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vcmi/server/CGameHandler.cpp

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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 "CVCMIServer.h"
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#include "TurnTimerHandler.h"
#include "ServerNetPackVisitors.h"
#include "ServerSpellCastEnvironment.h"
#include "battles/BattleProcessor.h"
#include "processors/HeroPoolProcessor.h"
#include "processors/PlayerMessageProcessor.h"
#include "processors/TurnOrderProcessor.h"
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#include "queries/QueriesProcessor.h"
#include "queries/MapQueries.h"
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#include "../lib/ArtifactUtils.h"
#include "../lib/CArtHandler.h"
#include "../lib/CConfigHandler.h"
#include "../lib/CCreatureHandler.h"
#include "../lib/CCreatureSet.h"
#include "../lib/texts/CGeneralTextHandler.h"
#include "../lib/CHeroHandler.h"
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#include "../lib/CPlayerState.h"
#include "../lib/CRandomGenerator.h"
#include "../lib/CSoundBase.h"
#include "../lib/CThreadHelper.h"
#include "../lib/GameConstants.h"
#include "../lib/UnlockGuard.h"
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#include "../lib/GameSettings.h"
#include "../lib/ScriptHandler.h"
#include "../lib/StartInfo.h"
#include "../lib/TerrainHandler.h"
#include "../lib/VCMIDirs.h"
#include "../lib/VCMI_Lib.h"
#include "../lib/int3.h"
#include "../lib/battle/BattleInfo.h"
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#include "../lib/entities/building/CBuilding.h"
#include "../lib/entities/faction/CTownHandler.h"
#include "../lib/filesystem/FileInfo.h"
#include "../lib/filesystem/Filesystem.h"
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#include "../lib/gameState/CGameState.h"
#include "../lib/mapping/CMap.h"
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
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#include "../lib/mapping/CMapService.h"
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#include "../lib/mapObjects/CGCreature.h"
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#include "../lib/mapObjects/CGMarket.h"
#include "../lib/mapObjects/TownBuildingInstance.h"
#include "../lib/mapObjects/CGTownInstance.h"
#include "../lib/mapObjects/MiscObjects.h"
#include "../lib/mapObjectConstructors/AObjectTypeHandler.h"
#include "../lib/mapObjectConstructors/CObjectClassesHandler.h"
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#include "../lib/modding/ModIncompatibility.h"
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#include "../lib/networkPacks/StackLocation.h"
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#include "../lib/pathfinder/CPathfinder.h"
#include "../lib/pathfinder/PathfinderOptions.h"
#include "../lib/pathfinder/TurnInfo.h"
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#include "../lib/registerTypes/RegisterTypesServerPacks.h"
#include "../lib/rmg/CMapGenOptions.h"
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#include "../lib/serializer/CSaveFile.h"
#include "../lib/serializer/CLoadFile.h"
#include "../lib/serializer/Connection.h"
#include "../lib/spells/CSpellHandler.h"
#include <vstd/RNG.h>
#include <vstd/CLoggerBase.h>
#include <vcmi/events/EventBus.h>
#include <vcmi/events/GenericEvents.h>
#include <vcmi/events/AdventureEvents.h>
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#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;}
template <typename T> class CApplyOnGH;
class CBaseForGHApply
{
public:
virtual bool applyOnGH(CGameHandler * gh, CGameState * gs, CPack * 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, CPack * pack) const override
{
T *ptr = static_cast<T*>(pack);
try
{
ApplyGhNetPackVisitor applier(*gh);
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, CPack * pack) const override
{
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logGlobal->error("Cannot apply on GH plain CPack!");
assert(0);
return false;
}
};
static inline double distance(int3 a, int3 b)
{
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return std::sqrt((double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y));
}
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 BattleID & battleID) const
{
return gs->getBattle(battleID);
}
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
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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);
HeroLevelUp hlu;
hlu.player = hero->tempOwner;
hlu.heroId = hero->id;
hlu.primskill = primarySkill;
hlu.skills = hero->getLevelUpProposedSecondarySkills(heroPool->getHeroSkillsRandomGenerator(hero->getHeroType()));
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if (hlu.skills.size() == 0)
{
sendAndApply(&hlu);
levelUpHero(hero);
}
else if (hlu.skills.size() == 1 || !hero->getOwner().isValidPlayer())
{
sendAndApply(&hlu);
levelUpHero(hero, hlu.skills.front());
}
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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.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 = BonusSubtypeID(PrimarySkill::ATTACK);
break;
case ECommander::DEFENSE:
scp.accumulatedBonus.type = BonusType::PRIMARY_SKILL;
scp.accumulatedBonus.subtype = BonusSubtypeID(PrimarySkill::DEFENSE);
break;
case ECommander::HEALTH:
scp.accumulatedBonus.type = BonusType::STACK_HEALTH;
scp.accumulatedBonus.valType = BonusValueType::PERCENT_TO_ALL; //TODO: check how it accumulates in original WoG with artifacts such as vial of life blood, elixir of life etc.
break;
case ECommander::DAMAGE:
scp.accumulatedBonus.type = BonusType::CREATURE_DAMAGE;
scp.accumulatedBonus.subtype = BonusCustomSubtype::creatureDamageBoth;
scp.accumulatedBonus.valType = BonusValueType::PERCENT_TO_ALL;
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)
{
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if (c->secondarySkills.at(specialSkill.second.first) >= ECommander::MAX_SKILL_LEVEL - 1
&& c->secondarySkills.at(specialSkill.second.second) >= ECommander::MAX_SKILL_LEVEL - 1
&& !vstd::contains (c->specialSkills, i))
clu.skills.push_back (i);
++i;
}
int skillAmount = static_cast<int>(clu.skills.size());
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if (!skillAmount)
{
sendAndApply(&clu);
levelUpCommander(c);
}
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else if (skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
{
sendAndApply(&clu);
levelUpCommander(c, *RandomGeneratorUtil::nextItem(clu.skills, getRandomGenerator()));
}
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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)
{
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if (hero->gainsLevel())
levelUpHero(hero);
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else if (hero->commander && hero->commander->gainsLevel())
levelUpCommander(hero->commander);
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//if (hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())
// levelUpCommander(hero->commander);
// else
// levelUpHero(hero);
}
void CGameHandler::giveExperience(const CGHeroInstance * hero, TExpType amountToGain)
{
TExpType maxExp = VLC->heroh->reqExp(VLC->heroh->maxSupportedLevel());
TExpType currExp = hero->exp;
if (gs->map->levelLimit != 0)
maxExp = VLC->heroh->reqExp(gs->map->levelLimit);
TExpType canGainExp = 0;
if (maxExp > currExp)
canGainExp = maxExp - currExp;
if (amountToGain > canGainExp)
{
// set given experience to max possible, but don't decrease if hero already over top
amountToGain = canGainExp;
InfoWindow iw;
iw.player = hero->tempOwner;
iw.text.appendLocalString(EMetaText::GENERAL_TXT, 1); //can gain no more XP
iw.text.replaceTextID(hero->getNameTextID());
sendAndApply(&iw);
}
SetPrimSkill sps;
sps.id = hero->id;
sps.which = PrimarySkill::EXPERIENCE;
sps.abs = false;
sps.val = amountToGain;
sendAndApply(&sps);
//hero may level up
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 = amountToGain;
sendAndApply (&scp);
CBonusSystemNode::treeHasChanged();
}
expGiven(hero);
}
void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill which, si64 val, bool abs)
{
SetPrimSkill sps;
sps.id = hero->id;
sps.which = which;
sps.abs = abs;
sps.val = val;
sendAndApply(&sps);
}
void CGameHandler::changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs)
{
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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);
// Our scouting range may have changed - update it
if (hero->getOwner().isValidPlayer())
changeFogOfWar(hero->getSightCenter(), hero->getSightRadius(), hero->getOwner(), ETileVisibility::REVEALED);
}
void CGameHandler::handleClientDisconnection(std::shared_ptr<CConnection> c)
{
if(lobby->getState() == EServerState::SHUTDOWN || !gs || !gs->scenarioOps)
{
assert(0); // game should have shut down before reaching this point!
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 successfullyApplied)
{
PackageApplied applied;
applied.player = pack->player;
applied.result = successfullyApplied;
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applied.packType = CTypeList::getInstance().getTypeID(pack);
applied.requestID = pack->requestID;
pack->c->sendPack(&applied);
};
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CBaseForGHApply * apply = applier->getApplier(CTypeList::getInstance().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
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{
logGlobal->error("Message cannot be applied, cannot find applier (unregistered type)!");
sendPackageResponse(false);
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}
vstd::clear_pointer(pack);
}
CGameHandler::CGameHandler(CVCMIServer * lobby)
: lobby(lobby)
, heroPool(std::make_unique<HeroPoolProcessor>(this))
, battles(std::make_unique<BattleProcessor>(this))
, turnOrder(std::make_unique<TurnOrderProcessor>(this))
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, queries(std::make_unique<QueriesProcessor>())
, playerMessages(std::make_unique<PlayerMessageProcessor>(this))
, randomNumberGenerator(std::make_unique<CRandomGenerator>())
, complainNoCreatures("No creatures to split")
, complainNotEnoughCreatures("Cannot split that stack, not enough creatures!")
, complainInvalidSlot("Invalid slot accessed!")
