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vcmi/server/processors/PlayerMessageProcessor.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 "PlayerMessageProcessor.h"
#include "TurnOrderProcessor.h"
#include "../CGameHandler.h"
#include "../CVCMIServer.h"
#include "../TurnTimerHandler.h"
#include "../../lib/CHeroHandler.h"
#include "../../lib/CPlayerState.h"
#include "../../lib/StartInfo.h"
#include "../../lib/gameState/CGameState.h"
#include "../../lib/mapObjects/CGTownInstance.h"
#include "../../lib/mapObjects/CGHeroInstance.h"
#include "../../lib/modding/IdentifierStorage.h"
#include "../../lib/modding/ModScope.h"
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#include "../../lib/mapping/CMap.h"
#include "../../lib/networkPacks/PacksForClient.h"
#include "../../lib/networkPacks/StackLocation.h"
#include "../../lib/serializer/Connection.h"
PlayerMessageProcessor::PlayerMessageProcessor(CGameHandler * gameHandler)
:gameHandler(gameHandler)
{
}
void PlayerMessageProcessor::playerMessage(PlayerColor player, const std::string & message, ObjectInstanceID currObj)
{
if(!message.empty() && message[0] == '!')
{
broadcastMessage(player, message);
handleCommand(player, message);
return;
}
if(handleCheatCode(message, player, currObj))
{
if(!gameHandler->getPlayerSettings(player)->isControlledByAI())
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{
MetaString txt;
txt.appendLocalString(EMetaText::GENERAL_TXT, 260);
broadcastSystemMessage(txt);
}
if(!player.isSpectator())
gameHandler->checkVictoryLossConditionsForPlayer(player); //Player enter win code or got required art\creature
return;
}
broadcastMessage(player, message);
}
void PlayerMessageProcessor::commandExit(PlayerColor player, const std::vector<std::string> & words)
{
bool isHost = gameHandler->gameLobby()->isPlayerHost(player);
if(!isHost)
return;
broadcastSystemMessage("game was terminated");
gameHandler->gameLobby()->setState(EServerState::SHUTDOWN);
}
void PlayerMessageProcessor::commandKick(PlayerColor player, const std::vector<std::string> & words)
{
bool isHost = gameHandler->gameLobby()->isPlayerHost(player);
if(!isHost)
return;
if(words.size() == 2)
{
auto playername = words[1];
PlayerColor playerToKick(PlayerColor::CANNOT_DETERMINE);
if(std::all_of(playername.begin(), playername.end(), ::isdigit))
playerToKick = PlayerColor(std::stoi(playername));
else
{
for(auto & c : gameHandler->connections)
{
if(c.first.toString() == playername)
playerToKick = c.first;
}
}
if(playerToKick != PlayerColor::CANNOT_DETERMINE)
{
PlayerCheated pc;
pc.player = playerToKick;
pc.losingCheatCode = true;
gameHandler->sendAndApply(&pc);
gameHandler->checkVictoryLossConditionsForPlayer(playerToKick);
}
}
}
void PlayerMessageProcessor::commandSave(PlayerColor player, const std::vector<std::string> & words)
{
bool isHost = gameHandler->gameLobby()->isPlayerHost(player);
if(!isHost)
return;
if(words.size() == 2)
{
gameHandler->save("Saves/" + words[1]);
broadcastSystemMessage("game saved as " + words[1]);
}
}
void PlayerMessageProcessor::commandCheaters(PlayerColor player, const std::vector<std::string> & words)
{
int playersCheated = 0;
for(const auto & player : gameHandler->gameState()->players)
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{
if(player.second.cheated)
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{
