString(EMetaText::ART_DESCR, ArtifactID::GRAIL);
- sendAndApply(&iw);
- }
- else
- {
- iw.text.appendLocalString(EMetaText::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
- iw.soundID = soundBase::Dig;
- sendAndApply(&iw);
- }
- return true;
- }
- void CGameHandler::attackCasting(bool ranged, BonusType attackMode, const battle::Unit * attacker, const battle::Unit * defender)
- {
- if(attacker->hasBonusOfType(attackMode))
- {
- std::set<SpellID> spellsToCast;
- TConstBonusListPtr spells = attacker->getBonuses(Selector::type()(attackMode));
- for(const auto & sf : *spells)
- {
- spellsToCast.insert(SpellID(sf->subtype));
- }
- for(SpellID spellID : spellsToCast)
- {
- bool castMe = false;
- if(!defender->alive())
- {
- logGlobal->debug("attackCasting: all attacked creatures have been killed");
- return;
- }
- int32_t spellLevel = 0;
- TConstBonusListPtr spellsByType = attacker->getBonuses(Selector::typeSubtype(attackMode, spellID));
- for(const auto & sf : *spellsByType)
- {
- int meleeRanged;
- if(sf->additionalInfo.size() < 2)
- {
- // legacy format
- vstd::amax(spellLevel, sf->additionalInfo[0] % 1000);
- meleeRanged = sf->additionalInfo[0] / 1000;
- }
- else
- {
- vstd::amax(spellLevel, sf->additionalInfo[0]);
- meleeRanged = sf->additionalInfo[1];
- }
- if (meleeRanged == 0 || (meleeRanged == 1 && ranged) || (meleeRanged == 2 && !ranged))
- castMe = true;
- }
- int chance = attacker->valOfBonuses((Selector::typeSubtype(attackMode, spellID)));
- vstd::amin(chance, 100);
- const CSpell * spell = SpellID(spellID).toSpell();
- spells::AbilityCaster caster(attacker, spellLevel);
- spells::Target target;
- target.emplace_back(defender);
- spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
- auto m = spell->battleMechanics(¶meters);
- spells::detail::ProblemImpl ignored;
- if(!m->canBeCastAt(target, ignored))
- continue;
- //check if spell should be cast (probability handling)
- if(getRandomGenerator().nextInt(99) >= chance)
- continue;
- //casting
- if(castMe)
- {
- parameters.cast(spellEnv, target);
- }
- }
- }
- }
- void CGameHandler::handleAttackBeforeCasting(bool ranged, const CStack * attacker, const CStack * defender)
- {
- attackCasting(ranged, BonusType::SPELL_BEFORE_ATTACK, attacker, defender); //no death stare / acid breath needed?
- }
- void CGameHandler::handleAfterAttackCasting(bool ranged, const CStack * attacker, const CStack * defender)
- {
- if(!attacker->alive() || !defender->alive()) // can be already dead
- return;
- attackCasting(ranged, BonusType::SPELL_AFTER_ATTACK, attacker, defender);
- if(!defender->alive())
- {
- //don't try death stare or acid breath on dead stack (crash!)
- return;
- }
- if(attacker->hasBonusOfType(BonusType::DEATH_STARE))
- {
- // mechanics of Death Stare as in H3:
- // each gorgon have 10% chance to kill (counted separately in H3) -> binomial distribution
- //original formula x = min(x, (gorgons_count + 9)/10);
- double chanceToKill = attacker->valOfBonuses(BonusType::DEATH_STARE, 0) / 100.0f;
- vstd::amin(chanceToKill, 1); //cap at 100%
- std::binomial_distribution<> distribution(attacker->getCount(), chanceToKill);
- int staredCreatures = distribution(getRandomGenerator().getStdGenerator());
- double cap = 1 / std::max(chanceToKill, (double)(0.01));//don't divide by 0
- int maxToKill = static_cast<int>((attacker->getCount() + cap - 1) / cap); //not much more than chance * count
- vstd::amin(staredCreatures, maxToKill);
- staredCreatures += (attacker->level() * attacker->valOfBonuses(BonusType::DEATH_STARE, 1)) / defender->level();
- if(staredCreatures)
- {
- //TODO: death stare was not originally available for multiple-hex attacks, but...
