GameStatePackVisitor.cpp 46 KB

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  1. /*
  2. * GameStatePackVisitor.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "GameStatePackVisitor.h"
  12. #include "CGameState.h"
  13. #include "TavernHeroesPool.h"
  14. #include "../CPlayerState.h"
  15. #include "../CStack.h"
  16. #include "../IGameSettings.h"
  17. #include "../campaign/CampaignState.h"
  18. #include "../entities/artifact/ArtifactUtils.h"
  19. #include "../entities/artifact/CArtifact.h"
  20. #include "../entities/artifact/CArtifactFittingSet.h"
  21. #include "../mapObjects/CGHeroInstance.h"
  22. #include "../mapObjects/CGMarket.h"
  23. #include "../mapObjects/CGTownInstance.h"
  24. #include "../mapObjects/CQuest.h"
  25. #include "../mapObjects/FlaggableMapObject.h"
  26. #include "../mapObjects/MiscObjects.h"
  27. #include "../mapObjects/TownBuildingInstance.h"
  28. #include "../mapping/CMap.h"
  29. #include "../networkPacks/StackLocation.h"
  30. VCMI_LIB_NAMESPACE_BEGIN
  31. void GameStatePackVisitor::visitSetResources(SetResources & pack)
  32. {
  33. assert(pack.player.isValidPlayer());
  34. if(pack.abs)
  35. gs.getPlayerState(pack.player)->resources = pack.res;
  36. else
  37. gs.getPlayerState(pack.player)->resources += pack.res;
  38. gs.getPlayerState(pack.player)->resources.amin(GameConstants::PLAYER_RESOURCES_CAP);
  39. //just ensure that player resources are not negative
  40. //server is responsible to check if player can afford deal
  41. //but events on server side are allowed to take more than player have
  42. gs.getPlayerState(pack.player)->resources.positive();
  43. }
  44. void GameStatePackVisitor::visitSetPrimSkill(SetPrimSkill & pack)
  45. {
  46. CGHeroInstance * hero = gs.getHero(pack.id);
  47. assert(hero);
  48. hero->setPrimarySkill(pack.which, pack.val, pack.abs);
  49. }
  50. void GameStatePackVisitor::visitSetSecSkill(SetSecSkill & pack)
  51. {
  52. CGHeroInstance *hero = gs.getHero(pack.id);
  53. hero->setSecSkillLevel(pack.which, pack.val, pack.abs);
  54. }
  55. void GameStatePackVisitor::visitSetCommanderProperty(SetCommanderProperty & pack)
  56. {
  57. const auto & commander = gs.getHero(pack.heroid)->getCommander();
  58. assert (commander);
  59. switch (pack.which)
  60. {
  61. case SetCommanderProperty::BONUS:
  62. commander->accumulateBonus (std::make_shared<Bonus>(pack.accumulatedBonus));
  63. break;
  64. case SetCommanderProperty::SPECIAL_SKILL:
  65. commander->accumulateBonus (std::make_shared<Bonus>(pack.accumulatedBonus));
  66. commander->specialSkills.insert (pack.additionalInfo);
  67. break;
  68. case SetCommanderProperty::SECONDARY_SKILL:
  69. commander->secondarySkills[pack.additionalInfo] = static_cast<ui8>(pack.amount);
  70. break;
  71. case SetCommanderProperty::ALIVE:
  72. if (pack.amount)
  73. commander->setAlive(true);
  74. else
  75. commander->setAlive(false);
  76. break;
  77. case SetCommanderProperty::EXPERIENCE:
  78. commander->giveTotalStackExperience(pack.amount);
  79. commander->nodeHasChanged();
  80. break;
  81. }
  82. }
  83. void GameStatePackVisitor::visitAddQuest(AddQuest & pack)
  84. {
  85. assert(vstd::contains(gs.players, pack.player));
  86. auto * vec = &gs.players.at(pack.player).quests;
  87. if (!vstd::contains(*vec, pack.quest))
  88. vec->push_back(pack.quest);
  89. else
  90. logNetwork->warn("Warning! Attempt to add duplicated quest");
  91. }
  92. void GameStatePackVisitor::visitUpdateArtHandlerLists(UpdateArtHandlerLists & pack)
  93. {
  94. gs.allocatedArtifacts = pack.allocatedArtifacts;
  95. }
  96. void GameStatePackVisitor::visitChangeFormation(ChangeFormation & pack)
  97. {
  98. gs.getHero(pack.hid)->setFormation(pack.formation);
  99. }
  100. void GameStatePackVisitor::visitHeroVisitCastle(HeroVisitCastle & pack)
  101. {
  102. CGHeroInstance *h = gs.getHero(pack.hid);
  103. CGTownInstance *t = gs.getTown(pack.tid);
  104. assert(h);
  105. assert(t);
  106. if(pack.start())
  107. t->setVisitingHero(h);
  108. else
  109. t->setVisitingHero(nullptr);
  110. }
  111. void GameStatePackVisitor::visitChangeSpells(ChangeSpells & pack)
  112. {
  113. CGHeroInstance *hero = gs.getHero(pack.hid);
  114. if(pack.learn)
  115. for(const auto & sid : pack.spells)
  116. hero->addSpellToSpellbook(sid);
  117. else
  118. for(const auto & sid : pack.spells)
  119. hero->removeSpellFromSpellbook(sid);
  120. }
  121. void GameStatePackVisitor::visitSetResearchedSpells(SetResearchedSpells & pack)
  122. {
  123. CGTownInstance *town = gs.getTown(pack.tid);
  124. town->spells[pack.level] = pack.spells;
  125. town->spellResearchCounterDay++;
  126. if(pack.accepted)
  127. town->spellResearchAcceptedCounter++;
  128. }
  129. void GameStatePackVisitor::visitSetMana(SetMana & pack)
  130. {
  131. CGHeroInstance * hero = gs.getHero(pack.hid);
  132. assert(hero);
  133. if(pack.absolute)
  134. hero->mana = pack.val;
  135. else
  136. hero->mana += pack.val;
  137. vstd::amax(hero->mana, 0); //not less than 0
  138. }
  139. void GameStatePackVisitor::visitSetMovePoints(SetMovePoints & pack)
  140. {
  141. CGHeroInstance *hero = gs.getHero(pack.hid);
  142. assert(hero);
  143. if(pack.absolute)
  144. hero->setMovementPoints(pack.val);
  145. else
  146. hero->setMovementPoints(hero->movementPointsRemaining() + pack.val);
  147. }
  148. void GameStatePackVisitor::visitFoWChange(FoWChange & pack)
  149. {
  150. TeamState * team = gs.getPlayerTeam(pack.player);
  151. auto & fogOfWarMap = team->fogOfWarMap;
  152. for(const int3 & t : pack.tiles)
  153. fogOfWarMap[t.z][t.x][t.y] = pack.mode != ETileVisibility::HIDDEN;
  154. if (pack.mode == ETileVisibility::HIDDEN) //do not hide too much
  155. {
  156. std::unordered_set<int3> tilesRevealed;
  157. for (auto & o : gs.getMap().getObjects())
  158. {
  159. if (o->asOwnable())
  160. {
  161. if(vstd::contains(team->players, o->getOwner())) //check owned observators
  162. gs.getTilesInRange(tilesRevealed, o->getSightCenter(), o->getSightRadius(), ETileVisibility::HIDDEN, o->tempOwner);
  163. }
  164. }
  165. for(const int3 & t : tilesRevealed) //probably not the most optimal solution ever
  166. fogOfWarMap[t.z][t.x][t.y] = 1;
  167. }
  168. }
  169. void GameStatePackVisitor::visitSetAvailableHero(SetAvailableHero & pack)
  170. {
  171. gs.heroesPool->setHeroForPlayer(pack.player, pack.slotID, pack.hid, pack.army, pack.roleID, pack.replenishPoints);
  172. }
  173. void GameStatePackVisitor::visitGiveBonus(GiveBonus & pack)
  174. {
  175. CBonusSystemNode *cbsn = nullptr;
  176. switch(pack.who)
  177. {
  178. case GiveBonus::ETarget::OBJECT:
  179. cbsn = dynamic_cast<CBonusSystemNode*>(gs.getObjInstance(pack.id.as<ObjectInstanceID>()));
  180. break;
  181. case GiveBonus::ETarget::HERO_COMMANDER:
  182. cbsn = gs.getHero(pack.id.as<ObjectInstanceID>())->getCommander();
  183. break;
  184. case GiveBonus::ETarget::PLAYER:
  185. cbsn = gs.getPlayerState(pack.id.as<PlayerColor>());
  186. break;
  187. case GiveBonus::ETarget::BATTLE:
  188. assert(Bonus::OneBattle(&pack.bonus));
  189. cbsn = dynamic_cast<CBonusSystemNode*>(gs.getBattle(pack.id.as<BattleID>()));
  190. break;
  191. }
  192. assert(cbsn);
  193. if(Bonus::OneWeek(&pack.bonus))
  194. pack.bonus.turnsRemain = 8 - gs.getDate(Date::DAY_OF_WEEK); // set correct number of days before adding bonus
  195. auto b = std::make_shared<Bonus>(pack.bonus);
  196. cbsn->addNewBonus(b);
  197. }
  198. void GameStatePackVisitor::visitChangeObjPos(ChangeObjPos & pack)
  199. {
  200. CGObjectInstance *obj = gs.getObjInstance(pack.objid);
  201. if(!obj)
  202. {
  203. logNetwork->error("Wrong ChangeObjPos: object %d doesn't exist!", pack.objid.getNum());
  204. return;
  205. }
  206. gs.getMap().moveObject(pack.objid, pack.nPos + obj->getVisitableOffset());
  207. }
  208. void GameStatePackVisitor::visitChangeObjectVisitors(ChangeObjectVisitors & pack)
  209. {
  210. auto objectPtr = gs.getObjInstance(pack.object);
  211. switch (pack.mode)
  212. {
  213. case ChangeObjectVisitors::VISITOR_ADD_HERO:
  214. gs.getHero(pack.hero)->visitedObjects.insert(pack.object);
  215. [[fallthrough]];
  216. case ChangeObjectVisitors::VISITOR_ADD_PLAYER:
  217. gs.getPlayerTeam(gs.getHero(pack.hero)->tempOwner)->scoutedObjects.insert(pack.object);
  218. gs.getPlayerState(gs.getHero(pack.hero)->tempOwner)->visitedObjects.insert(pack.object);
  219. gs.getPlayerState(gs.getHero(pack.hero)->tempOwner)->visitedObjectsGlobal.insert({objectPtr->ID, objectPtr->subID});
  220. break;
  221. case ChangeObjectVisitors::VISITOR_CLEAR:
  222. // remove visit info from all heroes, including those that are not present on map
  223. for (auto heroID : gs.getMap().getHeroesOnMap())
  224. gs.getHero(heroID)->visitedObjects.erase(pack.object);
  225. for (auto heroID : gs.getMap().getHeroesInPool())
  226. gs.getMap().tryGetFromHeroPool(heroID)->visitedObjects.erase(pack.object);
  227. for(auto &elem : gs.players)
  228. elem.second.visitedObjects.erase(pack.object);
  229. for(auto &elem : gs.teams)
  230. elem.second.scoutedObjects.erase(pack.object);
  231. break;
  232. case ChangeObjectVisitors::VISITOR_SCOUTED:
  233. gs.getPlayerTeam(gs.getHero(pack.hero)->tempOwner)->scoutedObjects.insert(pack.object);
  234. break;
  235. }
  236. }
  237. void GameStatePackVisitor::visitChangeArtifactsCostume(ChangeArtifactsCostume & pack)
  238. {
  239. auto & allCostumes = gs.getPlayerState(pack.player)->costumesArtifacts;
  240. if(const auto & costume = allCostumes.find(pack.costumeIdx); costume != allCostumes.end())
  241. costume->second = pack.costumeSet;
  242. else
  243. allCostumes.try_emplace(pack.costumeIdx, pack.costumeSet);
  244. }
  245. void GameStatePackVisitor::visitPlayerEndsGame(PlayerEndsGame & pack)
  246. {
  247. PlayerState *p = gs.getPlayerState(pack.player);
  248. if(pack.victoryLossCheckResult.victory())
  249. {
  250. p->status = EPlayerStatus::WINNER;
  251. // TODO: Campaign-specific code might as well go somewhere else
  252. // keep all heroes from the winning player
  253. if(p->human && gs.getStartInfo()->campState)
  254. {
  255. std::vector<CGHeroInstance *> crossoverHeroes;
  256. for (auto hero : p->getHeroes())
  257. if (hero->tempOwner == pack.player)
  258. crossoverHeroes.push_back(hero);
  259. gs.getStartInfo()->campState->setCurrentMapAsConquered(crossoverHeroes);
  260. }
  261. }
  262. else
  263. {
  264. p->status = EPlayerStatus::LOSER;
  265. }
  266. // defeated player may be making turn right now
  267. gs.actingPlayers.erase(pack.player);
  268. }
  269. void GameStatePackVisitor::visitPlayerReinitInterface(PlayerReinitInterface & pack)
  270. {
  271. if(!gs.getStartInfo())
  272. return;
  273. //TODO: what does mean if more that one player connected?
  274. if(pack.playerConnectionId == PlayerSettings::PLAYER_AI)
  275. {
  276. for(const auto & player : pack.players)
  277. gs.getStartInfo()->getIthPlayersSettings(player).connectedPlayerIDs.clear();
  278. }
  279. }
  280. void GameStatePackVisitor::visitRemoveBonus(RemoveBonus & pack)
  281. {
  282. CBonusSystemNode *node = nullptr;
  283. switch(pack.who)
  284. {
  285. case GiveBonus::ETarget::OBJECT:
  286. node = dynamic_cast<CBonusSystemNode*>(gs.getObjInstance(pack.whoID.as<ObjectInstanceID>()));
  287. break;
  288. case GiveBonus::ETarget::PLAYER:
  289. node = gs.getPlayerState(pack.whoID.as<PlayerColor>());
  290. break;
  291. case GiveBonus::ETarget::BATTLE:
  292. assert(Bonus::OneBattle(&pack.bonus));
  293. node = dynamic_cast<CBonusSystemNode*>(gs.getBattle(pack.whoID.as<BattleID>()));
  294. break;
  295. }
  296. BonusList &bonuses = node->getExportedBonusList();
  297. for(const auto & b : bonuses)
  298. {
  299. if(b->source == pack.source && b->sid == pack.id)
  300. {
  301. pack.bonus = *b; //backup bonus (to show to interfaces later)
  302. node->removeBonus(b);
  303. break;
  304. }
  305. }
  306. }
  307. void GameStatePackVisitor::visitRemoveObject(RemoveObject & pack)
  308. {
  309. CGObjectInstance *obj = gs.getObjInstance(pack.objectID);
  310. logGlobal->debug("removing object id=%d; address=%x; name=%s", pack.objectID, (intptr_t)obj, obj->getObjectName());
  311. if (pack.initiator.isValidPlayer())
  312. gs.getPlayerState(pack.initiator)->destroyedObjects.insert(pack.objectID);
  313. if(obj->getOwner().isValidPlayer())
  314. gs.getPlayerState(obj->getOwner())->removeOwnedObject(obj); //object removed via map event or hero got beaten
  315. if(obj->ID == Obj::HERO) //remove beaten hero
  316. {
  317. auto beatenHero = dynamic_cast<CGHeroInstance*>(obj);
  318. assert(beatenHero);
  319. auto * siegeNode = beatenHero->whereShouldBeAttachedOnSiege(gs);
  320. vstd::erase_if(beatenHero->artifactsInBackpack, [](const ArtSlotInfo& asi)
  321. {
  322. return asi.getArt()->getTypeId() == ArtifactID::GRAIL;
  323. });
  324. if(beatenHero->getVisitedTown())
  325. {
  326. if(beatenHero->getVisitedTown()->getGarrisonHero() == beatenHero)
  327. beatenHero->getVisitedTown()->setGarrisonedHero(nullptr);
  328. else
  329. beatenHero->getVisitedTown()->setVisitingHero(nullptr);
  330. beatenHero->setVisitedTown(nullptr, false);
  331. }
  332. beatenHero->detachFromBonusSystem(gs);
  333. beatenHero->tempOwner = PlayerColor::NEUTRAL; //no one owns beaten hero
  334. // FIXME: workaround:
  335. // hero should be attached to siegeNode after battle
  336. // however this code might also be called on dismissing hero while in town
  337. if (siegeNode && vstd::contains(beatenHero->getParentNodes(), siegeNode))