broadcastSystemMessage("Player " + player.first.toString() + " is cheater!");
playersCheated++;
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}
}
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if(!playersCheated)
broadcastSystemMessage("No cheaters registered!");
}
void PlayerMessageProcessor::commandHelp(PlayerColor player, const std::vector<std::string> & words)
{
broadcastSystemMessage("Available commands to host:");
broadcastSystemMessage("'!exit' - immediately ends current game");
broadcastSystemMessage("'!kick <player>' - kick specified player from the game");
broadcastSystemMessage("'!save <filename>' - save game under specified filename");
broadcastSystemMessage("Available commands to all players:");
broadcastSystemMessage("'!help' - display this help");
broadcastSystemMessage("'!cheaters' - list players that entered cheat command during game");
broadcastSystemMessage("'!vote' - allows to change some game settings if all players vote for it");
}
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void PlayerMessageProcessor::commandVote(PlayerColor player, const std::vector<std::string> & words)
{
if(words.size() < 2)
{
broadcastSystemMessage("'!vote simturns allow X' - allow simultaneous turns for specified number of days, or until contact");
broadcastSystemMessage("'!vote simturns force X' - force simultaneous turns for specified number of days, blocking player contacts");
broadcastSystemMessage("'!vote simturns abort' - abort simultaneous turns once this turn ends");
broadcastSystemMessage("'!vote timer prolong X' - prolong base timer for all players by specified number of seconds");
return;
}
if(words[1] == "yes" || words[1] == "no")
{
if(currentVote == ECurrentChatVote::NONE)
{
broadcastSystemMessage("No active voting!");
return;
}
if(words[1] == "yes")
{
awaitingPlayers.erase(player);
if(awaitingPlayers.empty())
finishVoting();
return;
}
if(words[1] == "no")
{
abortVoting();
return;
}
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}
const auto & parseNumber = [](const std::string & input) -> std::optional<int>
{
try
{
return std::stol(input);
}
catch(std::logic_error &)
{
return std::nullopt;
}
};
if(words[1] == "simturns" && words.size() > 2)
{
if(words[2] == "allow" && words.size() > 3)
{
auto daysCount = parseNumber(words[3]);
if(daysCount && daysCount.value() > 0)
startVoting(player, ECurrentChatVote::SIMTURNS_ALLOW, daysCount.value());
return;
}
if(words[2] == "force" && words.size() > 3)
{
auto daysCount = parseNumber(words[3]);
if(daysCount && daysCount.value() > 0)
startVoting(player, ECurrentChatVote::SIMTURNS_FORCE, daysCount.value());
return;
}
if(words[2] == "abort")
{
startVoting(player, ECurrentChatVote::SIMTURNS_ABORT, 0);
return;
}
}
if(words[1] == "timer" && words.size() > 2)
{
if(words[2] == "prolong" && words.size() > 3)
{
auto secondsCount = parseNumber(words[3]);
if(secondsCount && secondsCount.value() > 0)
startVoting(player, ECurrentChatVote::TIMER_PROLONG, secondsCount.value());
return;
}
}
broadcastSystemMessage("Voting command not recognized!");
}
void PlayerMessageProcessor::finishVoting()
{
switch(currentVote)
{
case ECurrentChatVote::SIMTURNS_ALLOW:
broadcastSystemMessage("Voting successful. Simultaneous turns will run for " + std::to_string(currentVoteParameter) + " more days, or until contact");
gameHandler->turnOrder->setMaxSimturnsDuration(currentVoteParameter);
break;