- const CSpell * spell = SpellID(SpellID::DEATH_STARE).toSpell();
- spells::AbilityCaster caster(attacker, 0);
- spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
- spells::Target target;
- target.emplace_back(defender);
- parameters.setEffectValue(staredCreatures);
- parameters.cast(spellEnv, target);
- }
- }
- if(!defender->alive())
- return;
- int64_t acidDamage = 0;
- TConstBonusListPtr acidBreath = attacker->getBonuses(Selector::type()(BonusType::ACID_BREATH));
- for(const auto & b : *acidBreath)
- {
- if(b->additionalInfo[0] > getRandomGenerator().nextInt(99))
- acidDamage += b->val;
- }
- if(acidDamage > 0)
- {
- const CSpell * spell = SpellID(SpellID::ACID_BREATH_DAMAGE).toSpell();
- spells::AbilityCaster caster(attacker, 0);
- spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
- spells::Target target;
- target.emplace_back(defender);
- parameters.setEffectValue(acidDamage * attacker->getCount());
- parameters.cast(spellEnv, target);
- }
- if(!defender->alive())
- return;
- if(attacker->hasBonusOfType(BonusType::TRANSMUTATION) && defender->isLiving()) //transmutation mechanics, similar to WoG werewolf ability
- {
- double chanceToTrigger = attacker->valOfBonuses(BonusType::TRANSMUTATION) / 100.0f;
- vstd::amin(chanceToTrigger, 1); //cap at 100%
- if(getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
- return;
- int bonusAdditionalInfo = attacker->getBonus(Selector::type()(BonusType::TRANSMUTATION))->additionalInfo[0];
- if(defender->unitType()->getId() == bonusAdditionalInfo ||
- (bonusAdditionalInfo == CAddInfo::NONE && defender->unitType()->getId() == attacker->unitType()->getId()))
- return;
- battle::UnitInfo resurrectInfo;
- resurrectInfo.id = gs->curB->battleNextUnitId();
- resurrectInfo.summoned = false;
- resurrectInfo.position = defender->getPosition();
- resurrectInfo.side = defender->unitSide();
- if(bonusAdditionalInfo != CAddInfo::NONE)
- resurrectInfo.type = CreatureID(bonusAdditionalInfo);
- else
- resurrectInfo.type = attacker->creatureId();
- if(attacker->hasBonusOfType((BonusType::TRANSMUTATION), 0))
- resurrectInfo.count = std::max((defender->getCount() * defender->getMaxHealth()) / resurrectInfo.type.toCreature()->getMaxHealth(), 1u);
- else if (attacker->hasBonusOfType((BonusType::TRANSMUTATION), 1))
- resurrectInfo.count = defender->getCount();
- else
- return; //wrong subtype
- BattleUnitsChanged addUnits;
- addUnits.changedStacks.emplace_back(resurrectInfo.id, UnitChanges::EOperation::ADD);
- resurrectInfo.save(addUnits.changedStacks.back().data);
- BattleUnitsChanged removeUnits;
- removeUnits.changedStacks.emplace_back(defender->unitId(), UnitChanges::EOperation::REMOVE);
- sendAndApply(&removeUnits);
- sendAndApply(&addUnits);
- }
- if(attacker->hasBonusOfType(BonusType::DESTRUCTION, 0) || attacker->hasBonusOfType(BonusType::DESTRUCTION, 1))
- {
- double chanceToTrigger = 0;
- int amountToDie = 0;
- if(attacker->hasBonusOfType(BonusType::DESTRUCTION, 0)) //killing by percentage
- {
- chanceToTrigger = attacker->valOfBonuses(BonusType::DESTRUCTION, 0) / 100.0f;
- int percentageToDie = attacker->getBonus(Selector::type()(BonusType::DESTRUCTION).And(Selector::subtype()(0)))->additionalInfo[0];
- amountToDie = static_cast<int>(defender->getCount() * percentageToDie * 0.01f);
- }
- else if(attacker->hasBonusOfType(BonusType::DESTRUCTION, 1)) //killing by count
- {
- chanceToTrigger = attacker->valOfBonuses(BonusType::DESTRUCTION, 1) / 100.0f;
- amountToDie = attacker->getBonus(Selector::type()(BonusType::DESTRUCTION).And(Selector::subtype()(1)))->additionalInfo[0];
- }
- vstd::amin(chanceToTrigger, 1); //cap trigger chance at 100%
- if(getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
- return;
- BattleStackAttacked bsa;
- bsa.attackerID = -1;
- bsa.stackAttacked = defender->unitId();
- bsa.damageAmount = amountToDie * defender->getMaxHealth();
- bsa.flags = BattleStackAttacked::SPELL_EFFECT;
- bsa.spellID = SpellID::SLAYER;
- defender->prepareAttacked(bsa, getRandomGenerator());
- StacksInjured si;
- si.stacks.push_back(bsa);
- sendAndApply(&si);
- sendGenericKilledLog(defender, bsa.killedAmount, false);
- }
- }
- void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
- {
- if (!t.visitableObjects.empty())
- {
- //to prevent self-visiting heroes on space press
- if (t.visitableObjects.back() != h)
- objectVisited(t.visitableObjects.back(), h);
- else if (t.visitableObjects.size() > 1)
- objectVisited(*(t.visitableObjects.end()-2),h);
- }
- }
- bool CGameHandler::sacrificeCreatures(const IMarket * market, const CGHeroInstance * hero, const std::vector<SlotID> & slot, const std::vector<ui32> & count)
- {
- if (!hero)
- COMPLAIN_RET("You need hero to sacrifice creature!");
- int expSum = 0;
- auto finish = [this, &hero, &expSum]()
- {
- changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
- };
- for(int i = 0; i < slot.size(); ++i)
- {
- int oldCount = hero->getStackCount(slot[i]);
- if(oldCount < (int)count[i])
- {
- finish();
- COMPLAIN_RET("Not enough creatures to sacrifice!")
