1
0
mirror of https://github.com/vcmi/vcmi.git synced 2025-01-14 02:33:51 +02:00

Merge pull request #2579 from IvanSavenko/server_battle_processor

(develop) Refactoring of server-side battles code
This commit is contained in:
Ivan Savenko 2023-08-21 23:21:40 +03:00 committed by GitHub
commit 78780bb20c
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
58 changed files with 4502 additions and 3898 deletions

View File

@ -18,6 +18,7 @@
#include "../../lib/mapObjects/CGTownInstance.h"
#include "../../lib/spells/CSpellHandler.h"
#include "../../lib/spells/ISpellMechanics.h"
#include "../../lib/battle/BattleAction.h"
#include "../../lib/battle/BattleStateInfoForRetreat.h"
#include "../../lib/battle/CObstacleInstance.h"
#include "../../lib/CStack.h" // TODO: remove
@ -283,20 +284,11 @@ void CBattleAI::activeStack( const CStack * stack )
return;
}
attemptCastingSpell();
if (attemptCastingSpell())
return;
logAi->trace("Spellcast attempt completed in %lld", timeElapsed(start));
if(cb->battleIsFinished() || !stack->alive())
{
//spellcast may finish battle or kill active stack
//send special preudo-action
BattleAction cancel;
cancel.actionType = EActionType::CANCEL;
cb->battleMakeUnitAction(cancel);
return;
}
if(auto action = considerFleeingOrSurrendering())
{
cb->battleMakeUnitAction(*action);
@ -476,14 +468,14 @@ BattleAction CBattleAI::useCatapult(const CStack * stack)
return attack;
}
void CBattleAI::attemptCastingSpell()
bool CBattleAI::attemptCastingSpell()
{
auto hero = cb->battleGetMyHero();
if(!hero)
return;
return false;
if(cb->battleCanCastSpell(hero, spells::Mode::HERO) != ESpellCastProblem::OK)
return;
return false;
LOGL("Casting spells sounds like fun. Let's see...");
//Get all spells we can cast
@ -522,7 +514,7 @@ void CBattleAI::attemptCastingSpell()
}
LOGFL("Found %d spell-target combinations.", possibleCasts.size());
if(possibleCasts.empty())
return;
return false;
using ValueMap = PossibleSpellcast::ValueMap;
@ -657,7 +649,7 @@ void CBattleAI::attemptCastingSpell()
if(battleIsFinishedOpt)
{
print("No need to cast a spell. Battle will finish soon.");
return;
return false;
}
}
}
@ -780,16 +772,18 @@ void CBattleAI::attemptCastingSpell()
LOGFL("Best spell is %s (value %d). Will cast.", castToPerform.spell->getNameTranslated() % castToPerform.value);
BattleAction spellcast;
spellcast.actionType = EActionType::HERO_SPELL;
spellcast.actionSubtype = castToPerform.spell->id;
spellcast.spell = castToPerform.spell->getId();
spellcast.setTarget(castToPerform.dest);
spellcast.side = side;
spellcast.stackNumber = (!side) ? -1 : -2;
cb->battleMakeSpellAction(spellcast);
movesSkippedByDefense = 0;
return true;
}
else
{
LOGFL("Best spell is %s. But it is actually useless (value %d).", castToPerform.spell->getNameTranslated() % castToPerform.value);
return false;
}
}

View File

@ -68,7 +68,7 @@ public:
~CBattleAI();
void initBattleInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB) override;
void attemptCastingSpell();
bool attemptCastingSpell();
void evaluateCreatureSpellcast(const CStack * stack, PossibleSpellcast & ps); //for offensive damaging spells only

View File

@ -12,6 +12,7 @@
#include "../../lib/CRandomGenerator.h"
#include "../../lib/CStack.h"
#include "../../lib/battle/BattleAction.h"
void CEmptyAI::saveGame(BinarySerializer & h, const int version)
{
@ -73,3 +74,8 @@ void CEmptyAI::showMapObjectSelectDialog(QueryID askID, const Component & icon,
{
cb->selectionMade(0, askID);
}
std::optional<BattleAction> CEmptyAI::makeSurrenderRetreatDecision(const BattleStateInfoForRetreat & battleState)
{
return std::nullopt;
}

View File

@ -32,6 +32,7 @@ public:
void showTeleportDialog(TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID) override;
void showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID) override;
void showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects) override;
std::optional<BattleAction> makeSurrenderRetreatDecision(const BattleStateInfoForRetreat & battleState) override;
};
#define NAME "EmptyAI 0.1"

View File

@ -13,6 +13,7 @@
#include "../../lib/CStack.h"
#include "../../CCallback.h"
#include "../../lib/CCreatureHandler.h"
#include "../../lib/battle/BattleAction.h"
static std::shared_ptr<CBattleCallback> cbc;

View File

@ -2890,4 +2890,7 @@ bool shouldVisit(HeroPtr h, const CGObjectInstance * obj)
return true;
}
std::optional<BattleAction> VCAI::makeSurrenderRetreatDecision(const BattleStateInfoForRetreat & battleState)
{
return std::nullopt;
}

View File

@ -203,6 +203,7 @@ public:
void battleStart(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool side, bool replayAllowed) override;
void battleEnd(const BattleResult * br, QueryID queryID) override;
std::optional<BattleAction> makeSurrenderRetreatDecision(const BattleStateInfoForRetreat & battleState) override;
void makeTurn();
void mainLoop();

View File

@ -206,7 +206,7 @@ bool CCallback::buildBuilding(const CGTownInstance *town, BuildingID buildingID)
void CBattleCallback::battleMakeSpellAction(const BattleAction & action)
{
assert(action.actionType == EActionType::HERO_SPELL);
MakeCustomAction mca(action);
MakeAction mca(action);
sendRequest(&mca);
}

View File

@ -128,7 +128,6 @@ CPlayerInterface::CPlayerInterface(PlayerColor Player):
destinationTeleportPos = int3(-1);
GH.defActionsDef = 0;
LOCPLINT = this;
curAction = nullptr;
playerID=Player;
human=true;
battleInt = nullptr;
@ -769,8 +768,7 @@ void CPlayerInterface::actionStarted(const BattleAction &action)
EVENT_HANDLER_CALLED_BY_CLIENT;
BATTLE_EVENT_POSSIBLE_RETURN;
curAction = new BattleAction(action);
battleInt->startAction(curAction);
battleInt->startAction(action);
}
void CPlayerInterface::actionFinished(const BattleAction &action)
@ -778,9 +776,7 @@ void CPlayerInterface::actionFinished(const BattleAction &action)
EVENT_HANDLER_CALLED_BY_CLIENT;
BATTLE_EVENT_POSSIBLE_RETURN;
battleInt->endAction(curAction);
delete curAction;
curAction = nullptr;
battleInt->endAction(action);
}
void CPlayerInterface::activeStack(const CStack * stack) //called when it's turn of that stack
@ -935,8 +931,6 @@ void CPlayerInterface::battleAttack(const BattleAttack * ba)
EVENT_HANDLER_CALLED_BY_CLIENT;
BATTLE_EVENT_POSSIBLE_RETURN;
assert(curAction);
StackAttackInfo info;
info.attacker = cb->battleGetStackByID(ba->stackAttacking);
info.defender = nullptr;
@ -2110,3 +2104,8 @@ void CPlayerInterface::showWorldViewEx(const std::vector<ObjectPosInfo>& objectP
EVENT_HANDLER_CALLED_BY_CLIENT;
adventureInt->openWorldView(objectPositions, showTerrain );
}
std::optional<BattleAction> CPlayerInterface::makeSurrenderRetreatDecision(const BattleStateInfoForRetreat & battleState)
{
return std::nullopt;
}

View File

@ -66,7 +66,6 @@ class CPlayerInterface : public CGameInterface, public IUpdateable
int autosaveCount;
std::list<std::shared_ptr<CInfoWindow>> dialogs; //queue of dialogs awaiting to be shown (not currently shown!)
const BattleAction *curAction; //during the battle - action currently performed by active stack (or nullptr)
ObjectInstanceID destinationTeleport; //contain -1 or object id if teleportation
int3 destinationTeleportPos;
@ -173,6 +172,7 @@ protected: // Call-ins from server, should not be called directly, but only via
void battleCatapultAttacked(const CatapultAttack & ca) override; //called when catapult makes an attack
void battleGateStateChanged(const EGateState state) override;
void yourTacticPhase(int distance) override;
std::optional<BattleAction> makeSurrenderRetreatDecision(const BattleStateInfoForRetreat & battleState) override;
public: // public interface for use by client via LOCPLINT access

View File

@ -13,7 +13,6 @@
#include <vcmi/Environment.h>
#include "../lib/IGameCallback.h"
#include "../lib/battle/BattleAction.h"
#include "../lib/battle/CBattleInfoCallback.h"
VCMI_LIB_NAMESPACE_BEGIN
@ -25,6 +24,7 @@ class CBattleGameInterface;
class CGameInterface;
class BinaryDeserializer;
class BinarySerializer;
class BattleAction;
template<typename T> class CApplier;
@ -118,7 +118,7 @@ public:
std::map<PlayerColor, std::vector<std::shared_ptr<IBattleEventsReceiver>>> additionalBattleInts;
std::optional<BattleAction> curbaction;
std::unique_ptr<BattleAction> currentBattleAction;
CClient();
~CClient();

View File

@ -784,7 +784,7 @@ void ApplyClientNetPackVisitor::visitBattleAttack(BattleAttack & pack)
void ApplyFirstClientNetPackVisitor::visitStartAction(StartAction & pack)
{
cl.curbaction = std::make_optional(pack.ba);
cl.currentBattleAction = std::make_unique<BattleAction>(pack.ba);
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::actionStarted, pack.ba);
}
@ -830,8 +830,8 @@ void ApplyClientNetPackVisitor::visitCatapultAttack(CatapultAttack & pack)
void ApplyClientNetPackVisitor::visitEndAction(EndAction & pack)
{
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::actionFinished, *cl.curbaction);
cl.curbaction.reset();
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::actionFinished, *cl.currentBattleAction);
cl.currentBattleAction.reset();
}
void ApplyClientNetPackVisitor::visitPackageApplied(PackageApplied & pack)

View File

@ -286,7 +286,7 @@ void BattleActionsController::castThisSpell(SpellID spellID)
{
heroSpellToCast = std::make_shared<BattleAction>();
heroSpellToCast->actionType = EActionType::HERO_SPELL;
heroSpellToCast->actionSubtype = spellID; //spell number
heroSpellToCast->spell = spellID;
heroSpellToCast->stackNumber = (owner.attackingHeroInstance->tempOwner == owner.curInt->playerID) ? -1 : -2;
heroSpellToCast->side = owner.defendingHeroInstance ? (owner.curInt->playerID == owner.defendingHeroInstance->tempOwner) : false;
@ -314,7 +314,7 @@ void BattleActionsController::castThisSpell(SpellID spellID)
const CSpell * BattleActionsController::getHeroSpellToCast( ) const
{
if (heroSpellToCast)
return SpellID(heroSpellToCast->actionSubtype).toSpell();
return heroSpellToCast->spell.toSpell();
return nullptr;
}

View File

@ -94,13 +94,13 @@ void BattleEffectsController::battleTriggerEffect(const BattleTriggerEffect & bt
owner.waitForAnimations();
}
void BattleEffectsController::startAction(const BattleAction* action)
void BattleEffectsController::startAction(const BattleAction & action)
{
owner.checkForAnimations();
const CStack *stack = owner.curInt->cb->battleGetStackByID(action->stackNumber);
const CStack *stack = owner.curInt->cb->battleGetStackByID(action.stackNumber);
switch(action->actionType)
switch(action.actionType)
{
case EActionType::WAIT:
owner.appendBattleLog(stack->formatGeneralMessage(136));

View File

@ -60,7 +60,7 @@ public:
BattleEffectsController(BattleInterface & owner);
void startAction(const BattleAction* action);
void startAction(const BattleAction & action);
//displays custom effect on the battlefield
void displayEffect(EBattleEffect effect, const BattleHex & destTile);

View File

@ -234,7 +234,7 @@ void BattleInterface::newRound(int number)
console->addText(CGI->generaltexth->allTexts[412]);
}
void BattleInterface::giveCommand(EActionType action, BattleHex tile, si32 additional)
void BattleInterface::giveCommand(EActionType action, BattleHex tile, SpellID spell)
{
const CStack * actor = nullptr;
if(action != EActionType::HERO_SPELL && action != EActionType::RETREAT && action != EActionType::SURRENDER)
@ -253,7 +253,7 @@ void BattleInterface::giveCommand(EActionType action, BattleHex tile, si32 addit
ba.side = side.value();
ba.actionType = action;
ba.aimToHex(tile);
ba.actionSubtype = additional;
ba.spell = spell;
sendCommand(ba, actor);
}
@ -567,12 +567,12 @@ bool BattleInterface::makingTurn() const
return stacksController->getActiveStack() != nullptr;
}
void BattleInterface::endAction(const BattleAction* action)
void BattleInterface::endAction(const BattleAction &action)
{
// it is possible that tactics mode ended while opening music is still playing
waitForAnimations();
const CStack *stack = curInt->cb->battleGetStackByID(action->stackNumber);
const CStack *stack = curInt->cb->battleGetStackByID(action.stackNumber);
// Activate stack from stackToActivate because this might have been temporary disabled, e.g., during spell cast
activateStack();
@ -585,7 +585,7 @@ void BattleInterface::endAction(const BattleAction* action)
tacticNextStack(stack);
//we have activated next stack after sending request that has been just realized -> blockmap due to movement has changed
if(action->actionType == EActionType::HERO_SPELL)
if(action.actionType == EActionType::HERO_SPELL)
fieldController->redrawBackgroundWithHexes();
}
@ -594,15 +594,15 @@ void BattleInterface::appendBattleLog(const std::string & newEntry)
console->addText(newEntry);
}
void BattleInterface::startAction(const BattleAction* action)
void BattleInterface::startAction(const BattleAction & action)
{
if(action->actionType == EActionType::END_TACTIC_PHASE)
if(action.actionType == EActionType::END_TACTIC_PHASE)
{
windowObject->tacticPhaseEnded();
return;
}
const CStack *stack = curInt->cb->battleGetStackByID(action->stackNumber);
const CStack *stack = curInt->cb->battleGetStackByID(action.stackNumber);
if (stack)
{
@ -610,17 +610,17 @@ void BattleInterface::startAction(const BattleAction* action)
}
else
{
assert(action->actionType == EActionType::HERO_SPELL); //only cast spell is valid action without acting stack number
assert(action.actionType == EActionType::HERO_SPELL); //only cast spell is valid action without acting stack number
}
stacksController->startAction(action);
if(action->actionType == EActionType::HERO_SPELL) //when hero casts spell
if(action.actionType == EActionType::HERO_SPELL) //when hero casts spell
return;
if (!stack)
{
logGlobal->error("Something wrong with stackNumber in actionStarted. Stack number: %d", action->stackNumber);
logGlobal->error("Something wrong with stackNumber in actionStarted. Stack number: %d", action.stackNumber);
return;
}