case ECurrentChatVote::SIMTURNS_FORCE:
broadcastSystemMessage("Voting successful. Simultaneous turns will run for " + std::to_string(currentVoteParameter) + " more days. Contacts are blocked");
gameHandler->turnOrder->setMinSimturnsDuration(currentVoteParameter);
break;
case ECurrentChatVote::SIMTURNS_ABORT:
broadcastSystemMessage("Voting successful. Simultaneous turns will end on next day");
gameHandler->turnOrder->setMinSimturnsDuration(0);
gameHandler->turnOrder->setMaxSimturnsDuration(0);
break;
case ECurrentChatVote::TIMER_PROLONG:
broadcastSystemMessage("Voting successful. Timer for all players has been prolonger for " + std::to_string(currentVoteParameter) + " seconds");
gameHandler->turnTimerHandler->prolongTimers(currentVoteParameter * 1000);
break;
}
currentVote = ECurrentChatVote::NONE;
currentVoteParameter = -1;
}
void PlayerMessageProcessor::abortVoting()
{
broadcastSystemMessage("Player voted against change. Voting aborted");
currentVote = ECurrentChatVote::NONE;
}
void PlayerMessageProcessor::startVoting(PlayerColor initiator, ECurrentChatVote what, int parameter)
{
currentVote = what;
currentVoteParameter = parameter;
switch(currentVote)
{
case ECurrentChatVote::SIMTURNS_ALLOW:
broadcastSystemMessage("Started voting to allow simultaneous turns for " + std::to_string(parameter) + " more days");
break;
case ECurrentChatVote::SIMTURNS_FORCE:
broadcastSystemMessage("Started voting to force simultaneous turns for " + std::to_string(parameter) + " more days");
break;
case ECurrentChatVote::SIMTURNS_ABORT:
broadcastSystemMessage("Started voting to end simultaneous turns starting from next day");
break;
case ECurrentChatVote::TIMER_PROLONG:
broadcastSystemMessage("Started voting to prolong timer for all players by " + std::to_string(parameter) + " seconds");
break;
default:
return;
}
broadcastSystemMessage("Type '!vote yes' to agree to this change or '!vote no' to vote against it");
awaitingPlayers.clear();
for(PlayerColor player(0); player < PlayerColor::PLAYER_LIMIT; ++player)
{
auto state = gameHandler->getPlayerState(player, false);
if(state && state->isHuman() && initiator != player)
awaitingPlayers.insert(player);
}
if(awaitingPlayers.empty())
finishVoting();
}
void PlayerMessageProcessor::handleCommand(PlayerColor player, const std::string & message)
{
if(message.empty() || message[0] != '!')
return;
std::vector<std::string> words;
boost::split(words, message, boost::is_any_of(" "));
if(words[0] == "!exit" || words[0] == "!quit")
commandExit(player, words);
if(words[0] == "!help")
commandHelp(player, words);
if(words[0] == "!vote")
commandVote(player, words);
if(words[0] == "!kick")
commandKick(player, words);
if(words[0] == "!save")
commandSave(player, words);
if(words[0] == "!cheaters")
commandCheaters(player, words);
}
void PlayerMessageProcessor::cheatGiveSpells(PlayerColor player, const CGHeroInstance * hero)
{
if (!hero)
return;
///Give hero spellbook
if (!hero->hasSpellbook())
gameHandler->giveHeroNewArtifact(hero, ArtifactID(ArtifactID::SPELLBOOK).toArtifact(), ArtifactPosition::SPELLBOOK);
///Give all spells with bonus (to allow banned spells)
GiveBonus giveBonus(GiveBonus::ETarget::OBJECT);
giveBonus.id = hero->id;
giveBonus.bonus = Bonus(BonusDuration::PERMANENT, BonusType::SPELLS_OF_LEVEL, BonusSource::OTHER, 0, BonusSourceID());
//start with level 0 to skip abilities
for (int level = 1; level <= GameConstants::SPELL_LEVELS; level++)