  338. beatenHero->detachFrom(*siegeNode);
  339. //If hero on Boat is removed, the Boat disappears
  340. if(beatenHero->inBoat())
  341. {
  342. auto boat = beatenHero->getBoat();
  343. beatenHero->setBoat(nullptr);
  344. gs.getMap().eraseObject(boat->id);
  345. }
  346. auto beatenObject = gs.getMap().eraseObject(obj->id);
  347. //return hero to the pool, so he may reappear in tavern
  348. gs.heroesPool->addHeroToPool(beatenHero->getHeroTypeID());
  349. gs.getMap().addToHeroPool(std::dynamic_pointer_cast<CGHeroInstance>(beatenObject));
  350. return;
  351. }
  352. const auto * quest = dynamic_cast<const IQuestObject *>(obj);
  353. if (quest)
  354. {
  355. for (auto &player : gs.players)
  356. {
  357. vstd::erase_if(player.second.quests, [obj](const QuestInfo & q){
  358. return q.obj == obj->id;
  359. });
  360. }
  361. }
  362. gs.getMap().eraseObject(pack.objectID);
  363. gs.getMap().calculateGuardingGreaturePositions();//FIXME: excessive, update only affected tiles
  364. }
  365. static int getDir(const int3 & src, const int3 & dst)
  366. {
  367. int ret = -1;
  368. if(dst.x+1 == src.x && dst.y+1 == src.y) //tl
  369. {
  370. ret = 1;
  371. }
  372. else if(dst.x == src.x && dst.y+1 == src.y) //t
  373. {
  374. ret = 2;
  375. }
  376. else if(dst.x-1 == src.x && dst.y+1 == src.y) //tr
  377. {
  378. ret = 3;
  379. }
  380. else if(dst.x-1 == src.x && dst.y == src.y) //r
  381. {
  382. ret = 4;
  383. }
  384. else if(dst.x-1 == src.x && dst.y-1 == src.y) //br
  385. {
  386. ret = 5;
  387. }
  388. else if(dst.x == src.x && dst.y-1 == src.y) //b
  389. {
  390. ret = 6;
  391. }
  392. else if(dst.x+1 == src.x && dst.y-1 == src.y) //bl
  393. {
  394. ret = 7;
  395. }
  396. else if(dst.x+1 == src.x && dst.y == src.y) //l
  397. {
  398. ret = 8;
  399. }
  400. return ret;
  401. }
  402. void GameStatePackVisitor::visitTryMoveHero(TryMoveHero & pack)
  403. {
  404. CGHeroInstance *h = gs.getHero(pack.id);
  405. if (!h)
  406. {
  407. logGlobal->error("Attempt ot move unavailable hero %d", pack.id.getNum());
  408. return;
  409. }
  410. const TerrainTile & fromTile = gs.getMap().getTile(h->convertToVisitablePos(pack.start));
  411. const TerrainTile & destTile = gs.getMap().getTile(h->convertToVisitablePos(pack.end));
  412. h->setMovementPoints(pack.movePoints);
  413. if((pack.result == TryMoveHero::SUCCESS || pack.result == TryMoveHero::BLOCKING_VISIT || pack.result == TryMoveHero::EMBARK || pack.result == TryMoveHero::DISEMBARK) && pack.start != pack.end)
  414. {
  415. auto dir = getDir(pack.start, pack.end);
  416. if(dir > 0 && dir <= 8)
  417. h->moveDir = dir;
  418. //else don`t change move direction - hero might have traversed the subterranean gate, direction should be kept
  419. }
  420. if(pack.result == TryMoveHero::EMBARK) //hero enters boat at destination tile
  421. {
  422. const TerrainTile &tt = gs.getMap().getTile(h->convertToVisitablePos(pack.end));
  423. ObjectInstanceID topObjectID = tt.visitableObjects.back();
  424. CGObjectInstance * topObject = gs.getObjInstance(topObjectID);
  425. assert(tt.visitableObjects.size() >= 1 && topObject->ID == Obj::BOAT); //the only visitable object at destination is Boat
  426. auto * boat = dynamic_cast<CGBoat *>(topObject);
  427. assert(boat);
  428. gs.getMap().hideObject(boat); //hero blockvis mask will be used, we don't need to duplicate it with boat
  429. h->setBoat(boat);
  430. }
  431. else if(pack.result == TryMoveHero::DISEMBARK) //hero leaves boat to destination tile
  432. {
  433. auto * b = h->getBoat();
  434. b->direction = h->moveDir;
  435. b->pos = pack.start;
  436. gs.getMap().showObject(b);
  437. h->setBoat(nullptr);
  438. }
  439. if(pack.start != pack.end && (pack.result == TryMoveHero::SUCCESS || pack.result == TryMoveHero::TELEPORTATION || pack.result == TryMoveHero::EMBARK || pack.result == TryMoveHero::DISEMBARK))
  440. {
  441. gs.getMap().hideObject(h);
  442. h->setAnchorPos(pack.end);
  443. if(auto * b = h->getBoat())
  444. b->setAnchorPos(pack.end);
  445. gs.getMap().showObject(h);
  446. }
  447. auto & fogOfWarMap = gs.getPlayerTeam(h->getOwner())->fogOfWarMap;
  448. for(const int3 & t : pack.fowRevealed)
  449. fogOfWarMap[t.z][t.x][t.y] = 1;
  450. if (fromTile.getTerrainID() != destTile.getTerrainID())
  451. h->nodeHasChanged(); // update bonuses with terrain limiter
  452. }
  453. void GameStatePackVisitor::visitNewStructures(NewStructures & pack)
  454. {
  455. CGTownInstance *t = gs.getTown(pack.tid);
  456. for(const auto & id : pack.bid)
  457. {
  458. assert(t->getTown()->buildings.at(id) != nullptr);
  459. t->addBuilding(id);
  460. }
  461. t->updateAppearance();
  462. t->built = pack.built;
  463. t->recreateBuildingsBonuses();
  464. }
  465. void GameStatePackVisitor::visitRazeStructures(RazeStructures & pack)
  466. {
  467. CGTownInstance *t = gs.getTown(pack.tid);
  468. for(const auto & id : pack.bid)
  469. {
  470. t->removeBuilding(id);
  471. t->updateAppearance();
  472. }
  473. t->destroyed = pack.destroyed; //yeaha
  474. t->recreateBuildingsBonuses();
  475. }
  476. void GameStatePackVisitor::visitSetAvailableCreatures(SetAvailableCreatures & pack)
  477. {
  478. auto * dw = dynamic_cast<CGDwelling *>(gs.getObjInstance(pack.tid));
  479. assert(dw);
  480. dw->creatures = pack.creatures;
  481. }
  482. void GameStatePackVisitor::visitSetHeroesInTown(SetHeroesInTown & pack)
  483. {
  484. CGTownInstance *t = gs.getTown(pack.tid);
  485. CGHeroInstance * v = gs.getHero(pack.visiting);
  486. CGHeroInstance * g = gs.getHero(pack.garrison);
  487. bool newVisitorComesFromGarrison = v && v == t->getGarrisonHero();
  488. bool newGarrisonComesFromVisiting = g && g == t->getVisitingHero();
  489. if(newVisitorComesFromGarrison)
  490. t->setGarrisonedHero(nullptr);
  491. if(newGarrisonComesFromVisiting)
  492. t->setVisitingHero(nullptr);
  493. if(!newGarrisonComesFromVisiting || v)
  494. t->setVisitingHero(v);
  495. if(!newVisitorComesFromGarrison || g)
  496. t->setGarrisonedHero(g);
  497. if(v)
  498. gs.getMap().showObject(v);
  499. if(g)
  500. gs.getMap().hideObject(g);
  501. }
  502. void GameStatePackVisitor::visitHeroRecruited(HeroRecruited & pack)
  503. {
  504. auto h = gs.heroesPool->takeHeroFromPool(pack.hid);
  505. CGTownInstance *t = gs.getTown(pack.tid);
  506. PlayerState *p = gs.getPlayerState(pack.player);
  507. if (pack.boatId.hasValue())
  508. {
  509. CGObjectInstance *obj = gs.getObjInstance(pack.boatId);
  510. auto * boat = dynamic_cast<CGBoat *>(obj);
  511. if (boat)
  512. {
  513. gs.getMap().hideObject(boat);
  514. h->setBoat(boat);
  515. }
  516. }
  517. h->setOwner(pack.player);
  518. h->pos = pack.tile;
  519. h->updateAppearance();
  520. assert(h->id.hasValue());
  521. gs.getMap().addNewObject(h);