View File

@ -156,7 +156,7 @@ public:
void activateStack(); //sets activeStack to stackToActivate etc. //FIXME: No, it's not clear at all
void requestAutofightingAIToTakeAction();
void giveCommand(EActionType action, BattleHex tile = BattleHex(), si32 additional = -1);
void giveCommand(EActionType action, BattleHex tile = BattleHex(), SpellID spell = SpellID::NONE);
void sendCommand(BattleAction command, const CStack * actor = nullptr);
const CGHeroInstance *getActiveHero(); //returns hero that can currently cast a spell
@ -188,7 +188,7 @@ public:
void addToAnimationStage( EAnimationEvents event, const AwaitingAnimationAction & action);
//call-ins
void startAction(const BattleAction* action);
void startAction(const BattleAction & action);
void stackReset(const CStack * stack);
void stackAdded(const CStack * stack); //new stack appeared on battlefield
void stackRemoved(uint32_t stackID); //stack disappeared from batlefiled
@ -211,7 +211,7 @@ public:
void displaySpellEffect(const CSpell * spell, BattleHex destinationTile); //displays spell`s affected animation
void displaySpellHit(const CSpell * spell, BattleHex destinationTile); //displays spell`s affected animation
void endAction(const BattleAction* action);
void endAction(const BattleAction & action);
void obstaclePlaced(const std::vector<std::shared_ptr<const CObstacleInstance>> oi);
void obstacleRemoved(const std::vector<ObstacleChanges> & obstacles);

View File

@ -567,12 +567,12 @@ BattleResultWindow::BattleResultWindow(const BattleResult & br, CPlayerInterface
int text = 304;
switch(br.result)
{
case BattleResult::NORMAL:
case EBattleResult::NORMAL:
break;
case BattleResult::ESCAPE:
case EBattleResult::ESCAPE:
text = 303;
break;
case BattleResult::SURRENDER:
case EBattleResult::SURRENDER:
text = 302;
break;
default:
@ -601,14 +601,14 @@ BattleResultWindow::BattleResultWindow(const BattleResult & br, CPlayerInterface
std::string videoName = "LBSTART.BIK";
switch(br.result)
{
case BattleResult::NORMAL:
case EBattleResult::NORMAL:
break;
case BattleResult::ESCAPE:
case EBattleResult::ESCAPE:
musicName = "Music/Retreat Battle";
videoName = "RTSTART.BIK";
text = 310;
break;
case BattleResult::SURRENDER:
case EBattleResult::SURRENDER:
musicName = "Music/Surrender Battle";
videoName = "SURRENDER.BIK";
text = 309;

View File

@ -31,6 +31,7 @@
#include "../../CCallback.h"
#include "../../lib/spells/ISpellMechanics.h"
#include "../../lib/battle/BattleAction.h"
#include "../../lib/battle/BattleHex.h"
#include "../../lib/CStack.h"
#include "../../lib/CondSh.h"
@ -398,15 +399,7 @@ void BattleStacksController::addNewAnim(BattleAnimation *anim)
void BattleStacksController::stackRemoved(uint32_t stackID)
{
if (getActiveStack() && getActiveStack()->unitId() == stackID)
{
BattleAction action;
action.side = owner.defendingHeroInstance ? (owner.curInt->playerID == owner.defendingHeroInstance->tempOwner) : false;
action.actionType = EActionType::CANCEL;
action.stackNumber = getActiveStack()->unitId();
LOCPLINT->cb->battleMakeUnitAction(action);
setActiveStack(nullptr);
}
}
void BattleStacksController::stacksAreAttacked(std::vector<StackAttackedInfo> attackedInfos)
@ -663,7 +656,7 @@ bool BattleStacksController::shouldRotate(const CStack * stack, const BattleHex
return false;
}
void BattleStacksController::endAction(const BattleAction* action)
void BattleStacksController::endAction(const BattleAction & action)
{
owner.checkForAnimations();
@ -688,7 +681,7 @@ void BattleStacksController::endAction(const BattleAction* action)
removeExpiredColorFilters();
}
void BattleStacksController::startAction(const BattleAction* action)
void BattleStacksController::startAction(const BattleAction & action)
{
removeExpiredColorFilters();
}

View File

@ -115,8 +115,8 @@ public:
void stacksAreAttacked(std::vector<StackAttackedInfo> attackedInfos); //called when a certain amount of stacks has been attacked
void stackAttacking(const StackAttackInfo & info); //called when stack with id ID is attacking something on hex dest
void startAction(const BattleAction* action);
void endAction(const BattleAction* action);
void startAction(const BattleAction & action);
void endAction(const BattleAction & action);
void deactivateStack(); //copy activeStack to stackToActivate, then set activeStack to nullptr to temporary disable current stack

View File

@ -9,7 +9,6 @@
*/
#pragma once
#include "battle/BattleAction.h"
#include "IGameEventsReceiver.h"
#include "spells/ViewSpellInt.h"
@ -36,6 +35,7 @@ class CCreatureSet;
class CArmedInstance;
class IShipyard;
class IMarket;
class BattleAction;
struct BattleResult;
struct BattleAttack;
struct BattleStackAttacked;
@ -107,10 +107,7 @@ public:
virtual void showWorldViewEx(const std::vector<ObjectPosInfo> & objectPositions, bool showTerrain){};
virtual std::optional<BattleAction> makeSurrenderRetreatDecision(const BattleStateInfoForRetreat & battleState)
{
return std::nullopt;
}
virtual std::optional<BattleAction> makeSurrenderRetreatDecision(const BattleStateInfoForRetreat & battleState) = 0;
virtual void saveGame(BinarySerializer & h, const int version) = 0;
virtual void loadGame(BinaryDeserializer & h, const int version) = 0;

View File

@ -248,7 +248,6 @@ std::ostream & operator<<(std::ostream & os, const EActionType actionType)
static const std::map<EActionType, std::string> actionTypeToString =
{
{EActionType::END_TACTIC_PHASE, "End tactic phase"},
{EActionType::INVALID, "Invalid"},
{EActionType::NO_ACTION, "No action"},
{EActionType::HERO_SPELL, "Hero spell"},
{EActionType::WALK, "Walk"},

View File

@ -998,20 +998,21 @@ namespace Date
};
}
enum class EActionType : int32_t
enum class EActionType : int8_t
{
CANCEL = -3,
END_TACTIC_PHASE = -2,
INVALID = -1,
NO_ACTION = 0,
HERO_SPELL,
WALK,
DEFEND,
NO_ACTION,
END_TACTIC_PHASE,
RETREAT,
SURRENDER,
HERO_SPELL,
WALK,
WAIT,
DEFEND,
WALK_AND_ATTACK,
SHOOT,
WAIT,
CATAPULT,
MONSTER_SPELL,
BAD_MORALE,
@ -1379,6 +1380,13 @@ enum class EHealPower : ui8
PERMANENT
};
enum class EBattleResult : int8_t
{
NORMAL = 0,
ESCAPE = 1,
SURRENDER = 2
};
// Typedef declarations
using TExpType = si64;
using TQuantity = si32;

View File

@ -134,7 +134,6 @@ public:
virtual void visitBuildBoat(BuildBoat & pack) {}
virtual void visitQueryReply(QueryReply & pack) {}
virtual void visitMakeAction(MakeAction & pack) {}
virtual void visitMakeCustomAction(MakeCustomAction & pack) {}
virtual void visitDigWithHero(DigWithHero & pack) {}
virtual void visitCastAdvSpell(CastAdvSpell & pack) {}
virtual void visitSaveGame(SaveGame & pack) {}

View File

@ -1524,11 +1524,9 @@ struct DLL_LINKAGE BattleResultAccepted : public CPackForClient
struct DLL_LINKAGE BattleResult : public Query
{
enum EResult { NORMAL = 0, ESCAPE = 1, SURRENDER = 2 };
void applyFirstCl(CClient * cl);
EResult result = NORMAL;
EBattleResult result = EBattleResult::NORMAL;
ui8 winner = 2; //0 - attacker, 1 - defender, [2 - draw (should be possible?)]
std::map<ui32, si32> casualties[2]; //first => casualties of attackers - map crid => number
TExpType exp[2] = {0, 0}; //exp for attacker and defender
@ -2515,24 +2513,6 @@ struct DLL_LINKAGE MakeAction : public CPackForServer
}
};
struct DLL_LINKAGE MakeCustomAction : public CPackForServer
{
MakeCustomAction() = default;
MakeCustomAction(BattleAction BA)
: ba(std::move(BA))
{
}
BattleAction ba;
virtual void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h, const int version)
{
h & static_cast<CPackForServer &>(*this);
h & ba;
}
};
struct DLL_LINKAGE DigWithHero : public CPackForServer
{
ObjectInstanceID id; //digging hero id

View File

@ -638,11 +638,6 @@ void MakeAction::visitTyped(ICPackVisitor & visitor)
visitor.visitMakeAction(*this);
}
void MakeCustomAction::visitTyped(ICPackVisitor & visitor)
{
visitor.visitMakeCustomAction(*this);
}
void DigWithHero::visitTyped(ICPackVisitor & visitor)
{
visitor.visitDigWithHero(*this);
@ -2289,34 +2284,35 @@ void StartAction::applyGs(CGameState *gs)
return;
}
if(ba.actionType != EActionType::HERO_SPELL) //don't check for stack if it's custom action by hero
if (ba.isUnitAction())
{
assert(st);
assert(st); // stack must exists for all non-hero actions
switch(ba.actionType)
{
case EActionType::DEFEND:
st->waiting = false;
st->defending = true;
st->defendingAnim = true;
break;
case EActionType::WAIT:
st->defendingAnim = false;
st->waiting = true;
st->waitedThisTurn = true;
break;
case EActionType::HERO_SPELL: //no change in current stack state
break;
default: //any active stack action - attack, catapult, heal, spell...
st->waiting = false;
st->defendingAnim = false;
st->movedThisRound = true;
break;
}
}
else
{
gs->curB->sides[ba.side].usedSpellsHistory.emplace_back(ba.actionSubtype);
}
switch(ba.actionType)
{
case EActionType::DEFEND:
st->waiting = false;
st->defending = true;
st->defendingAnim = true;
break;
case EActionType::WAIT:
st->defendingAnim = false;
st->waiting = true;
st->waitedThisTurn = true;
break;
case EActionType::HERO_SPELL: //no change in current stack state
break;
default: //any active stack action - attack, catapult, heal, spell...
st->waiting = false;
st->defendingAnim = false;
st->movedThisRound = true;
break;
if(ba.actionType == EActionType::HERO_SPELL)
gs->curB->sides[ba.side].usedSpellsHistory.push_back(ba.spell);
}
}

View File

@ -20,8 +20,7 @@ static const int32_t INVALID_UNIT_ID = -1000;
BattleAction::BattleAction():
side(-1),
stackNumber(-1),
actionType(EActionType::INVALID),
actionSubtype(-1)
actionType(EActionType::NO_ACTION)
{
}
@ -80,7 +79,7 @@ BattleAction BattleAction::makeCreatureSpellcast(const battle::Unit * stack, con
{
BattleAction ba;
ba.actionType = EActionType::MONSTER_SPELL;
ba.actionSubtype = spellID;
ba.spell = spellID;
ba.setTarget(target);
ba.side = stack->unitSide();
ba.stackNumber = stack->unitId();
@ -144,7 +143,7 @@ std::string BattleAction::toString() const
}
boost::format fmt("{BattleAction: side '%d', stackNumber '%d', actionType '%s', actionSubtype '%d', target {%s}}");
fmt % static_cast<int>(side) % stackNumber % actionTypeStream.str() % actionSubtype % targetStream.str();
fmt % static_cast<int>(side) % stackNumber % actionTypeStream.str() % spell.getNum() % targetStream.str();
return fmt.str();
}
@ -183,7 +182,7 @@ battle::Target BattleAction::getTarget(const CBattleInfoCallback * cb) const
void BattleAction::setTarget(const battle::Target & target_)
{
target.clear();
target.clear();
for(const auto & destination : target_)
{
if(destination.unitValue == nullptr)
@ -193,6 +192,44 @@ void BattleAction::setTarget(const battle::Target & target_)
}
}
bool BattleAction::isUnitAction() const
{
static const std::array<EActionType, 9> actions = {
EActionType::WALK,
EActionType::WAIT,
EActionType::DEFEND,
EActionType::WALK_AND_ATTACK,
EActionType::SHOOT,
EActionType::CATAPULT,
EActionType::MONSTER_SPELL,
EActionType::BAD_MORALE,
EActionType::STACK_HEAL
};
return vstd::contains(actions, actionType);
}
bool BattleAction::isSpellAction() const
{
static const std::array<EActionType, 2> actions = {
EActionType::HERO_SPELL,
EActionType::MONSTER_SPELL
};
return vstd::contains(actions, actionType);
}
bool BattleAction::isTacticsAction() const
{
static const std::array<EActionType, 9> actions = {
EActionType::WALK,
EActionType::END_TACTIC_PHASE,
EActionType::RETREAT,
EActionType::SURRENDER
};
return vstd::contains(actions, actionType);
}
std::ostream & operator<<(std::ostream & os, const BattleAction & ba)
{

View File

@ -28,7 +28,7 @@ public:
ui32 stackNumber; //stack ID, -1 left hero, -2 right hero,
EActionType actionType; //use ActionType enum for values
si32 actionSubtype;
SpellID spell;
BattleAction();
@ -43,6 +43,9 @@ public:
static BattleAction makeRetreat(ui8 side);
static BattleAction makeSurrender(ui8 side);
bool isTacticsAction() const;
bool isUnitAction() const;
bool isSpellAction() const;
std::string toString() const;
void aimToHex(const BattleHex & destination);
@ -56,7 +59,7 @@ public:
h & side;
h & stackNumber;
h & actionType;
h & actionSubtype;
h & spell;
h & target;
}
private:

View File

@ -352,7 +352,6 @@ void registerTypesServerPacks(Serializer &s)
s.template registerType<CPackForServer, BuildBoat>();
s.template registerType<CPackForServer, QueryReply>();
s.template registerType<CPackForServer, MakeAction>();
s.template registerType<CPackForServer, MakeCustomAction>();
s.template registerType<CPackForServer, DigWithHero>();
s.template registerType<CPackForServer, CastAdvSpell>();
s.template registerType<CPackForServer, CastleTeleportHero>();