{
giveBonus.bonus.subtype = BonusCustomSubtype::spellLevel(level);
gameHandler->sendAndApply(&giveBonus);
}
///Give mana
SetMana sm;
sm.hid = hero->id;
sm.val = 999;
sm.absolute = true;
gameHandler->sendAndApply(&sm);
}
void PlayerMessageProcessor::cheatBuildTown(PlayerColor player, const CGTownInstance * town)
{
if (!town)
return;
for (auto & build : town->town->buildings)
{
if (!town->hasBuilt(build.first)
&& !build.second->getNameTranslated().empty()
&& build.first != BuildingID::SHIP)
{
gameHandler->buildStructure(town->id, build.first, true);
}
}
}
void PlayerMessageProcessor::cheatGiveArmy(PlayerColor player, const CGHeroInstance * hero, std::vector<std::string> words)
{
if (!hero)
return;
std::string creatureIdentifier = words.empty() ? "archangel" : words[0];
std::optional<int> amountPerSlot;
try
{
amountPerSlot = std::stol(words.at(1));
}
catch(std::logic_error&)
{
}
std::optional<int32_t> creatureId = VLC->identifiers()->getIdentifier(ModScope::scopeGame(), "creature", creatureIdentifier, false);
if(creatureId.has_value())
{
const auto * creature = CreatureID(creatureId.value()).toCreature();
for (int i = 0; i < GameConstants::ARMY_SIZE; i++)
{
if (!hero->hasStackAtSlot(SlotID(i)))
{
if (amountPerSlot.has_value())
gameHandler->insertNewStack(StackLocation(hero, SlotID(i)), creature, *amountPerSlot);
else
gameHandler->insertNewStack(StackLocation(hero, SlotID(i)), creature, 5 * std::pow(10, i));
}
}
}
}
void PlayerMessageProcessor::cheatGiveMachines(PlayerColor player, const CGHeroInstance * hero)
{
if (!hero)
return;
if (!hero->getArt(ArtifactPosition::MACH1))
gameHandler->giveHeroNewArtifact(hero, ArtifactID(ArtifactID::BALLISTA).toArtifact(), ArtifactPosition::MACH1);
if (!hero->getArt(ArtifactPosition::MACH2))
gameHandler->giveHeroNewArtifact(hero, ArtifactID(ArtifactID::AMMO_CART).toArtifact(), ArtifactPosition::MACH2);
if (!hero->getArt(ArtifactPosition::MACH3))
gameHandler->giveHeroNewArtifact(hero, ArtifactID(ArtifactID::FIRST_AID_TENT).toArtifact(), ArtifactPosition::MACH3);
}
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void PlayerMessageProcessor::cheatGiveArtifacts(PlayerColor player, const CGHeroInstance * hero, std::vector<std::string> words)
{
if (!hero)
return;
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if (!words.empty())
{
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for (auto const & word : words)
{
auto artID = VLC->identifiers()->getIdentifier(ModScope::scopeGame(), "artifact", word, false);
if(artID && VLC->arth->objects[*artID])
gameHandler->giveHeroNewArtifact(hero, ArtifactID(*artID).toArtifact(), ArtifactPosition::FIRST_AVAILABLE);
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}
}
else
{
for(int g = 7; g < VLC->arth->objects.size(); ++g) //including artifacts from mods
{
if(VLC->arth->objects[g]->canBePutAt(hero))
gameHandler->giveHeroNewArtifact(hero, ArtifactID(g).toArtifact(), ArtifactPosition::FIRST_AVAILABLE);
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}
}
}
void PlayerMessageProcessor::cheatLevelup(PlayerColor player, const CGHeroInstance * hero, std::vector<std::string> words)
{
if (!hero)
return;
int levelsToGain;
try
{
levelsToGain = std::stol(words.at(0));
}
catch(std::logic_error&)
{
levelsToGain = 1;
}
gameHandler->giveExperience(hero, VLC->heroh->reqExp(hero->level + levelsToGain) - VLC->heroh->reqExp(hero->level));