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, turnTimerHandler(std::make_unique<TurnTimerHandler>(*this))
{
QID = 1;
applier = std::make_shared<CApplier<CBaseForGHApply>>();
registerTypesServerPacks(*applier);
spellEnv = new ServerSpellCastEnvironment(this);
}
CGameHandler::~CGameHandler()
{
delete spellEnv;
delete gs;
gs = nullptr;
}
void CGameHandler::reinitScripting()
{
serverEventBus = std::make_unique<events::EventBus>();
#if SCRIPTING_ENABLED
serverScripts.reset(new scripting::PoolImpl(this, spellEnv));
#endif
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}
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void CGameHandler::init(StartInfo *si, Load::ProgressAccumulator & progressTracking)
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{
int requestedSeed = settings["server"]["seed"].Integer();
if (requestedSeed != 0)
randomNumberGenerator->setSeed(requestedSeed);
logGlobal->info("Using random seed: %d", randomNumberGenerator->nextInt());
CMapService mapService;
gs = new CGameState();
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gs->preInit(VLC, this);
logGlobal->info("Gamestate created!");
gs->init(&mapService, si, progressTracking);
logGlobal->info("Gamestate initialized!");
for (auto & elem : gs->players)
turnOrder->addPlayer(elem.first);
for (auto & elem : gs->map->allHeroes)
{
if(elem)
heroPool->getHeroSkillsRandomGenerator(elem->getHeroType()); // init RMG seed
}
reinitScripting();
}
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;
}
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if (forced || town->creatures.at(town->town->creatures.size()).second.empty())//we need to change creature
{
SetAvailableCreatures ssi;
ssi.tid = town->id;
ssi.creatures = town->creatures;
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ssi.creatures[town->town->creatures.size()].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)
{
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ssi.creatures[town->town->creatures.size()].first = std::max(1, (VLC->creh->objects.at(creatureId)->getGrowth())/2);
}
else
{
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ssi.creatures[town->town->creatures.size()].first = VLC->creh->objects.at(creatureId)->getGrowth();
}
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ssi.creatures[town->town->creatures.size()].second.push_back(creatureId);
sendAndApply(&ssi);
}
}
void CGameHandler::onPlayerTurnStarted(PlayerColor which)
{
events::PlayerGotTurn::defaultExecute(serverEventBus.get(), which);
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turnTimerHandler->onPlayerGetTurn(which);
const auto * playerState = gs->getPlayerState(which);
handleTimeEvents(which);
for (auto t : playerState->towns)
handleTownEvents(t);
for (auto t : playerState->towns)
{
//garrison hero first - consistent with original H3 Mana Vortex and Battle Scholar Academy levelup windows order
if (t->garrisonHero != nullptr)
objectVisited(t, t->garrisonHero);
if (t->visitingHero != nullptr)
objectVisited(t, t->visitingHero);
}
}
void CGameHandler::onPlayerTurnEnded(PlayerColor which)
{
const auto * playerState = gs->getPlayerState(which);
assert(playerState->status == EPlayerStatus::INGAME);
if (playerState->towns.empty())
{
DaysWithoutTown pack;
pack.player = which;
pack.daysWithoutCastle = playerState->daysWithoutCastle.value_or(0) + 1;
sendAndApply(&pack);
}
else
{
if (playerState->daysWithoutCastle.has_value())
{
DaysWithoutTown pack;
pack.player = which;
pack.daysWithoutCastle = std::nullopt;
sendAndApply(&pack);
}
}
// check for 7 days without castle
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checkVictoryLossConditionsForPlayer(which);
bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; // end of 7th day
if (newWeek) //new heroes in tavern
heroPool->onNewWeek(which);
}
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void CGameHandler::addStatistics()
{
for (const auto & elem : gs->players)
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{
if (elem.first == PlayerColor::NEUTRAL || !elem.first.isValidPlayer())
continue;
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auto data = StatisticDataSet::createEntry(&elem.second, gs);
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gameState()->statistic.add(data);
}
}
void CGameHandler::onNewTurn()
{
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
{
giveExperience(getHero(obj->id), 0);
}
}
}
for (const auto & player : gs->players)
{
if (player.second.status != EPlayerStatus::INGAME)
continue;
if (player.second.heroes.empty() && player.second.towns.empty())
throw std::runtime_error("Invalid player in player state! Player " + std::to_string(player.first.getNum()) + ", map name: " + gs->map->name.toString() + ", map description: " + gs->map->description.toString());
}
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;
assert(elem.first.isValidPlayer());//illegal player number!
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auto playerSettings = gameState()->scenarioOps->getIthPlayersSettings(elem.first);
std::pair<PlayerColor, si32> playerGold(elem.first, elem.second.resources[EGameResID::GOLD]);
hadGold.insert(playerGold);
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
if (firstTurn)
heroPool->onNewWeek(elem.first);
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
n.res[elem.first] = elem.second.resources;
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
if(!firstTurn)
{
for (GameResID k = GameResID::WOOD; k < GameResID::COUNT; k++)
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
{
2024-07-25 02:51:00 +02:00
n.res[elem.first][k] += elem.second.valOfBonuses(BonusType::RESOURCES_CONSTANT_BOOST, BonusSubtypeID(k)) * playerSettings.handicap.percentIncome / 100;
n.res[elem.first][k] += elem.second.valOfBonuses(BonusType::RESOURCES_TOWN_MULTIPLYING_BOOST, BonusSubtypeID(k)) * elem.second.towns.size() * playerSettings.handicap.percentIncome / 100;
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
}
if(newWeek) //weekly crystal generation if 1 or more crystal dragons in any hero army or town garrison
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
{
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)
2024-07-25 02:51:00 +02:00
n.res[elem.first][EGameResID::CRYSTAL] += 3 * playerSettings.handicap.percentIncome / 100;
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
}
}
for (CGHeroInstance *h : (elem).second.heroes)
{
if (h->visitedTown)
giveSpells(h->visitedTown, h);
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
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();
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
n.heroes.insert(hth);
if (!firstTurn) //not first day
{
2023-10-05 17:18:14 +02:00
for (GameResID k = GameResID::WOOD; k < GameResID::COUNT; k++)
{
2024-07-25 02:51:00 +02:00
n.res[elem.first][k] += h->valOfBonuses(BonusType::GENERATE_RESOURCE, BonusSubtypeID(k)) * playerSettings.handicap.percentIncome / 100;
}
}
}
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
}
for (CGTownInstance *t : gs->map->towns)
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
{
PlayerColor player = t->tempOwner;
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.isValidPlayer())
n.res[player][EGameResID::GOLD] += hadGold.at(player)/10; //give 10% of starting gold
2017-01-20 16:48:45 +02:00
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);
2024-08-05 21:15:47 +02:00
for (int k=0; k < t->town->creatures.size(); 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 = t->creatures.at(k).second.back().toCreature();
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.isValidPlayer())//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 = ETileVisibility::REVEALED;
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->getSightCenter(), t->getFirstBonus(Selector::type()(BonusType::DARKNESS))->val, player.first, ETileVisibility::HIDDEN);
}
}
}
if (newWeek)
n.newRumor = gameState()->pickNewRumor();
if (newMonth)
{
SetAvailableArtifacts saa;
saa.id = ObjectInstanceID::NONE;
pickAllowedArtsSet(saa.arts, getRandomGenerator());
sendAndApply(&saa);
}
sendAndApply(&n);
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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.replaceNameSingular(n.creatureid);
iw.text.replaceNameSingular(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.replaceNameSingular(n.creatureid);
iw.text.replaceNameSingular(n.creatureid);
break;
case NewTurn::DEITYOFFIRE:
iw.text.appendLocalString(EMetaText::ARRAY_TXT, 135);
iw.text.replaceNameSingular(CreatureID::IMP); //%s imp
iw.text.replaceNameSingular(CreatureID::IMP); //%s imp
iw.text.replacePositiveNumber(15);//%+d 15
iw.text.replaceNameSingular(CreatureID::FAMILIAR); //%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);
}
}
}
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if (!firstTurn)
checkVictoryLossConditionsForAll(); // check for map turn limit
logGlobal->trace("Info about turn %d has been sent!", n.day);
//call objects
for (auto & elem : gs->map->objects)
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{
if (elem)
elem->newTurn(getRandomGenerator());
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}
synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
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addStatistics();
}
void CGameHandler::start(bool resume)
{
LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
for (auto cc : lobby->activeConnections)
{
auto players = lobby->getAllClientPlayers(cc->connectionID);
std::stringstream sbuffer;
sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
for (PlayerColor color : players)
{
sbuffer << color << " ";
connections[color].insert(cc);
}
logGlobal->info(sbuffer.str());
}
#if SCRIPTING_ENABLED
services()->scripts()->run(serverScripts);
#endif
if (!resume)
{
onNewTurn();
events::TurnStarted::defaultExecute(serverEventBus.get());
for(auto & player : gs->players)
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turnTimerHandler->onGameplayStart(player.first);
}
else
events::GameResumed::defaultExecute(serverEventBus.get());
turnOrder->onGameStarted();
}
void CGameHandler::tick(int millisecondsPassed)
{
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turnTimerHandler->update(millisecondsPassed);
}
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, const PlayerColor & initiator)
{
if (!obj || !getObj(obj->id))
{
logGlobal->error("Something wrong, that object already has been removed or hasn't existed!");
return false;
}
RemoveObject ro;
ro.objectID = obj->id;
ro.initiator = initiator;
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, EMovementMode movementMode, 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 && movementMode != EMovementMode::STANDARD))
{
if(h && getStartInfo()->turnTimerInfo.isEnabled() && gs->players[h->getOwner()].turnTimer.turnTimer == 0)
return true; //timer expired, no error
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.toString(), 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);
CGObjectInstance * objectToVisit = nullptr;
CGObjectInstance * guardian = nullptr;
if (!t.visitableObjects.empty())
objectToVisit = t.visitableObjects.back();
if (isInTheMap(guardPos))
{
for (auto const & object : getTile(guardPos)->visitableObjects)
if (object->ID == MapObjectID::MONSTER) // exclude other objects, such as hero flying above monster
guardian = object;
}
const bool embarking = !h->boat && objectToVisit && objectToVisit->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());
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const bool movingOntoObstacle = t.blocked && !t.visitable;
const bool objectCoastVisitable = objectToVisit && objectToVisit->isCoastVisitable();
const bool movingOntoWater = !h->boat && t.terType->isWater() && !objectCoastVisitable;
const auto complainRet = [&](const std::string & message)
{
//send info about movement failure
complain(message);
sendAndApply(&tmh);
return false;
};
if (guardian && getVisitingHero(guardian) != nullptr)
return complainRet("You cannot move your hero there. Simultaneous turns are active and another player is interacting with this wandering monster!");