  522. p->addOwnedObject(h.get());
  523. h->attachToBonusSystem(gs);
  524. if(t)
  525. t->setVisitingHero(h.get());
  526. }
  527. void GameStatePackVisitor::visitGiveHero(GiveHero & pack)
  528. {
  529. CGHeroInstance *h = gs.getHero(pack.id);
  530. if (pack.boatId.hasValue())
  531. {
  532. CGObjectInstance *obj = gs.getObjInstance(pack.boatId);
  533. auto * boat = dynamic_cast<CGBoat *>(obj);
  534. if (boat)
  535. {
  536. gs.getMap().hideObject(boat);
  537. h->setBoat(boat);
  538. }
  539. }
  540. //bonus system
  541. h->detachFrom(gs.globalEffects);
  542. h->attachTo(*gs.getPlayerState(pack.player));
  543. auto oldVisitablePos = h->visitablePos();
  544. gs.getMap().hideObject(h);
  545. h->updateAppearance();
  546. h->setOwner(pack.player);
  547. h->setMovementPoints(h->movementPointsLimit(true));
  548. h->setAnchorPos(h->convertFromVisitablePos(oldVisitablePos));
  549. gs.getMap().heroAddedToMap(h);
  550. gs.getPlayerState(h->getOwner())->addOwnedObject(h);
  551. gs.getMap().showObject(h);
  552. h->setVisitedTown(nullptr, false);
  553. }
  554. void GameStatePackVisitor::visitNewObject(NewObject & pack)
  555. {
  556. gs.getMap().addNewObject(pack.newObject);
  557. gs.getMap().calculateGuardingGreaturePositions();
  558. // attach newly spawned wandering monster to global bonus system node
  559. auto newArmy = std::dynamic_pointer_cast<CArmedInstance>(pack.newObject);
  560. if (newArmy)
  561. newArmy->attachToBonusSystem(gs);
  562. logGlobal->debug("Added object id=%d; name=%s", pack.newObject->id, pack.newObject->getObjectName());
  563. }
  564. void GameStatePackVisitor::visitNewArtifact(NewArtifact & pack)
  565. {
  566. auto art = gs.createArtifact(pack.artId, pack.spellId);
  567. PutArtifact pa(art->getId(), ArtifactLocation(pack.artHolder, pack.pos), false);
  568. pa.visit(*this);
  569. }
  570. void GameStatePackVisitor::visitChangeStackCount(ChangeStackCount & pack)
  571. {
  572. auto * srcObj = gs.getArmyInstance(pack.army);
  573. if(!srcObj)
  574. throw std::runtime_error("ChangeStackCount: invalid army object " + std::to_string(pack.army.getNum()) + ", possible game state corruption.");
  575. if(pack.absoluteValue)
  576. srcObj->setStackCount(pack.slot, pack.count);
  577. else
  578. srcObj->changeStackCount(pack.slot, pack.count);
  579. }
  580. void GameStatePackVisitor::visitSetStackType(SetStackType & pack)
  581. {
  582. auto * srcObj = gs.getArmyInstance(pack.army);
  583. if(!srcObj)
  584. throw std::runtime_error("SetStackType: invalid army object " + std::to_string(pack.army.getNum()) + ", possible game state corruption.");
  585. srcObj->setStackType(pack.slot, pack.type);
  586. }
  587. void GameStatePackVisitor::visitEraseStack(EraseStack & pack)
  588. {
  589. auto * srcObj = gs.getArmyInstance(pack.army);
  590. if(!srcObj)
  591. throw std::runtime_error("EraseStack: invalid army object " + std::to_string(pack.army.getNum()) + ", possible game state corruption.");
  592. srcObj->eraseStack(pack.slot);
  593. }
  594. void GameStatePackVisitor::visitSwapStacks(SwapStacks & pack)
  595. {
  596. auto * srcObj = gs.getArmyInstance(pack.srcArmy);
  597. if(!srcObj)
  598. throw std::runtime_error("SwapStacks: invalid army object " + std::to_string(pack.srcArmy.getNum()) + ", possible game state corruption.");
  599. auto * dstObj = gs.getArmyInstance(pack.dstArmy);
  600. if(!dstObj)
  601. throw std::runtime_error("SwapStacks: invalid army object " + std::to_string(pack.dstArmy.getNum()) + ", possible game state corruption.");
  602. auto s1 = srcObj->detachStack(pack.srcSlot);
  603. auto s2 = dstObj->detachStack(pack.dstSlot);
  604. srcObj->putStack(pack.srcSlot, std::move(s2));
  605. dstObj->putStack(pack.dstSlot, std::move(s1));
  606. }
  607. void GameStatePackVisitor::visitInsertNewStack(InsertNewStack & pack)
  608. {
  609. if(auto * obj = gs.getArmyInstance(pack.army))
  610. obj->putStack(pack.slot, std::make_unique<CStackInstance>(gs.cb, pack.type, pack.count));
  611. else
  612. throw std::runtime_error("InsertNewStack: invalid army object " + std::to_string(pack.army.getNum()) + ", possible game state corruption.");
  613. }
  614. void GameStatePackVisitor::visitRebalanceStacks(RebalanceStacks & pack)
  615. {
  616. auto * srcObj = gs.getArmyInstance(pack.srcArmy);
  617. if(!srcObj)
  618. throw std::runtime_error("RebalanceStacks: invalid army object " + std::to_string(pack.srcArmy.getNum()) + ", possible game state corruption.");
  619. auto * dstObj = gs.getArmyInstance(pack.dstArmy);
  620. if(!dstObj)
  621. throw std::runtime_error("RebalanceStacks: invalid army object " + std::to_string(pack.dstArmy.getNum()) + ", possible game state corruption.");
  622. StackLocation src(srcObj->id, pack.srcSlot);
  623. StackLocation dst(dstObj->id, pack.dstSlot);
  624. [[maybe_unused]] const CCreature * srcType = srcObj->getCreature(src.slot);
  625. const CCreature * dstType = dstObj->getCreature(dst.slot);
  626. TQuantity srcCount = srcObj->getStackCount(src.slot);
  627. if(srcCount == pack.count) //moving whole stack
  628. {
  629. if(dstType) //stack at dest -> merge
  630. {
  631. assert(dstType == srcType);
  632. const auto srcHero = dynamic_cast<CGHeroInstance*>(srcObj);
  633. const auto dstHero = dynamic_cast<CGHeroInstance*>(dstObj);
  634. auto srcStack = const_cast<CStackInstance*>(srcObj->getStackPtr(src.slot));
  635. auto dstStack = const_cast<CStackInstance*>(dstObj->getStackPtr(dst.slot));
  636. if(srcStack->getArt(ArtifactPosition::CREATURE_SLOT))
  637. {
  638. if(auto dstArt = dstStack->getArt(ArtifactPosition::CREATURE_SLOT))
  639. {
  640. bool artifactIsLost = true;
  641. if(srcHero)
  642. {
  643. auto dstSlot = ArtifactUtils::getArtBackpackPosition(srcHero, dstArt->getTypeId());
  644. if (dstSlot != ArtifactPosition::PRE_FIRST)
  645. {
  646. gs.getMap().moveArtifactInstance(*dstStack, ArtifactPosition::CREATURE_SLOT, *srcHero, dstSlot);
  647. artifactIsLost = false;
  648. }
  649. }
  650. if (artifactIsLost)
  651. {
  652. BulkEraseArtifacts ea;
  653. ea.artHolder = dstHero->id;
  654. ea.posPack.emplace_back(ArtifactPosition::CREATURE_SLOT);
  655. ea.creature = dst.slot;
  656. ea.visit(*this);
  657. logNetwork->warn("Cannot move artifact! No free slots");
  658. }
  659. gs.getMap().moveArtifactInstance(*srcStack, ArtifactPosition::CREATURE_SLOT, *dstStack, ArtifactPosition::CREATURE_SLOT);
  660. //TODO: choose from dialog
  661. }
  662. else //just move to the other slot before stack gets erased
  663. {
  664. gs.getMap().moveArtifactInstance(*srcStack, ArtifactPosition::CREATURE_SLOT, *dstStack, ArtifactPosition::CREATURE_SLOT);
  665. }
  666. }
  667. auto movedStack = srcObj->detachStack(src.slot);
  668. dstObj->joinStack(dst.slot, std::move(movedStack));