File diff suppressed because it is too large Load Diff

View File

@ -11,29 +11,25 @@
#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 SideInBattle;
struct BattleAttack;
struct BattleStackAttacked;
class IMarket;
class SpellCastEnvironment;
class CConnection;
class CCommanderInstance;
class EVictoryLossCheckResult;
struct CPack;
struct Query;
struct CPackForServer;
struct NewTurn;
struct CGarrisonOperationPack;
struct SetResources;
struct NewStructures;
class CGHeroInstance;
class IMarket;
class SpellCastEnvironment;
#if SCRIPTING_ENABLED
namespace scripting
@ -42,16 +38,17 @@ namespace scripting
}
#endif
template<typename T> class CApplier;
VCMI_LIB_NAMESPACE_END
class HeroPoolProcessor;
class CGameHandler;
class CVCMIServer;
class CBaseForGHApply;
class PlayerMessageProcessor;
class BattleProcessor;
class QueriesProcessor;
class CObjectVisitQuery;
struct PlayerStatus
{
@ -80,33 +77,18 @@ public:
}
};
struct CasualtiesAfterBattle
{
using TStackAndItsNewCount = std::pair<StackLocation, int>;
using TSummoned = std::map<CreatureID, TQuantity>;
enum {ERASE = -1};
const CArmedInstance * army;
std::vector<TStackAndItsNewCount> newStackCounts;
std::vector<ArtifactLocation> removedWarMachines;
TSummoned summoned;
ObjectInstanceID heroWithDeadCommander; //TODO: unify stack locations
CasualtiesAfterBattle(const SideInBattle & battleSide, const BattleInfo * bat);
void updateArmy(CGameHandler *gh);
};
class CGameHandler : public IGameCallback, public CBattleInfoCallback, public Environment
{
CVCMIServer * lobby;
std::shared_ptr<CApplier<CBaseForGHApply>> applier;
std::unique_ptr<boost::thread> battleThread;
public:
boost::recursive_mutex battleActionMutex;
using CCallbackBase::setBattle;
std::unique_ptr<HeroPoolProcessor> heroPool;
std::unique_ptr<BattleProcessor> battles;
std::unique_ptr<QueriesProcessor> queries;
using FireShieldInfo = std::vector<std::pair<const CStack *, int64_t>>;
//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};
@ -120,7 +102,7 @@ public:
//queries stuff
boost::recursive_mutex gsm;
ui32 QID;
Queries queries;
SpellCastEnvironment * spellEnv;
@ -135,26 +117,6 @@ public:
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
bool visitObjectAfterVictory;
//
void endBattle(int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2); //ends battle
void endBattleConfirm(const BattleInfo * battleInfo);
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() = default;
CGameHandler(CVCMIServer * lobby);
@ -242,14 +204,6 @@ public:
PlayerColor getPlayerAt(std::shared_ptr<CConnection> c) const;
bool hasPlayerAt(PlayerColor player, std::shared_ptr<CConnection> c) const;
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);
void removeObstacle(const CObstacleInstance &obstacle);
bool queryReply( QueryID qid, const JsonNode & answer, PlayerColor player );
bool buildBoat( ObjectInstanceID objid, PlayerColor player );
bool setFormation( ObjectInstanceID hid, ui8 formation );
@ -284,7 +238,6 @@ public:
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);
void engageIntoBattle( PlayerColor player );
bool dig(const CGHeroInstance *h);
void moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging);
@ -292,7 +245,7 @@ public:
{
h & QID;
h & states;
h & finishingBattle;
h & battles;
h & heroPool;
h & getRandomGenerator();
h & playerMessages;
@ -324,39 +277,8 @@ public:
void throwAndComplain(CPackForServer * pack, std::string txt);
bool isPlayerOwns(CPackForServer * pack, ObjectInstanceID id);
struct FinishingBattleHelper
{
FinishingBattleHelper();
FinishingBattleHelper(std::shared_ptr<const CBattleQuery> Query, int RemainingBattleQueriesCount);
inline bool isDraw() const {return winnerSide == 2;}
const CGHeroInstance *winnerHero, *loserHero;
PlayerColor victor, loser;
ui8 winnerSide;
int remainingBattleQueriesCount;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & winnerHero;
h & loserHero;
h & victor;
h & loser;
h & winnerSide;
h & remainingBattleQueriesCount;
}
};
std::unique_ptr<FinishingBattleHelper> finishingBattle;
void battleAfterLevelUp(const BattleResult &result);
void run(bool resume);
void newTurn();
void handleAttackBeforeCasting(bool ranged, const CStack * attacker, const CStack * defender);
void handleAfterAttackCasting(bool ranged, const CStack * attacker, const CStack * defender);
void attackCasting(bool ranged, BonusType attackMode, const battle::Unit * attacker, const battle::Unit * defender);
bool sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, const std::vector<ArtifactPosition> & slot);
void spawnWanderingMonsters(CreatureID creatureID);
@ -384,8 +306,6 @@ private:
void reinitScripting();
void deserializationFix();
void makeStackDoNothing(const CStack * next);
void getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const;
const std::string complainNoCreatures;

View File

@ -1,11 +1,21 @@
set(server_SRCS
StdInc.cpp
battles/BattleActionProcessor.cpp
battles/BattleFlowProcessor.cpp
battles/BattleProcessor.cpp
battles/BattleResultProcessor.cpp
queries/BattleQueries.cpp
queries/CQuery.cpp
queries/MapQueries.cpp
queries/QueriesProcessor.cpp
processors/HeroPoolProcessor.cpp
processors/PlayerMessageProcessor.cpp
CGameHandler.cpp
HeroPoolProcessor.cpp
PlayerMessageProcessor.cpp
ServerSpellCastEnvironment.cpp
CQuery.cpp
CVCMIServer.cpp
NetPacksServer.cpp
NetPacksLobbyServer.cpp
@ -14,11 +24,21 @@ set(server_SRCS
set(server_HEADERS
StdInc.h
battles/BattleActionProcessor.h
battles/BattleFlowProcessor.h
battles/BattleProcessor.h
battles/BattleResultProcessor.h
queries/BattleQueries.h
queries/CQuery.h
queries/MapQueries.h
queries/QueriesProcessor.h
processors/HeroPoolProcessor.h
processors/PlayerMessageProcessor.h
CGameHandler.h
HeroPoolProcessor.h
PlayerMessageProcessor.h
ServerSpellCastEnvironment.h
CQuery.h
CVCMIServer.h
LobbyNetPackVisitors.h
ServerNetPackVisitors.h

View File

@ -1,584 +0,0 @@
/*
* CQuery.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 "CQuery.h"
#include "CGameHandler.h"
#include "../lib/battle/BattleInfo.h"
#include "../lib/mapObjects/MiscObjects.h"
#include "../lib/serializer/Cast.h"
boost::mutex Queries::mx;
template <typename Container>
std::string formatContainer(const Container & c, std::string delimeter = ", ", std::string opener = "(", std::string closer=")")
{
std::string ret = opener;
auto itr = std::begin(c);
if(itr != std::end(c))
{
ret += std::to_string(*itr);
while(++itr != std::end(c))
{
ret += delimeter;
ret += std::to_string(*itr);
}
}
ret += closer;
return ret;
}
std::ostream & operator<<(std::ostream & out, const CQuery & query)
{
return out << query.toString();
}
std::ostream & operator<<(std::ostream & out, QueryPtr query)
{
return out << "[" << query.get() << "] " << query->toString();
}
CQuery::CQuery(Queries * Owner):
owner(Owner)
{
boost::unique_lock<boost::mutex> l(Queries::mx);
static QueryID QID = QueryID(0);
queryID = ++QID;
logGlobal->trace("Created a new query with id %d", queryID);
}
CQuery::~CQuery()
{
logGlobal->trace("Destructed the query with id %d", queryID);
}
void CQuery::addPlayer(PlayerColor color)
{
if(color.isValidPlayer())
players.push_back(color);
}
std::string CQuery::toString() const
{
const auto size = players.size();
const std::string plural = size > 1 ? "s" : "";
std::string names;
for(size_t i = 0; i < size; i++)
{
names += boost::to_upper_copy<std::string>(players[i].getStr());
if(i < size - 2)
names += ", ";
else if(size > 1 && i == size - 2)
names += " and ";
}
std::string ret = boost::str(boost::format("A query of type '%s' and qid = %d affecting player%s %s")
% typeid(*this).name()
% queryID
% plural
% names
);
return ret;
}
bool CQuery::endsByPlayerAnswer() const
{
return false;
}
void CQuery::onRemoval(PlayerColor color)
{
}
bool CQuery::blocksPack(const CPack * pack) const
{
return false;
}
void CQuery::notifyObjectAboutRemoval(const CObjectVisitQuery & objectVisit) const
{
}
void CQuery::onExposure(QueryPtr topQuery)
{
logGlobal->trace("Exposed query with id %d", queryID);
owner->popQuery(*this);
}
void CQuery::onAdding(PlayerColor color)
{
}
void CQuery::onAdded(PlayerColor color)
{
}
void CQuery::setReply(const JsonNode & reply)
{
}
bool CQuery::blockAllButReply(const CPack * pack) const
{
//We accept only query replies from correct player
if(auto reply = dynamic_ptr_cast<QueryReply>(pack))
return !vstd::contains(players, reply->player);
return true;
}
CGhQuery::CGhQuery(CGameHandler * owner):
CQuery(&owner->queries), gh(owner)
{
}
CObjectVisitQuery::CObjectVisitQuery(CGameHandler * owner, const CGObjectInstance * Obj, const CGHeroInstance * Hero, int3 Tile):
CGhQuery(owner), visitedObject(Obj), visitingHero(Hero), tile(Tile), removeObjectAfterVisit(false)
{
addPlayer(Hero->tempOwner);
}
bool CObjectVisitQuery::blocksPack(const CPack *pack) const
{
//During the visit itself ALL actions are blocked.
//(However, the visit may trigger a query above that'll pass some.)
return true;
}
void CObjectVisitQuery::onRemoval(PlayerColor color)
{
gh->objectVisitEnded(*this);
//TODO or should it be destructor?
//Can object visit affect 2 players and what would be desired behavior?
if(removeObjectAfterVisit)
gh->removeObject(visitedObject);
}
void CObjectVisitQuery::onExposure(QueryPtr topQuery)
{
//Object may have been removed and deleted.
if(gh->isValidObject(visitedObject))
topQuery->notifyObjectAboutRemoval(*this);
owner->popIfTop(*this);
}
void Queries::popQuery(PlayerColor player, QueryPtr query)
{
LOG_TRACE_PARAMS(logGlobal, "player='%s', query='%s'", player % query);
if(topQuery(player) != query)
{
logGlobal->trace("Cannot remove, not a top!");
return;
}
queries[player] -= query;
auto nextQuery = topQuery(player);
query->onRemoval(player);
//Exposure on query below happens only if removal didn't trigger any new query
if(nextQuery && nextQuery == topQuery(player))
nextQuery->onExposure(query);
}
void Queries::popQuery(const CQuery &query)
{
LOG_TRACE_PARAMS(logGlobal, "query='%s'", query);
assert(query.players.size());
for(auto player : query.players)
{
auto top = topQuery(player);
if(top.get() == &query)
popQuery(top);
else
{
logGlobal->trace("Cannot remove query %s", query.toString());
logGlobal->trace("Queries found:");
for(auto q : queries[player])
{
logGlobal->trace(q->toString());
}
}
}
}
void Queries::popQuery(QueryPtr query)
{
for(auto player : query->players)
popQuery(player, query);
}
void Queries::addQuery(QueryPtr query)
{
for(auto player : query->players)
addQuery(player, query);
for(auto player : query->players)
query->onAdded(player);
}
void Queries::addQuery(PlayerColor player, QueryPtr query)
{
LOG_TRACE_PARAMS(logGlobal, "player='%d', query='%s'", player.getNum() % query);
query->onAdding(player);
queries[player].push_back(query);
}
QueryPtr Queries::topQuery(PlayerColor player)
{
return vstd::backOrNull(queries[player]);
}
void Queries::popIfTop(QueryPtr query)
{
LOG_TRACE_PARAMS(logGlobal, "query='%d'", query);
if(!query)
logGlobal->error("The query is nullptr! Ignoring.");
popIfTop(*query);
}
void Queries::popIfTop(const CQuery & query)
{
for(PlayerColor color : query.players)
if(topQuery(color).get() == &query)
popQuery(color, topQuery(color));
}
std::vector<std::shared_ptr<const CQuery>> Queries::allQueries() const
{
std::vector<std::shared_ptr<const CQuery>> ret;
for(auto & playerQueries : queries)
for(auto & query : playerQueries.second)
ret.push_back(query);
return ret;
}
std::vector<QueryPtr> Queries::allQueries()
{
//TODO code duplication with const function :(
std::vector<QueryPtr> ret;
for(auto & playerQueries : queries)
for(auto & query : playerQueries.second)
ret.push_back(query);
return ret;
}
QueryPtr Queries::getQuery(QueryID queryID)
{
for(auto & playerQueries : queries)
for(auto & query : playerQueries.second)
if(query->queryID == queryID)
return query;
return nullptr;
}
void CBattleQuery::notifyObjectAboutRemoval(const CObjectVisitQuery & objectVisit) const
{
if(result)
objectVisit.visitedObject->battleFinished(objectVisit.visitingHero, *result);
}
CBattleQuery::CBattleQuery(CGameHandler * owner, const BattleInfo * Bi):
CGhQuery(owner)
{
belligerents[0] = Bi->sides[0].armyObject;
belligerents[1] = Bi->sides[1].armyObject;
bi = Bi;
for(auto & side : bi->sides)
addPlayer(side.color);
}
CBattleQuery::CBattleQuery(CGameHandler * owner):
CGhQuery(owner), bi(nullptr)
{
belligerents[0] = belligerents[1] = nullptr;
}
bool CBattleQuery::blocksPack(const CPack * pack) const
{
const char * name = typeid(*pack).name();
return strcmp(name, typeid(MakeAction).name()) && strcmp(name, typeid(MakeCustomAction).name());
}
void CBattleQuery::onRemoval(PlayerColor color)
{
if(result)
gh->battleAfterLevelUp(*result);
}
void CGarrisonDialogQuery::notifyObjectAboutRemoval(const CObjectVisitQuery & objectVisit) const
{
objectVisit.visitedObject->garrisonDialogClosed(objectVisit.visitingHero);
}
CGarrisonDialogQuery::CGarrisonDialogQuery(CGameHandler * owner, const CArmedInstance * up, const CArmedInstance * down):
CDialogQuery(owner)
{
exchangingArmies[0] = up;
exchangingArmies[1] = down;
addPlayer(up->tempOwner);
addPlayer(down->tempOwner);
}
bool CGarrisonDialogQuery::blocksPack(const CPack * pack) const
{
std::set<ObjectInstanceID> ourIds;
ourIds.insert(this->exchangingArmies[0]->id);
ourIds.insert(this->exchangingArmies[1]->id);
if(auto stacks = dynamic_ptr_cast<ArrangeStacks>(pack))
return !vstd::contains(ourIds, stacks->id1) || !vstd::contains(ourIds, stacks->id2);
if(auto stacks = dynamic_ptr_cast<BulkSplitStack>(pack))
return !vstd::contains(ourIds, stacks->srcOwner);
if(auto stacks = dynamic_ptr_cast<BulkMergeStacks>(pack))
return !vstd::contains(ourIds, stacks->srcOwner);
if(auto stacks = dynamic_ptr_cast<BulkSmartSplitStack>(pack))
return !vstd::contains(ourIds, stacks->srcOwner);
if(auto stacks = dynamic_ptr_cast<BulkMoveArmy>(pack))
return !vstd::contains(ourIds, stacks->srcArmy) || !vstd::contains(ourIds, stacks->destArmy);
if(auto arts = dynamic_ptr_cast<ExchangeArtifacts>(pack))
{
if(auto id1 = std::visit(GetEngagedHeroIds(), arts->src.artHolder))
if(!vstd::contains(ourIds, *id1))
return true;
if(auto id2 = std::visit(GetEngagedHeroIds(), arts->dst.artHolder))
if(!vstd::contains(ourIds, *id2))
return true;
return false;
}
if(auto dismiss = dynamic_ptr_cast<DisbandCreature>(pack))
return !vstd::contains(ourIds, dismiss->id);
if(auto arts = dynamic_ptr_cast<BulkExchangeArtifacts>(pack))
return !vstd::contains(ourIds, arts->srcHero) || !vstd::contains(ourIds, arts->dstHero);
if(auto art = dynamic_ptr_cast<EraseArtifactByClient>(pack))
{
if (auto id = std::visit(GetEngagedHeroIds(), art->al.artHolder))
return !vstd::contains(ourIds, *id);
}
if(auto dismiss = dynamic_ptr_cast<AssembleArtifacts>(pack))
return !vstd::contains(ourIds, dismiss->heroID);
if(auto upgrade = dynamic_ptr_cast<UpgradeCreature>(pack))
return !vstd::contains(ourIds, upgrade->id);
if(auto formation = dynamic_ptr_cast<SetFormation>(pack))
return !vstd::contains(ourIds, formation->hid);
return CDialogQuery::blocksPack(pack);
}
CBattleDialogQuery::CBattleDialogQuery(CGameHandler * owner, const BattleInfo * Bi):
CDialogQuery(owner)
{
bi = Bi;
for(auto & side : bi->sides)
addPlayer(side.color);
}
void CBattleDialogQuery::onRemoval(PlayerColor color)
{
assert(answer);
if(*answer == 1)
{
gh->startBattlePrimary(bi->sides[0].armyObject, bi->sides[1].armyObject, bi->tile, bi->sides[0].hero, bi->sides[1].hero, bi->creatureBank, bi->town);
}
else
{
gh->endBattleConfirm(bi);
}
}
void CBlockingDialogQuery::notifyObjectAboutRemoval(const CObjectVisitQuery & objectVisit) const
{
assert(answer);
objectVisit.visitedObject->blockingDialogAnswered(objectVisit.visitingHero, *answer);
}
CBlockingDialogQuery::CBlockingDialogQuery(CGameHandler * owner, const BlockingDialog & bd):
CDialogQuery(owner)
{
this->bd = bd;
addPlayer(bd.player);
}
void CTeleportDialogQuery::notifyObjectAboutRemoval(const CObjectVisitQuery & objectVisit) const
{
// do not change to dynamic_ptr_cast - SIGSEGV!
auto obj = dynamic_cast<const CGTeleport*>(objectVisit.visitedObject);
if(obj)
obj->teleportDialogAnswered(objectVisit.visitingHero, *answer, td.exits);
else
logGlobal->error("Invalid instance in teleport query");
}
CTeleportDialogQuery::CTeleportDialogQuery(CGameHandler * owner, const TeleportDialog & td):
CDialogQuery(owner)
{
this->td = td;
addPlayer(td.player);
}
CHeroLevelUpDialogQuery::CHeroLevelUpDialogQuery(CGameHandler * owner, const HeroLevelUp & Hlu, const CGHeroInstance * Hero):
CDialogQuery(owner), hero(Hero)
{
hlu = Hlu;
addPlayer(hero->tempOwner);
}
void CHeroLevelUpDialogQuery::onRemoval(PlayerColor color)
{
assert(answer);
logGlobal->trace("Completing hero level-up query. %s gains skill %d", hero->getObjectName(), answer.value());
gh->levelUpHero(hero, hlu.skills[*answer]);
}
void CHeroLevelUpDialogQuery::notifyObjectAboutRemoval(const CObjectVisitQuery & objectVisit) const
{
objectVisit.visitedObject->heroLevelUpDone(objectVisit.visitingHero);
}
CCommanderLevelUpDialogQuery::CCommanderLevelUpDialogQuery(CGameHandler * owner, const CommanderLevelUp & Clu, const CGHeroInstance * Hero):
CDialogQuery(owner), hero(Hero)
{
clu = Clu;
addPlayer(hero->tempOwner);
}
void CCommanderLevelUpDialogQuery::onRemoval(PlayerColor color)
{
assert(answer);
logGlobal->trace("Completing commander level-up query. Commander of hero %s gains skill %s", hero->getObjectName(), answer.value());
gh->levelUpCommander(hero->commander, clu.skills[*answer]);
}
void CCommanderLevelUpDialogQuery::notifyObjectAboutRemoval(const CObjectVisitQuery & objectVisit) const
{
objectVisit.visitedObject->heroLevelUpDone(objectVisit.visitingHero);
}
CDialogQuery::CDialogQuery(CGameHandler * owner):
CGhQuery(owner)
{
}
bool CDialogQuery::endsByPlayerAnswer() const
{
return true;
}
bool CDialogQuery::blocksPack(const CPack * pack) const
{
return blockAllButReply(pack);
}
void CDialogQuery::setReply(const JsonNode & reply)
{
if(reply.getType() == JsonNode::JsonType::DATA_INTEGER)
answer = reply.Integer();
}
CHeroMovementQuery::CHeroMovementQuery(CGameHandler * owner, const TryMoveHero & Tmh, const CGHeroInstance * Hero, bool VisitDestAfterVictory):
CGhQuery(owner), tmh(Tmh), visitDestAfterVictory(VisitDestAfterVictory), hero(Hero)
{
players.push_back(hero->tempOwner);
}
void CHeroMovementQuery::onExposure(QueryPtr topQuery)
{
assert(players.size() == 1);
if(visitDestAfterVictory && hero->tempOwner == players[0]) //hero still alive, so he won with the guard
//TODO what if there were H4-like escape? we should also check pos
{
logGlobal->trace("Hero %s after victory over guard finishes visit to %s", hero->getNameTranslated(), tmh.end.toString());
//finish movement
visitDestAfterVictory = false;
gh->visitObjectOnTile(*gh->getTile(hero->convertToVisitablePos(tmh.end)), hero);
}
owner->popIfTop(*this);
}
void CHeroMovementQuery::onRemoval(PlayerColor color)
{
PlayerBlocked pb;
pb.player = color;
pb.reason = PlayerBlocked::ONGOING_MOVEMENT;
pb.startOrEnd = PlayerBlocked::BLOCKADE_ENDED;
gh->sendAndApply(&pb);
}
void CHeroMovementQuery::onAdding(PlayerColor color)
{
PlayerBlocked pb;
pb.player = color;
pb.reason = PlayerBlocked::ONGOING_MOVEMENT;
pb.startOrEnd = PlayerBlocked::BLOCKADE_STARTED;
gh->sendAndApply(&pb);
}
CGenericQuery::CGenericQuery(Queries * Owner, PlayerColor color, std::function<void(const JsonNode &)> Callback):
CQuery(Owner), callback(Callback)
{
addPlayer(color);
}
bool CGenericQuery::blocksPack(const CPack * pack) const
{
return blockAllButReply(pack);
}
bool CGenericQuery::endsByPlayerAnswer() const
{
return true;
}
void CGenericQuery::onExposure(QueryPtr topQuery)
{
//do nothing
}
void CGenericQuery::setReply(const JsonNode & reply)
{
this->reply = reply;
}
void CGenericQuery::onRemoval(PlayerColor color)
{
callback(reply);
}