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if (objectToVisit && getVisitingHero(objectToVisit) != nullptr && getVisitingHero(objectToVisit) != h)
return complainRet("You cannot move your hero there. Simultaneous turns are active and another player is interacting with this map object!");
if (objectToVisit &&
objectToVisit->getOwner().isValidPlayer() &&
getPlayerRelations(objectToVisit->getOwner(), h->getOwner()) == PlayerRelations::ENEMIES &&
!turnOrder->isContactAllowed(objectToVisit->getOwner(), h->getOwner()))
return complainRet("You cannot move your hero there. This object belongs to another player and simultaneous turns are still active!");
//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)
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if (!t.terType->isPassable() || (movingOntoObstacle && !canFly))
return complainRet("Cannot move hero, destination tile is blocked!");
//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)
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if(movingOntoWater && !canFly && !canWalkOnSea)
return complainRet("Cannot move hero, destination tile is on water!");
if(h->boat && h->boat->layer == EPathfindingLayer::SAIL && t.terType->isLand() && t.blocked)
return complainRet("Cannot disembark hero, tile is blocked!");
if(distance(h->pos, dst) >= 1.5 && movementMode == EMovementMode::STANDARD)
return complainRet("Tiles are not neighboring!");
if(h->inTownGarrison)
return complainRet("Can not move garrisoned hero!");
if(h->movementPointsRemaining() < cost && dst != h->pos && movementMode == EMovementMode::STANDARD)
return complainRet("Hero doesn't have any movement points left!");
if (transit && !canFly && !(canWalkOnSea && t.terType->isWater()) && !CGTeleport::isTeleport(objectToVisit))
return complainRet("Hero cannot transit over this tile!");
//several generic blocks of code
// should be called if hero changes tile but before applying TryMoveHero package
auto leaveTile = [&]()
{
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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(), ETileVisibility::HIDDEN, h->tempOwner);
};
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);
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if (leavingTile == LEAVING_TILE)
leaveTile();
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if (lookForGuards == CHECK_FOR_GUARDS && isInTheMap(guardPos))
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tmh.attackedFrom = std::make_optional(guardPos);
tmh.result = result;
sendAndApply(&tmh);
if (visitDest == VISIT_DEST && objectToVisit && objectToVisit->id == h->id)
{ // Hero should be always able to visit any object he is staying on even if there are guards around
visitObjectOnTile(t, h);
}
else if (lookForGuards == CHECK_FOR_GUARDS && isInTheMap(guardPos))
{
objectVisited(guardian, h);
moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
}
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else if (visitDest == VISIT_DEST)
{
visitObjectOnTile(t, h);
}
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queries->popIfTop(moveQuery);
logGlobal->trace("Hero %s ends movement", h->getNameTranslated());
return result != TryMoveHero::FAILED;
};
//interaction with blocking object (like resources)
auto blockingVisit = [&]() -> bool
{
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for (CGObjectInstance *obj : t.visitableObjects)
{
if(h->boat && !obj->isBlockedVisitable() && !h->boat->onboardVisitAllowed)
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return doMove(TryMoveHero::SUCCESS, this->IGNORE_GUARDS, DONT_VISIT_DEST, REMAINING_ON_TILE);
if (obj != h && obj->isBlockedVisitable() && !obj->passableFor(h->tempOwner))
{
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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;
};
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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
}
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if (disembarking)
{
tmh.movePoints = h->movementPointsAfterEmbark(h->movementPointsRemaining(), cost, true, ti);
return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
}
if (movementMode != EMovementMode::STANDARD)
{
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if (blockingVisit()) // e.g. hero on the other side of teleporter
return true;
EGuardLook guardsCheck = (VLC->settings()->getBoolean(EGameSettings::DIMENSION_DOOR_TRIGGERS_GUARDS) && movementMode == EMovementMode::DIMENSION_DOOR)
? CHECK_FOR_GUARDS
: IGNORE_GUARDS;
doMove(TryMoveHero::TELEPORTATION, guardsCheck, 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 (objectToVisit)
{
if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(objectToVisit))
town->onHeroVisit(h);
}
return true;
}
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//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;
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if (transit)
{
if (CGTeleport::isTeleport(objectToVisit))
visitDest = DONT_VISIT_DEST;
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if (canFly || (canWalkOnSea && t.terType->isWater()))
{
lookForGuards = IGNORE_GUARDS;
visitDest = DONT_VISIT_DEST;
}
}
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else if (blockingVisit())
return true;
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if(h->boat && !h->boat->onboardAssaultAllowed)
lookForGuards = IGNORE_GUARDS;
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turnTimerHandler->setEndTurnAllowed(h->getOwner(), !movingOntoWater && !movingOntoObstacle);
doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);
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gs->statistic.accumulatedValues[asker].movementPointsUsed += tmh.movePoints;
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)
COMPLAIN_RET("Invalid call to teleportHero!");
const CGTownInstance *from = h->visitedTown;
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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,EMovementMode::CASTLE_GATE);
return true;
}
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void CGameHandler::setOwner(const CGObjectInstance * obj, const PlayerColor owner)
{
PlayerColor oldOwner = getOwner(obj->id);
setObjPropertyID(obj->id, ObjProperty::OWNER, owner);
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std::set<PlayerColor> playerColors = {owner, oldOwner};
checkVictoryLossConditions(playerColors);
const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
if (town) //town captured
{
if (owner.isValidPlayer()) //new owner is real player
{
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if (town->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
setPortalDwelling(town, true, false);
}
}
const PlayerState * p = getPlayerState(owner);
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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)
{
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if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
setPortalDwelling(t);//set initial creatures for all portals of summoning
}
}
}
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void CGameHandler::showBlockingDialog(BlockingDialog *iw)
{
auto dialogQuery = std::make_shared<CBlockingDialogQuery>(this, *iw);
queries->addQuery(dialogQuery);
iw->queryID = dialogQuery->queryID;
sendToAllClients(iw);
}
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void CGameHandler::showTeleportDialog(TeleportDialog *iw)
{
auto dialogQuery = std::make_shared<CTeleportDialogQuery>(this, *iw);
queries->addQuery(dialogQuery);
iw->queryID = dialogQuery->queryID;
sendToAllClients(iw);
}
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void CGameHandler::giveResource(PlayerColor player, GameResID which, int val) //TODO: cap according to Bersy's suggestion
{
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if (!val) return; //don't waste time on empty call
TResources resources;
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resources[which] = val;
giveResources(player, resources);
}
void CGameHandler::giveResources(PlayerColor player, TResources resources)
{
SetResources sr;
sr.abs = false;
sr.player = player;
sr.res = resources;
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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));
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for (CStackBasicDescriptor &sbd : cres)
{
TQuantity collected = 0;
while(collected < sbd.count)
{
bool foundSth = false;
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for (auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
{
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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;
}
}
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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)
{
if (obj->visitingHero != hero && obj->garrisonHero != hero)
{
HeroVisitCastle vc;
vc.hid = hero->id;
vc.tid = obj->id;
vc.flags |= 1;
sendAndApply(&vc);
}
visitCastleObjects(obj, hero);
giveSpells (obj, hero);
if (obj->visitingHero && obj->garrisonHero)
useScholarSkill(obj->visitingHero->id, obj->garrisonHero->id);
checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
}
void CGameHandler::visitCastleObjects(const CGTownInstance * t, const CGHeroInstance * h)
{
for (auto & building : t->rewardableBuildings)
building.second->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);
}
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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);
}
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void CGameHandler::giveHeroBonus(GiveBonus * bonus)
{
sendAndApply(bonus);
}
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void CGameHandler::setMovePoints(SetMovePoints * smp)
{
sendAndApply(smp);
}
void CGameHandler::setMovePoints(ObjectInstanceID hid, int val, bool absolute)
{
SetMovePoints smp;
smp.hid = hid;
smp.val = val;
smp.absolute = absolute;
sendAndApply(&smp);
}
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void CGameHandler::setManaPoints(ObjectInstanceID hid, int val)
{
SetMana sm;
sm.hid = hid;
sm.val = val;
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sm.absolute = true;
sendAndApply(&sm);
}
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void CGameHandler::giveHero(ObjectInstanceID id, PlayerColor player, ObjectInstanceID boatId)
{
GiveHero gh;
gh.id = id;
gh.player = player;
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gh.boatId = boatId;
sendAndApply(&gh);
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//Reveal fow around new hero, especially released from Prison
auto h = getHero(id);
changeFogOfWar(h->getSightCenter(), h->getSightRadius(), player, ETileVisibility::REVEALED);
}
void CGameHandler::changeObjPos(ObjectInstanceID objid, int3 newPos, const PlayerColor & initiator)
{
ChangeObjPos cop;
cop.objid = objid;
cop.nPos = newPos;
cop.initiator = initiator;
sendAndApply(&cop);
}
void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
{
const CGHeroInstance * h1 = getHero(fromHero);
const CGHeroInstance * h2 = getHero(toHero);
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int h1_scholarSpellLevel = h1->valOfBonuses(BonusType::LEARN_MEETING_SPELL_LIMIT);
int h2_scholarSpellLevel = h2->valOfBonuses(BonusType::LEARN_MEETING_SPELL_LIMIT);
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());//heroes can receive these levels
int h2Lvl = std::min(ScholarSpellLevel, h2->maxSpellLevel());
ChangeSpells cs1;
cs1.learn = true;
cs1.hid = toHero;//giving spells to first hero
for (auto it : h1->getSpellsInSpellbook())
if (h2Lvl >= it.toSpell()->getLevel() && !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()->getLevel() && !h1->spellbookContainsSpell(it))
cs2.spells.insert(it);
if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
{
SecondarySkill scholarSkill = SecondarySkill::SCHOLAR;
int scholarSkillLevel = std::max(h1->getSecSkillLevel(scholarSkill), h2->getSecSkillLevel(scholarSkill));
InfoWindow iw;
iw.player = h1->tempOwner;
iw.components.emplace_back(ComponentType::SEC_SKILL, scholarSkill, scholarSkillLevel);
iw.text.appendLocalString(EMetaText::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