- }
- else if(oldCount == count[i] && hero->stacksCount() == 1 && hero->needsLastStack())
- {
- finish();
- COMPLAIN_RET("Cannot sacrifice last creature!");
- }
- int crid = hero->getStack(slot[i]).type->getId();
- changeStackCount(StackLocation(hero, slot[i]), -(TQuantity)count[i]);
- int dump, exp;
- market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
- exp *= count[i];
- expSum += exp;
- }
- finish();
- return true;
- }
- bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, const std::vector<ArtifactPosition> & slot)
- {
- if (!hero)
- COMPLAIN_RET("You need hero to sacrifice artifact!");
- int expSum = 0;
- auto finish = [this, &hero, &expSum]()
- {
- changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
- };
- for(int i = 0; i < slot.size(); ++i)
- {
- ArtifactLocation al(hero, slot[i]);
- const CArtifactInstance * a = al.getArt();
- if(!a)
- {
- finish();
- COMPLAIN_RET("Cannot find artifact to sacrifice!");
- }
- const CArtifactInstance * art = hero->getArt(slot[i]);
- if(!art)
- {
- finish();
- COMPLAIN_RET("No artifact at position to sacrifice!");
- }
- si32 typId = art->artType->getId();
- int dmp, expToGive;
- m->getOffer(typId, 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
- expSum += expToGive;
- removeArtifact(al);
- }
- finish();
- return true;
- }
- void CGameHandler::makeStackDoNothing(const CStack * next)
- {
- BattleAction doNothing;
- doNothing.actionType = EActionType::NO_ACTION;
- doNothing.side = next->unitSide();
- doNothing.stackNumber = next->unitId();
- makeAutomaticAction(next, doNothing);
- }
- bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
- {
- if (sl.army->hasStackAtSlot(sl.slot))
- COMPLAIN_RET("Slot is already taken!");
- if (!sl.slot.validSlot())
- COMPLAIN_RET("Cannot insert stack to that slot!");
- InsertNewStack ins;
- ins.army = sl.army->id;
- ins.slot = sl.slot;
- ins.type = c->getId();
- ins.count = count;
- sendAndApply(&ins);
- return true;
- }
- bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval)
- {
- if (!sl.army->hasStackAtSlot(sl.slot))
- COMPLAIN_RET("Cannot find a stack to erase");
- if (sl.army->stacksCount() == 1 //from the last stack
- && sl.army->needsLastStack() //that must be left
- && !forceRemoval) //ignore above conditions if we are forcing removal
- {
- COMPLAIN_RET("Cannot erase the last stack!");
- }
- EraseStack es;
- es.army = sl.army->id;
- es.slot = sl.slot;
- sendAndApply(&es);
- return true;
- }
- bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue)
- {
- TQuantity currentCount = sl.army->getStackCount(sl.slot);
- if ((absoluteValue && count < 0)
- || (!absoluteValue && -count > currentCount))
- {
- COMPLAIN_RET("Cannot take more stacks than present!");
- }
- if ((currentCount == -count && !absoluteValue)
- || (!count && absoluteValue))
- {
- eraseStack(sl);
- }
- else
- {
- ChangeStackCount csc;
- csc.army = sl.army->id;
- csc.slot = sl.slot;
- csc.count = count;
- csc.absoluteValue = absoluteValue;
- sendAndApply(&csc);
- }
- return true;
- }
- bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
- {
- const CCreature *slotC = sl.army->getCreature(sl.slot);
- if (!slotC) //slot is empty
- insertNewStack(sl, c, count);
- else if (c == slotC)
- changeStackCount(sl, count);
- else
- {
- COMPLAIN_RET("Cannot add " + c->getNamePluralTranslated() + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
- }
- return true;
- }
- void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
- {
- if (removeObjWhenFinished)
- removeAfterVisit(src);
- if (!src->canBeMergedWith(*dst, allowMerging))
- {
- if (allowMerging) //do that, add all matching creatures.
- {
- bool cont = true;
- while (cont)
- {
- for (auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
- {
- SlotID pos = dst->getSlotFor(i->second->type);
- if (pos.validSlot())
- {
- moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
- cont = true;
- break; //or iterator crashes
- }
- cont = false;
- }
- }
- }
- showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
- }
- else //merge
- {
- moveArmy(src, dst, allowMerging);
- }
- }
- bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
- {
- if (!src.army->hasStackAtSlot(src.slot))
- COMPLAIN_RET("No stack to move!");
- if (dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
- COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
- if (!dst.slot.validSlot())
- COMPLAIN_RET("Cannot move stack to that slot!");
- if (count == -1)
- {
- count = src.army->getStackCount(src.slot);
- }
- if (src.army != dst.army //moving away
- && count == src.army->getStackCount(src.slot) //all creatures
- && src.army->stacksCount() == 1 //from the last stack
- && src.army->needsLastStack()) //that must be left
- {
- COMPLAIN_RET("Cannot move away the last creature!");
- }
- RebalanceStacks rs;
- rs.srcArmy = src.army->id;
- rs.dstArmy = dst.army->id;
- rs.srcSlot = src.slot;
- rs.dstSlot = dst.slot;
- rs.count = count;
- sendAndApply(&rs);
- return true;
- }
- void CGameHandler::castSpell(const spells::Caster * caster, SpellID spellID, const int3 &pos)
- {
- const CSpell * s = spellID.toSpell();
- if(!s)
- return;
- AdventureSpellCastParameters p;
- p.caster = caster;
- p.pos = pos;
- s->adventureCast(spellEnv, p);
- }
- bool CGameHandler::swapStacks(const StackLocation & sl1, const StackLocation & sl2)
- {
- if(!sl1.army->hasStackAtSlot(sl1.slot))
- {
- return moveStack(sl2, sl1);
- }
- else if(!sl2.army->hasStackAtSlot(sl2.slot))
- {
- return moveStack(sl1, sl2);
- }
- else
- {
- SwapStacks ss;
- ss.srcArmy = sl1.army->id;
- ss.dstArmy = sl2.army->id;
- ss.srcSlot = sl1.slot;
- ss.dstSlot = sl2.slot;
- sendAndApply(&ss);
- return true;
- }
- }
- void CGameHandler::runBattle()
- {
- boost::unique_lock lock(battleActionMutex);
- setBattle(gs->curB);
- assert(gs->curB);
- //TODO: pre-tactic stuff, call scripts etc.