View File

@ -1,242 +0,0 @@
/*
* CQuery.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 "../lib/GameConstants.h"
#include "../lib/int3.h"
#include "../lib/NetPacks.h"
#include "JsonNode.h"
VCMI_LIB_NAMESPACE_BEGIN
class CGObjectInstance;
class CGHeroInstance;
class CArmedInstance;
VCMI_LIB_NAMESPACE_END
class CGameHandler;
class CObjectVisitQuery;
class CQuery;
class Queries;
using QueryPtr = std::shared_ptr<CQuery>;
// This class represents any kind of prolonged interaction that may need to do something special after it is over.
// It does not necessarily has to be "query" requiring player action, it can be also used internally within server.
// Examples:
// - all kinds of blocking dialog windows
// - battle
// - object visit
// - hero movement
// Queries can cause another queries, forming a stack of queries for each player. Eg: hero movement -> object visit -> dialog.
class CQuery
{
public:
std::vector<PlayerColor> players; //players that are affected (often "blocked") by query
QueryID queryID;
CQuery(Queries * Owner);
virtual bool blocksPack(const CPack *pack) const; //query can block attempting actions by player. Eg. he can't move hero during the battle.
virtual bool endsByPlayerAnswer() const; //query is removed after player gives answer (like dialogs)
virtual void onAdding(PlayerColor color); //called just before query is pushed on stack
virtual void onAdded(PlayerColor color); //called right after query is pushed on stack
virtual void onRemoval(PlayerColor color); //called after query is removed from stack
virtual void onExposure(QueryPtr topQuery);//called when query immediately above is removed and this is exposed (becomes top)
virtual std::string toString() const;
virtual void notifyObjectAboutRemoval(const CObjectVisitQuery &objectVisit) const;
virtual void setReply(const JsonNode & reply);
virtual ~CQuery();
protected:
Queries * owner;
void addPlayer(PlayerColor color);
bool blockAllButReply(const CPack * pack) const;
};
std::ostream &operator<<(std::ostream &out, const CQuery &query);
std::ostream &operator<<(std::ostream &out, QueryPtr query);
class CGhQuery : public CQuery
{
public:
CGhQuery(CGameHandler * owner);
protected:
CGameHandler * gh;
};
//Created when hero visits object.
//Removed when query above is resolved (or immediately after visit if no queries were created)
class CObjectVisitQuery : public CGhQuery
{
public:
const CGObjectInstance *visitedObject;
const CGHeroInstance *visitingHero;
int3 tile; //may be different than hero pos -> eg. visit via teleport
bool removeObjectAfterVisit;
CObjectVisitQuery(CGameHandler * owner, const CGObjectInstance *Obj, const CGHeroInstance *Hero, int3 Tile);
virtual bool blocksPack(const CPack *pack) const override;
virtual void onRemoval(PlayerColor color) override;
virtual void onExposure(QueryPtr topQuery) override;
};
class CBattleQuery : public CGhQuery
{
public:
std::array<const CArmedInstance *,2> belligerents;
std::array<int, 2> initialHeroMana;
const BattleInfo *bi;
std::optional<BattleResult> result;
CBattleQuery(CGameHandler * owner);
CBattleQuery(CGameHandler * owner, const BattleInfo * Bi); //TODO
virtual void notifyObjectAboutRemoval(const CObjectVisitQuery &objectVisit) const override;
virtual bool blocksPack(const CPack *pack) const override;
virtual void onRemoval(PlayerColor color) override;
};
//Created when hero attempts move and something happens
//(not necessarily position change, could be just an object interaction).
class CHeroMovementQuery : public CGhQuery
{
public:
TryMoveHero tmh;
bool visitDestAfterVictory; //if hero moved to guarded tile and it should be visited once guard is defeated
const CGHeroInstance *hero;
virtual void onExposure(QueryPtr topQuery) override;
CHeroMovementQuery(CGameHandler * owner, const TryMoveHero & Tmh, const CGHeroInstance * Hero, bool VisitDestAfterVictory = false);
virtual void onAdding(PlayerColor color) override;
virtual void onRemoval(PlayerColor color) override;
};
class CDialogQuery : public CGhQuery
{
public:
CDialogQuery(CGameHandler * owner);
virtual bool endsByPlayerAnswer() const override;
virtual bool blocksPack(const CPack *pack) const override;
void setReply(const JsonNode & reply) override;
protected:
std::optional<ui32> answer;
};
class CGarrisonDialogQuery : public CDialogQuery //used also for hero exchange dialogs
{
public:
std::array<const CArmedInstance *,2> exchangingArmies;
CGarrisonDialogQuery(CGameHandler * owner, const CArmedInstance *up, const CArmedInstance *down);
virtual void notifyObjectAboutRemoval(const CObjectVisitQuery &objectVisit) const override;
virtual bool blocksPack(const CPack *pack) const override;
};
class CBattleDialogQuery : public CDialogQuery
{
public:
CBattleDialogQuery(CGameHandler * owner, const BattleInfo * Bi);
const BattleInfo * bi;
virtual void onRemoval(PlayerColor color) override;
};
//yes/no and component selection dialogs
class CBlockingDialogQuery : public CDialogQuery
{
public:
BlockingDialog bd; //copy of pack... debug purposes
CBlockingDialogQuery(CGameHandler * owner, const BlockingDialog &bd);
virtual void notifyObjectAboutRemoval(const CObjectVisitQuery &objectVisit) const override;
};
class CTeleportDialogQuery : public CDialogQuery
{
public:
TeleportDialog td; //copy of pack... debug purposes
CTeleportDialogQuery(CGameHandler * owner, const TeleportDialog &td);
virtual void notifyObjectAboutRemoval(const CObjectVisitQuery &objectVisit) const override;
};
class CHeroLevelUpDialogQuery : public CDialogQuery
{
public:
CHeroLevelUpDialogQuery(CGameHandler * owner, const HeroLevelUp &Hlu, const CGHeroInstance * Hero);
virtual void onRemoval(PlayerColor color) override;
virtual void notifyObjectAboutRemoval(const CObjectVisitQuery &objectVisit) const override;
HeroLevelUp hlu;
const CGHeroInstance * hero;
};
class CCommanderLevelUpDialogQuery : public CDialogQuery
{
public:
CCommanderLevelUpDialogQuery(CGameHandler * owner, const CommanderLevelUp &Clu, const CGHeroInstance * Hero);
virtual void onRemoval(PlayerColor color) override;
virtual void notifyObjectAboutRemoval(const CObjectVisitQuery &objectVisit) const override;
CommanderLevelUp clu;
const CGHeroInstance * hero;
};
class CGenericQuery : public CQuery
{
public:
CGenericQuery(Queries * Owner, PlayerColor color, std::function<void(const JsonNode &)> Callback);
bool blocksPack(const CPack * pack) const override;
bool endsByPlayerAnswer() const override;
void onExposure(QueryPtr topQuery) override;
void setReply(const JsonNode & reply) override;
void onRemoval(PlayerColor color) override;
private:
std::function<void(const JsonNode &)> callback;
JsonNode reply;
};
class Queries
{
private:
void addQuery(PlayerColor player, QueryPtr query);
void popQuery(PlayerColor player, QueryPtr query);
std::map<PlayerColor, std::vector<QueryPtr>> queries; //player => stack of queries
public:
static boost::mutex mx;
void addQuery(QueryPtr query);
void popQuery(const CQuery &query);
void popQuery(QueryPtr query);
void popIfTop(const CQuery &query); //removes this query if it is at the top (otherwise, do nothing)
void popIfTop(QueryPtr query); //removes this query if it is at the top (otherwise, do nothing)
QueryPtr topQuery(PlayerColor player);
std::vector<std::shared_ptr<const CQuery>> allQueries() const;
std::vector<QueryPtr> allQueries();
QueryPtr getQuery(QueryID queryID);
//void removeQuery
};

View File

@ -36,7 +36,7 @@
#include "../lib/VCMI_Lib.h"
#include "../lib/VCMIDirs.h"
#include "CGameHandler.h"
#include "PlayerMessageProcessor.h"
#include "processors/PlayerMessageProcessor.h"
#include "../lib/mapping/CMapInfo.h"
#include "../lib/GameConstants.h"
#include "../lib/logging/CBasicLogConfigurator.h"