iw.text.replaceTextID(h1->getNameTextID());
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());
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for (auto it : cs2.spells)
{
iw.components.emplace_back(ComponentType::SPELL, it);
iw.text.appendName(it);
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.replaceTextID(h2->getNameTextID());
sendAndApply(&cs2);
}
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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());
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for (auto it : cs1.spells)
{
iw.components.emplace_back(ComponentType::SPELL, it);
iw.text.appendName(it);
switch (size--)
{
case 2:
iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);
case 1:
break;
default:
iw.text.appendRawString(", ");
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}
}
iw.text.appendLocalString(EMetaText::GENERAL_TXT, 148);//from %s
iw.text.replaceTextID(h2->getNameTextID());
sendAndApply(&cs1);
}
sendAndApply(&iw);
}
}
void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
{
auto h1 = getHero(hero1);
auto h2 = getHero(hero2);
if (getPlayerRelations(h1->getOwner(), h2->getOwner()) != PlayerRelations::ENEMIES)
{
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->activeConnections)
c->sendPack(pack);
}
void CGameHandler::sendAndApply(CPackForClient * pack)
{
sendToAllClients(pack);
gs->apply(pack);
logNetwork->trace("\tApplied on gs: %s", typeid(*pack).name());
}
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 pack->player == getOwner(id) && hasPlayerAt(getOwner(id), pack->c);
}
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 " << pack->player << " while expecting " << expectedplayer;
logNetwork->error(oss.str());
if(pack->c)
playerMessages->sendSystemMessage(pack->c, oss.str());
}
void CGameHandler::throwIfWrongOwner(CPackForServer * pack, ObjectInstanceID id)
{
if(!isPlayerOwns(pack, id))
{
wrongPlayerMessage(pack, getOwner(id));
throwNotAllowedAction(pack);
}
}
void CGameHandler::throwIfPlayerNotActive(CPackForServer * pack)
{
if (!turnOrder->isPlayerMakingTurn(pack->player))
throwNotAllowedAction(pack);
}
void CGameHandler::throwIfWrongPlayer(CPackForServer * pack)
{
throwIfWrongPlayer(pack, pack->player);
}
void CGameHandler::throwIfWrongPlayer(CPackForServer * pack, PlayerColor player)
{
if(!hasPlayerAt(player, pack->c) || pack->player != player)
{
wrongPlayerMessage(pack, player);
throwNotAllowedAction(pack);
}
}
void CGameHandler::throwAndComplain(CPackForServer * pack, std::string txt)
{
complain(txt);
throwNotAllowedAction(pack);
}
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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";
ResourcePath savePath(stem.to_string(), EResType::SAVEGAME);
CResourceHandler::get("local")->createResource(savefname);
try
{
{
CSaveFile save(*CResourceHandler::get("local")->getResourceName(savePath));
saveCommonState(save);
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logGlobal->info("Saving server state");
save << *this;
}
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logGlobal->info("Game has been successfully saved!");
}
catch(std::exception &e)
{
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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(ResourcePath(stem.to_string(), EResType::SAVEGAME)), ESerializationVersion::MINIMAL);
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lf.serializer.cb = this;
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());
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std::string errorMsg;
if(!e.whatMissing().empty())
{
errorMsg += VLC->generaltexth->translate("vcmi.server.errors.modsToEnable") + '\n';
errorMsg += e.whatMissing();
}
if(!e.whatExcessive().empty())
{
errorMsg += VLC->generaltexth->translate("vcmi.server.errors.modsToDisable") + '\n';
errorMsg += e.whatExcessive();
}
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lobby->announceMessage(errorMsg);
return false;
}
catch(const IdentifierResolutionException & e)
{
logGlobal->error("Failed to load game: %s", e.what());
MetaString errorMsg;
errorMsg.appendTextID("vcmi.server.errors.unknownEntity");
errorMsg.replaceRawString(e.identifierName);
lobby->announceMessage(errorMsg.toString());//FIXME: should be localized on client side
return false;
}
catch(const std::exception & e)
{
logGlobal->error("Failed to load game: %s", e.what());
lobby->announceMessage(std::string("Failed to load game: ") + e.what());
return false;
}
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gs->preInit(VLC, this);
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);
if(quantity > 0) //0 may happen when we need last creature and we have exactly 1 amount of that creature - amount of "rest we can transfer" becomes 0
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;
}
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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));
const CArmedInstance * s2 = static_cast<const CArmedInstance *>(getObjInstance(id2));
const CCreatureSet & S1 = *s1;
const CCreatureSet & S2 = *s2;
StackLocation sl1(s1, p1);
StackLocation sl2(s2, p2);
if (s1 == nullptr || s2 == nullptr)
{
complain("Cannot exchange stacks between non-existing objects!!\n");
return false;
}
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if (!sl1.slot.validSlot() || !sl2.slot.validSlot())
{
complain(complainInvalidSlot);
return false;
}
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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)
{
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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;
}
}
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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.count(player) && connections.at(player).count(c);
}
bool CGameHandler::hasBothPlayersAtSameConnection(PlayerColor left, PlayerColor right) const
{
return connections.count(left) && connections.count(right) && connections.at(left) == connections.at(right);
}
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;
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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->id, 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)
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{
if(buildingID >= BuildingID::DWELL_FIRST) //dwelling
{
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int level = BuildingID::getLevelFromDwelling(buildingID);
int upgradeNumber = BuildingID::getUpgradedFromDwelling(buildingID);
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if(upgradeNumber >= t->town->creatures.at(level).size())
{
complain(boost::str(boost::format("Error encountered when building dwelling (bid=%s):"
"no creature found (upgrade number %d, level %d!")
% buildingID % upgradeNumber % level));
return;
}
const CCreature * crea = t->town->creatures.at(level).at(upgradeNumber).toCreature();
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);
}
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};
//Performs stuff that has to be done after new building is built
auto processAfterBuiltStructure = [t, this](const BuildingID buildingID)
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{
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;
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if(isMageGuild || isLibrary || (t->getFaction() == ETownType::CONFLUX && buildingID == BuildingID::GRAIL))
{
if(t->visitingHero)
giveSpells(t,t->visitingHero);
if(t->garrisonHero)
giveSpells(t,t->garrisonHero);
}
};
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//Checks if all requirements will be met with expected building list "buildingsThatWillBe"
auto areRequirementsFulfilled = [&](const BuildingID & buildID)
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{
return buildingsThatWillBe.count(buildID);
};
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//Init the vectors
for(auto & build : t->town->buildings)
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{
if(t->hasBuilt(build.first))
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{
buildingsThatWillBe.insert(build.first);
}
else
{
if(build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
remainingAutoBuildings.push_back(build.second);
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}
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}
//Prepare structure (list of building ids will be filled later)
NewStructures ns;
ns.tid = tid;
ns.built = force ? t->built : (t->built+1);
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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(areRequirementsFulfilled))
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)
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{
giveResources(t->tempOwner, -requestedBuilding->resources);
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gs->statistic.accumulatedValues[t->tempOwner].spentResourcesForBuildings += requestedBuilding->resources;
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}
//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
changeFogOfWar(t->getSightCenter(), t->getSightRadius(), t->getOwner(), ETileVisibility::REVEALED);
if(t->garrisonHero) //garrison hero first - consistent with original H3 Mana Vortex and Battle Scholar Academy levelup windows order
objectVisited(t, t->garrisonHero);
if(t->visitingHero)
objectVisited(t, t->visitingHero);
checkVictoryLossConditionsForPlayer(t->tempOwner);
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return true;
}
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bool CGameHandler::triggerTownSpecialBuildingAction(ObjectInstanceID tid, BuildingSubID::EBuildingSubID sid)
{
const CGTownInstance * t = getTown(tid);
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if(t->town->getBuildingType(sid) == BuildingID::NONE)
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return false;
if(sid == BuildingSubID::EBuildingSubID::BANK)
{
TResources res;
res[EGameResID::GOLD] = 2500;
giveResources(t->getOwner(), res);
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setObjPropertyValue(t->id, ObjProperty::BONUS_VALUE_SECOND, 2500);
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}
return true;
}
bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
{
///incomplete, simply erases target building
const CGTownInstance * t = getTown(tid);
if(!t->hasBuilt(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, PlayerColor player)
{
const CGDwelling * dwelling = dynamic_cast<const CGDwelling *>(getObj(objid));
const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(getObj(objid));
const CArmedInstance * army = dynamic_cast<const CArmedInstance *>(getObj(dstid));
const CGHeroInstance * hero = dynamic_cast<const CGHeroInstance *>(getObj(dstid));
const CCreature * c = crid.toCreature();
const bool warMachine = c->warMachine != ArtifactID::NONE;
//TODO: check if hero is actually visiting object
COMPLAIN_RET_FALSE_IF(!dwelling || !army, "Cannot recruit: invalid object!");
COMPLAIN_RET_FALSE_IF(dwelling->getOwner() != player && dwelling->getOwner() != PlayerColor::UNFLAGGABLE, "Cannot recruit: dwelling not owned!");
if (town)
{
COMPLAIN_RET_FALSE_IF(town != army && !hero, "Cannot recruit: invalid destination!");
COMPLAIN_RET_FALSE_IF(hero != town->garrisonHero && hero != town->visitingHero, "Cannot recruit: can only recruit to town or hero in town!!");
}
else
{
COMPLAIN_RET_FALSE_IF(getVisitingHero(dwelling) != hero, "Cannot recruit: can only recruit by visiting hero!");
COMPLAIN_RET_FALSE_IF(!hero || hero->getOwner() != player, "Cannot recruit: can only recruit to owned hero!");
}
//verify
bool found = false;
int level = 0;
for (; level < dwelling->creatures.size(); level++) //iterate through all levels
{
if ((fromLvl != -1) && (level !=fromLvl))
continue;
const auto &cur = dwelling->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())
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{
found = true;
cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
break;
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}
}
SlotID slot = army->getSlotFor(crid);
if ((!found && complain("Cannot recruit: no such creatures!"))
