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vcmi/server/CGameHandler.h

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/*
* CGameHandler.h, 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
*
*/
#pragma once
#include <vcmi/Environment.h>
#include "../lib/FunctionList.h"
#include "../lib/IGameCallback.h"
#include "../lib/battle/CBattleInfoCallback.h"
#include "../lib/battle/BattleAction.h"
#include "../lib/ScriptHandler.h"
#include "CQuery.h"
VCMI_LIB_NAMESPACE_BEGIN
class CGameState;
struct StartInfo;
struct BattleResult;
struct BattleAttack;
struct BattleStackAttacked;
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struct CPack;
struct Query;
struct SetResources;
struct NewStructures;
class CGHeroInstance;
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class IMarket;
class SpellCastEnvironment;
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#if SCRIPTING_ENABLED
namespace scripting
{
class PoolImpl;
}
#endif
template<typename T> class CApplier;
VCMI_LIB_NAMESPACE_END
class CGameHandler;
class CVCMIServer;
class CBaseForGHApply;
struct PlayerStatus
{
bool makingTurn;
PlayerStatus():makingTurn(false){};
template <typename Handler> void serialize(Handler &h, const int version)
{
h & makingTurn;
}
};
class PlayerStatuses
{
public:
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std::map<PlayerColor,PlayerStatus> players;
boost::mutex mx;
boost::condition_variable cv; //notifies when any changes are made
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void addPlayer(PlayerColor player);
PlayerStatus operator[](PlayerColor player);
bool checkFlag(PlayerColor player, bool PlayerStatus::*flag);
void setFlag(PlayerColor player, bool PlayerStatus::*flag, bool val);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & players;
}
};
struct CasualtiesAfterBattle
{
typedef std::pair<StackLocation, int> TStackAndItsNewCount;
typedef std::map<CreatureID, TQuantity> TSummoned;
enum {ERASE = -1};
const CArmedInstance * army;
std::vector<TStackAndItsNewCount> newStackCounts;
std::vector<ArtifactLocation> removedWarMachines;
TSummoned summoned;
ObjectInstanceID heroWithDeadCommander; //TODO: unify stack locations
CasualtiesAfterBattle(const CArmedInstance * _army, BattleInfo *bat);
void updateArmy(CGameHandler *gh);
};
class CGameHandler : public IGameCallback, public CBattleInfoCallback, public Environment
{
CVCMIServer * lobby;
std::shared_ptr<CApplier<CBaseForGHApply>> applier;
public:
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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using FireShieldInfo = std::vector<std::pair<const CStack *, int64_t>>;
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//use enums as parameters, because doMove(sth, true, false, true) is not readable
enum EGuardLook {CHECK_FOR_GUARDS, IGNORE_GUARDS};
enum EVisitDest {VISIT_DEST, DONT_VISIT_DEST};
enum ELEaveTile {LEAVING_TILE, REMAINING_ON_TILE};
std::map<PlayerColor, std::set<std::shared_ptr<CConnection>>> connections; //player color -> connection to client with interface of that player
PlayerStatuses states; //player color -> player state
//queries stuff
boost::recursive_mutex gsm;
ui32 QID;
Queries queries;
SpellCastEnvironment * spellEnv;
const Services * services() const override;
const BattleCb * battle() const override;
const GameCb * game() const override;
vstd::CLoggerBase * logger() const override;
events::EventBus * eventBus() const override;
bool isValidObject(const CGObjectInstance *obj) const;
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bool isBlockedByQueries(const CPack *pack, PlayerColor player);
bool isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2);
void giveSpells(const CGTownInstance *t, const CGHeroInstance *h);
int moveStack(int stack, BattleHex dest); //returned value - travelled distance
void runBattle();
////used only in endBattle - don't touch elsewhere
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bool visitObjectAfterVictory;
//
void endBattle(int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2); //ends battle
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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void makeAttack(const CStack * attacker, const CStack * defender, int distance, BattleHex targetHex, bool first, bool ranged, bool counter);
// damage, drain life & fire shield; returns amount of drained life
int64_t applyBattleEffects(BattleAttack & bat, std::shared_ptr<battle::CUnitState> attackerState, FireShieldInfo & fireShield, const CStack * def, int distance, bool secondary);
void sendGenericKilledLog(const CStack * defender, int32_t killed, bool multiple);
void addGenericKilledLog(BattleLogMessage & blm, const CStack * defender, int32_t killed, bool multiple);
void checkBattleStateChanges();
void setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town);
void setBattleResult(BattleResult::EResult resultType, int victoriusSide);
CGameHandler(CVCMIServer * lobby);
~CGameHandler();
//////////////////////////////////////////////////////////////////////////
//from IGameCallback
//do sth
void changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells) override;
bool removeObject(const CGObjectInstance * obj) override;
void setOwner(const CGObjectInstance * obj, PlayerColor owner) override;
void changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs=false) override;
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void changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs=false) override;
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void showBlockingDialog(BlockingDialog *iw) override;
void showTeleportDialog(TeleportDialog *iw) override;
void showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits) override;
void showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId) override;
void giveResource(PlayerColor player, Res::ERes which, int val) override;
void giveResources(PlayerColor player, TResources resources) override;
void giveCreatures(const CArmedInstance *objid, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove) override;
void takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures) override;
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bool changeStackType(const StackLocation &sl, const CCreature *c) override;
bool changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue = false) override;
bool insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count) override;
bool eraseStack(const StackLocation &sl, bool forceRemoval = false) override;
bool swapStacks(const StackLocation &sl1, const StackLocation &sl2) override;
bool addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count) override;
void tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging) override;
bool moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count = -1) override;
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void removeAfterVisit(const CGObjectInstance *object) override;
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bool giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * art);
void giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, ArtifactPosition pos) override;
void giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, ArtifactPosition pos) override;
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void putArtifact(const ArtifactLocation &al, const CArtifactInstance *a) override;
void removeArtifact(const ArtifactLocation &al) override;
bool moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2) override;
void synchronizeArtifactHandlerLists();
void showCompInfo(ShowInInfobox * comp) override;
void heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero) override;
void stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero) override;
void startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank = false, const CGTownInstance *town = nullptr) override; //use hero=nullptr for no hero
void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank = false) override; //if any of armies is hero, hero will be used
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void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank = false) override; //if any of armies is hero, hero will be used, visitable tile of second obj is place of battle
bool moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit = false, PlayerColor asker = PlayerColor::NEUTRAL) override;
void giveHeroBonus(GiveBonus * bonus) override;
void setMovePoints(SetMovePoints * smp) override;
void setManaPoints(ObjectInstanceID hid, int val) override;
void giveHero(ObjectInstanceID id, PlayerColor player) override;
void changeObjPos(ObjectInstanceID objid, int3 newPos, ui8 flags) override;
void heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2) override;
void changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide) override;
void changeFogOfWar(std::unordered_set<int3, ShashInt3> &tiles, PlayerColor player, bool hide) override;
bool isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero) override;
void setObjProperty(ObjectInstanceID objid, int prop, si64 val) override;
void showInfoDialog(InfoWindow * iw) override;
void showInfoDialog(const std::string & msg, PlayerColor player) override;
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//////////////////////////////////////////////////////////////////////////
void useScholarSkill(ObjectInstanceID hero1, ObjectInstanceID hero2);
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void setPortalDwelling(const CGTownInstance * town, bool forced, bool clear);
void visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h);
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bool teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker = PlayerColor::NEUTRAL);
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void visitCastleObjects(const CGTownInstance * obj, const CGHeroInstance * hero) override;
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void levelUpHero(const CGHeroInstance * hero, SecondarySkill skill);//handle client respond and send one more request if needed
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void levelUpHero(const CGHeroInstance * hero);//initial call - check if hero have remaining levelups & handle them
void levelUpCommander (const CCommanderInstance * c, int skill); //secondary skill 1 to 6, special skill : skill - 100
void levelUpCommander (const CCommanderInstance * c);
void expGiven(const CGHeroInstance *hero); //triggers needed level-ups, handles also commander of this hero
//////////////////////////////////////////////////////////////////////////
void init(StartInfo *si);
void handleClientDisconnection(std::shared_ptr<CConnection> c);
void handleReceivedPack(CPackForServer * pack);
PlayerColor getPlayerAt(std::shared_ptr<CConnection> c) const;
bool hasPlayerAt(PlayerColor player, std::shared_ptr<CConnection> c) const;
void playerMessage(PlayerColor player, const std::string &message, ObjectInstanceID currObj);
void updateGateState();
bool makeBattleAction(BattleAction &ba);
bool makeAutomaticAction(const CStack *stack, BattleAction &ba); //used when action is taken by stack without volition of player (eg. unguided catapult attack)
bool makeCustomAction(BattleAction &ba);
void stackEnchantedTrigger(const CStack * stack);
void stackTurnTrigger(const CStack *stack);
bool handleDamageFromObstacle(const CStack * curStack, bool stackIsMoving = false); //checks if obstacle is land mine and handles possible consequences
void removeObstacle(const CObstacleInstance &obstacle);
bool queryReply( QueryID qid, const JsonNode & answer, PlayerColor player );
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bool hireHero( const CGObjectInstance *obj, ui8 hid, PlayerColor player );
bool buildBoat( ObjectInstanceID objid );
bool setFormation( ObjectInstanceID hid, ui8 formation );
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bool tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2);