- //Moat should be initialized here, because only here we can use spellcasting
- if (gs->curB->town && gs->curB->town->fortLevel() >= CGTownInstance::CITADEL)
- {
- const auto * h = gs->curB->battleGetFightingHero(BattleSide::DEFENDER);
- const auto * actualCaster = h ? static_cast<const spells::Caster*>(h) : nullptr;
- auto moatCaster = spells::SilentCaster(gs->curB->getSidePlayer(BattleSide::DEFENDER), actualCaster);
- auto cast = spells::BattleCast(gs->curB, &moatCaster, spells::Mode::PASSIVE, gs->curB->town->town->moatAbility.toSpell());
- auto target = spells::Target();
- cast.cast(spellEnv, target);
- }
- //tactic round
- {
- while ((lobby->state != EServerState::SHUTDOWN) && gs->curB->tacticDistance && !battleResult.get())
- {
- auto unlockGuard = vstd::makeUnlockGuard(battleActionMutex);
- boost::this_thread::sleep(boost::posix_time::milliseconds(50));
- }
- }
- //initial stacks appearance triggers, e.g. built-in bonus spells
- auto initialStacks = gs->curB->stacks; //use temporary variable to outclude summoned stacks added to gs->curB->stacks from processing
- for (CStack * stack : initialStacks)
- {
- if (stack->hasBonusOfType(BonusType::SUMMON_GUARDIANS))
- {
- std::shared_ptr<const Bonus> summonInfo = stack->getBonus(Selector::type()(BonusType::SUMMON_GUARDIANS));
- auto accessibility = getAccesibility();
- CreatureID creatureData = CreatureID(summonInfo->subtype);
- std::vector<BattleHex> targetHexes;
- const bool targetIsBig = stack->unitType()->isDoubleWide(); //target = creature to guard
- const bool guardianIsBig = creatureData.toCreature()->isDoubleWide();
- /*Chosen idea for two hex units was to cover all possible surrounding hexes of target unit with as small number of stacks as possible.
- For one-hex targets there are four guardians - front, back and one per side (up + down).
- Two-hex targets are wider and the difference is there are two guardians per side to cover 3 hexes + extra hex in the front
- Additionally, there are special cases for starting positions etc., where guardians would be outside of battlefield if spawned normally*/
- if (!guardianIsBig)
- targetHexes = stack->getSurroundingHexes();
- else
- summonGuardiansHelper(targetHexes, stack->getPosition(), stack->unitSide(), targetIsBig);
- for(auto hex : targetHexes)
- {
- if(accessibility.accessible(hex, guardianIsBig, stack->unitSide())) //without this multiple creatures can occupy one hex
- {
- battle::UnitInfo info;
- info.id = gs->curB->battleNextUnitId();
- info.count = std::max(1, (int)(stack->getCount() * 0.01 * summonInfo->val));
- info.type = creatureData;
- info.side = stack->unitSide();
- info.position = hex;
- info.summoned = true;
- BattleUnitsChanged pack;
- pack.changedStacks.emplace_back(info.id, UnitChanges::EOperation::ADD);
- info.save(pack.changedStacks.back().data);
- sendAndApply(&pack);
- }
- }
- }
- stackEnchantedTrigger(stack);
- }
- //spells opening battle
- for (int i = 0; i < 2; ++i)
- {
- auto h = gs->curB->battleGetFightingHero(i);
- if (h)
- {
- TConstBonusListPtr bl = h->getBonuses(Selector::type()(BonusType::OPENING_BATTLE_SPELL));
- for (auto b : *bl)
- {
- spells::BonusCaster caster(h, b);
- const CSpell * spell = SpellID(b->subtype).toSpell();
- spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
- parameters.setSpellLevel(3);
- parameters.setEffectDuration(b->val);
- parameters.massive = true;
- parameters.castIfPossible(spellEnv, spells::Target());
- }
- }
- }
- // it is possible that due to opening spells one side was eliminated -> check for end of battle
- checkBattleStateChanges();
- bool firstRound = true;//FIXME: why first round is -1?