View File

@ -11,8 +11,10 @@
#include "ServerNetPackVisitors.h"
#include "CGameHandler.h"
#include "HeroPoolProcessor.h"
#include "PlayerMessageProcessor.h"
#include "battles/BattleProcessor.h"
#include "processors/HeroPoolProcessor.h"
#include "processors/PlayerMessageProcessor.h"
#include "queries/QueriesProcessor.h"
#include "../lib/IGameCallback.h"
#include "../lib/mapObjects/CGTownInstance.h"
@ -47,7 +49,7 @@ void ApplyGhNetPackVisitor::visitEndTurn(EndTurn & pack)
}
gh.throwOnWrongPlayer(&pack, pack.player);
if(gh.queries.topQuery(pack.player))
if(gh.queries->topQuery(pack.player))
gh.throwAndComplain(&pack, "Cannot end turn before resolving queries!");
gh.states.setFlag(gs.currentPlayer, &PlayerStatus::makingTurn, false);
@ -280,52 +282,10 @@ void ApplyGhNetPackVisitor::visitQueryReply(QueryReply & pack)
void ApplyGhNetPackVisitor::visitMakeAction(MakeAction & pack)
{
boost::unique_lock lock(gh.battleActionMutex);
if (!gh.hasPlayerAt(pack.player, pack.c))
gh.throwAndComplain(&pack, "No such pack.player!");
const BattleInfo * b = gs.curB;
if(!b)
gh.throwAndComplain(&pack, "Can not make action - there is no battle ongoing!");
if(b->tacticDistance)
{
if(pack.ba.actionType != EActionType::WALK && pack.ba.actionType != EActionType::END_TACTIC_PHASE
&& pack.ba.actionType != EActionType::RETREAT && pack.ba.actionType != EActionType::SURRENDER)
gh.throwAndComplain(&pack, "Can not make actions while in tactics mode!");
if(!vstd::contains(gh.connections[b->sides[b->tacticsSide].color], pack.c))
gh.throwAndComplain(&pack, "Can not make actions in battles you are not part of!");
}
else
{
auto active = b->battleActiveUnit();
if(!active)
gh.throwAndComplain(&pack, "No active unit in battle!");
auto unitOwner = b->battleGetOwner(active);
if(!vstd::contains(gh.connections[unitOwner], pack.c))
gh.throwAndComplain(&pack, "Can not make actions in battles you are not part of!");
}
result = gh.makeBattleAction(pack.ba);
}
void ApplyGhNetPackVisitor::visitMakeCustomAction(MakeCustomAction & pack)
{
boost::unique_lock lock(gh.battleActionMutex);
const BattleInfo * b = gs.curB;
if(!b)
gh.throwNotAllowedAction(&pack);
if(b->tacticDistance)
gh.throwNotAllowedAction(&pack);
auto active = b->battleActiveUnit();
if(!active)
gh.throwNotAllowedAction(&pack);
auto unitOwner = b->battleGetOwner(active);
if(!vstd::contains(gh.connections[unitOwner], pack.c))
gh.throwNotAllowedAction(&pack);
if(pack.ba.actionType != EActionType::HERO_SPELL)
gh.throwNotAllowedAction(&pack);
result = gh.makeCustomAction(pack.ba);
result = gh.battles->makePlayerBattleAction(pack.player, pack.ba);
}
void ApplyGhNetPackVisitor::visitDigWithHero(DigWithHero & pack)

View File

@ -55,8 +55,7 @@ public:
virtual void visitBuildBoat(BuildBoat & pack) override;
virtual void visitQueryReply(QueryReply & pack) override;
virtual void visitMakeAction(MakeAction & pack) override;
virtual void visitMakeCustomAction(MakeCustomAction & pack) override;
virtual void visitDigWithHero(DigWithHero & pack) override;
virtual void visitCastAdvSpell(CastAdvSpell & pack) override;
virtual void visitPlayerMessage(PlayerMessage & pack) override;
};
};

View File

@ -8,10 +8,15 @@
*
*/
#include "StdInc.h"
#include "../lib/gameState/CGameState.h"
#include "CGameHandler.h"
#include "ServerSpellCastEnvironment.h"
#include "CGameHandler.h"
#include "queries/QueriesProcessor.h"
#include "queries/CQuery.h"
#include "../lib/gameState/CGameState.h"
#include "../lib/NetPacks.h"
///ServerSpellCastEnvironment
ServerSpellCastEnvironment::ServerSpellCastEnvironment(CGameHandler * gh)
: gh(gh)
@ -90,8 +95,8 @@ bool ServerSpellCastEnvironment::moveHero(ObjectInstanceID hid, int3 dst, bool t
void ServerSpellCastEnvironment::genericQuery(Query * request, PlayerColor color, std::function<void(const JsonNode&)> callback)
{
auto query = std::make_shared<CGenericQuery>(&gh->queries, color, callback);
auto query = std::make_shared<CGenericQuery>(gh->queries.get(), color, callback);
request->queryID = query->queryID;
gh->queries.addQuery(query);
gh->queries->addQuery(query);
gh->sendAndApply(request);
}

File diff suppressed because it is too large Load Diff

View File

@ -0,0 +1,79 @@
/*
* BattleActionProcessor.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
VCMI_LIB_NAMESPACE_BEGIN
struct BattleLogMessage;
struct BattleAttack;
class BattleAction;
struct BattleHex;
class CStack;
class PlayerColor;
enum class BonusType;
namespace battle
{
class Unit;
class CUnitState;
}
VCMI_LIB_NAMESPACE_END
class CGameHandler;
class BattleProcessor;
/// Processes incoming battle action queries and applies requested action(s)
class BattleActionProcessor : boost::noncopyable
{
using FireShieldInfo = std::vector<std::pair<const CStack *, int64_t>>;
BattleProcessor * owner;
CGameHandler * gameHandler;
int moveStack(int stack, BattleHex dest); //returned value - travelled distance
void makeAttack(const CStack * attacker, const CStack * defender, int distance, BattleHex targetHex, bool first, bool ranged, bool counter);
void handleAttackBeforeCasting(bool ranged, const CStack * attacker, const CStack * defender);
void handleAfterAttackCasting(bool ranged, const CStack * attacker, const CStack * defender);
void attackCasting(bool ranged, BonusType attackMode, const battle::Unit * attacker, const battle::Unit * defender);
// 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);
bool canStackAct(const CStack * stack);
bool doEmptyAction(const BattleAction & ba);
bool doEndTacticsAction(const BattleAction & ba);
bool doRetreatAction(const BattleAction & ba);
bool doSurrenderAction(const BattleAction & ba);
bool doHeroSpellAction(const BattleAction & ba);
bool doWalkAction(const BattleAction & ba);
bool doWaitAction(const BattleAction & ba);
bool doDefendAction(const BattleAction & ba);
bool doAttackAction(const BattleAction & ba);
bool doShootAction(const BattleAction & ba);
bool doCatapultAction(const BattleAction & ba);
bool doUnitSpellAction(const BattleAction & ba);
bool doHealAction(const BattleAction & ba);
bool dispatchBattleAction(const BattleAction & ba);
bool makeBattleActionImpl(const BattleAction & ba);
public:
explicit BattleActionProcessor(BattleProcessor * owner);
void setGameHandler(CGameHandler * newGameHandler);
bool makeAutomaticBattleAction(const BattleAction & ba);
bool makePlayerBattleAction(PlayerColor player, const BattleAction & ba);
};