  669. }
  670. else
  671. {
  672. auto movedStack = srcObj->detachStack(src.slot);
  673. dstObj->putStack(dst.slot, std::move(movedStack));
  674. }
  675. }
  676. else
  677. {
  678. auto movedStack = srcObj->splitStack(src.slot, pack.count);
  679. if(dstType) //stack at dest -> rebalance
  680. {
  681. assert(dstType == srcType);
  682. dstObj->joinStack(dst.slot, std::move(movedStack));
  683. }
  684. else //move new stack to an empty slot
  685. {
  686. dstObj->putStack(dst.slot, std::move(movedStack));
  687. }
  688. }
  689. srcObj->nodeHasChanged();
  690. if (srcObj != dstObj)
  691. dstObj->nodeHasChanged();
  692. }
  693. void GameStatePackVisitor::visitBulkRebalanceStacks(BulkRebalanceStacks & pack)
  694. {
  695. for(auto & move : pack.moves)
  696. move.visit(*this);
  697. }
  698. void GameStatePackVisitor::visitGrowUpArtifact(GrowUpArtifact & pack)
  699. {
  700. auto artInst = gs.getArtInstance(pack.id);
  701. assert(artInst);
  702. artInst->growingUp();
  703. }
  704. void GameStatePackVisitor::visitPutArtifact(PutArtifact & pack)
  705. {
  706. auto art = gs.getArtInstance(pack.id);
  707. assert(!art->getParentNodes().empty());
  708. auto hero = gs.getHero(pack.al.artHolder);
  709. assert(hero);
  710. assert(art && art->canBePutAt(hero, pack.al.slot));
  711. assert(ArtifactUtils::checkIfSlotValid(*hero, pack.al.slot));
  712. gs.getMap().putArtifactInstance(*hero, art->getId(), pack.al.slot);
  713. }
  714. void GameStatePackVisitor::visitBulkEraseArtifacts(BulkEraseArtifacts & pack)
  715. {
  716. const auto artSet = gs.getArtSet(pack.artHolder);
  717. assert(artSet);
  718. std::sort(pack.posPack.begin(), pack.posPack.end(), [](const ArtifactPosition & slot0, const ArtifactPosition & slot1) -> bool
  719. {
  720. return slot0.num > slot1.num;
  721. });
  722. for(const auto & slot : pack.posPack)
  723. {
  724. const auto slotInfo = artSet->getSlot(slot);
  725. const ArtifactInstanceID artifactID = slotInfo->artifactID;
  726. const CArtifactInstance * artifact = gs.getArtInstance(artifactID);
  727. if(slotInfo->locked)
  728. {
  729. logGlobal->debug("Erasing locked artifact: %s", artifact->getType()->getNameTranslated());
  730. DisassembledArtifact dis;
  731. dis.al.artHolder = pack.artHolder;
  732. for(auto & slotInfoWorn : artSet->artifactsWorn)
  733. {
  734. auto art = slotInfoWorn.second.getArt();
  735. if(art->isCombined() && art->isPart(artifact))
  736. {
  737. dis.al.slot = artSet->getArtPos(art);
  738. break;
  739. }
  740. }
  741. assert((dis.al.slot != ArtifactPosition::PRE_FIRST) && "Failed to determine the assembly this locked artifact belongs to");
  742. logGlobal->debug("Found the corresponding assembly: %s", artSet->getArt(dis.al.slot)->getType()->getNameTranslated());
  743. dis.visit(*this);
  744. }
  745. else
  746. {
  747. logGlobal->debug("Erasing artifact %s", artifact->getType()->getNameTranslated());
  748. }
  749. gs.getMap().removeArtifactInstance(*artSet, slot);
  750. }
  751. }
  752. void GameStatePackVisitor::visitBulkMoveArtifacts(BulkMoveArtifacts & pack)
  753. {
  754. const auto bulkArtsRemove = [this](std::vector<MoveArtifactInfo> & artsPack, CArtifactSet & artSet)
  755. {
  756. std::vector<ArtifactPosition> packToRemove;
  757. for(const auto & slotsPair : artsPack)
  758. packToRemove.push_back(slotsPair.srcPos);
  759. std::sort(packToRemove.begin(), packToRemove.end(), [](const ArtifactPosition & slot0, const ArtifactPosition & slot1) -> bool
  760. {
  761. return slot0.num > slot1.num;
  762. });
  763. for(const auto & slot : packToRemove)
  764. gs.getMap().removeArtifactInstance(artSet, slot);
  765. };
  766. const auto bulkArtsPut = [this](std::vector<MoveArtifactInfo> & artsPack, CArtifactSet & initArtSet, CArtifactSet & dstArtSet)
  767. {
  768. for(const auto & slotsPair : artsPack)
  769. {
  770. auto * art = initArtSet.getArt(slotsPair.srcPos);
  771. assert(art);
  772. gs.getMap().putArtifactInstance(dstArtSet, art->getId(), slotsPair.dstPos);
  773. }
  774. };
  775. auto * leftSet = gs.getArtSet(ArtifactLocation(pack.srcArtHolder, pack.srcCreature));
  776. assert(leftSet);
  777. auto * rightSet = gs.getArtSet(ArtifactLocation(pack.dstArtHolder, pack.dstCreature));
  778. assert(rightSet);
  779. CArtifactFittingSet artInitialSetLeft(*leftSet);
  780. bulkArtsRemove(pack.artsPack0, *leftSet);
  781. if(!pack.artsPack1.empty())
  782. {
  783. CArtifactFittingSet artInitialSetRight(*rightSet);
  784. bulkArtsRemove(pack.artsPack1, *rightSet);
  785. bulkArtsPut(pack.artsPack1, artInitialSetRight, *leftSet);
  786. }
  787. bulkArtsPut(pack.artsPack0, artInitialSetLeft, *rightSet);
  788. }
  789. void GameStatePackVisitor::visitDischargeArtifact(DischargeArtifact & pack)
  790. {
  791. auto artInst = gs.getArtInstance(pack.id);
  792. assert(artInst);
  793. artInst->discharge(pack.charges);
  794. if(artInst->getType()->getRemoveOnDepletion() && artInst->getCharges() == 0 && pack.artLoc.has_value())
  795. {
  796. BulkEraseArtifacts ePack;
  797. ePack.artHolder = pack.artLoc.value().artHolder;
  798. ePack.creature = pack.artLoc.value().creature;
  799. ePack.posPack.push_back(pack.artLoc.value().slot);
  800. ePack.visit(*this);
  801. }
  802. }
  803. void GameStatePackVisitor::visitAssembledArtifact(AssembledArtifact & pack)
  804. {
  805. auto artSet = gs.getArtSet(pack.al.artHolder);
  806. assert(artSet);
  807. const auto transformedArt = artSet->getArt(pack.al.slot);
  808. assert(transformedArt);
  809. const auto builtArt = pack.artId.toArtifact();
  810. assert(vstd::contains_if(ArtifactUtils::assemblyPossibilities(artSet, transformedArt->getTypeId()), [=](const CArtifact * art)->bool
  811. {
  812. return art->getId() == builtArt->getId();
  813. }));
  814. auto * combinedArt = gs.getMap().createArtifactComponent(pack.artId);
  815. // Find slots for all involved artifacts
  816. std::set<ArtifactPosition, std::greater<>> slotsInvolved = { pack.al.slot };
  817. CArtifactFittingSet fittingSet(*artSet);
  818. auto parts = builtArt->getConstituents();
  819. parts.erase(std::find(parts.begin(), parts.end(), transformedArt->getType()));
  820. for(const auto constituent : parts)
  821. {
  822. const auto slot = fittingSet.getArtPos(constituent->getId(), false, false);
  823. fittingSet.lockSlot(slot);
  824. assert(slot != ArtifactPosition::PRE_FIRST);
  825. slotsInvolved.insert(slot);
  826. }
  827. // Find a slot for combined artifact
  828. if(ArtifactUtils::isSlotEquipment(pack.al.slot) && ArtifactUtils::isSlotBackpack(*slotsInvolved.begin()))
  829. {
  830. pack.al.slot = ArtifactPosition::BACKPACK_START;
  831. }
  832. else if(ArtifactUtils::isSlotBackpack(pack.al.slot))
  833. {
  834. for(const auto & slot : slotsInvolved)