}
void PlayerMessageProcessor::cheatExperience(PlayerColor player, const CGHeroInstance * hero, std::vector<std::string> words)
{
if (!hero)
return;
int expAmountProcessed;
try
{
expAmountProcessed = std::stol(words.at(0));
}
catch(std::logic_error&)
{
expAmountProcessed = 10000;
}
gameHandler->giveExperience(hero, expAmountProcessed);
}
void PlayerMessageProcessor::cheatMovement(PlayerColor player, const CGHeroInstance * hero, std::vector<std::string> words)
{
if (!hero)
return;
SetMovePoints smp;
smp.hid = hero->id;
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bool unlimited = false;
try
{
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smp.val = std::stol(words.at(0));
}
catch(std::logic_error&)
{
smp.val = 1000000;
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unlimited = true;
}
gameHandler->sendAndApply(&smp);
GiveBonus gb(GiveBonus::ETarget::OBJECT);
gb.bonus.type = BonusType::FREE_SHIP_BOARDING;
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gb.bonus.duration = unlimited ? BonusDuration::PERMANENT : BonusDuration::ONE_DAY;
gb.bonus.source = BonusSource::OTHER;
gb.id = hero->id;
gameHandler->giveHeroBonus(&gb);
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if(unlimited)
{
GiveBonus gb(GiveBonus::ETarget::OBJECT);
gb.bonus.type = BonusType::UNLIMITED_MOVEMENT;
gb.bonus.duration = BonusDuration::PERMANENT;
gb.bonus.source = BonusSource::OTHER;
gb.id = hero->id;
gameHandler->giveHeroBonus(&gb);
}
}
void PlayerMessageProcessor::cheatResources(PlayerColor player, std::vector<std::string> words)
{
int baseResourceAmount;
try
{
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baseResourceAmount = std::stol(words.at(0));
}
catch(std::logic_error&)
{
baseResourceAmount = 100;
}
TResources resources;
resources[EGameResID::GOLD] = baseResourceAmount * 1000;
for (GameResID i = EGameResID::WOOD; i < EGameResID::GOLD; ++i)
resources[i] = baseResourceAmount;
gameHandler->giveResources(player, resources);
}
void PlayerMessageProcessor::cheatVictory(PlayerColor player)
{
PlayerCheated pc;
pc.player = player;
pc.winningCheatCode = true;
gameHandler->sendAndApply(&pc);
}
void PlayerMessageProcessor::cheatDefeat(PlayerColor player)
{
PlayerCheated pc;
pc.player = player;
pc.losingCheatCode = true;
gameHandler->sendAndApply(&pc);
}
void PlayerMessageProcessor::cheatMapReveal(PlayerColor player, bool reveal)
{
FoWChange fc;
fc.mode = reveal ? ETileVisibility::REVEALED : ETileVisibility::HIDDEN;
fc.player = player;
const auto & fowMap = gameHandler->gameState()->getPlayerTeam(player)->fogOfWarMap;
const auto & mapSize = gameHandler->gameState()->getMapSize();
auto hlp_tab = new int3[mapSize.x * mapSize.y * mapSize.z];
int lastUnc = 0;
for(int z = 0; z < mapSize.z; z++)
for(int x = 0; x < mapSize.x; x++)
for(int y = 0; y < mapSize.y; y++)
if(!(*fowMap)[z][x][y] || fc.mode == ETileVisibility::HIDDEN)
hlp_tab[lastUnc++] = int3(x, y, z);
fc.tiles.insert(hlp_tab, hlp_tab + lastUnc);
delete [] hlp_tab;
gameHandler->sendAndApply(&fc);
}
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void PlayerMessageProcessor::cheatPuzzleReveal(PlayerColor player)
{
TeamState *t = gameHandler->gameState()->getPlayerTeam(player);
for(auto & obj : gameHandler->gameState()->map->objects)
{
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if(obj && obj->ID == Obj::OBELISK && !obj->wasVisited(player))