- //main loop
- while ((lobby->state != EServerState::SHUTDOWN) && !battleResult.get()) //till the end of the battle ;]
- {
- BattleNextRound bnr;
- bnr.round = gs->curB->round + 1;
- logGlobal->debug("Round %d", bnr.round);
- sendAndApply(&bnr);
- auto obstacles = gs->curB->obstacles; //we copy container, because we're going to modify it
- for (auto &obstPtr : obstacles)
- {
- if (const SpellCreatedObstacle *sco = dynamic_cast<const SpellCreatedObstacle *>(obstPtr.get()))
- if (sco->turnsRemaining == 0)
- removeObstacle(*obstPtr);
- }
- const BattleInfo & curB = *gs->curB;
- for(auto stack : curB.stacks)
- {
- if(stack->alive() && !firstRound)
- stackEnchantedTrigger(stack);
- }
- //stack loop
- auto getNextStack = [this]() -> const CStack *
- {
- if(battleResult.get())
- return nullptr;
- std::vector<battle::Units> q;
- gs->curB->battleGetTurnOrder(q, 1, 0, -1); //todo: get rid of "turn -1"
- if(!q.empty())
- {
- if(!q.front().empty())
- {
- auto next = q.front().front();
- const auto stack = dynamic_cast<const CStack *>(next);
- // regeneration takes place before everything else but only during first turn attempt in each round
- // also works under blind and similar effects
- if(stack && stack->alive() && !stack->waiting)
- {
- BattleTriggerEffect bte;
- bte.stackID = stack->unitId();
- bte.effect = vstd::to_underlying(BonusType::HP_REGENERATION);
- const int32_t lostHealth = stack->getMaxHealth() - stack->getFirstHPleft();
- if(stack->hasBonusOfType(BonusType::HP_REGENERATION))
- bte.val = std::min(lostHealth, stack->valOfBonuses(BonusType::HP_REGENERATION));
- if(bte.val) // anything to heal
- sendAndApply(&bte);
- }
- if(next->willMove())
- return stack;
- }
- }
- return nullptr;
- };
- const CStack * next = nullptr;
- while((lobby->state != EServerState::SHUTDOWN) && (next = getNextStack()))
- {
- BattleUnitsChanged removeGhosts;
- for(auto stack : curB.stacks)
- {
- if(stack->ghostPending)
- removeGhosts.changedStacks.emplace_back(stack->unitId(), UnitChanges::EOperation::REMOVE);
- }
- if(!removeGhosts.changedStacks.empty())
- sendAndApply(&removeGhosts);
- // check for bad morale => freeze
- int nextStackMorale = next->moraleVal();
- if(!next->hadMorale && !next->waited() && nextStackMorale < 0)
- {
- auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_BAD_MORALE_DICE);
- size_t diceIndex = std::min<size_t>(diceSize.size()-1, -nextStackMorale);
- if(diceSize.size() > 0 && getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
- {
- //unit loses its turn - empty freeze action
- BattleAction ba;
- ba.actionType = EActionType::BAD_MORALE;
- ba.side = next->unitSide();
- ba.stackNumber = next->unitId();
- makeAutomaticAction(next, ba);
- continue;
- }
- }
- if (next->hasBonusOfType(BonusType::ATTACKS_NEAREST_CREATURE)) //while in berserk
- {
- logGlobal->trace("Handle Berserk effect");
- std::pair<const battle::Unit *, BattleHex> attackInfo = curB.getNearestStack(next);
- if (attackInfo.first != nullptr)
- {
- BattleAction attack;
- attack.actionType = EActionType::WALK_AND_ATTACK;
- attack.side = next->unitSide();
- attack.stackNumber = next->unitId();
- attack.aimToHex(attackInfo.second);
- attack.aimToUnit(attackInfo.first);
- makeAutomaticAction(next, attack);
- logGlobal->trace("Attacked nearest target %s", attackInfo.first->getDescription());
- }
- else
- {
- makeStackDoNothing(next);
- logGlobal->trace("No target found");
- }
- continue;
- }
- const CGHeroInstance * curOwner = battleGetOwnerHero(next);
- const int stackCreatureId = next->unitType()->getId();
- if ((stackCreatureId == CreatureID::ARROW_TOWERS || stackCreatureId == CreatureID::BALLISTA)
- && (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(BonusType::MANUAL_CONTROL, stackCreatureId)))
- {
- BattleAction attack;
- attack.actionType = EActionType::SHOOT;
- attack.side = next->unitSide();
- attack.stackNumber = next->unitId();
- //TODO: select target by priority
- const battle::Unit * target = nullptr;
- for(auto & elem : gs->curB->stacks)
- {
- if(elem->unitType()->getId() != CreatureID::CATAPULT
- && elem->unitOwner() != next->unitOwner()
- && elem->isValidTarget()
- && gs->curB->battleCanShoot(next, elem->getPosition()))
- {
- target = elem;
- break;
- }
- }
- if(target == nullptr)
- {
- makeStackDoNothing(next);
- }
- else
- {
- attack.aimToUnit(target);
- makeAutomaticAction(next, attack);
- }
- continue;
- }
- if (next->unitType()->getId() == CreatureID::CATAPULT)
- {
- const auto & attackableBattleHexes = curB.getAttackableBattleHexes();
- if (attackableBattleHexes.empty())
- {
- makeStackDoNothing(next);
- continue;
- }
- if (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(BonusType::MANUAL_CONTROL, CreatureID::CATAPULT))
- {
- BattleAction attack;
- attack.actionType = EActionType::CATAPULT;
- attack.side = next->unitSide();
- attack.stackNumber = next->unitId();
- makeAutomaticAction(next, attack);
- continue;
- }
- }
- if (next->unitType()->getId() == CreatureID::FIRST_AID_TENT)
- {