View File

@ -0,0 +1,741 @@
/*
* BattleFlowProcessor.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 "BattleFlowProcessor.h"
#include "BattleProcessor.h"
#include "../CGameHandler.h"
#include "../../lib/CStack.h"
#include "../../lib/GameSettings.h"
#include "../../lib/battle/BattleInfo.h"
#include "../../lib/gameState/CGameState.h"
#include "../../lib/mapObjects/CGTownInstance.h"
#include "../../lib/NetPacks.h"
#include "../../lib/spells/BonusCaster.h"
#include "../../lib/spells/ISpellMechanics.h"
#include "../../lib/spells/ObstacleCasterProxy.h"
BattleFlowProcessor::BattleFlowProcessor(BattleProcessor * owner)
: owner(owner)
, gameHandler(nullptr)
{
}
void BattleFlowProcessor::setGameHandler(CGameHandler * newGameHandler)
{
gameHandler = newGameHandler;
}
void BattleFlowProcessor::summonGuardiansHelper(std::vector<BattleHex> & output, const BattleHex & targetPosition, ui8 side, bool targetIsTwoHex) //return hexes for summoning two hex monsters in output, target = unit to guard
{
int x = targetPosition.getX();
int y = targetPosition.getY();
const bool targetIsAttacker = side == BattleSide::ATTACKER;
if (targetIsAttacker) //handle front guardians, TODO: should we handle situation when units start battle near opposite side of the battlefield? Cannot happen in normal H3...
BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
else
BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
//guardian spawn locations for four default position cases for attacker and defender, non-default starting location for att and def is handled in first two if's
if (targetIsAttacker && ((y % 2 == 0) || (x > 1)))
{
if (targetIsTwoHex && (y % 2 == 1) && (x == 2)) //handle exceptional case
{
BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
}
else
{ //add back-side guardians for two-hex target, side guardians for one-hex
BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_LEFT : BattleHex::EDir::TOP_RIGHT, false), output);
BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_LEFT : BattleHex::EDir::BOTTOM_RIGHT, false), output);
if (!targetIsTwoHex && x > 2) //back guard for one-hex
BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false), output);
else if (targetIsTwoHex)//front-side guardians for two-hex target
{
BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
if (x > 3) //back guard for two-hex
BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
}
}
}
else if (!targetIsAttacker && ((y % 2 == 1) || (x < GameConstants::BFIELD_WIDTH - 2)))
{
if (targetIsTwoHex && (y % 2 == 0) && (x == GameConstants::BFIELD_WIDTH - 3)) //handle exceptional case... equivalent for above for defender side
{
BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
}
else
{
BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_RIGHT : BattleHex::EDir::TOP_LEFT, false), output);
BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_RIGHT : BattleHex::EDir::BOTTOM_LEFT, false), output);
if (!targetIsTwoHex && x < GameConstants::BFIELD_WIDTH - 3)
BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false), output);
else if (targetIsTwoHex)
{
BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
if (x < GameConstants::BFIELD_WIDTH - 4)
BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
}
}
}
else if (!targetIsAttacker && y % 2 == 0)
{
BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
}
else if (targetIsAttacker && y % 2 == 1)
{
BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
}
}
void BattleFlowProcessor::tryPlaceMoats()
{
//Moat should be initialized here, because only here we can use spellcasting
if (gameHandler->gameState()->curB->town && gameHandler->gameState()->curB->town->fortLevel() >= CGTownInstance::CITADEL)
{
const auto * h = gameHandler->gameState()->curB->battleGetFightingHero(BattleSide::DEFENDER);
const auto * actualCaster = h ? static_cast<const spells::Caster*>(h) : nullptr;
auto moatCaster = spells::SilentCaster(gameHandler->gameState()->curB->getSidePlayer(BattleSide::DEFENDER), actualCaster);
auto cast = spells::BattleCast(gameHandler->gameState()->curB, &moatCaster, spells::Mode::PASSIVE, gameHandler->gameState()->curB->town->town->moatAbility.toSpell());
auto target = spells::Target();
cast.cast(gameHandler->spellEnv, target);
}
}
void BattleFlowProcessor::onBattleStarted()
{
gameHandler->setBattle(gameHandler->gameState()->curB);
assert(gameHandler->gameState()->curB);
tryPlaceMoats();
if (gameHandler->gameState()->curB->tacticDistance == 0)
onTacticsEnded();
}
void BattleFlowProcessor::trySummonGuardians(const CStack * stack)
{
if (!stack->hasBonusOfType(BonusType::SUMMON_GUARDIANS))
return;
std::shared_ptr<const Bonus> summonInfo = stack->getBonus(Selector::type()(BonusType::SUMMON_GUARDIANS));
auto accessibility = gameHandler->getAccesibility();
CreatureID creatureData = CreatureID(summonInfo->subtype);
std::vector<BattleHex> targetHexes;
const bool targetIsBig = stack->unitType()->isDoubleWide(); //target = creature to guard
const bool guardianIsBig = creatureData.toCreature()->isDoubleWide();
/*Chosen idea for two hex units was to cover all possible surrounding hexes of target unit with as small number of stacks as possible.
For one-hex targets there are four guardians - front, back and one per side (up + down).
Two-hex targets are wider and the difference is there are two guardians per side to cover 3 hexes + extra hex in the front
Additionally, there are special cases for starting positions etc., where guardians would be outside of battlefield if spawned normally*/
if (!guardianIsBig)
targetHexes = stack->getSurroundingHexes();
else
summonGuardiansHelper(targetHexes, stack->getPosition(), stack->unitSide(), targetIsBig);
for(auto hex : targetHexes)
{
if(accessibility.accessible(hex, guardianIsBig, stack->unitSide())) //without this multiple creatures can occupy one hex
{
battle::UnitInfo info;
info.id = gameHandler->gameState()->curB->battleNextUnitId();
info.count = std::max(1, (int)(stack->getCount() * 0.01 * summonInfo->val));
info.type = creatureData;
info.side = stack->unitSide();
info.position = hex;
info.summoned = true;
BattleUnitsChanged pack;
pack.changedStacks.emplace_back(info.id, UnitChanges::EOperation::ADD);
info.save(pack.changedStacks.back().data);
gameHandler->sendAndApply(&pack);
}
}
}
void BattleFlowProcessor::castOpeningSpells()
{
for (int i = 0; i < 2; ++i)
{
auto h = gameHandler->gameState()->curB->battleGetFightingHero(i);
if (!h)
continue;
TConstBonusListPtr bl = h->getBonuses(Selector::type()(BonusType::OPENING_BATTLE_SPELL));
for (auto b : *bl)
{
spells::BonusCaster caster(h, b);
const CSpell * spell = SpellID(b->subtype).toSpell();
spells::BattleCast parameters(gameHandler->gameState()->curB, &caster, spells::Mode::PASSIVE, spell);
parameters.setSpellLevel(3);
parameters.setEffectDuration(b->val);
parameters.massive = true;
parameters.castIfPossible(gameHandler->spellEnv, spells::Target());
}
}
}
void BattleFlowProcessor::onTacticsEnded()
{
//initial stacks appearance triggers, e.g. built-in bonus spells
auto initialStacks = gameHandler->gameState()->curB->stacks; //use temporary variable to outclude summoned stacks added to gameHandler->gameState()->curB->stacks from processing
for (CStack * stack : initialStacks)
{
trySummonGuardians(stack);
stackEnchantedTrigger(stack);
}
castOpeningSpells();
// it is possible that due to opening spells one side was eliminated -> check for end of battle
if (owner->checkBattleStateChanges())
return;
startNextRound(true);
activateNextStack();
}
void BattleFlowProcessor::startNextRound(bool isFirstRound)
{
BattleNextRound bnr;
bnr.round = gameHandler->gameState()->curB->round + 1;
logGlobal->debug("Round %d", bnr.round);
gameHandler->sendAndApply(&bnr);
auto obstacles = gameHandler->gameState()->curB->obstacles; //we copy container, because we're going to modify it
for (auto &obstPtr : obstacles)
{
if (const SpellCreatedObstacle *sco = dynamic_cast<const SpellCreatedObstacle *>(obstPtr.get()))
if (sco->turnsRemaining == 0)
removeObstacle(*obstPtr);
}
const BattleInfo & curB = *gameHandler->gameState()->curB;
for(auto stack : curB.stacks)
{
if(stack->alive() && !isFirstRound)
stackEnchantedTrigger(stack);
}
}
const CStack * BattleFlowProcessor::getNextStack()
{
std::vector<battle::Units> q;
gameHandler->gameState()->curB->battleGetTurnOrder(q, 1, 0, -1); //todo: get rid of "turn -1"
if(q.empty())
return nullptr;
if(q.front().empty())
return nullptr;
auto next = q.front().front();
const auto stack = dynamic_cast<const CStack *>(next);
// regeneration takes place before everything else but only during first turn attempt in each round
// also works under blind and similar effects
if(stack && stack->alive() && !stack->waiting)
{
BattleTriggerEffect bte;
bte.stackID = stack->unitId();
bte.effect = vstd::to_underlying(BonusType::HP_REGENERATION);
const int32_t lostHealth = stack->getMaxHealth() - stack->getFirstHPleft();
if(stack->hasBonusOfType(BonusType::HP_REGENERATION))
bte.val = std::min(lostHealth, stack->valOfBonuses(BonusType::HP_REGENERATION));
if(bte.val) // anything to heal
gameHandler->sendAndApply(&bte);
}
if(!next->willMove())
return nullptr;
return stack;
}
void BattleFlowProcessor::activateNextStack()
{
//TODO: activate next round if next == nullptr
const auto & curB = *gameHandler->gameState()->curB;
// Find next stack that requires manual control
for (;;)
{
// battle has ended
if (owner->checkBattleStateChanges())
return;
const CStack * next = getNextStack();
if (!next)
{
// No stacks to move - start next round
startNextRound(false);
next = getNextStack();
if (!next)
throw std::runtime_error("Failed to find valid stack to act!");
}
BattleUnitsChanged removeGhosts;
for(auto stack : curB.stacks)
{
if(stack->ghostPending)
removeGhosts.changedStacks.emplace_back(stack->unitId(), UnitChanges::EOperation::REMOVE);
}
if(!removeGhosts.changedStacks.empty())
gameHandler->sendAndApply(&removeGhosts);
if (!tryMakeAutomaticAction(next))
{
setActiveStack(next);
break;
}
}
}
bool BattleFlowProcessor::tryMakeAutomaticAction(const CStack * next)
{
const auto & curB = *gameHandler->gameState()->curB;
// check for bad morale => freeze
int nextStackMorale = next->moraleVal();
if(!next->hadMorale && !next->waited() && nextStackMorale < 0)
{
auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_BAD_MORALE_DICE);
size_t diceIndex = std::min<size_t>(diceSize.size()-1, -nextStackMorale);
if(diceSize.size() > 0 && gameHandler->getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
{
//unit loses its turn - empty freeze action
BattleAction ba;
ba.actionType = EActionType::BAD_MORALE;
ba.side = next->unitSide();
ba.stackNumber = next->unitId();
makeAutomaticAction(next, ba);
return true;
}
}
if (next->hasBonusOfType(BonusType::ATTACKS_NEAREST_CREATURE)) //while in berserk
{
logGlobal->trace("Handle Berserk effect");
std::pair<const battle::Unit *, BattleHex> attackInfo = curB.getNearestStack(next);
if (attackInfo.first != nullptr)
{
BattleAction attack;
attack.actionType = EActionType::WALK_AND_ATTACK;
attack.side = next->unitSide();
attack.stackNumber = next->unitId();
attack.aimToHex(attackInfo.second);
attack.aimToUnit(attackInfo.first);
makeAutomaticAction(next, attack);
logGlobal->trace("Attacked nearest target %s", attackInfo.first->getDescription());
}
else
{
makeStackDoNothing(next);
logGlobal->trace("No target found");
}
return true;
}
const CGHeroInstance * curOwner = gameHandler->battleGetOwnerHero(next);
const int stackCreatureId = next->unitType()->getId();
if ((stackCreatureId == CreatureID::ARROW_TOWERS || stackCreatureId == CreatureID::BALLISTA)
&& (!curOwner || gameHandler->getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(BonusType::MANUAL_CONTROL, stackCreatureId)))
{
BattleAction attack;
attack.actionType = EActionType::SHOOT;
attack.side = next->unitSide();
attack.stackNumber = next->unitId();
//TODO: select target by priority
const battle::Unit * target = nullptr;
for(auto & elem : gameHandler->gameState()->curB->stacks)
{
if(elem->unitType()->getId() != CreatureID::CATAPULT
&& elem->unitOwner() != next->unitOwner()
&& elem->isValidTarget()
&& gameHandler->gameState()->curB->battleCanShoot(next, elem->getPosition()))
{
target = elem;
break;
}
}
if(target == nullptr)
{
makeStackDoNothing(next);
}
else
{
attack.aimToUnit(target);
makeAutomaticAction(next, attack);
}
return true;
}
if (next->unitType()->getId() == CreatureID::CATAPULT)
{
const auto & attackableBattleHexes = curB.getAttackableBattleHexes();
if (attackableBattleHexes.empty())
{
makeStackDoNothing(next);
return true;
}
if (!curOwner || gameHandler->getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(BonusType::MANUAL_CONTROL, CreatureID::CATAPULT))
{
BattleAction attack;
attack.actionType = EActionType::CATAPULT;
attack.side = next->unitSide();
attack.stackNumber = next->unitId();
makeAutomaticAction(next, attack);
return true;
}
}
if (next->unitType()->getId() == CreatureID::FIRST_AID_TENT)
{
TStacks possibleStacks = gameHandler->battleGetStacksIf([=](const CStack * s)
{
return s->unitOwner() == next->unitOwner() && s->canBeHealed();
});
if (possibleStacks.empty())
{
makeStackDoNothing(next);
return true;
}
if (!curOwner || gameHandler->getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(BonusType::MANUAL_CONTROL, CreatureID::FIRST_AID_TENT))
{
RandomGeneratorUtil::randomShuffle(possibleStacks, gameHandler->getRandomGenerator());
const CStack * toBeHealed = possibleStacks.front();
BattleAction heal;
heal.actionType = EActionType::STACK_HEAL;
heal.aimToUnit(toBeHealed);
heal.side = next->unitSide();
heal.stackNumber = next->unitId();
makeAutomaticAction(next, heal);
return true;
}
}
stackTurnTrigger(next); //various effects
if(next->fear)
{
makeStackDoNothing(next); //end immediately if stack was affected by fear
return true;
}
return false;
}
bool BattleFlowProcessor::rollGoodMorale(const CStack * next)
{
//check for good morale
auto nextStackMorale = next->moraleVal();
if( !next->hadMorale
&& !next->defending
&& !next->waited()
&& !next->fear
&& next->alive()
&& nextStackMorale > 0)
{
auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_GOOD_MORALE_DICE);
size_t diceIndex = std::min<size_t>(diceSize.size()-1, nextStackMorale);
if(diceSize.size() > 0 && gameHandler->getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
{
BattleTriggerEffect bte;
bte.stackID = next->unitId();
bte.effect = vstd::to_underlying(BonusType::MORALE);
bte.val = 1;
bte.additionalInfo = 0;
gameHandler->sendAndApply(&bte); //play animation
return true;
}
}
return false;
}
void BattleFlowProcessor::onActionMade(const BattleAction &ba)
{
const auto & battle = gameHandler->gameState()->curB;
const CStack * actedStack = battle->battleGetStackByID(ba.stackNumber, false);
const CStack * activeStack = battle->battleGetStackByID(battle->getActiveStackID(), false);
//we're after action, all results applied
// check whether action has ended the battle
if(owner->checkBattleStateChanges())
return;
// tactics - next stack will be selected by player
if(battle->tacticDistance != 0)
return;
if (ba.isUnitAction())
{
assert(activeStack != nullptr);
assert(actedStack != nullptr);
if (rollGoodMorale(actedStack))
{
// Good morale - same stack makes 2nd turn
setActiveStack(actedStack);
return;
}
}
else
{
if (activeStack && activeStack->alive())
{
// this is action made by hero AND unit is alive (e.g. not killed by casted spell)
// keep current active stack for next action
setActiveStack(activeStack);
return;
}
}
activateNextStack();
}
void BattleFlowProcessor::makeStackDoNothing(const CStack * next)
{
BattleAction doNothing;
doNothing.actionType = EActionType::NO_ACTION;
doNothing.side = next->unitSide();
doNothing.stackNumber = next->unitId();
makeAutomaticAction(next, doNothing);
}
bool BattleFlowProcessor::makeAutomaticAction(const CStack *stack, BattleAction &ba)
{
BattleSetActiveStack bsa;
bsa.stack = stack->unitId();
bsa.askPlayerInterface = false;
gameHandler->sendAndApply(&bsa);
bool ret = owner->makeAutomaticBattleAction(ba);
return ret;
}
void BattleFlowProcessor::stackEnchantedTrigger(const CStack * st)
{
auto bl = *(st->getBonuses(Selector::type()(BonusType::ENCHANTED)));
for(auto b : bl)
{
const CSpell * sp = SpellID(b->subtype).toSpell();
if(!sp)
continue;
const int32_t val = bl.valOfBonuses(Selector::typeSubtype(b->type, b->subtype));
const int32_t level = ((val > 3) ? (val - 3) : val);
spells::BattleCast battleCast(gameHandler->gameState()->curB, st, spells::Mode::PASSIVE, sp);
//this makes effect accumulate for at most 50 turns by default, but effect may be permanent and last till the end of battle
battleCast.setEffectDuration(50);
battleCast.setSpellLevel(level);
spells::Target target;
if(val > 3)
{
for(auto s : gameHandler->gameState()->curB->battleGetAllStacks())
if(gameHandler->battleMatchOwner(st, s, true) && s->isValidTarget()) //all allied
target.emplace_back(s);
}
else
{
target.emplace_back(st);
}
battleCast.applyEffects(gameHandler->spellEnv, target, false, true);
}
}
void BattleFlowProcessor::removeObstacle(const CObstacleInstance & obstacle)
{
BattleObstaclesChanged obsRem;
obsRem.changes.emplace_back(obstacle.uniqueID, ObstacleChanges::EOperation::REMOVE);
gameHandler->sendAndApply(&obsRem);
}
void BattleFlowProcessor::stackTurnTrigger(const CStack *st)
{
BattleTriggerEffect bte;
bte.stackID = st->unitId();
bte.effect = -1;
bte.val = 0;
bte.additionalInfo = 0;
if (st->alive())
{
//unbind
if (st->hasBonus(Selector::type()(BonusType::BIND_EFFECT)))
{
bool unbind = true;
BonusList bl = *(st->getBonuses(Selector::type()(BonusType::BIND_EFFECT)));
auto adjacent = gameHandler->gameState()->curB->battleAdjacentUnits(st);
for (auto b : bl)
{
if(b->additionalInfo != CAddInfo::NONE)
{
const CStack * stack = gameHandler->gameState()->curB->battleGetStackByID(b->additionalInfo[0]); //binding stack must be alive and adjacent
if(stack)
{
if(vstd::contains(adjacent, stack)) //binding stack is still present
unbind = false;
}
}
else
{
unbind = false;
}
}
if (unbind)
{
BattleSetStackProperty ssp;
ssp.which = BattleSetStackProperty::UNBIND;
ssp.stackID = st->unitId();
gameHandler->sendAndApply(&ssp);
}
}
if (st->hasBonusOfType(BonusType::POISON))
{
std::shared_ptr<const Bonus> b = st->getBonusLocalFirst(Selector::source(BonusSource::SPELL_EFFECT, SpellID::POISON).And(Selector::type()(BonusType::STACK_HEALTH)));
if (b) //TODO: what if not?...
{
bte.val = std::max (b->val - 10, -(st->valOfBonuses(BonusType::POISON)));
if (bte.val < b->val) //(negative) poison effect increases - update it
{
bte.effect = vstd::to_underlying(BonusType::POISON);
gameHandler->sendAndApply(&bte);
}
}
}
if(st->hasBonusOfType(BonusType::MANA_DRAIN) && !st->drainedMana)
{
const PlayerColor opponent = gameHandler->gameState()->curB->otherPlayer(gameHandler->gameState()->curB->battleGetOwner(st));
const CGHeroInstance * opponentHero = gameHandler->gameState()->curB->getHero(opponent);
if(opponentHero)
{
ui32 manaDrained = st->valOfBonuses(BonusType::MANA_DRAIN);
vstd::amin(manaDrained, opponentHero->mana);
if(manaDrained)
{
bte.effect = vstd::to_underlying(BonusType::MANA_DRAIN);
bte.val = manaDrained;
bte.additionalInfo = opponentHero->id.getNum(); //for sanity
gameHandler->sendAndApply(&bte);
}
}
}
if (st->isLiving() && !st->hasBonusOfType(BonusType::FEARLESS))
{
bool fearsomeCreature = false;
for (CStack * stack : gameHandler->gameState()->curB->stacks)
{
if (gameHandler->battleMatchOwner(st, stack) && stack->alive() && stack->hasBonusOfType(BonusType::FEAR))
{
fearsomeCreature = true;
break;
}
}
if (fearsomeCreature)
{
if (gameHandler->getRandomGenerator().nextInt(99) < 10) //fixed 10%
{
bte.effect = vstd::to_underlying(BonusType::FEAR);
gameHandler->sendAndApply(&bte);
}
}
}
BonusList bl = *(st->getBonuses(Selector::type()(BonusType::ENCHANTER)));
int side = gameHandler->gameState()->curB->whatSide(st->unitOwner());
if(st->canCast() && gameHandler->gameState()->curB->battleGetEnchanterCounter(side) == 0)
{
bool cast = false;
while(!bl.empty() && !cast)
{
auto bonus = *RandomGeneratorUtil::nextItem(bl, gameHandler->getRandomGenerator());
auto spellID = SpellID(bonus->subtype);
const CSpell * spell = SpellID(spellID).toSpell();
bl.remove_if([&bonus](const Bonus * b)
{
return b == bonus.get();
});
spells::BattleCast parameters(gameHandler->gameState()->curB, st, spells::Mode::ENCHANTER, spell);
parameters.setSpellLevel(bonus->val);
parameters.massive = true;
parameters.smart = true;
//todo: recheck effect level
if(parameters.castIfPossible(gameHandler->spellEnv, spells::Target(1, spells::Destination())))
{
cast = true;
int cooldown = bonus->additionalInfo[0];
BattleSetStackProperty ssp;
ssp.which = BattleSetStackProperty::ENCHANTER_COUNTER;
ssp.absolute = false;
ssp.val = cooldown;
ssp.stackID = st->unitId();
gameHandler->sendAndApply(&ssp);
}
}
}
}
}
void BattleFlowProcessor::setActiveStack(const CStack * stack)
{
assert(stack);
logGlobal->trace("Activating %s", stack->nodeName());
BattleSetActiveStack sas;
sas.stack = stack->unitId();
gameHandler->sendAndApply(&sas);
}

View File

@ -0,0 +1,55 @@
/*
* BattleFlowProcessor.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
VCMI_LIB_NAMESPACE_BEGIN
class CStack;
struct BattleHex;
class BattleAction;
struct CObstacleInstance;
VCMI_LIB_NAMESPACE_END
class CGameHandler;
class BattleProcessor;
/// Controls flow of battles - battle startup actions and switching to next stack or next round after actions
class BattleFlowProcessor : boost::noncopyable
{
BattleProcessor * owner;
CGameHandler * gameHandler;
const CStack * getNextStack();
bool rollGoodMorale(const CStack * stack);
bool tryMakeAutomaticAction(const CStack * stack);
void summonGuardiansHelper(std::vector<BattleHex> & output, const BattleHex & targetPosition, ui8 side, bool targetIsTwoHex);
void trySummonGuardians(const CStack * stack);
void tryPlaceMoats();
void castOpeningSpells();
void activateNextStack();
void startNextRound(bool isFirstRound);
void stackEnchantedTrigger(const CStack * stack);
void removeObstacle(const CObstacleInstance & obstacle);
void stackTurnTrigger(const CStack * stack);
void setActiveStack(const CStack * stack);
void makeStackDoNothing(const CStack * next);
bool makeAutomaticAction(const CStack * stack, BattleAction & ba); //used when action is taken by stack without volition of player (eg. unguided catapult attack)
public:
explicit BattleFlowProcessor(BattleProcessor * owner);
void setGameHandler(CGameHandler * newGameHandler);
void onBattleStarted();
void onTacticsEnded();
void onActionMade(const BattleAction & ba);
};