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{
gameHandler->setObjPropertyID(obj->id, ObjProperty::OBELISK_VISITED, t->id);
for(const auto & color : t->players)
{
gameHandler->setObjPropertyID(obj->id, ObjProperty::VISITED, color);
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PlayerCheated pc;
pc.player = color;
gameHandler->sendAndApply(&pc);
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}
}
}
}
void PlayerMessageProcessor::cheatMaxLuck(PlayerColor player, const CGHeroInstance * hero)
{
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if (!hero)
return;
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GiveBonus gb;
gb.bonus = Bonus(BonusDuration::PERMANENT, BonusType::MAX_LUCK, BonusSource::OTHER, 0, BonusSourceID(Obj(Obj::NO_OBJ)));
gb.id = hero->id;
gameHandler->giveHeroBonus(&gb);
}
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void PlayerMessageProcessor::cheatFly(PlayerColor player, const CGHeroInstance * hero)
{
if (!hero)
return;
GiveBonus gb;
gb.bonus = Bonus(BonusDuration::PERMANENT, BonusType::FLYING_MOVEMENT, BonusSource::OTHER, 0, BonusSourceID(Obj(Obj::NO_OBJ)));
gb.id = hero->id;
gameHandler->giveHeroBonus(&gb);
}
void PlayerMessageProcessor::cheatMaxMorale(PlayerColor player, const CGHeroInstance * hero)
{
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if (!hero)
return;
GiveBonus gb;
gb.bonus = Bonus(BonusDuration::PERMANENT, BonusType::MAX_MORALE, BonusSource::OTHER, 0, BonusSourceID(Obj(Obj::NO_OBJ)));
gb.id = hero->id;
gameHandler->giveHeroBonus(&gb);
}
bool PlayerMessageProcessor::handleCheatCode(const std::string & cheat, PlayerColor player, ObjectInstanceID currObj)
{
std::vector<std::string> words;
boost::split(words, boost::trim_copy(cheat), boost::is_any_of("\t\r\n "));
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if (words.empty() || !gameHandler->getStartInfo()->extraOptionsInfo.cheatsAllowed)
return false;
//Make cheat name case-insensitive, but keep words/parameters (e.g. creature name) as it
std::string cheatName = boost::to_lower_copy(words[0]);
words.erase(words.begin());
std::vector<std::string> townTargetedCheats = { "vcmiarmenelos", "vcmibuild", "nwczion" };
std::vector<std::string> playerTargetedCheats = {
"vcmiformenos", "vcmiresources", "nwctheconstruct",
"vcmimelkor", "vcmilose", "nwcbluepill",
"vcmisilmaril", "vcmiwin", "nwcredpill",
"vcmieagles", "vcmimap", "nwcwhatisthematrix",
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"vcmiungoliant", "vcmihidemap", "nwcignoranceisbliss",
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"vcmiobelisk", "nwcoracle"
};
std::vector<std::string> heroTargetedCheats = {
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"vcmiainur", "vcmiarchangel", "nwctrinity",
"vcmiangband", "vcmiblackknight", "nwcagents",
"vcmiglaurung", "vcmicrystal", "vcmiazure",
"vcmifaerie", "vcmiarmy", "vcminissi",
"vcmiistari", "vcmispells", "nwcthereisnospoon",
"vcminoldor", "vcmimachines", "nwclotsofguns",
"vcmiglorfindel", "vcmilevel", "nwcneo",
"vcminahar", "vcmimove", "nwcnebuchadnezzar",
"vcmiforgeofnoldorking", "vcmiartifacts",
"vcmiolorin", "vcmiexp",
"vcmiluck", "nwcfollowthewhiterabbit",
"vcmimorale", "nwcmorpheus",
"vcmigod", "nwctheone"
};
if (!vstd::contains(townTargetedCheats, cheatName) && !vstd::contains(playerTargetedCheats, cheatName) && !vstd::contains(heroTargetedCheats, cheatName))