|| ((si32)cram > VLC->creh->objects.at(crid)->maxAmount(getPlayerState(army->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;
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}
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//recruit
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TResources cost = (c->getFullRecruitCost() * cram);
giveResources(army->tempOwner, -cost);
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gs->statistic.accumulatedValues[army->tempOwner].spentResourcesForArmy += cost;
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SetAvailableCreatures sac;
sac.tid = objid;
sac.creatures = dwelling->creatures;
sac.creatures[level].first -= cram;
sendAndApply(&sac);
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if (warMachine)
{
ArtifactID artId = c->warMachine;
const CArtifact * art = artId.toArtifact();
COMPLAIN_RET_FALSE_IF(!hero, "Only hero can buy war machines");
COMPLAIN_RET_FALSE_IF(artId == ArtifactID::CATAPULT, "Catapult cannot be recruited!");
COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid war machine artifact");
return giveHeroNewArtifact(hero, art);
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}
else
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{
addToSlot(StackLocation(army, slot), c, cram);
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}
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 " + std::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 == CreatureID::NONE || newIDpos == -1) && complain("That upgrade is not possible!"))
{
return false;
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}
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);
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gs->statistic.accumulatedValues[player].spentResourcesForArmy += totalCost;
//upgrade creature
changeStackType(StackLocation(obj, pos), upgID.toCreature());
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return true;
}
bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c)
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{
if (!sl.army->hasStackAtSlot(sl.slot))
COMPLAIN_RET("Cannot find a stack to change type");
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SetStackType sst;
sst.army = sl.army->id;
sst.slot = sl.slot;
sst.type = c->getId();
sendAndApply(&sst);
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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->mergeableStacks(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 PlayerColor & player, const ArtifactLocation & src, const ArtifactLocation & dst)
{
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const auto srcArtSet = getArtSet(src);
const auto dstArtSet = getArtSet(dst);
assert(srcArtSet);
assert(dstArtSet);
// Make sure exchange is even possible between the two heroes.
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if(!isAllowedExchange(src.artHolder, dst.artHolder))
COMPLAIN_RET("That heroes cannot make any exchange!");
COMPLAIN_RET_FALSE_IF(!ArtifactUtils::checkIfSlotValid(*srcArtSet, src.slot), "moveArtifact: wrong artifact source slot");
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const auto srcArtifact = srcArtSet->getArt(src.slot);
auto dstSlot = dst.slot;
if(dstSlot == ArtifactPosition::FIRST_AVAILABLE)
dstSlot = ArtifactUtils::getArtAnyPosition(dstArtSet, srcArtifact->getTypeId());
if(!ArtifactUtils::checkIfSlotValid(*dstArtSet, dstSlot))
return true;
const auto dstArtifact = dstArtSet->getArt(dstSlot);
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const bool isDstSlotOccupied = dstArtSet->bearerType() == ArtBearer::ALTAR ? false : dstArtifact != nullptr;
const bool isDstSlotBackpack = dstArtSet->bearerType() == ArtBearer::HERO ? ArtifactUtils::isSlotBackpack(dstSlot) : false;
if(srcArtifact == nullptr)
COMPLAIN_RET("No artifact to move!");
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if(isDstSlotOccupied && getOwner(src.artHolder) != getOwner(dst.artHolder) && !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->canBePutAt(dstArtSet, dstSlot, true))
COMPLAIN_RET("Cannot move artifact!");
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auto srcSlotInfo = srcArtSet->getSlot(src.slot);
auto dstSlotInfo = dstArtSet->getSlot(dstSlot);
if((srcSlotInfo && srcSlotInfo->locked) || (dstSlotInfo && dstSlotInfo->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 || dstSlot == ArtifactPosition::MACH4)
COMPLAIN_RET("Cannot move catapult!");
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if(isDstSlotBackpack && !ArtifactUtils::isBackpackFreeSlots(dstArtSet))
COMPLAIN_RET("Backpack is full!");
dstSlot = std::min(dstSlot, ArtifactPosition(ArtifactPosition::BACKPACK_START + dstArtSet->artifactsInBackpack.size()));
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if(src.slot == dstSlot && src.artHolder == dst.artHolder)
COMPLAIN_RET("Won't move artifact: Dest same as source!");
BulkMoveArtifacts ma(player, src.artHolder, dst.artHolder, false);
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ma.srcCreature = src.creature;
ma.dstCreature = dst.creature;
// Check if dst slot is occupied
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if(!isDstSlotBackpack && isDstSlotOccupied)
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{
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// Previous artifact must be swapped
COMPLAIN_RET_FALSE_IF(!dstArtifact->canBePutAt(srcArtSet, src.slot, true), "Cannot swap artifacts!");
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ma.artsPack1.push_back(BulkMoveArtifacts::LinkedSlots(dstSlot, src.slot));
}
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auto hero = getHero(dst.artHolder);
if(ArtifactUtils::checkSpellbookIsNeeded(hero, srcArtifact->artType->getId(), dstSlot))
giveHeroNewArtifact(hero, ArtifactID(ArtifactID::SPELLBOOK).toArtifact(), ArtifactPosition::SPELLBOOK);
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ma.artsPack0.push_back(BulkMoveArtifacts::LinkedSlots(src.slot, dstSlot));
if(src.artHolder != dst.artHolder)
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ma.artsPack0.back().askAssemble = true;
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sendAndApply(&ma);
return true;
}
bool CGameHandler::bulkMoveArtifacts(const PlayerColor & player, ObjectInstanceID srcId, ObjectInstanceID dstId, bool swap, bool equipped, bool backpack)
{
// Make sure exchange is even possible between the two heroes.
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if(!isAllowedExchange(srcId, dstId))
COMPLAIN_RET("That heroes cannot make any exchange!");
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auto psrcSet = getArtSet(srcId);
auto pdstSet = getArtSet(dstId);
if((!psrcSet) || (!pdstSet))
COMPLAIN_RET("bulkMoveArtifacts: wrong hero's ID");
BulkMoveArtifacts ma(player, srcId, dstId, swap);
auto & slotsSrcDst = ma.artsPack0;
auto & slotsDstSrc = ma.artsPack1;
// Temporary fitting set for artifacts. Used to select available slots before sending data.
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CArtifactFittingSet artFittingSet(pdstSet->bearerType());
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auto moveArtifact = [this, &artFittingSet, dstId](const CArtifactInstance * artifact,
ArtifactPosition srcSlot, 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));
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// TODO Shouldn't be here. Possibly in callback after equipping the artifact
if(auto dstHero = getHero(dstId))
{
if(ArtifactUtils::checkSpellbookIsNeeded(dstHero, artifact->getTypeId(), dstSlot))
giveHeroNewArtifact(dstHero, ArtifactID(ArtifactID::SPELLBOOK).toArtifact(), ArtifactPosition::SPELLBOOK);
}
}
};
if(swap)
{
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auto moveArtsWorn = [moveArtifact](const CArtifactSet * srcArtSet, std::vector<BulkMoveArtifacts::LinkedSlots> & slots)
{
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for(auto & artifact : srcArtSet->artifactsWorn)
{
if(ArtifactUtils::isArtRemovable(artifact))
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moveArtifact(artifact.second.getArt(), artifact.first, 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));
}
};
if(equipped)
{
// Move over artifacts that are worn srcHero -> dstHero
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moveArtsWorn(psrcSet, slotsSrcDst);
artFittingSet.artifactsWorn.clear();
// Move over artifacts that are worn dstHero -> srcHero
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moveArtsWorn(pdstSet, slotsDstSrc);
}
if(backpack)
{
// Move over artifacts that are in backpack srcHero -> dstHero
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moveArtsInBackpack(psrcSet, slotsSrcDst);
// Move over artifacts that are in backpack dstHero -> srcHero
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moveArtsInBackpack(pdstSet, slotsDstSrc);
}
}
else
{
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artFittingSet.artifactsInBackpack = pdstSet->artifactsInBackpack;
artFittingSet.artifactsWorn = pdstSet->artifactsWorn;
if(equipped)
{
// Move over artifacts that are worn
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for(auto & artInfo : psrcSet->artifactsWorn)
{
if(ArtifactUtils::isArtRemovable(artInfo))
{
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moveArtifact(psrcSet->getArt(artInfo.first), artInfo.first, slotsSrcDst);
}
}
}
if(backpack)
{
// Move over artifacts that are in backpack
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for(auto & slotInfo : psrcSet->artifactsInBackpack)
{
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moveArtifact(psrcSet->getArt(psrcSet->getArtPos(slotInfo.artifact)),
psrcSet->getArtPos(slotInfo.artifact), slotsSrcDst);
}
}
}
sendAndApply(&ma);
return true;
}
bool CGameHandler::scrollBackpackArtifacts(const PlayerColor & player, const ObjectInstanceID heroID, bool left)
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{
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const auto artSet = getArtSet(heroID);
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COMPLAIN_RET_FALSE_IF(artSet == nullptr, "scrollBackpackArtifacts: wrong hero's ID");
BulkMoveArtifacts bma(player, heroID, heroID, false);
2024-03-06 15:16:35 +02:00
const auto backpackEnd = ArtifactPosition(ArtifactPosition::BACKPACK_START + artSet->artifactsInBackpack.size() - 1);
if(backpackEnd > ArtifactPosition::BACKPACK_START)
{
if(left)
bma.artsPack0.push_back(BulkMoveArtifacts::LinkedSlots(backpackEnd, ArtifactPosition::BACKPACK_START));
else
bma.artsPack0.push_back(BulkMoveArtifacts::LinkedSlots(ArtifactPosition::BACKPACK_START, backpackEnd));
sendAndApply(&bma);
}
return true;
}
bool CGameHandler::saveArtifactsCostume(const PlayerColor & player, const ObjectInstanceID heroID, uint32_t costumeIdx)
2024-03-30 17:18:50 +02:00
{
auto artSet = getArtSet(heroID);
COMPLAIN_RET_FALSE_IF(artSet == nullptr, "saveArtifactsCostume: wrong hero's ID");
ChangeArtifactsCostume costume(player, costumeIdx);