  835. if(ArtifactUtils::isSlotBackpack(slot))
  836. pack.al.slot = slot;
  837. }
  838. else
  839. {
  840. for(const auto & slot : slotsInvolved)
  841. if(!vstd::contains(builtArt->getPossibleSlots().at(artSet->bearerType()), pack.al.slot)
  842. && vstd::contains(builtArt->getPossibleSlots().at(artSet->bearerType()), slot))
  843. {
  844. pack.al.slot = slot;
  845. break;
  846. }
  847. }
  848. // Delete parts from hero
  849. for(const auto & slot : slotsInvolved)
  850. {
  851. const auto constituentInstance = artSet->getArt(slot);
  852. gs.getMap().removeArtifactInstance(*artSet, slot);
  853. if(!combinedArt->getType()->isFused())
  854. {
  855. if(ArtifactUtils::isSlotEquipment(pack.al.slot) && slot != pack.al.slot)
  856. combinedArt->addPart(constituentInstance, slot);
  857. else
  858. combinedArt->addPart(constituentInstance, ArtifactPosition::PRE_FIRST);
  859. }
  860. }
  861. // Put new combined artifacts
  862. gs.getMap().putArtifactInstance(*artSet, combinedArt->getId(), pack.al.slot);
  863. }
  864. void GameStatePackVisitor::visitDisassembledArtifact(DisassembledArtifact & pack)
  865. {
  866. auto hero = gs.getHero(pack.al.artHolder);
  867. assert(hero);
  868. auto disassembledArtID = hero->getArtID(pack.al.slot);
  869. auto disassembledArt = gs.getArtInstance(disassembledArtID);
  870. assert(disassembledArt);
  871. const auto parts = disassembledArt->getPartsInfo();
  872. gs.getMap().removeArtifactInstance(*hero, pack.al.slot);
  873. for(auto & part : parts)
  874. {
  875. // ArtifactPosition::PRE_FIRST is value of main part slot -> it'll replace combined artifact in its pos
  876. auto slot = (ArtifactUtils::isSlotEquipment(part.slot) ? part.slot : pack.al.slot);
  877. disassembledArt->detachFromSource(*part.getArtifact());
  878. gs.getMap().putArtifactInstance(*hero, part.getArtifact()->getId(), slot);
  879. }
  880. gs.getMap().eraseArtifactInstance(disassembledArt->getId());
  881. }
  882. void GameStatePackVisitor::visitHeroVisit(HeroVisit & pack)
  883. {
  884. }
  885. void GameStatePackVisitor::visitSetAvailableArtifacts(SetAvailableArtifacts & pack)
  886. {
  887. if(pack.id != ObjectInstanceID::NONE)
  888. {
  889. if(auto * bm = dynamic_cast<CGBlackMarket *>(gs.getObjInstance(pack.id)))
  890. {
  891. bm->artifacts = pack.arts;
  892. }
  893. else
  894. {
  895. logNetwork->error("Wrong black market id!");
  896. }
  897. }
  898. else
  899. {
  900. gs.getMap().townMerchantArtifacts = pack.arts;
  901. }
  902. }
  903. void GameStatePackVisitor::visitNewTurn(NewTurn & pack)
  904. {
  905. gs.day = pack.day;
  906. // Update bonuses before doing anything else so hero don't get more MP than needed
  907. gs.globalEffects.removeBonusesRecursive(Bonus::OneDay); //works for children -> all game objs
  908. gs.globalEffects.reduceBonusDurations(Bonus::NDays);
  909. gs.globalEffects.reduceBonusDurations(Bonus::OneWeek);
  910. //TODO not really a single root hierarchy, what about bonuses placed elsewhere? [not an issue with H3 mechanics but in the future...]
  911. for(auto & manaPack : pack.heroesMana)
  912. manaPack.visit(*this);
  913. for(auto & movePack : pack.heroesMovement)
  914. movePack.visit(*this);
  915. gs.heroesPool->onNewDay();
  916. for(auto & entry : pack.playerIncome)
  917. {
  918. gs.getPlayerState(entry.first)->resources += entry.second;
  919. gs.getPlayerState(entry.first)->resources.amin(GameConstants::PLAYER_RESOURCES_CAP);
  920. }
  921. for(auto & creatureSet : pack.availableCreatures) //set available creatures in towns
  922. creatureSet.visit(*this);
  923. for (const auto & townID : gs.getMap().getAllTowns())
  924. {
  925. auto t = gs.getTown(townID);
  926. t->built = 0;
  927. t->spellResearchCounterDay = 0;
  928. }
  929. if(pack.newRumor)
  930. gs.currentRumor = *pack.newRumor;
  931. }
  932. void GameStatePackVisitor::visitSetObjectProperty(SetObjectProperty & pack)
  933. {
  934. CGObjectInstance *obj = gs.getObjInstance(pack.id);
  935. if(!obj)
  936. {
  937. logNetwork->error("Wrong object ID - property cannot be set!");
  938. return;
  939. }
  940. if(pack.what == ObjProperty::OWNER && obj->asOwnable())
  941. {
  942. PlayerColor oldOwner = obj->getOwner();
  943. PlayerColor newOwner = pack.identifier.as<PlayerColor>();
  944. if(oldOwner.isValidPlayer())
  945. gs.getPlayerState(oldOwner)->removeOwnedObject(obj);
  946. if(newOwner.isValidPlayer())
  947. gs.getPlayerState(newOwner)->addOwnedObject(obj);
  948. }
  949. if(pack.what == ObjProperty::OWNER)
  950. {
  951. if(obj->ID == Obj::TOWN)
  952. {
  953. auto * t = dynamic_cast<CGTownInstance *>(obj);
  954. assert(t);
  955. PlayerColor oldOwner = t->tempOwner;
  956. if(oldOwner.isValidPlayer())
  957. {
  958. auto * state = gs.getPlayerState(oldOwner);
  959. if(state->getTowns().empty())
  960. state->daysWithoutCastle = 0;
  961. }
  962. if(pack.identifier.as<PlayerColor>().isValidPlayer())
  963. {
  964. //reset counter before NewTurn to avoid no town message if game loaded at turn when one already captured
  965. PlayerState * p = gs.getPlayerState(pack.identifier.as<PlayerColor>());
  966. if(p->daysWithoutCastle)
  967. p->daysWithoutCastle = std::nullopt;
  968. }
  969. }
  970. obj->detachFromBonusSystem(gs);
  971. obj->setProperty(pack.what, pack.identifier);
  972. obj->attachToBonusSystem(gs);
  973. }
  974. else //not an armed instance
  975. {
  976. obj->setProperty(pack.what, pack.identifier);
  977. }
  978. }
  979. void GameStatePackVisitor::visitHeroLevelUp(HeroLevelUp & pack)
  980. {
  981. auto * hero = gs.getHero(pack.heroId);
  982. assert(hero);
  983. hero->levelUp(pack.skills);
  984. }
  985. void GameStatePackVisitor::visitCommanderLevelUp(CommanderLevelUp & pack)
  986. {
  987. auto * hero = gs.getHero(pack.heroId);
  988. assert(hero);
  989. const auto & commander = hero->getCommander();
  990. assert(commander);
  991. commander->levelUp();
  992. }
  993. void GameStatePackVisitor::visitBattleStart(BattleStart & pack)
  994. {
  995. assert(pack.battleID == gs.nextBattleID);
  996. pack.info->battleID = gs.nextBattleID;
  997. pack.info->localInit();
  998. gs.currentBattles.push_back(std::move(pack.info));
  999. gs.nextBattleID = BattleID(gs.nextBattleID.getNum() + 1);
  1000. }
  1001. void GameStatePackVisitor::visitBattleNextRound(BattleNextRound & pack)
  1002. {
  1003. gs.getBattle(pack.battleID)->nextRound();
  1004. }
  1005. void GameStatePackVisitor::visitBattleSetActiveStack(BattleSetActiveStack & pack)
  1006. {
  1007. gs.getBattle(pack.battleID)->nextTurn(pack.stack, pack.reason);
  1008. }
  1009. void GameStatePackVisitor::visitBattleTriggerEffect(BattleTriggerEffect & pack)
  1010. {
  1011. CStack * st = gs.getBattle(pack.battleID)->getStack(pack.stackID);
  1012. assert(st);