View File

@ -0,0 +1,250 @@
/*
* BattleProcessor.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 "BattleProcessor.h"
#include "BattleActionProcessor.h"
#include "BattleFlowProcessor.h"
#include "BattleResultProcessor.h"
#include "../CGameHandler.h"
#include "../queries/QueriesProcessor.h"
#include "../queries/BattleQueries.h"
#include "../../lib/TerrainHandler.h"
#include "../../lib/battle/BattleInfo.h"
#include "../../lib/gameState/CGameState.h"
#include "../../lib/mapping/CMap.h"
#include "../../lib/modding/IdentifierStorage.h"
BattleProcessor::BattleProcessor(CGameHandler * gameHandler)
: gameHandler(gameHandler)
, flowProcessor(std::make_unique<BattleFlowProcessor>(this))
, actionsProcessor(std::make_unique<BattleActionProcessor>(this))
, resultProcessor(std::make_unique<BattleResultProcessor>(this))
{
setGameHandler(gameHandler);
}
BattleProcessor::BattleProcessor():
BattleProcessor(nullptr)
{
}
BattleProcessor::~BattleProcessor() = default;
void BattleProcessor::engageIntoBattle(PlayerColor player)
{
//notify interfaces
PlayerBlocked pb;
pb.player = player;
pb.reason = PlayerBlocked::UPCOMING_BATTLE;
pb.startOrEnd = PlayerBlocked::BLOCKADE_STARTED;
gameHandler->sendAndApply(&pb);
}
void BattleProcessor::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank,
const CGTownInstance *town) //use hero=nullptr for no hero
{
if(gameHandler->gameState()->curB)
gameHandler->gameState()->curB.dellNull();
engageIntoBattle(army1->tempOwner);
engageIntoBattle(army2->tempOwner);
static const CArmedInstance *armies[2];
armies[0] = army1;
armies[1] = army2;
static const CGHeroInstance*heroes[2];
heroes[0] = hero1;
heroes[1] = hero2;
setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
auto lastBattleQuery = std::dynamic_pointer_cast<CBattleQuery>(gameHandler->queries->topQuery(gameHandler->gameState()->curB->sides[0].color));
//existing battle query for retying auto-combat
if(lastBattleQuery)
{
for(int i : {0, 1})
{
if(heroes[i])
{
SetMana restoreInitialMana;
restoreInitialMana.val = lastBattleQuery->initialHeroMana[i];
restoreInitialMana.hid = heroes[i]->id;
gameHandler->sendAndApply(&restoreInitialMana);
}
}
lastBattleQuery->bi = gameHandler->gameState()->curB;
lastBattleQuery->result = std::nullopt;
lastBattleQuery->belligerents[0] = gameHandler->gameState()->curB->sides[0].armyObject;
lastBattleQuery->belligerents[1] = gameHandler->gameState()->curB->sides[1].armyObject;
}
auto nextBattleQuery = std::make_shared<CBattleQuery>(gameHandler, gameHandler->gameState()->curB);
for(int i : {0, 1})
{
if(heroes[i])
{
nextBattleQuery->initialHeroMana[i] = heroes[i]->mana;
}
}
gameHandler->queries->addQuery(nextBattleQuery);
flowProcessor->onBattleStarted();
}
void BattleProcessor::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank)
{
startBattlePrimary(army1, army2, tile,
army1->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army1) : nullptr,
army2->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army2) : nullptr,
creatureBank);
}
void BattleProcessor::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank)
{
startBattleI(army1, army2, army2->visitablePos(), creatureBank);
}
void BattleProcessor::setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town)
{
const auto & t = *gameHandler->getTile(tile);
TerrainId terrain = t.terType->getId();
if (gameHandler->gameState()->map->isCoastalTile(tile)) //coastal tile is always ground
terrain = ETerrainId::SAND;
BattleField terType = gameHandler->gameState()->battleGetBattlefieldType(tile, gameHandler->getRandomGenerator());
if (heroes[0] && heroes[0]->boat && heroes[1] && heroes[1]->boat)
terType = BattleField(*VLC->identifiers()->getIdentifier("core", "battlefield.ship_to_ship"));
//send info about battles
BattleStart bs;
bs.info = BattleInfo::setupBattle(tile, terrain, terType, armies, heroes, creatureBank, town);
engageIntoBattle(bs.info->sides[0].color);
engageIntoBattle(bs.info->sides[1].color);
auto lastBattleQuery = std::dynamic_pointer_cast<CBattleQuery>(gameHandler->queries->topQuery(bs.info->sides[0].color));
bs.info->replayAllowed = lastBattleQuery == nullptr && !bs.info->sides[1].color.isValidPlayer();
gameHandler->sendAndApply(&bs);
}
bool BattleProcessor::checkBattleStateChanges()
{
//check if drawbridge state need to be changes
if (gameHandler->battleGetSiegeLevel() > 0)
updateGateState();
//check if battle ended
if (auto result = gameHandler->battleIsFinished())
{
setBattleResult(EBattleResult::NORMAL, *result);
return true;
}
return false;
}
void BattleProcessor::updateGateState()
{
// GATE_BRIDGE - leftmost tile, located over moat
// GATE_OUTER - central tile, mostly covered by gate image
// GATE_INNER - rightmost tile, inside the walls
// GATE_OUTER or GATE_INNER:
// - if defender moves unit on these tiles, bridge will open
// - if there is a creature (dead or alive) on these tiles, bridge will always remain open
// - blocked to attacker if bridge is closed
// GATE_BRIDGE
// - if there is a unit or corpse here, bridge can't open (and can't close in fortress)
// - if Force Field is cast here, bridge can't open (but can close, in any town)
// - deals moat damage to attacker if bridge is closed (fortress only)
bool hasForceFieldOnBridge = !gameHandler->battleGetAllObstaclesOnPos(BattleHex(ESiegeHex::GATE_BRIDGE), true).empty();
bool hasStackAtGateInner = gameHandler->gameState()->curB->battleGetUnitByPos(BattleHex(ESiegeHex::GATE_INNER), false) != nullptr;
bool hasStackAtGateOuter = gameHandler->gameState()->curB->battleGetUnitByPos(BattleHex(ESiegeHex::GATE_OUTER), false) != nullptr;
bool hasStackAtGateBridge = gameHandler->gameState()->curB->battleGetUnitByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false) != nullptr;
bool hasWideMoat = vstd::contains_if(gameHandler->battleGetAllObstaclesOnPos(BattleHex(ESiegeHex::GATE_BRIDGE), false), [](const std::shared_ptr<const CObstacleInstance> & obst)
{
return obst->obstacleType == CObstacleInstance::MOAT;
});
BattleUpdateGateState db;
db.state = gameHandler->gameState()->curB->si.gateState;
if (gameHandler->gameState()->curB->si.wallState[EWallPart::GATE] == EWallState::DESTROYED)
{
db.state = EGateState::DESTROYED;
}
else if (db.state == EGateState::OPENED)
{
bool hasStackOnLongBridge = hasStackAtGateBridge && hasWideMoat;
bool gateCanClose = !hasStackAtGateInner && !hasStackAtGateOuter && !hasStackOnLongBridge;
if (gateCanClose)
db.state = EGateState::CLOSED;
else
db.state = EGateState::OPENED;
}
else // CLOSED or BLOCKED
{
bool gateBlocked = hasForceFieldOnBridge || hasStackAtGateBridge;
if (gateBlocked)
db.state = EGateState::BLOCKED;
else
db.state = EGateState::CLOSED;
}
if (db.state != gameHandler->gameState()->curB->si.gateState)
gameHandler->sendAndApply(&db);
}
bool BattleProcessor::makePlayerBattleAction(PlayerColor player, const BattleAction &ba)
{
bool result = actionsProcessor->makePlayerBattleAction(player, ba);
flowProcessor->onActionMade(ba);
return result;
}
void BattleProcessor::setBattleResult(EBattleResult resultType, int victoriusSide)
{
resultProcessor->setBattleResult(resultType, victoriusSide);
resultProcessor->endBattle(gameHandler->gameState()->curB->tile, gameHandler->gameState()->curB->battleGetFightingHero(0), gameHandler->gameState()->curB->battleGetFightingHero(1));
}
bool BattleProcessor::makeAutomaticBattleAction(const BattleAction &ba)
{
return actionsProcessor->makeAutomaticBattleAction(ba);
}
void BattleProcessor::endBattleConfirm(const BattleInfo * battleInfo)
{
resultProcessor->endBattleConfirm(battleInfo);
}
void BattleProcessor::battleAfterLevelUp(const BattleResult &result)
{
resultProcessor->battleAfterLevelUp(result);
}
void BattleProcessor::setGameHandler(CGameHandler * newGameHandler)
{
gameHandler = newGameHandler;
actionsProcessor->setGameHandler(newGameHandler);
flowProcessor->setGameHandler(newGameHandler);
resultProcessor->setGameHandler(newGameHandler);
}

View File

@ -0,0 +1,80 @@
/*
* BattleProcessor.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 "../../lib/GameConstants.h"
VCMI_LIB_NAMESPACE_BEGIN
class CGHeroInstance;
class CGTownInstance;
class CArmedInstance;
class BattleAction;
class int3;
class BattleInfo;
struct BattleResult;
VCMI_LIB_NAMESPACE_END
class CGameHandler;
class CBattleQuery;
class BattleActionProcessor;
class BattleFlowProcessor;
class BattleResultProcessor;
/// Main class for battle handling. Contains all public interface for battles that is accessible from outside, e.g. for CGameHandler
class BattleProcessor : boost::noncopyable
{
friend class BattleActionProcessor;
friend class BattleFlowProcessor;
friend class BattleResultProcessor;
CGameHandler * gameHandler;
std::unique_ptr<BattleActionProcessor> actionsProcessor;
std::unique_ptr<BattleFlowProcessor> flowProcessor;
std::unique_ptr<BattleResultProcessor> resultProcessor;
void updateGateState();
void engageIntoBattle(PlayerColor player);
bool checkBattleStateChanges();
void setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town);
bool makeAutomaticBattleAction(const BattleAction & ba);
void setBattleResult(EBattleResult resultType, int victoriusSide);
public:
explicit BattleProcessor(CGameHandler * gameHandler);
BattleProcessor();
~BattleProcessor();
void setGameHandler(CGameHandler * gameHandler);
/// Starts battle with specified parameters
void startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank = false, const CGTownInstance *town = nullptr);
/// Starts battle between two armies (which can also be heroes) at specified tile
void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank = false);
/// Starts battle between two armies (which can also be heroes) at position of 2nd object
void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank = false);
/// Processing of incoming battle action netpack
bool makePlayerBattleAction(PlayerColor player, const BattleAction & ba);
/// Applies results of a battle once player agrees to them
void endBattleConfirm(const BattleInfo * battleInfo);
/// Applies results of a battle after potential levelup
void battleAfterLevelUp(const BattleResult & result);
template <typename Handler> void serialize(Handler &h, const int version)
{
}
};