2024-04-19 16:14:41 +02:00
for(const auto & slot : ArtifactUtils::commonWornSlots())
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{
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if(const auto slotInfo = artSet->getSlot(slot); slotInfo != nullptr && !slotInfo->locked)
costume.costumeSet.emplace(slot, slotInfo->getArt()->getTypeId());
2024-03-30 17:18:50 +02:00
}
sendAndApply(&costume);
return true;
}
bool CGameHandler::switchArtifactsCostume(const PlayerColor & player, const ObjectInstanceID heroID, uint32_t costumeIdx)
2024-04-19 16:14:41 +02:00
{
const auto artSet = getArtSet(heroID);
COMPLAIN_RET_FALSE_IF(artSet == nullptr, "switchArtifactsCostume: wrong hero's ID");
const auto playerState = getPlayerState(player);
COMPLAIN_RET_FALSE_IF(playerState == nullptr, "switchArtifactsCostume: wrong player");
if(auto costume = playerState->costumesArtifacts.find(costumeIdx); costume != playerState->costumesArtifacts.end())
{
CArtifactFittingSet artFittingSet(*artSet);
BulkMoveArtifacts bma(player, heroID, heroID, false);
auto costumeArtMap = costume->second;
auto estimateBackpackSize = artSet->artifactsInBackpack.size();
// First, find those artifacts that are already in place
for(const auto & slot : ArtifactUtils::commonWornSlots())
{
if(const auto * slotInfo = artFittingSet.getSlot(slot); slotInfo != nullptr && !slotInfo->locked)
if(const auto artPos = costumeArtMap.find(slot); artPos != costumeArtMap.end() && artPos->second == slotInfo->getArt()->getTypeId())
{
costumeArtMap.erase(artPos);
artFittingSet.removeArtifact(slot);
}
}
// Second, find the necessary artifacts for the costume
for(const auto & artPos : costumeArtMap)
{
if(const auto availableArts = artFittingSet.getAllArtPositions(artPos.second, false, false, false); !availableArts.empty())
{
bma.artsPack0.emplace_back(BulkMoveArtifacts::LinkedSlots
{
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artSet->getArtPos(artFittingSet.getArt(availableArts.front())),
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artPos.first
});
artFittingSet.removeArtifact(availableArts.front());
if(ArtifactUtils::isSlotBackpack(availableArts.front()))
estimateBackpackSize--;
}
}
// Third, put unnecessary artifacts into backpack
for(const auto & slot : ArtifactUtils::commonWornSlots())
if(artFittingSet.getArt(slot))
{
bma.artsPack0.emplace_back(BulkMoveArtifacts::LinkedSlots{slot, ArtifactPosition::BACKPACK_START});
estimateBackpackSize++;
}
const auto backpackCap = VLC->settings()->getInteger(EGameSettings::HEROES_BACKPACK_CAP);
if((backpackCap < 0 || estimateBackpackSize <= backpackCap) && !bma.artsPack0.empty())
sendAndApply(&bma);
}
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.
*/
2023-09-12 17:30:48 +02:00
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!");
const auto dstLoc = ArtifactLocation(hero->id, artifactSlot);
if(assemble)
{
const CArtifact * combinedArt = assembleTo.toArtifact();
if(!combinedArt->isCombined())
COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
2023-09-12 17:30:48 +02:00
if(!vstd::contains(ArtifactUtils::assemblyPossibilities(hero, destArtifact->getTypeId()), combinedArt))
{
COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
}
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if(!destArtifact->canBePutAt(hero, artifactSlot, true)
&& !destArtifact->canBePutAt(hero, ArtifactPosition::BACKPACK_START, true))
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{
COMPLAIN_RET("assembleArtifacts: It's impossible to give the artholder requested artifact!");
}
if(ArtifactUtils::checkSpellbookIsNeeded(hero, assembleTo, artifactSlot))
giveHeroNewArtifact(hero, ArtifactID(ArtifactID::SPELLBOOK).toArtifact(), ArtifactPosition::SPELLBOOK);
AssembledArtifact aa;
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aa.al = dstLoc;
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;
2023-09-12 17:30:48 +02:00
da.al = dstLoc;
sendAndApply(&da);
}
return true;
}
bool CGameHandler::eraseArtifactByClient(const ArtifactLocation & al)
{
const auto * hero = getHero(al.artHolder);
if(hero == nullptr)
COMPLAIN_RET("eraseArtifactByClient: wrong hero's ID");
const auto * art = hero->getArt(al.slot);
if(art == nullptr)
COMPLAIN_RET("Cannot remove artifact!");
if(art->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, ArtifactID(ArtifactID::SPELLBOOK).toArtifact(), 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!");
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
int b1;
int 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!");
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
giveResource(h->tempOwner, rid, -b1);
SetAvailableArtifacts saa;
if(dynamic_cast<const CGTownInstance *>(m))
{
saa.id = ObjectInstanceID::NONE;
saa.arts = gs->map->townMerchantArtifacts;
}
else if(const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m)) //black market
{
saa.id = bm->id;
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, aid.toArtifact(), 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;
int dump = 1;
m->getOffer(art->artType->getId(), rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
removeArtifact(ArtifactLocation(h->id, h->getArtPos(art)));
giveResource(h->tempOwner, rid, resVal);
return true;
}
2017-08-19 20:39:24 +02:00
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");
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
if (!h->canLearnSkill(skill))
COMPLAIN_RET("The hero can't learn this skill!");
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
COMPLAIN_RET("That skill is unavailable!");
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
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 amountToSell, PlayerColor player, GameResID toSell, GameResID toBuy)
{
TResourceCap haveToSell = getPlayerState(player)->resources[toSell];
vstd::amin(amountToSell, haveToSell); //can't trade more resources than have
2017-02-04 11:33:45 +02:00
int b1; //base quantities for trade
int b2;
market->getOffer(toSell, toBuy, b1, b2, EMarketMode::RESOURCE_RESOURCE);
int amountToBoy = amountToSell / b1; //how many base quantities we trade
if (amountToSell % b1 != 0) //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.");
}
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
giveResource(player, toSell, -b1 * amountToBoy);
giveResource(player, toBuy, b2 * amountToBoy);
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
2024-08-07 21:26:22 +02:00
gs->statistic.accumulatedValues[player].tradeVolume[toSell] += -b1 * amountToBoy;
gs->statistic.accumulatedValues[player].tradeVolume[toBuy] += b2 * amountToBoy;
2024-08-03 19:53:05 +02:00
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!");
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
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; //base quantities for trade
int b2;
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);
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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)
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{
complain("Dest player must be in game!");
return false;
}
TResourceCap curRes1 = getPlayerState(player)->resources[r1];
vstd::amin(val, curRes1);
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giveResource(player, r1, -(int)val);
giveResource(r2, r1, val);
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return true;
}
bool CGameHandler::setFormation(ObjectInstanceID hid, EArmyFormation formation)
{
const CGHeroInstance *h = getHero(hid);
if (!h)
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{
logGlobal->error("Hero doesn't exist!");
return false;
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}
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
ChangeFormation cf;
cf.hid = hid;
cf.formation = formation;
sendAndApply(&cf);
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
return true;
}
bool CGameHandler::queryReply(QueryID qid, std::optional<int32_t> answer, PlayerColor player)
{
logGlobal->trace("Player %s attempts answering query %d with answer:", player, qid);
if (answer)
logGlobal->trace("%d", *answer);
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;
}
void CGameHandler::handleTimeEvents(PlayerColor color)
{
for (auto const & event : gs->map->events)
{
if (!event.occursToday(gs->day))
continue;
if (!event.affectsPlayer(color, getPlayerState(color)->isHuman()))
continue;
InfoWindow iw;
iw.player = color;
iw.text = event.message;
//give resources
if (!event.resources.empty())
{
giveResources(color, event.resources);
for (GameResID i : GameResID::ALL_RESOURCES())
if (event.resources[i])
iw.components.emplace_back(ComponentType::RESOURCE, i, event.resources[i]);
}
sendAndApply(&iw); //show dialog
}
}
void CGameHandler::handleTownEvents(CGTownInstance * town)
{
for (auto const & event : town->events)
{
if (!event.occursToday(gs->day))
continue;
PlayerColor player = town->getOwner();
if (!event.affectsPlayer(player, getPlayerState(player)->isHuman()))
continue;
// dialog
InfoWindow iw;
iw.player = player;
iw.text = event.message;
if (event.resources.nonZero())
{
giveResources(player, event.resources);
for (GameResID i : GameResID::ALL_RESOURCES())
if (event.resources[i])
iw.components.emplace_back(ComponentType::RESOURCE, i, event.resources[i]);
}
for (auto & i : event.buildings)
{
// Only perform action if:
// 1. Building exists in town (don't attempt to build Lvl 5 guild in Fortress
// 2. Building was not built yet
// othervice, silently ignore / skip it
if (town->town->buildings.count(i) && !town->hasBuilt(i))
{
buildStructure(town->id, i, true);
iw.components.emplace_back(ComponentType::BUILDING, BuildingTypeUniqueID(town->getFaction(), i));
}
}
if (!event.creatures.empty())
{
SetAvailableCreatures sac;
sac.tid = town->id;
sac.creatures = town->creatures;
for (si32 i=0;i<event.creatures.size();i++) //creature growths
{
if (!town->creatures.at(i).second.empty() && event.creatures.at(i) > 0)//there is dwelling
{
sac.creatures[i].first += event.creatures.at(i);
iw.components.emplace_back(ComponentType::CREATURE, town->creatures.at(i).second.back(), event.creatures.at(i));
}
}
}
sendAndApply(&iw); //show dialog
}
}
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bool CGameHandler::complain(const std::string &problem)
{
#ifndef ENABLE_GOLDMASTER
playerMessages->broadcastSystemMessage("Server encountered a problem: " + problem);
#endif
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logGlobal->error(problem);
return true;
}
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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::showObjectWindow(const CGObjectInstance * object, EOpenWindowMode window, const CGHeroInstance * visitor, bool addQuery)
{
OpenWindow pack;
pack.window = window;
pack.object = object->id;
pack.visitor = visitor->id;
if (addQuery)
{
auto windowQuery = std::make_shared<OpenWindowQuery>(this, visitor, window);
pack.queryID = windowQuery->queryID;
queries->addQuery(windowQuery);
}
sendAndApply(&pack);
}