  1013. switch(static_cast<BonusType>(pack.effect))
  1014. {
  1015. case BonusType::HP_REGENERATION:
  1016. {
  1017. int64_t toHeal = pack.val;
  1018. st->heal(toHeal, EHealLevel::HEAL, EHealPower::PERMANENT);
  1019. break;
  1020. }
  1021. case BonusType::MANA_DRAIN:
  1022. {
  1023. CGHeroInstance * h = gs.getHero(ObjectInstanceID(pack.additionalInfo));
  1024. st->drainedMana = true;
  1025. h->mana -= pack.val;
  1026. vstd::amax(h->mana, 0);
  1027. break;
  1028. }
  1029. case BonusType::POISON:
  1030. {
  1031. auto b = st->getLocalBonus(Selector::source(BonusSource::SPELL_EFFECT, SpellID(SpellID::POISON))
  1032. .And(Selector::type()(BonusType::STACK_HEALTH)));
  1033. if (b)
  1034. b->val = pack.val;
  1035. break;
  1036. }
  1037. case BonusType::ENCHANTER:
  1038. case BonusType::MORALE:
  1039. break;
  1040. case BonusType::FEAR:
  1041. st->fear = true;
  1042. break;
  1043. default:
  1044. logNetwork->error("Unrecognized trigger effect type %d", pack.effect);
  1045. }
  1046. }
  1047. void GameStatePackVisitor::visitBattleUpdateGateState(BattleUpdateGateState & pack)
  1048. {
  1049. if(gs.getBattle(pack.battleID))
  1050. gs.getBattle(pack.battleID)->si.gateState = pack.state;
  1051. }
  1052. void GameStatePackVisitor::visitBattleCancelled(BattleCancelled & pack)
  1053. {
  1054. auto currentBattle = boost::range::find_if(gs.currentBattles, [&](const auto & battle)
  1055. {
  1056. return battle->battleID == pack.battleID;
  1057. });
  1058. assert(currentBattle != gs.currentBattles.end());
  1059. gs.currentBattles.erase(currentBattle);
  1060. }
  1061. void GameStatePackVisitor::visitBattleResultAccepted(BattleResultAccepted & pack)
  1062. {
  1063. // Remove any "until next battle" bonuses
  1064. if(const auto attackerHero = gs.getHero(pack.heroResult[BattleSide::ATTACKER].heroID))
  1065. attackerHero->removeBonusesRecursive(Bonus::OneBattle);
  1066. if(const auto defenderHero = gs.getHero(pack.heroResult[BattleSide::DEFENDER].heroID))
  1067. defenderHero->removeBonusesRecursive(Bonus::OneBattle);
  1068. if(gs.getSettings().getBoolean(EGameSettings::MODULE_STACK_EXPERIENCE))
  1069. {
  1070. if(const auto attackerArmy = gs.getArmyInstance(pack.heroResult[BattleSide::ATTACKER].armyID))
  1071. attackerArmy->giveAverageStackExperience(pack.heroResult[BattleSide::ATTACKER].exp);
  1072. if(const auto defenderArmy = gs.getArmyInstance(pack.heroResult[BattleSide::DEFENDER].armyID))
  1073. defenderArmy->giveAverageStackExperience(pack.heroResult[BattleSide::DEFENDER].exp);
  1074. }
  1075. }
  1076. void GameStatePackVisitor::visitBattleStackMoved(BattleStackMoved & pack)
  1077. {
  1078. BattleStatePackVisitor battleVisitor(*gs.getBattle(pack.battleID));
  1079. pack.visitTyped(battleVisitor);
  1080. }
  1081. void GameStatePackVisitor::visitBattleAttack(BattleAttack & pack)
  1082. {
  1083. CStack * attacker = gs.getBattle(pack.battleID)->getStack(pack.stackAttacking);
  1084. assert(attacker);
  1085. pack.attackerChanges.visit(*this);
  1086. for(BattleStackAttacked & stack : pack.bsa)
  1087. gs.getBattle(pack.battleID)->setUnitState(stack.newState.id, stack.newState.data, stack.newState.healthDelta);
  1088. attacker->removeBonusesRecursive(Bonus::UntilAttack);
  1089. if(!pack.counter())
  1090. attacker->removeBonusesRecursive(Bonus::UntilOwnAttack);
  1091. }
  1092. void GameStatePackVisitor::visitStartAction(StartAction & pack)
  1093. {
  1094. CStack *st = gs.getBattle(pack.battleID)->getStack(pack.ba.stackNumber);
  1095. if(pack.ba.actionType == EActionType::END_TACTIC_PHASE)
  1096. {
  1097. gs.getBattle(pack.battleID)->tacticDistance = 0;
  1098. return;
  1099. }
  1100. if(gs.getBattle(pack.battleID)->tacticDistance)
  1101. {
  1102. // moves in tactics phase do not affect creature status
  1103. // (tactics stack queue is managed by client)
  1104. return;
  1105. }
  1106. if (pack.ba.isUnitAction())
  1107. {
  1108. assert(st); // stack must exists for all non-hero actions
  1109. switch(pack.ba.actionType)
  1110. {
  1111. case EActionType::DEFEND:
  1112. st->waiting = false;
  1113. st->defending = true;
  1114. st->defendingAnim = true;
  1115. break;
  1116. case EActionType::WAIT:
  1117. st->defendingAnim = false;
  1118. st->waiting = true;
  1119. st->waitedThisTurn = true;
  1120. break;
  1121. case EActionType::HERO_SPELL: //no change in current stack state
  1122. break;
  1123. default: //any active stack action - attack, catapult, heal, spell...
  1124. st->waiting = false;
  1125. st->defendingAnim = false;
  1126. st->movedThisRound = true;
  1127. st->castSpellThisTurn = pack.ba.actionType == EActionType::MONSTER_SPELL;
  1128. break;
  1129. }
  1130. }
  1131. else
  1132. {
  1133. if(pack.ba.actionType == EActionType::HERO_SPELL)
  1134. gs.getBattle(pack.battleID)->getSide(pack.ba.side).usedSpellsHistory.push_back(pack.ba.spell);
  1135. }
  1136. }
  1137. void GameStatePackVisitor::visitBattleSpellCast(BattleSpellCast & pack)
  1138. {
  1139. if(pack.castByHero && pack.side != BattleSide::NONE)
  1140. gs.getBattle(pack.battleID)->getSide(pack.side).castSpellsCount++;
  1141. }
  1142. void GameStatePackVisitor::visitSetStackEffect(SetStackEffect & pack)
  1143. {
  1144. BattleStatePackVisitor battleVisitor(*gs.getBattle(pack.battleID));
  1145. pack.visitTyped(battleVisitor);
  1146. }
  1147. void GameStatePackVisitor::visitStacksInjured(StacksInjured & pack)
  1148. {
  1149. BattleStatePackVisitor battleVisitor(*gs.getBattle(pack.battleID));
  1150. pack.visitTyped(battleVisitor);
  1151. }
  1152. void GameStatePackVisitor::visitBattleUnitsChanged(BattleUnitsChanged & pack)
  1153. {
  1154. BattleStatePackVisitor battleVisitor(*gs.getBattle(pack.battleID));
  1155. pack.visitTyped(battleVisitor);
  1156. }
  1157. void GameStatePackVisitor::visitBattleResultsApplied(BattleResultsApplied & pack)
  1158. {
  1159. pack.learnedSpells.visit(*this);
  1160. for(auto & discharging : pack.dischargingArtifacts)
  1161. discharging.visit(*this);
  1162. for(auto & growing : pack.growingArtifacts)
  1163. growing.visit(*this);
  1164. for(auto & movingPack : pack.movingArtifacts)
  1165. movingPack.visit(*this);
  1166. const auto currentBattle = std::find_if(gs.currentBattles.begin(), gs.currentBattles.end(),
  1167. [&](const auto & battle)
  1168. {
  1169. return battle->battleID == pack.battleID;
  1170. });
  1171. assert(currentBattle != gs.currentBattles.end());
  1172. gs.currentBattles.erase(currentBattle);
  1173. }
  1174. void GameStatePackVisitor::visitBattleObstaclesChanged(BattleObstaclesChanged & pack)
  1175. {
  1176. BattleStatePackVisitor battleVisitor(*gs.getBattle(pack.battleID));
  1177. pack.visitTyped(battleVisitor);
  1178. }
  1179. void GameStatePackVisitor::visitCatapultAttack(CatapultAttack & pack)