return false;
bool playerTargetedCheat = false;
for (const auto & i : gameHandler->gameState()->players)
{
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if (words.empty())
break;
if (i.first == PlayerColor::NEUTRAL)
continue;
if (words.front() == "ai" && i.second.human)
continue;
if (words.front() != "all" && words.front() != i.first.toString())
continue;
std::vector<std::string> parameters = words;
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PlayerCheated pc;
pc.player = i.first;
gameHandler->sendAndApply(&pc);
playerTargetedCheat = true;
parameters.erase(parameters.begin());
if (vstd::contains(playerTargetedCheats, cheatName))
executeCheatCode(cheatName, i.first, ObjectInstanceID::NONE, parameters);
if (vstd::contains(townTargetedCheats, cheatName))
for (const auto & t : i.second.towns)
executeCheatCode(cheatName, i.first, t->id, parameters);
if (vstd::contains(heroTargetedCheats, cheatName))
for (const auto & h : i.second.heroes)
executeCheatCode(cheatName, i.first, h->id, parameters);
}
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PlayerCheated pc;
pc.player = player;
gameHandler->sendAndApply(&pc);
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if (!playerTargetedCheat)
executeCheatCode(cheatName, player, currObj, words);
return true;
}
void PlayerMessageProcessor::executeCheatCode(const std::string & cheatName, PlayerColor player, ObjectInstanceID currObj, const std::vector<std::string> & words)
{
const CGHeroInstance * hero = gameHandler->getHero(currObj);
const CGTownInstance * town = gameHandler->getTown(currObj);
if (!town && hero)
town = hero->visitedTown;
const auto & doCheatGiveSpells = [&]() { cheatGiveSpells(player, hero); };
const auto & doCheatBuildTown = [&]() { cheatBuildTown(player, town); };
const auto & doCheatGiveArmyCustom = [&]() { cheatGiveArmy(player, hero, words); };
const auto & doCheatGiveArmyFixed = [&](std::vector<std::string> customWords) { cheatGiveArmy(player, hero, customWords); };
const auto & doCheatGiveMachines = [&]() { cheatGiveMachines(player, hero); };
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const auto & doCheatGiveArtifacts = [&]() { cheatGiveArtifacts(player, hero, words); };
const auto & doCheatLevelup = [&]() { cheatLevelup(player, hero, words); };
const auto & doCheatExperience = [&]() { cheatExperience(player, hero, words); };
const auto & doCheatMovement = [&]() { cheatMovement(player, hero, words); };
const auto & doCheatResources = [&]() { cheatResources(player, words); };
const auto & doCheatVictory = [&]() { cheatVictory(player); };
const auto & doCheatDefeat = [&]() { cheatDefeat(player); };
const auto & doCheatMapReveal = [&]() { cheatMapReveal(player, true); };
const auto & doCheatMapHide = [&]() { cheatMapReveal(player, false); };
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const auto & doCheatRevealPuzzle = [&]() { cheatPuzzleReveal(player); };
const auto & doCheatMaxLuck = [&]() { cheatMaxLuck(player, hero); };
const auto & doCheatMaxMorale = [&]() { cheatMaxMorale(player, hero); };
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const auto & doCheatTheOne = [&]()
{
if(!hero)
return;
cheatMapReveal(player, true);
cheatGiveArmy(player, hero, { "archangel", "5" });
cheatMovement(player, hero, { });
cheatFly(player, hero);
};
// Unimplemented H3 cheats:
// nwcphisherprice - Changes and brightens the game colors.