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bool CGameHandler::isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2)
{
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if (id1 == id2)
return true;
const CGObjectInstance *o1 = getObj(id1);
const CGObjectInstance *o2 = getObj(id2);
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if (!o1 || !o2)
return true; //arranging stacks within an object should be always allowed
if (o1 && o2)
{
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if (o1->ID == Obj::TOWN)
{
const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
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if (t->visitingHero == o2 || t->garrisonHero == o2)
return true;
}
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if (o2->ID == Obj::TOWN)
{
const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
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if (t->visitingHero == o1 || t->garrisonHero == o1)
return true;
}
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auto market = getMarket(id1);
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if(market == nullptr)
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market = getMarket(id2);
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if(market)
return market->allowsTrade(EMarketMode::ARTIFACT_EXP);
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;
}
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void CGameHandler::objectVisited(const CGObjectInstance * obj, const CGHeroInstance * h)
{
using events::ObjectVisitStarted;
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logGlobal->debug("%s visits %s (%d)", h->nodeName(), obj->getObjectName(), obj->ID);
if (getVisitingHero(obj) != nullptr)
{
logGlobal->error("Attempt to visit object that is being visited by another hero!");
throw std::runtime_error("Can not visit object that is being visited");
}
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;
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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)
{
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const auto *obj = dynamic_cast<const IShipyard *>(getObj(objid));
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if (obj->shipyardStatus() != IBoatGenerator::GOOD)
{
complain("Cannot build boat in this shipyard!");
return false;
}
TResources boatCost;
obj->getBoatCost(boatCost);
TResources available = getPlayerState(playerID)->resources;
if (!available.canAfford(boatCost))
{
complain("Not enough resources to build a boat!");
return false;
}
int3 tile = obj->bestLocation();
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if (!gs->map->isInTheMap(tile))
{
complain("Cannot find appropriate tile for a boat!");
return false;
}
giveResources(playerID, -boatCost);
createBoat(tile, obj->getBoatType(), playerID);
return true;
}
void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
{
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for (auto playerColor : playerColors)
{
if (getPlayerState(playerColor, false))
checkVictoryLossConditionsForPlayer(playerColor);
}
}
void CGameHandler::checkVictoryLossConditionsForAll()
{
std::set<PlayerColor> playerColors;
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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);
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if (victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
{
InfoWindow iw;
getVictoryLossMessage(player, victoryLossCheckResult, iw);
sendAndApply(&iw);
PlayerEndsGame peg;
peg.player = player;
peg.victoryLossCheckResult = victoryLossCheckResult;
sendAndApply(&peg);
turnOrder->onPlayerEndsGame(player);
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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->setState(EServerState::SHUTDOWN);
}
}
else
{
//copy heroes vector to avoid iterator invalidation as removal change PlayerState
auto hlp = p->heroes;
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for (auto h : hlp) //eliminate heroes
{
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if (h.get())
removeObject(h, player);
}
//player lost -> all his objects become unflagged (neutral)
for (auto obj : gs->map->objects) //unflag objs
{
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if (obj.get() && obj->tempOwner == player)
setOwner(obj, PlayerColor::NEUTRAL);
}
//eliminating one player may cause victory of another:
std::set<PlayerColor> playerColors;
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//do not copy player state (CBonusSystemNode) by value
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for (auto &p : gs->players) //players may have different colors, iterate over players and not integers
{
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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);
}
}
}
void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const
{
out.player = player;
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out.text = victoryLossCheckResult.messageToSelf;
out.text.replaceName(player);
out.components.emplace_back(ComponentType::FLAG, player);
}
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bool CGameHandler::dig(const CGHeroInstance *h)
{
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if (h->diggingStatus() != EDiggingStatus::CAN_DIG) //checks for terrain and movement
COMPLAIN_RETF("Hero cannot dig (error code %d)!", static_cast<int>(h->diggingStatus()));
createHole(h->visitablePos(), h->getOwner());
//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())
{
ArtifactID grail = ArtifactID::GRAIL;
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iw.text.appendLocalString(EMetaText::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the " ...
iw.text.appendName(grail); // ... " The Grail"
iw.soundID = soundBase::ULTIMATEARTIFACT;
giveHeroNewArtifact(h, grail.toArtifact(), ArtifactPosition::FIRST_AVAILABLE); //give grail
sendAndApply(&iw);
iw.soundID = soundBase::invalid;
iw.components.emplace_back(ComponentType::ARTIFACT, grail);
iw.text.clear();
iw.text.appendTextID(grail.toArtifact()->getDescriptionTextID());
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::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
{
if (!t.visitableObjects.empty())
{
//to prevent self-visiting heroes on space press
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if (t.visitableObjects.back() != h)
objectVisited(t.visitableObjects.back(), h);
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else if (t.visitableObjects.size() > 1)
objectVisited(*(t.visitableObjects.end()-2),h);
}
}
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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]()
{
giveExperience(hero, hero->calculateXp(expSum));
};
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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!")
}
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else if(oldCount == count[i] && hero->stacksCount() == 1 && hero->needsLastStack())
{
finish();
COMPLAIN_RET("Cannot sacrifice last creature!");
}
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int crid = hero->getStack(slot[i]).type->getId();
changeStackCount(StackLocation(hero, slot[i]), -(TQuantity)count[i]);
int dump;
int exp;
market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
exp *= count[i];
expSum += exp;
}
finish();
return true;
}
bool CGameHandler::sacrificeArtifact(const IMarket * market, const CGHeroInstance * hero, const std::vector<ArtifactInstanceID> & arts)
{
if (!hero)
COMPLAIN_RET("You need hero to sacrifice artifact!");
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if(hero->getAlignment() == EAlignment::EVIL)
COMPLAIN_RET("Evil hero can't sacrifice artifact!");
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assert(market);
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const auto artSet = market->getArtifactsStorage();
int expSum = 0;
auto finish = [this, &hero, &expSum]()
{
giveExperience(hero, hero->calculateXp(expSum));
};
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for(const auto & artInstId : arts)
{
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if(auto art = artSet->getArtByInstanceId(artInstId))
{
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if(art->artType->isTradable())
{
int dmp;
int expToGive;
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market->getOffer(art->getTypeId(), 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
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expSum += expToGive;
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removeArtifact(ArtifactLocation(market->getObjInstanceID(), artSet->getArtPos(art)));
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}
else
{
COMPLAIN_RET("Cannot sacrifice not tradable artifact!");
}
}
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else
{
finish();
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COMPLAIN_RET("Cannot find artifact to sacrifice!");
}
}
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finish();
return true;
}
bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
{
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if (sl.army->hasStackAtSlot(sl.slot))
COMPLAIN_RET("Slot is already taken!");
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if (!sl.slot.validSlot())
COMPLAIN_RET("Cannot insert stack to that slot!");
InsertNewStack ins;
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ins.army = sl.army->id;
ins.slot = sl.slot;
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ins.type = c->getId();
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ins.count = count;
sendAndApply(&ins);
return true;
}
bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval)
{
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if (!sl.army->hasStackAtSlot(sl.slot))
COMPLAIN_RET("Cannot find a stack to erase");
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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;
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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);
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if ((absoluteValue && count < 0)
|| (!absoluteValue && -count > currentCount))
{
COMPLAIN_RET("Cannot take more stacks than present!");
}
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if ((currentCount == -count && !absoluteValue)
|| (!count && absoluteValue))
{
eraseStack(sl);
}
else
{
ChangeStackCount csc;
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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);
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if (!slotC) //slot is empty
insertNewStack(sl, c, count);
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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)
{
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if (removeObjWhenFinished)
removeAfterVisit(src);
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if (!src->canBeMergedWith(*dst, allowMerging))
{
if (allowMerging) //do that, add all matching creatures.