- TStacks possibleStacks = battleGetStacksIf([=](const CStack * s)
- {
- return s->unitOwner() == next->unitOwner() && s->canBeHealed();
- });
- if (!possibleStacks.size())
- {
- makeStackDoNothing(next);
- continue;
- }
- if (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(BonusType::MANUAL_CONTROL, CreatureID::FIRST_AID_TENT))
- {
- RandomGeneratorUtil::randomShuffle(possibleStacks, getRandomGenerator());
- const CStack * toBeHealed = possibleStacks.front();
- BattleAction heal;
- heal.actionType = EActionType::STACK_HEAL;
- heal.aimToUnit(toBeHealed);
- heal.side = next->unitSide();
- heal.stackNumber = next->unitId();
- makeAutomaticAction(next, heal);
- continue;
- }
- }
- int numberOfAsks = 1;
- bool breakOuter = false;
- do
- {//ask interface and wait for answer
- if (!battleResult.get())
- {
- stackTurnTrigger(next); //various effects
- if(next->fear)
- {
- makeStackDoNothing(next); //end immediately if stack was affected by fear
- }
- else
- {
- logGlobal->trace("Activating %s", next->nodeName());
- auto nextId = next->unitId();
- BattleSetActiveStack sas;
- sas.stack = nextId;
- sendAndApply(&sas);
- auto actionWasMade = [&]() -> bool
- {
- if (battleMadeAction.data)//active stack has made its action
- return true;
- if (battleResult.get())// battle is finished
- return true;
- if (next == nullptr)//active stack was been removed
- return true;
- return !next->alive();//active stack is dead
- };
- boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
- battleMadeAction.data = false;
- while ((lobby->state != EServerState::SHUTDOWN) && !actionWasMade())
- {
- {
- auto unlockGuard = vstd::makeUnlockGuard(battleActionMutex);
- battleMadeAction.cond.wait(lock);
- }
- if (battleGetStackByID(nextId, false) != next)
- next = nullptr; //it may be removed, while we wait
- }
- }
- }
- if (battleResult.get()) //don't touch it, battle could be finished while waiting got action
- {
- breakOuter = true;
- break;
- }
- //we're after action, all results applied
- checkBattleStateChanges(); //check if this action ended the battle
- if(next != nullptr)
- {
- //check for good morale
- nextStackMorale = next->moraleVal();
- if( !battleResult.get()
- && !next->hadMorale
- && !next->defending
- && !next->waited()
- && !next->fear
- && next->alive()
- && nextStackMorale > 0)
- {
- auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_GOOD_MORALE_DICE);
- size_t diceIndex = std::min<size_t>(diceSize.size()-1, nextStackMorale);
- if(diceSize.size() > 0 && getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
- {
- BattleTriggerEffect bte;
- bte.stackID = next->unitId();
- bte.effect = vstd::to_underlying(BonusType::MORALE);
- bte.val = 1;
- bte.additionalInfo = 0;
- sendAndApply(&bte); //play animation
- ++numberOfAsks; //move this stack once more
- }
- }
- }
- --numberOfAsks;
- } while (numberOfAsks > 0);
- if (breakOuter)
- {
- break;
- }
- }
- firstRound = false;
- }
- if (lobby->state != EServerState::SHUTDOWN)
- endBattle(gs->curB->tile, gs->curB->battleGetFightingHero(0), gs->curB->battleGetFightingHero(1));
- }
- bool CGameHandler::makeAutomaticAction(const CStack *stack, BattleAction &ba)
- {
- boost::unique_lock lock(battleActionMutex);
- BattleSetActiveStack bsa;
- bsa.stack = stack->unitId();
- bsa.askPlayerInterface = false;
- sendAndApply(&bsa);
- bool ret = makeBattleAction(ba);
- checkBattleStateChanges();
- return ret;
- }
- bool CGameHandler::giveHeroArtifact(const CGHeroInstance * h, const CArtifactInstance * a, ArtifactPosition pos)
- {
- assert(a->artType);
- ArtifactLocation al(h, ArtifactPosition::PRE_FIRST);
- if(pos == ArtifactPosition::FIRST_AVAILABLE)
- {
- al.slot = ArtifactUtils::getArtAnyPosition(h, a->getTypeId());
- }
- else if(ArtifactUtils::isSlotBackpack(pos))
- {
- al.slot = ArtifactUtils::getArtBackpackPosition(h, a->getTypeId());
- }
- else
- {
- al.slot = pos;
- }
- if(a->canBePutAt(al))
- putArtifact(al, a);
- else
- return false;
- return true;
- }
- void CGameHandler::putArtifact(const ArtifactLocation &al, const CArtifactInstance *a)
- {
- PutArtifact pa;
- pa.art = a;
- pa.al = al;
- sendAndApply(&pa);
- }
- bool CGameHandler::giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * artType, ArtifactPosition pos)
- {
- assert(artType);
- if(pos == ArtifactPosition::FIRST_AVAILABLE)
- {
- if(!artType->canBePutAt(h, ArtifactUtils::getArtAnyPosition(h, artType->getId())))
- COMPLAIN_RET("Cannot put artifact in that slot!");
- }
- else if(ArtifactUtils::isSlotBackpack(pos))
- {
- if(!artType->canBePutAt(h, ArtifactUtils::getArtBackpackPosition(h, artType->getId())))
- COMPLAIN_RET("Cannot put artifact in that slot!");
- }
- else
- {
- COMPLAIN_RET_FALSE_IF(!artType->canBePutAt(h, pos, false), "Cannot put artifact in that slot!");
- }
- auto * newArtInst = new CArtifactInstance();
- newArtInst->artType = artType; // *NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
- NewArtifact na;
- na.art = newArtInst;
- sendAndApply(&na); // -> updates newArtInst!!!