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bool sacrificeCreatures(const IMarket * market, const CGHeroInstance * hero, const std::vector<SlotID> & slot, const std::vector<ui32> & count);
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bool sendResources(ui32 val, PlayerColor player, Res::ERes r1, PlayerColor r2);
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bool sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, Res::ERes resourceID);
bool transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot);
bool assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo);
bool buyArtifact( ObjectInstanceID hid, ArtifactID aid ); //for blacksmith and mage guild only -> buying for gold in common buildings
bool buyArtifact( const IMarket *m, const CGHeroInstance *h, Res::ERes rid, ArtifactID aid); //for artifact merchant and black market -> buying for any resource in special building / advobject
bool sellArtifact( const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, Res::ERes rid); //for artifact merchant selling
//void lootArtifacts (TArtHolder source, TArtHolder dest, std::vector<ui32> &arts); //after battle - move al arts to winer
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bool buySecSkill( const IMarket *m, const CGHeroInstance *h, SecondarySkill skill);
bool garrisonSwap(ObjectInstanceID tid);
bool swapGarrisonOnSiege(ObjectInstanceID tid) override;
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bool upgradeCreature( ObjectInstanceID objid, SlotID pos, CreatureID upgID );
bool recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dst, CreatureID crid, ui32 cram, si32 level);
bool buildStructure(ObjectInstanceID tid, BuildingID bid, bool force=false);//force - for events: no cost, no checkings
bool razeStructure(ObjectInstanceID tid, BuildingID bid);
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bool disbandCreature( ObjectInstanceID id, SlotID pos );
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bool arrangeStacks( ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player);
bool bulkMoveArmy(ObjectInstanceID srcArmy, ObjectInstanceID destArmy, SlotID srcSlot);
bool bulkSplitStack(SlotID src, ObjectInstanceID srcOwner, si32 howMany);
bool bulkMergeStacks(SlotID slotSrc, ObjectInstanceID srcOwner);
bool bulkSmartSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner);
void save(const std::string &fname);
bool load(const std::string &fname);
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void handleTimeEvents();
void handleTownEvents(CGTownInstance *town, NewTurn &n);
bool complain(const std::string &problem); //sends message to all clients, prints on the logs and return true
void objectVisited( const CGObjectInstance * obj, const CGHeroInstance * h );
void objectVisitEnded(const CObjectVisitQuery &query);
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void engageIntoBattle( PlayerColor player );
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bool dig(const CGHeroInstance *h);
void moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging);
const ObjectInstanceID putNewObject(Obj ID, int subID, int3 pos);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & QID;
h & states;
h & finishingBattle;
h & getRandomGenerator();
#if SCRIPTING_ENABLED
JsonNode scriptsState;
if(h.saving)
serverScripts->serializeState(h.saving, scriptsState);
h & scriptsState;
if(!h.saving)
serverScripts->serializeState(h.saving, scriptsState);
#endif
}
void sendMessageToAll(const std::string &message);
void sendMessageTo(std::shared_ptr<CConnection> c, const std::string &message);
void sendToAllClients(CPackForClient * pack);
void sendAndApply(CPackForClient * pack) override;
void applyAndSend(CPackForClient * pack);
void sendAndApply(CGarrisonOperationPack * pack);
void sendAndApply(SetResources * pack);
void sendAndApply(NewStructures * pack);
struct FinishingBattleHelper
{
FinishingBattleHelper();
FinishingBattleHelper(std::shared_ptr<const CBattleQuery> Query, int RemainingBattleQueriesCount);
const CGHeroInstance *winnerHero, *loserHero;
PlayerColor victor, loser;
int remainingBattleQueriesCount;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & winnerHero;
h & loserHero;
h & victor;
h & loser;
h & remainingBattleQueriesCount;
}
};
std::unique_ptr<FinishingBattleHelper> finishingBattle;
void battleAfterLevelUp(const BattleResult &result);
void run(bool resume);
void newTurn();
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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void handleAttackBeforeCasting(bool ranged, const CStack * attacker, const CStack * defender);
void handleAfterAttackCasting(bool ranged, const CStack * attacker, const CStack * defender);
void attackCasting(bool ranged, Bonus::BonusType attackMode, const battle::Unit * attacker, const battle::Unit * defender);
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bool sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, const std::vector<ArtifactPosition> & slot);
void spawnWanderingMonsters(CreatureID creatureID);
void handleCheatCode(std::string & cheat, PlayerColor player, const CGHeroInstance * hero, const CGTownInstance * town, bool & cheated);
CRandomGenerator & getRandomGenerator();
#if SCRIPTING_ENABLED
scripting::Pool * getGlobalContextPool() const override;
scripting::Pool * getContextPool() const override;
#endif
friend class CVCMIServer;
private:
std::unique_ptr<events::EventBus> serverEventBus;
#if SCRIPTING_ENABLED
std::shared_ptr<scripting::PoolImpl> serverScripts;
#endif
void reinitScripting();
std::list<PlayerColor> generatePlayerTurnOrder() const;
void makeStackDoNothing(const CStack * next);
void getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const;
// Check for victory and loss conditions
void checkVictoryLossConditionsForPlayer(PlayerColor player);
void checkVictoryLossConditions(const std::set<PlayerColor> & playerColors);
void checkVictoryLossConditionsForAll();
const std::string complainNoCreatures;
const std::string complainNotEnoughCreatures;
const std::string complainInvalidSlot;
};
class ExceptionNotAllowedAction : public std::exception
{
};