{
bool cont = true;
while (cont)
{
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for (auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
{
SlotID pos = dst->getSlotFor(i->second->type);
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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)
{
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if (!src.army->hasStackAtSlot(src.slot))
COMPLAIN_RET("No stack to move!");
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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!");
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if (!dst.slot.validSlot())
COMPLAIN_RET("Cannot move stack to that slot!");
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if (count == -1)
{
count = src.army->getStackCount(src.slot);
}
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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;
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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;
}
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void CGameHandler::castSpell(const spells::Caster * caster, SpellID spellID, const int3 &pos)
{
if (!spellID.hasValue())
return;
AdventureSpellCastParameters p;
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p.caster = caster;
p.pos = pos;
const CSpell * s = spellID.toSpell();
s->adventureCast(spellEnv, p);
}
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bool CGameHandler::swapStacks(const StackLocation & sl1, const StackLocation & sl2)
{
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if(!sl1.army->hasStackAtSlot(sl1.slot))
{
return moveStack(sl2, sl1);
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}
else if(!sl2.army->hasStackAtSlot(sl2.slot))
{
return moveStack(sl1, sl2);
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}
else
{
SwapStacks ss;
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ss.srcArmy = sl1.army->id;
ss.dstArmy = sl2.army->id;
ss.srcSlot = sl1.slot;
ss.dstSlot = sl2.slot;
sendAndApply(&ss);
return true;
}
}
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bool CGameHandler::putArtifact(const ArtifactLocation & al, const CArtifactInstance * art, std::optional<bool> askAssemble)
{
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assert(art && art->artType);
ArtifactLocation dst(al.artHolder, ArtifactPosition::PRE_FIRST);
dst.creature = al.creature;
auto putTo = getArtSet(al);
assert(putTo);
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if(al.slot == ArtifactPosition::FIRST_AVAILABLE)
{
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dst.slot = ArtifactUtils::getArtAnyPosition(putTo, art->getTypeId());
}
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else if(ArtifactUtils::isSlotBackpack(al.slot) && !al.creature.has_value())
{
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dst.slot = ArtifactUtils::getArtBackpackPosition(putTo, art->getTypeId());
}
else
{
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dst.slot = al.slot;
}
if(!askAssemble.has_value())
{
if(!dst.creature.has_value() && ArtifactUtils::isSlotEquipment(dst.slot))
askAssemble = true;
else
askAssemble = false;
}
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if(art->canBePutAt(putTo, dst.slot))
{
PutArtifact pa(dst, askAssemble.value());
pa.art = art;
sendAndApply(&pa);
return true;
}
else
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{
return false;
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}
}
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!");
}
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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;
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sendAndApply(&na); // -> updates newArtInst!!!
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if(putArtifact(ArtifactLocation(h->id, pos), newArtInst, false))
return true;
else
return false;
}
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());
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logGlobal->trace("Spawning wandering monsters. Found %d free tiles. Creature type: %d", tiles.size(), creatureID.num);
const CCreature *cre = creatureID.toCreature();
for (int i = 0; i < (int)amount; ++i)
{
tile = tiles.begin();
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logGlobal->trace("\tSpawning monster at %s", tile->toString());
{
auto count = cre->getRandomAmount(std::rand);
createWanderingMonster(*tile, creatureID);
auto monsterId = getTopObj(*tile)->id;
setObjPropertyValue(monsterId, ObjProperty::MONSTER_COUNT, count);
setObjPropertyValue(monsterId, ObjProperty::MONSTER_POWER, (si64)1000*count);
}
tiles.erase(tile); //not use it again
}
}
void CGameHandler::synchronizeArtifactHandlerLists()
{
UpdateArtHandlerLists uahl;
uahl.allocatedArtifacts = gs->allocatedArtifacts;
sendAndApply(&uahl);
}
bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
{
return vstd::contains(gs->map->objects, obj);
}
bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
{
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if (!strcmp(typeid(*pack).name(), typeid(PlayerMessage).name()))
return false;
auto query = queries->topQuery(player);
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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.toString())
% 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())
{
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if (auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))
{
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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, ETileVisibility mode)
{
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std::unordered_set<int3> tiles;
if (mode == ETileVisibility::HIDDEN)
{
getTilesInRange(tiles, center, radius, ETileVisibility::REVEALED, player);
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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(), ETileVisibility::REVEALED, h->tempOwner);
}
for (auto t : p->towns)
{
getTilesInRange(observedTiles, t->getSightCenter(), t->getSightRadius(), ETileVisibility::REVEALED, t->tempOwner);
}
for (auto tile : observedTiles)
vstd::erase_if_present (tiles, tile);
}
else
{
getTilesInRange(tiles, center, radius, ETileVisibility::HIDDEN, player);
}
changeFogOfWar(tiles, player, mode);
}
void CGameHandler::changeFogOfWar(std::unordered_set<int3> &tiles, PlayerColor player, ETileVisibility mode)
{
if (tiles.empty())
return;
FoWChange fow;
fow.tiles = tiles;
fow.player = player;
fow.mode = mode;
sendAndApply(&fow);
}
const CGHeroInstance * CGameHandler::getVisitingHero(const CGObjectInstance *obj)
{
assert(obj);
for(const auto & query : queries->allQueries())
{
auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(query);
if (visit && visit->visitedObject == obj)
return visit->visitingHero;
}
return nullptr;
}
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const CGObjectInstance * CGameHandler::getVisitingObject(const CGHeroInstance *hero)
{
assert(hero);
for(const auto & query : queries->allQueries())
{
auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(query);
if (visit && visit->visitingHero == hero)
return visit->visitedObject;
}
return nullptr;
}
bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
{
assert(obj);
assert(hero);
assert(getVisitingHero(obj) == hero);
// Check top query of targeted player:
// If top query is NOT visit to targeted object then we assume that
// visitation query is covered by other query that must be answered first
if (auto topQuery = queries->topQuery(hero->getOwner()))
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if (auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
return !(visit->visitedObject == obj && visit->visitingHero == hero);
return true;
}
void CGameHandler::setObjPropertyValue(ObjectInstanceID objid, ObjProperty prop, int32_t value)
{
SetObjectProperty sob;
sob.id = objid;
sob.what = prop;
sob.identifier = NumericID(value);
sendAndApply(&sob);
}
void CGameHandler::setObjPropertyID(ObjectInstanceID objid, ObjProperty prop, ObjPropertyID identifier)
{
SetObjectProperty sob;
sob.id = objid;
sob.what = prop;
sob.identifier = identifier;
sendAndApply(&sob);
}
void CGameHandler::setBankObjectConfiguration(ObjectInstanceID objid, const BankConfig & configuration)
{
SetBankConfiguration srb;
srb.objectID = objid;
srb.configuration = configuration;
sendAndApply(&srb);
}
void CGameHandler::setRewardableObjectConfiguration(ObjectInstanceID objid, const Rewardable::Configuration & configuration)
{
SetRewardableConfiguration srb;
srb.objectID = objid;
srb.configuration = configuration;
sendAndApply(&srb);
}
void CGameHandler::setRewardableObjectConfiguration(ObjectInstanceID townInstanceID, BuildingID buildingID, const Rewardable::Configuration & configuration)
{
SetRewardableConfiguration srb;
srb.objectID = townInstanceID;
srb.buildingID = buildingID;
srb.configuration = configuration;
sendAndApply(&srb);
}
void CGameHandler::showInfoDialog(InfoWindow * iw)
{
sendAndApply(iw);
}
vstd::RNG & CGameHandler::getRandomGenerator()
{
return *randomNumberGenerator;
}
#if SCRIPTING_ENABLED
scripting::Pool * CGameHandler::getGlobalContextPool() const
{
return serverScripts.get();
}
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//scripting::Pool * CGameHandler::getContextPool() const
//{
// return serverScripts.get();
//}
#endif
CGObjectInstance * CGameHandler::createNewObject(const int3 & visitablePosition, MapObjectID objectID, MapObjectSubID subID)
{
TerrainId terrainType = ETerrainId::NONE;
if (!gs->isInTheMap(visitablePosition))
throw std::runtime_error("Attempt to create object outside map at " + visitablePosition.toString());
const TerrainTile & t = gs->map->getTile(visitablePosition);
terrainType = t.terType->getId();
auto handler = VLC->objtypeh->getHandlerFor(objectID, subID);
CGObjectInstance * o = handler->create(gs->callback, nullptr);
handler->configureObject(o, getRandomGenerator());
assert(o->ID == objectID);
assert(!handler->getTemplates(terrainType).empty());
if (handler->getTemplates().empty())
throw std::runtime_error("Attempt to create object (" + std::to_string(objectID) + ", " + std::to_string(subID.getNum()) + ") with no templates!");
if (!handler->getTemplates(terrainType).empty())
o->appearance = handler->getTemplates(terrainType).front();
else
o->appearance = handler->getTemplates().front();
o->pos = visitablePosition + o->getVisitableOffset();
return o;
}
void CGameHandler::createWanderingMonster(const int3 & visitablePosition, CreatureID creature)
{
auto createdObject = createNewObject(visitablePosition, Obj::MONSTER, creature);
auto * cre = dynamic_cast<CGCreature *>(createdObject);
assert(cre);
cre->notGrowingTeam = cre->neverFlees = false;
cre->character = 2;
cre->gainedArtifact = ArtifactID::NONE;
cre->identifier = -1;
cre->addToSlot(SlotID(0), new CStackInstance(creature, -1)); //add placeholder stack
newObject(createdObject, PlayerColor::NEUTRAL);
}
void CGameHandler::createBoat(const int3 & visitablePosition, BoatId type, PlayerColor initiator)
{
auto createdObject = createNewObject(visitablePosition, Obj::BOAT, type);
newObject(createdObject, initiator);
}
void CGameHandler::createHole(const int3 & visitablePosition, PlayerColor initiator)
{
auto createdObject = createNewObject(visitablePosition, Obj::HOLE, 0);
newObject(createdObject, initiator);
}
void CGameHandler::newObject(CGObjectInstance * object, PlayerColor initiator)
{
object->initObj(gs->getRandomGenerator());
NewObject no;
no.newObject = object;
no.initiator = initiator;
sendAndApply(&no);
}
void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank, const CGTownInstance *town)
{
battles->startBattlePrimary(army1, army2, tile, hero1, hero2, creatureBank, town);
}
void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank )
{
battles->startBattleI(army1, army2, tile, creatureBank);
}
void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank )
{
battles->startBattleI(army1, army2, creatureBank);
}