- if(giveHeroArtifact(h, newArtInst, pos))
- return true;
- else
- return false;
- }
- void CGameHandler::setBattleResult(BattleResult::EResult resultType, int victoriusSide)
- {
- boost::unique_lock<boost::mutex> guard(battleResult.mx);
- if (battleResult.data)
- {
- complain((boost::format("The battle result has been already set (to %d, asked to %d)")
- % battleResult.data->result % resultType).str());
- return;
- }
- auto br = new BattleResult();
- br->result = resultType;
- br->winner = victoriusSide; //surrendering side loses
- gs->curB->calculateCasualties(br->casualties);
- battleResult.data = br;
- }
- void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
- {
- std::vector<int3>::iterator tile;
- std::vector<int3> tiles;
- getFreeTiles(tiles);
- ui32 amount = (ui32)tiles.size() / 200; //Chance is 0.5% for each tile
- RandomGeneratorUtil::randomShuffle(tiles, getRandomGenerator());
- logGlobal->trace("Spawning wandering monsters. Found %d free tiles. Creature type: %d", tiles.size(), creatureID.num);
- const CCreature *cre = VLC->creh->objects.at(creatureID);
- for (int i = 0; i < (int)amount; ++i)
- {
- tile = tiles.begin();
- logGlobal->trace("\tSpawning monster at %s", tile->toString());
- {
- auto count = cre->getRandomAmount(std::rand);
- createObject(*tile, Obj::MONSTER, creatureID);
- auto monsterId = getTopObj(*tile)->id;
- setObjProperty(monsterId, ObjProperty::MONSTER_COUNT, count);
- setObjProperty(monsterId, ObjProperty::MONSTER_POWER, (si64)1000*count);
- }
- tiles.erase(tile); //not use it again
- }
- }
- void CGameHandler::removeObstacle(const CObstacleInstance & obstacle)
- {
- BattleObstaclesChanged obsRem;
- obsRem.changes.emplace_back(obstacle.uniqueID, ObstacleChanges::EOperation::REMOVE);
- sendAndApply(&obsRem);
- }
- void CGameHandler::synchronizeArtifactHandlerLists()
- {
- UpdateArtHandlerLists uahl;
- uahl.treasures = VLC->arth->treasures;
- uahl.minors = VLC->arth->minors;
- uahl.majors = VLC->arth->majors;
- uahl.relics = VLC->arth->relics;
- sendAndApply(&uahl);
- }
- bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
- {
- return vstd::contains(gs->map->objects, obj);
- }
- bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
- {
- if (!strcmp(typeid(*pack).name(), typeid(PlayerMessage).name()))
- return false;
- auto query = queries.topQuery(player);
- if (query && query->blocksPack(pack))
- {
- complain(boost::str(boost::format(
- "\r\n| Player \"%s\" has to answer queries before attempting any further actions.\r\n| Top Query: \"%s\"\r\n")
- % boost::to_upper_copy<std::string>(player.getStr())
- % query->toString()
- ));
- return true;
- }
- return false;
- }
- void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
- {
- //If the object is being visited, there must be a matching query
- for (const auto &query : queries.allQueries())
- {
- if (auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))
- {
- if (someVistQuery->visitedObject == object)
- {
- someVistQuery->removeObjectAfterVisit = true;
- return;
- }
- }
- }
- //If we haven't returned so far, there is no query and no visit, call was wrong
- assert("This function needs to be called during the object visit!");
- }
- void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide)
- {
- std::unordered_set<int3> tiles;
- getTilesInRange(tiles, center, radius, player, hide? -1 : 1);
- if (hide)
- {
- std::unordered_set<int3> observedTiles; //do not hide tiles observed by heroes. May lead to disastrous AI problems
- auto p = getPlayerState(player);
- for (auto h : p->heroes)
- {
- getTilesInRange(observedTiles, h->getSightCenter(), h->getSightRadius(), h->tempOwner, -1);
- }
- for (auto t : p->towns)
- {
- getTilesInRange(observedTiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, -1);
- }
- for (auto tile : observedTiles)
- vstd::erase_if_present (tiles, tile);
- }
- changeFogOfWar(tiles, player, hide);
- }
- void CGameHandler::changeFogOfWar(std::unordered_set<int3> &tiles, PlayerColor player, bool hide)
- {
- FoWChange fow;
- fow.tiles = tiles;
- fow.player = player;
- fow.mode = hide? 0 : 1;
- sendAndApply(&fow);
- }
- bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
- {
- if (auto topQuery = queries.topQuery(hero->getOwner()))
- if (auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
- return !(visit->visitedObject == obj && visit->visitingHero == hero);
- return true;
- }
- void CGameHandler::setObjProperty(ObjectInstanceID objid, int prop, si64 val)
- {
- SetObjectProperty sob;
- sob.id = objid;
- sob.what = prop;
- sob.val = static_cast<ui32>(val);
- sendAndApply(&sob);
- }
- void CGameHandler::showInfoDialog(InfoWindow * iw)
- {
- sendAndApply(iw);
- }
- void CGameHandler::showInfoDialog(const std::string & msg, PlayerColor player)
- {
- InfoWindow iw;
- iw.player = player;
- iw.text.appendRawString(msg);
- showInfoDialog(&iw);
- }
- CasualtiesAfterBattle::CasualtiesAfterBattle(const SideInBattle & battleSide, const BattleInfo * bat):
- army(battleSide.armyObject)
- {
- heroWithDeadCommander = ObjectInstanceID();
- PlayerColor color = battleSide.color;
- for(CStack * st : bat->stacks)
- {
- if(st->summoned) //don't take into account temporary summoned stacks
- continue;
- if(st->unitOwner() != color) //remove only our stacks
- continue;
- logGlobal->debug("Calculating casualties for %s", st->nodeName());
- st->health.takeResurrected();