std::map<std::string, std::function<void()>> callbacks = {
{"vcmiainur", [&] () {doCheatGiveArmyFixed({ "archangel", "5" });} },
{"nwctrinity", [&] () {doCheatGiveArmyFixed({ "archangel", "5" });} },
{"vcmiangband", [&] () {doCheatGiveArmyFixed({ "blackKnight", "10" });} },
{"vcmiglaurung", [&] () {doCheatGiveArmyFixed({ "crystalDragon", "5000" });} },
{"vcmiarchangel", [&] () {doCheatGiveArmyFixed({ "archangel", "5" });} },
{"nwcagents", [&] () {doCheatGiveArmyFixed({ "blackKnight", "10" });} },
{"vcmiblackknight", [&] () {doCheatGiveArmyFixed({ "blackKnight", "10" });} },
{"vcmicrystal", [&] () {doCheatGiveArmyFixed({ "crystalDragon", "5000" });} },
{"vcmiazure", [&] () {doCheatGiveArmyFixed({ "azureDragon", "5000" });} },
{"vcmifaerie", [&] () {doCheatGiveArmyFixed({ "fairieDragon", "5000" });} },
{"vcmiarmy", doCheatGiveArmyCustom },
{"vcminissi", doCheatGiveArmyCustom },
{"vcmiistari", doCheatGiveSpells },
{"vcmispells", doCheatGiveSpells },
{"nwcthereisnospoon", doCheatGiveSpells },
{"vcmiarmenelos", doCheatBuildTown },
{"vcmibuild", doCheatBuildTown },
{"nwczion", doCheatBuildTown },
{"vcminoldor", doCheatGiveMachines },
{"vcmimachines", doCheatGiveMachines },
{"nwclotsofguns", doCheatGiveMachines },
{"vcmiforgeofnoldorking", doCheatGiveArtifacts },
{"vcmiartifacts", doCheatGiveArtifacts },
{"vcmiglorfindel", doCheatLevelup },
{"vcmilevel", doCheatLevelup },
{"nwcneo", doCheatLevelup },
{"vcmiolorin", doCheatExperience },
{"vcmiexp", doCheatExperience },
{"vcminahar", doCheatMovement },
{"vcmimove", doCheatMovement },
{"nwcnebuchadnezzar", doCheatMovement },
{"vcmiformenos", doCheatResources },
{"vcmiresources", doCheatResources },
{"nwctheconstruct", doCheatResources },
{"nwcbluepill", doCheatDefeat },
{"vcmimelkor", doCheatDefeat },
{"vcmilose", doCheatDefeat },
{"nwcredpill", doCheatVictory },
{"vcmisilmaril", doCheatVictory },
{"vcmiwin", doCheatVictory },
{"nwcwhatisthematrix", doCheatMapReveal },
{"vcmieagles", doCheatMapReveal },
{"vcmimap", doCheatMapReveal },
{"vcmiungoliant", doCheatMapHide },
{"vcmihidemap", doCheatMapHide },
{"nwcignoranceisbliss", doCheatMapHide },
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{"vcmiobelisk", doCheatRevealPuzzle },
{"nwcoracle", doCheatRevealPuzzle },
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{"vcmiluck", doCheatMaxLuck },
{"nwcfollowthewhiterabbit", doCheatMaxLuck },
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{"vcmimorale", doCheatMaxMorale },
{"nwcmorpheus", doCheatMaxMorale },
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{"vcmigod", doCheatTheOne },
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{"nwctheone", doCheatTheOne },
};
assert(callbacks.count(cheatName));
if (callbacks.count(cheatName))
callbacks.at(cheatName)();
}
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void PlayerMessageProcessor::sendSystemMessage(std::shared_ptr<CConnection> connection, MetaString message)
{
SystemMessage sm;
sm.text = message;
connection->sendPack(&sm);
}
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void PlayerMessageProcessor::sendSystemMessage(std::shared_ptr<CConnection> connection, const std::string & message)
{
MetaString str;
str.appendRawString(message);
sendSystemMessage(connection, str);
}
void PlayerMessageProcessor::broadcastSystemMessage(MetaString message)
{
SystemMessage sm;
sm.text = message;
gameHandler->sendToAllClients(&sm);
}
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void PlayerMessageProcessor::broadcastSystemMessage(const std::string & message)
{
MetaString str;
str.appendRawString(message);
broadcastSystemMessage(str);
}
void PlayerMessageProcessor::broadcastMessage(PlayerColor playerSender, const std::string & message)
{
PlayerMessageClient temp_message(playerSender, message);
gameHandler->sendAndApply(&temp_message);
}