  1180. {
  1181. BattleStatePackVisitor battleVisitor(*gs.getBattle(pack.battleID));
  1182. pack.visitTyped(battleVisitor);
  1183. }
  1184. void GameStatePackVisitor::visitBattleSetStackProperty(BattleSetStackProperty & pack)
  1185. {
  1186. CStack * stack = gs.getBattle(pack.battleID)->getStack(pack.stackID, false);
  1187. switch(pack.which)
  1188. {
  1189. case BattleSetStackProperty::CASTS:
  1190. {
  1191. if(pack.absolute)
  1192. logNetwork->error("Can not change casts in absolute mode");
  1193. else
  1194. stack->casts.use(-pack.val);
  1195. break;
  1196. }
  1197. case BattleSetStackProperty::ENCHANTER_COUNTER:
  1198. {
  1199. auto & counter = gs.getBattle(pack.battleID)->getSide(gs.getBattle(pack.battleID)->whatSide(stack->unitOwner())).enchanterCounter;
  1200. if(pack.absolute)
  1201. counter = pack.val;
  1202. else
  1203. counter += pack.val;
  1204. vstd::amax(counter, 0);
  1205. break;
  1206. }
  1207. case BattleSetStackProperty::UNBIND:
  1208. {
  1209. stack->removeBonusesRecursive(Selector::type()(BonusType::BIND_EFFECT));
  1210. break;
  1211. }
  1212. case BattleSetStackProperty::CLONED:
  1213. {
  1214. stack->cloned = true;
  1215. break;
  1216. }
  1217. case BattleSetStackProperty::HAS_CLONE:
  1218. {
  1219. stack->cloneID = pack.val;
  1220. break;
  1221. }
  1222. }
  1223. }
  1224. void GameStatePackVisitor::visitPlayerCheated(PlayerCheated & pack)
  1225. {
  1226. assert(pack.player.isValidPlayer());
  1227. gs.getPlayerState(pack.player)->enteredLosingCheatCode = pack.losingCheatCode;
  1228. gs.getPlayerState(pack.player)->enteredWinningCheatCode = pack.winningCheatCode;
  1229. gs.getPlayerState(pack.player)->cheated = true;
  1230. }
  1231. void GameStatePackVisitor::visitPlayerStartsTurn(PlayerStartsTurn & pack)
  1232. {
  1233. //assert(gs.actingPlayers.count(player) == 0);//Legal - may happen after loading of deserialized map state
  1234. gs.actingPlayers.insert(pack.player);
  1235. }
  1236. void GameStatePackVisitor::visitPlayerEndsTurn(PlayerEndsTurn & pack)
  1237. {
  1238. assert(gs.actingPlayers.count(pack.player) == 1);
  1239. gs.actingPlayers.erase(pack.player);
  1240. }
  1241. void GameStatePackVisitor::visitDaysWithoutTown(DaysWithoutTown & pack)
  1242. {
  1243. auto & playerState = gs.players.at(pack.player);
  1244. playerState.daysWithoutCastle = pack.daysWithoutCastle;
  1245. }
  1246. void GameStatePackVisitor::visitTurnTimeUpdate(TurnTimeUpdate & pack)
  1247. {
  1248. auto & playerState = gs.players.at(pack.player);
  1249. playerState.turnTimer = pack.turnTimer;
  1250. }
  1251. void GameStatePackVisitor::visitEntitiesChanged(EntitiesChanged & pack)
  1252. {
  1253. for(const auto & change : pack.changes)
  1254. gs.updateEntity(change.metatype, change.entityIndex, change.data);
  1255. }
  1256. void GameStatePackVisitor::visitSetRewardableConfiguration(SetRewardableConfiguration & pack)
  1257. {
  1258. auto * objectPtr = gs.getObjInstance(pack.objectID);
  1259. if (!pack.buildingID.hasValue())
  1260. {
  1261. auto * rewardablePtr = dynamic_cast<CRewardableObject *>(objectPtr);
  1262. assert(rewardablePtr);
  1263. rewardablePtr->configuration = pack.configuration;
  1264. rewardablePtr->initializeGuards();
  1265. }
  1266. else
  1267. {
  1268. auto * townPtr = dynamic_cast<CGTownInstance*>(objectPtr);
  1269. TownBuildingInstance * buildingPtr = nullptr;
  1270. for (auto & building : townPtr->rewardableBuildings)
  1271. if (building.second->getBuildingType() == pack.buildingID)
  1272. buildingPtr = building.second.get();
  1273. auto * rewardablePtr = dynamic_cast<TownRewardableBuildingInstance *>(buildingPtr);
  1274. assert(rewardablePtr);
  1275. rewardablePtr->configuration = pack.configuration;
  1276. }
  1277. }
  1278. void BattleStatePackVisitor::visitBattleStackMoved(BattleStackMoved & pack)
  1279. {
  1280. battleState.moveUnit(pack.stack, pack.tilesToMove.back());
  1281. }
  1282. void BattleStatePackVisitor::visitCatapultAttack(CatapultAttack & pack)
  1283. {
  1284. const auto * town = battleState.getDefendedTown();
  1285. if(!town)
  1286. throw std::runtime_error("CatapultAttack without town!");
  1287. if(town->fortificationsLevel().wallsHealth == 0)
  1288. throw std::runtime_error("CatapultAttack without walls!");
  1289. for(const auto & part : pack.attackedParts)
  1290. {
  1291. auto newWallState = SiegeInfo::applyDamage(battleState.getWallState(part.attackedPart), part.damageDealt);
  1292. battleState.setWallState(part.attackedPart, newWallState);
  1293. }
  1294. }
  1295. void BattleStatePackVisitor::visitBattleObstaclesChanged(BattleObstaclesChanged & pack)
  1296. {
  1297. for(const auto & change : pack.changes)
  1298. {
  1299. switch(change.operation)
  1300. {
  1301. case BattleChanges::EOperation::REMOVE:
  1302. battleState.removeObstacle(change.id);
  1303. break;
  1304. case BattleChanges::EOperation::ADD:
  1305. battleState.addObstacle(change);
  1306. break;
  1307. case BattleChanges::EOperation::UPDATE:
  1308. battleState.updateObstacle(change);
  1309. break;
  1310. default:
  1311. throw std::runtime_error("Unknown obstacle operation");
  1312. break;
  1313. }
  1314. }
  1315. }
  1316. void BattleStatePackVisitor::visitSetStackEffect(SetStackEffect & pack)
  1317. {
  1318. for(const auto & stackData : pack.toRemove)
  1319. battleState.removeUnitBonus(stackData.first, stackData.second);
  1320. for(const auto & stackData : pack.toUpdate)
  1321. battleState.updateUnitBonus(stackData.first, stackData.second);
  1322. for(const auto & stackData : pack.toAdd)
  1323. battleState.addUnitBonus(stackData.first, stackData.second);
  1324. }
  1325. void BattleStatePackVisitor::visitStacksInjured(StacksInjured & pack)
  1326. {
  1327. for(const BattleStackAttacked & stack : pack.stacks)
  1328. {
  1329. battleState.setUnitState(stack.newState.id, stack.newState.data, stack.newState.healthDelta);
  1330. }
  1331. }
  1332. void BattleStatePackVisitor::visitBattleUnitsChanged(BattleUnitsChanged & pack)
  1333. {
  1334. for(auto & elem : pack.changedStacks)
  1335. {
  1336. switch(elem.operation)
  1337. {
  1338. case BattleChanges::EOperation::RESET_STATE:
  1339. battleState.setUnitState(elem.id, elem.data, elem.healthDelta);
  1340. break;
  1341. case BattleChanges::EOperation::REMOVE:
  1342. battleState.removeUnit(elem.id);
  1343. break;
  1344. case BattleChanges::EOperation::ADD:
  1345. battleState.addUnit(elem.id, elem.data);
  1346. break;
  1347. case BattleChanges::EOperation::UPDATE:
  1348. battleState.updateUnit(elem.id, elem.data);
  1349. break;
  1350. default:
  1351. throw std::runtime_error("Unknown unit operation");
  1352. break;
  1353. }
  1354. }
  1355. }
  1356. VCMI_LIB_NAMESPACE_END