- if(st->unitSlot() == SlotID::ARROW_TOWERS_SLOT)
- {
- logGlobal->debug("Ignored arrow towers stack.");
- }
- else if(st->unitSlot() == SlotID::WAR_MACHINES_SLOT)
- {
- auto warMachine = st->unitType()->warMachine;
- if(warMachine == ArtifactID::NONE)
- {
- logGlobal->error("Invalid creature in war machine virtual slot. Stack: %s", st->nodeName());
- }
- //catapult artifact remain even if "creature" killed in siege
- else if(warMachine != ArtifactID::CATAPULT && st->getCount() <= 0)
- {
- logGlobal->debug("War machine has been destroyed");
- auto hero = dynamic_ptr_cast<CGHeroInstance> (army);
- if (hero)
- removedWarMachines.push_back (ArtifactLocation(hero, hero->getArtPos(warMachine, true)));
- else
- logGlobal->error("War machine in army without hero");
- }
- }
- else if(st->unitSlot() == SlotID::SUMMONED_SLOT_PLACEHOLDER)
- {
- if(st->alive() && st->getCount() > 0)
- {
- logGlobal->debug("Permanently summoned %d units.", st->getCount());
- const CreatureID summonedType = st->creatureId();
- summoned[summonedType] += st->getCount();
- }
- }
- else if(st->unitSlot() == SlotID::COMMANDER_SLOT_PLACEHOLDER)
- {
- if (nullptr == st->base)
- {
- logGlobal->error("Stack with no base in commander slot. Stack: %s", st->nodeName());
- }
- else
- {
- auto c = dynamic_cast <const CCommanderInstance *>(st->base);
- if(c)
- {
- auto h = dynamic_cast <const CGHeroInstance *>(army);
- if(h && h->commander == c && (st->getCount() == 0 || !st->alive()))
- {
- logGlobal->debug("Commander is dead.");
- heroWithDeadCommander = army->id; //TODO: unify commander handling
- }
- }
- else
- logGlobal->error("Stack with invalid instance in commander slot. Stack: %s", st->nodeName());
- }
- }
- else if(st->base && !army->slotEmpty(st->unitSlot()))
- {
- logGlobal->debug("Count: %d; base count: %d", st->getCount(), army->getStackCount(st->unitSlot()));
- if(st->getCount() == 0 || !st->alive())
- {
- logGlobal->debug("Stack has been destroyed.");
- StackLocation sl(army, st->unitSlot());
- newStackCounts.push_back(TStackAndItsNewCount(sl, 0));
- }
- else if(st->getCount() < army->getStackCount(st->unitSlot()))
- {
- logGlobal->debug("Stack lost %d units.", army->getStackCount(st->unitSlot()) - st->getCount());
- StackLocation sl(army, st->unitSlot());
- newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
- }
- else if(st->getCount() > army->getStackCount(st->unitSlot()))
- {
- logGlobal->debug("Stack gained %d units.", st->getCount() - army->getStackCount(st->unitSlot()));
- StackLocation sl(army, st->unitSlot());
- newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
- }
- }
- else
- {
- logGlobal->warn("Unable to process stack: %s", st->nodeName());
- }
- }
- }
- void CasualtiesAfterBattle::updateArmy(CGameHandler *gh)
- {
- for (TStackAndItsNewCount &ncount : newStackCounts)
- {
- if (ncount.second > 0)
- gh->changeStackCount(ncount.first, ncount.second, true);
- else
- gh->eraseStack(ncount.first, true);
- }
- for (auto summoned_iter : summoned)
- {
- SlotID slot = army->getSlotFor(summoned_iter.first);
- if (slot.validSlot())
- {
- StackLocation location(army, slot);
- gh->addToSlot(location, summoned_iter.first.toCreature(), summoned_iter.second);
- }
- else
- {
- //even if it will be possible to summon anything permanently it should be checked for free slot
- //necromancy is handled separately
- gh->complain("No free slot to put summoned creature");
- }
- }
- for (auto al : removedWarMachines)
- {
- gh->removeArtifact(al);
- }
- if (heroWithDeadCommander != ObjectInstanceID())
- {
- SetCommanderProperty scp;
- scp.heroid = heroWithDeadCommander;
- scp.which = SetCommanderProperty::ALIVE;
- scp.amount = 0;
- gh->sendAndApply(&scp);
- }
- }
- CGameHandler::FinishingBattleHelper::FinishingBattleHelper(std::shared_ptr<const CBattleQuery> Query, int RemainingBattleQueriesCount)
- {
- assert(Query->result);
- assert(Query->bi);
- auto &result = *Query->result;
- auto &info = *Query->bi;
- winnerHero = result.winner != 0 ? info.sides[1].hero : info.sides[0].hero;
- loserHero = result.winner != 0 ? info.sides[0].hero : info.sides[1].hero;
- victor = info.sides[result.winner].color;
- loser = info.sides[!result.winner].color;
- winnerSide = result.winner;
- remainingBattleQueriesCount = RemainingBattleQueriesCount;
- }
- CGameHandler::FinishingBattleHelper::FinishingBattleHelper()
- {
- winnerHero = loserHero = nullptr;
- winnerSide = 0;
- remainingBattleQueriesCount = 0;
- }
- CRandomGenerator & CGameHandler::getRandomGenerator()
- {
- return CRandomGenerator::getDefault();
- }
- #if SCRIPTING_ENABLED
- scripting::Pool * CGameHandler::getGlobalContextPool() const
- {
- return serverScripts.get();
- }
- scripting::Pool * CGameHandler::getContextPool() const
- {
- return serverScripts.get();
- }
- #endif
- void CGameHandler::createObject(const int3 & visitablePosition, Obj type, int32_t subtype)
- {
- NewObject no;
- no.ID = type;
- no.subID= subtype;
- no.targetPos = visitablePosition;
- sendAndApply(&no);
- }
- void CGameHandler::deserializationFix()
- {
- //FIXME: pointer to GameHandler itself can't be deserialized at the moment since GameHandler is top-level entity in serialization
- // restore any places that requires such pointer manually
- heroPool->gameHandler = this;
- playerMessages->gameHandler = this;
- }
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