View File

@ -0,0 +1,539 @@
/*
* BattleResultProcessor.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 "BattleResultProcessor.h"
#include "../CGameHandler.h"
#include "../processors/HeroPoolProcessor.h"
#include "../queries/QueriesProcessor.h"
#include "../queries/BattleQueries.h"
#include "../../lib/ArtifactUtils.h"
#include "../../lib/CStack.h"
#include "../../lib/GameSettings.h"
#include "../../lib/battle/BattleInfo.h"
#include "../../lib/gameState/CGameState.h"
#include "../../lib/mapObjects/CGTownInstance.h"
#include "../../lib/serializer/Cast.h"
#include "../../lib/spells/CSpellHandler.h"
BattleResultProcessor::BattleResultProcessor(BattleProcessor * owner)
// : owner(owner)
: gameHandler(nullptr)
{
}
void BattleResultProcessor::setGameHandler(CGameHandler * newGameHandler)
{
gameHandler = newGameHandler;
}
CasualtiesAfterBattle::CasualtiesAfterBattle(const SideInBattle & battleSide, const BattleInfo * bat):
army(battleSide.armyObject)
{
heroWithDeadCommander = ObjectInstanceID();
PlayerColor color = battleSide.color;
for(CStack * st : bat->stacks)
{
if(st->summoned) //don't take into account temporary summoned stacks
continue;
if(st->unitOwner() != color) //remove only our stacks
continue;
logGlobal->debug("Calculating casualties for %s", st->nodeName());
st->health.takeResurrected();
if(st->unitSlot() == SlotID::ARROW_TOWERS_SLOT)
{
logGlobal->debug("Ignored arrow towers stack.");
}
else if(st->unitSlot() == SlotID::WAR_MACHINES_SLOT)
{
auto warMachine = st->unitType()->warMachine;
if(warMachine == ArtifactID::NONE)
{
logGlobal->error("Invalid creature in war machine virtual slot. Stack: %s", st->nodeName());
}
//catapult artifact remain even if "creature" killed in siege
else if(warMachine != ArtifactID::CATAPULT && st->getCount() <= 0)
{
logGlobal->debug("War machine has been destroyed");
auto hero = dynamic_ptr_cast<CGHeroInstance> (army);
if (hero)
removedWarMachines.push_back (ArtifactLocation(hero, hero->getArtPos(warMachine, true)));
else
logGlobal->error("War machine in army without hero");
}
}
else if(st->unitSlot() == SlotID::SUMMONED_SLOT_PLACEHOLDER)
{
if(st->alive() && st->getCount() > 0)
{
logGlobal->debug("Permanently summoned %d units.", st->getCount());
const CreatureID summonedType = st->creatureId();
summoned[summonedType] += st->getCount();
}
}
else if(st->unitSlot() == SlotID::COMMANDER_SLOT_PLACEHOLDER)
{
if (nullptr == st->base)
{
logGlobal->error("Stack with no base in commander slot. Stack: %s", st->nodeName());
}
else
{
auto c = dynamic_cast <const CCommanderInstance *>(st->base);
if(c)
{
auto h = dynamic_cast <const CGHeroInstance *>(army);
if(h && h->commander == c && (st->getCount() == 0 || !st->alive()))
{
logGlobal->debug("Commander is dead.");
heroWithDeadCommander = army->id; //TODO: unify commander handling
}
}
else
logGlobal->error("Stack with invalid instance in commander slot. Stack: %s", st->nodeName());
}
}
else if(st->base && !army->slotEmpty(st->unitSlot()))
{
logGlobal->debug("Count: %d; base count: %d", st->getCount(), army->getStackCount(st->unitSlot()));
if(st->getCount() == 0 || !st->alive())
{
logGlobal->debug("Stack has been destroyed.");
StackLocation sl(army, st->unitSlot());
newStackCounts.push_back(TStackAndItsNewCount(sl, 0));
}
else if(st->getCount() < army->getStackCount(st->unitSlot()))
{
logGlobal->debug("Stack lost %d units.", army->getStackCount(st->unitSlot()) - st->getCount());
StackLocation sl(army, st->unitSlot());
newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
}
else if(st->getCount() > army->getStackCount(st->unitSlot()))
{
logGlobal->debug("Stack gained %d units.", st->getCount() - army->getStackCount(st->unitSlot()));
StackLocation sl(army, st->unitSlot());
newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
}
}
else
{
logGlobal->warn("Unable to process stack: %s", st->nodeName());
}
}
}
void CasualtiesAfterBattle::updateArmy(CGameHandler *gh)
{
for (TStackAndItsNewCount &ncount : newStackCounts)
{
if (ncount.second > 0)
gh->changeStackCount(ncount.first, ncount.second, true);
else
gh->eraseStack(ncount.first, true);
}
for (auto summoned_iter : summoned)
{
SlotID slot = army->getSlotFor(summoned_iter.first);
if (slot.validSlot())
{
StackLocation location(army, slot);
gh->addToSlot(location, summoned_iter.first.toCreature(), summoned_iter.second);
}
else
{
//even if it will be possible to summon anything permanently it should be checked for free slot
//necromancy is handled separately
gh->complain("No free slot to put summoned creature");
}
}
for (auto al : removedWarMachines)
{
gh->removeArtifact(al);
}
if (heroWithDeadCommander != ObjectInstanceID())
{
SetCommanderProperty scp;
scp.heroid = heroWithDeadCommander;
scp.which = SetCommanderProperty::ALIVE;
scp.amount = 0;
gh->sendAndApply(&scp);
}
}
FinishingBattleHelper::FinishingBattleHelper(std::shared_ptr<const CBattleQuery> Query, int remainingBattleQueriesCount)
{
assert(Query->result);
assert(Query->bi);
auto &result = *Query->result;
auto &info = *Query->bi;
winnerHero = result.winner != 0 ? info.sides[1].hero : info.sides[0].hero;
loserHero = result.winner != 0 ? info.sides[0].hero : info.sides[1].hero;
victor = info.sides[result.winner].color;
loser = info.sides[!result.winner].color;
winnerSide = result.winner;
this->remainingBattleQueriesCount = remainingBattleQueriesCount;
}
FinishingBattleHelper::FinishingBattleHelper()
{
winnerHero = loserHero = nullptr;
winnerSide = 0;
remainingBattleQueriesCount = 0;
}
void BattleResultProcessor::endBattle(int3 tile, const CGHeroInstance * heroAttacker, const CGHeroInstance * heroDefender)
{
auto const & giveExp = [](BattleResult &r)
{
if (r.winner > 1)
{
// draw
return;
}
r.exp[0] = 0;
r.exp[1] = 0;
for (auto i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
{
r.exp[r.winner] += VLC->creh->objects.at(i->first)->valOfBonuses(BonusType::STACK_HEALTH) * i->second;
}
};
LOG_TRACE(logGlobal);
//Fill BattleResult structure with exp info
giveExp(*battleResult);
if (battleResult->result == EBattleResult::NORMAL) // give 500 exp for defeating hero, unless he escaped
{
if(heroAttacker)
battleResult->exp[1] += 500;
if(heroDefender)
battleResult->exp[0] += 500;
}
if(heroAttacker)
battleResult->exp[0] = heroAttacker->calculateXp(battleResult->exp[0]);//scholar skill
if(heroDefender)
battleResult->exp[1] = heroDefender->calculateXp(battleResult->exp[1]);
auto battleQuery = std::dynamic_pointer_cast<CBattleQuery>(gameHandler->queries->topQuery(gameHandler->gameState()->curB->sides[0].color));
if (!battleQuery)
{
logGlobal->error("Cannot find battle query!");
gameHandler->complain("Player " + boost::lexical_cast<std::string>(gameHandler->gameState()->curB->sides[0].color) + " has no battle query at the top!");
return;
}
battleQuery->result = std::make_optional(*battleResult);
//Check how many battle gameHandler->queries were created (number of players blocked by battle)
const int queriedPlayers = battleQuery ? (int)boost::count(gameHandler->queries->allQueries(), battleQuery) : 0;
finishingBattle = std::make_unique<FinishingBattleHelper>(battleQuery, queriedPlayers);
// in battles against neutrals, 1st player can ask to replay battle manually
if (!gameHandler->gameState()->curB->sides[1].color.isValidPlayer())
{
auto battleDialogQuery = std::make_shared<CBattleDialogQuery>(gameHandler, gameHandler->gameState()->curB);
battleResult->queryID = battleDialogQuery->queryID;
gameHandler->queries->addQuery(battleDialogQuery);
}
else
battleResult->queryID = -1;
//set same battle result for all gameHandler->queries
for(auto q : gameHandler->queries->allQueries())
{
auto otherBattleQuery = std::dynamic_pointer_cast<CBattleQuery>(q);
if(otherBattleQuery)
otherBattleQuery->result = battleQuery->result;
}
gameHandler->sendAndApply(battleResult.get()); //after this point casualties objects are destroyed
if (battleResult->queryID == -1)
endBattleConfirm(gameHandler->gameState()->curB);
}
void BattleResultProcessor::endBattleConfirm(const BattleInfo * battleInfo)
{
auto battleQuery = std::dynamic_pointer_cast<CBattleQuery>(gameHandler->queries->topQuery(battleInfo->sides.at(0).color));
if(!battleQuery)
{
logGlobal->trace("No battle query, battle end was confirmed by another player");
return;
}
const EBattleResult result = battleResult.get()->result;
CasualtiesAfterBattle cab1(battleInfo->sides.at(0), battleInfo), cab2(battleInfo->sides.at(1), battleInfo); //calculate casualties before deleting battle
ChangeSpells cs; //for Eagle Eye
if(!finishingBattle->isDraw() && finishingBattle->winnerHero)
{
if (int eagleEyeLevel = finishingBattle->winnerHero->valOfBonuses(BonusType::LEARN_BATTLE_SPELL_LEVEL_LIMIT, -1))
{
double eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(BonusType::LEARN_BATTLE_SPELL_CHANCE, 0);
for(auto & spellId : battleInfo->sides.at(!battleResult->winner).usedSpellsHistory)
{
auto spell = spellId.toSpell(VLC->spells());
if(spell && spell->getLevel() <= eagleEyeLevel && !finishingBattle->winnerHero->spellbookContainsSpell(spell->getId()) && gameHandler->getRandomGenerator().nextInt(99) < eagleEyeChance)
cs.spells.insert(spell->getId());
}
}
}
std::vector<const CArtifactInstance *> arts; //display them in window
if(result == EBattleResult::NORMAL && !finishingBattle->isDraw() && finishingBattle->winnerHero)
{
auto sendMoveArtifact = [&](const CArtifactInstance *art, MoveArtifact *ma)
{
const auto slot = ArtifactUtils::getArtAnyPosition(finishingBattle->winnerHero, art->getTypeId());
if(slot != ArtifactPosition::PRE_FIRST)
{
arts.push_back(art);
ma->dst = ArtifactLocation(finishingBattle->winnerHero, slot);
if(ArtifactUtils::isSlotBackpack(slot))
ma->askAssemble = false;
gameHandler->sendAndApply(ma);
}
};
if (finishingBattle->loserHero)
{
//TODO: wrap it into a function, somehow (std::variant -_-)
auto artifactsWorn = finishingBattle->loserHero->artifactsWorn;
for (auto artSlot : artifactsWorn)
{
MoveArtifact ma;
ma.src = ArtifactLocation(finishingBattle->loserHero, artSlot.first);
const CArtifactInstance * art = ma.src.getArt();
if (art && !art->artType->isBig() &&
art->artType->getId() != ArtifactID::SPELLBOOK)
// don't move war machines or locked arts (spellbook)
{
sendMoveArtifact(art, &ma);
}
}
for(int slotNumber = finishingBattle->loserHero->artifactsInBackpack.size() - 1; slotNumber >= 0; slotNumber--)
{
//we assume that no big artifacts can be found
MoveArtifact ma;
ma.src = ArtifactLocation(finishingBattle->loserHero,
ArtifactPosition(GameConstants::BACKPACK_START + slotNumber)); //backpack automatically shifts arts to beginning
const CArtifactInstance * art = ma.src.getArt();
if (art->artType->getId() != ArtifactID::GRAIL) //grail may not be won
{
sendMoveArtifact(art, &ma);
}
}
if (finishingBattle->loserHero->commander) //TODO: what if commanders belong to no hero?
{
artifactsWorn = finishingBattle->loserHero->commander->artifactsWorn;
for (auto artSlot : artifactsWorn)
{
MoveArtifact ma;
ma.src = ArtifactLocation(finishingBattle->loserHero->commander.get(), artSlot.first);
const CArtifactInstance * art = ma.src.getArt();
if (art && !art->artType->isBig())
{
sendMoveArtifact(art, &ma);
}
}
}
}
for (auto armySlot : battleInfo->sides.at(!battleResult->winner).armyObject->stacks)
{
auto artifactsWorn = armySlot.second->artifactsWorn;
for (auto artSlot : artifactsWorn)
{
MoveArtifact ma;
ma.src = ArtifactLocation(armySlot.second, artSlot.first);
const CArtifactInstance * art = ma.src.getArt();
if (art && !art->artType->isBig())
{
sendMoveArtifact(art, &ma);
}
}
}
}
if (arts.size()) //display loot
{
InfoWindow iw;
iw.player = finishingBattle->winnerHero->tempOwner;
iw.text.appendLocalString (EMetaText::GENERAL_TXT, 30); //You have captured enemy artifact
for (auto art : arts) //TODO; separate function to display loot for various ojects?
{
iw.components.emplace_back(
Component::EComponentType::ARTIFACT, art->artType->getId(),
art->artType->getId() == ArtifactID::SPELL_SCROLL? art->getScrollSpellID() : 0, 0);
if (iw.components.size() >= 14)
{
gameHandler->sendAndApply(&iw);
iw.components.clear();
}
}
if (iw.components.size())
{
gameHandler->sendAndApply(&iw);
}
}
//Eagle Eye secondary skill handling
if (!cs.spells.empty())
{
cs.learn = 1;
cs.hid = finishingBattle->winnerHero->id;
InfoWindow iw;
iw.player = finishingBattle->winnerHero->tempOwner;
iw.text.appendLocalString(EMetaText::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
iw.text.replaceRawString(finishingBattle->winnerHero->getNameTranslated());
std::ostringstream names;
for (int i = 0; i < cs.spells.size(); i++)
{
names << "%s";
if (i < cs.spells.size() - 2)
names << ", ";
else if (i < cs.spells.size() - 1)
names << "%s";
}
names << ".";
iw.text.replaceRawString(names.str());
auto it = cs.spells.begin();
for (int i = 0; i < cs.spells.size(); i++, it++)
{
iw.text.replaceLocalString(EMetaText::SPELL_NAME, it->toEnum());
if (i == cs.spells.size() - 2) //we just added pre-last name
iw.text.replaceLocalString(EMetaText::GENERAL_TXT, 141); // " and "
iw.components.emplace_back(Component::EComponentType::SPELL, *it, 0, 0);
}
gameHandler->sendAndApply(&iw);
gameHandler->sendAndApply(&cs);
}
cab1.updateArmy(gameHandler);
cab2.updateArmy(gameHandler); //take casualties after battle is deleted
if(finishingBattle->loserHero) //remove beaten hero
{
RemoveObject ro(finishingBattle->loserHero->id);
gameHandler->sendAndApply(&ro);
}
if(finishingBattle->isDraw() && finishingBattle->winnerHero) //for draw case both heroes should be removed
{
RemoveObject ro(finishingBattle->winnerHero->id);
gameHandler->sendAndApply(&ro);
}
if(battleResult->winner == BattleSide::DEFENDER
&& finishingBattle->winnerHero
&& finishingBattle->winnerHero->visitedTown
&& !finishingBattle->winnerHero->inTownGarrison
&& finishingBattle->winnerHero->visitedTown->garrisonHero == finishingBattle->winnerHero)
{
gameHandler->swapGarrisonOnSiege(finishingBattle->winnerHero->visitedTown->id); //return defending visitor from garrison to its rightful place
}
//give exp
if(!finishingBattle->isDraw() && battleResult->exp[finishingBattle->winnerSide] && finishingBattle->winnerHero)
gameHandler->changePrimSkill(finishingBattle->winnerHero, PrimarySkill::EXPERIENCE, battleResult->exp[finishingBattle->winnerSide]);
BattleResultAccepted raccepted;
raccepted.heroResult[0].army = const_cast<CArmedInstance*>(battleInfo->sides.at(0).armyObject);
raccepted.heroResult[1].army = const_cast<CArmedInstance*>(battleInfo->sides.at(1).armyObject);
raccepted.heroResult[0].hero = const_cast<CGHeroInstance*>(battleInfo->sides.at(0).hero);
raccepted.heroResult[1].hero = const_cast<CGHeroInstance*>(battleInfo->sides.at(1).hero);
raccepted.heroResult[0].exp = battleResult->exp[0];
raccepted.heroResult[1].exp = battleResult->exp[1];
raccepted.winnerSide = finishingBattle->winnerSide;
gameHandler->sendAndApply(&raccepted);
gameHandler->queries->popIfTop(battleQuery);
//--> continuation (battleAfterLevelUp) occurs after level-up gameHandler->queries are handled or on removing query
}
void BattleResultProcessor::battleAfterLevelUp(const BattleResult &result)
{
LOG_TRACE(logGlobal);
if(!finishingBattle)
return;
finishingBattle->remainingBattleQueriesCount--;
logGlobal->trace("Decremented gameHandler->queries count to %d", finishingBattle->remainingBattleQueriesCount);
if (finishingBattle->remainingBattleQueriesCount > 0)
//Battle results will be handled when all battle gameHandler->queries are closed
return;
//TODO consider if we really want it to work like above. ATM each player as unblocked as soon as possible
// but the battle consequences are applied after final player is unblocked. Hard to abuse...
// Still, it looks like a hole.
// Necromancy if applicable.
const CStackBasicDescriptor raisedStack = finishingBattle->winnerHero ? finishingBattle->winnerHero->calculateNecromancy(*battleResult) : CStackBasicDescriptor();
// Give raised units to winner and show dialog, if any were raised,
// units will be given after casualties are taken
const SlotID necroSlot = raisedStack.type ? finishingBattle->winnerHero->getSlotFor(raisedStack.type) : SlotID();
if (necroSlot != SlotID())
{
finishingBattle->winnerHero->showNecromancyDialog(raisedStack, gameHandler->getRandomGenerator());
gameHandler->addToSlot(StackLocation(finishingBattle->winnerHero, necroSlot), raisedStack.type, raisedStack.count);
}
BattleResultsApplied resultsApplied;
resultsApplied.player1 = finishingBattle->victor;
resultsApplied.player2 = finishingBattle->loser;
gameHandler->sendAndApply(&resultsApplied);
gameHandler->setBattle(nullptr);
//handle victory/loss of engaged players
std::set<PlayerColor> playerColors = {finishingBattle->loser, finishingBattle->victor};
gameHandler->checkVictoryLossConditions(playerColors);
if (result.result == EBattleResult::SURRENDER)
gameHandler->heroPool->onHeroSurrendered(finishingBattle->loser, finishingBattle->loserHero);
if (result.result == EBattleResult::ESCAPE)
gameHandler->heroPool->onHeroEscaped(finishingBattle->loser, finishingBattle->loserHero);
if (result.winner != 2 && finishingBattle->winnerHero && finishingBattle->winnerHero->stacks.empty()
&& (!finishingBattle->winnerHero->commander || !finishingBattle->winnerHero->commander->alive))
{
RemoveObject ro(finishingBattle->winnerHero->id);
gameHandler->sendAndApply(&ro);
if (VLC->settings()->getBoolean(EGameSettings::HEROES_RETREAT_ON_WIN_WITHOUT_TROOPS))
gameHandler->heroPool->onHeroEscaped(finishingBattle->victor, finishingBattle->winnerHero);
}
finishingBattle.reset();
}
void BattleResultProcessor::setBattleResult(EBattleResult resultType, int victoriusSide)
{
battleResult = std::make_unique<BattleResult>();
battleResult->result = resultType;
battleResult->winner = victoriusSide; //surrendering side loses
gameHandler->gameState()->curB->calculateCasualties(battleResult->casualties);
}

View File

@ -0,0 +1,78 @@
/*
* BattleProcessor.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 "../../lib/GameConstants.h"
#include "../../lib/NetPacks.h"
VCMI_LIB_NAMESPACE_BEGIN
struct SideInBattle;
VCMI_LIB_NAMESPACE_END
class CBattleQuery;
class BattleProcessor;
class CGameHandler;
struct CasualtiesAfterBattle
{
using TStackAndItsNewCount = std::pair<StackLocation, int>;
using TSummoned = std::map<CreatureID, TQuantity>;
// enum {ERASE = -1};
const CArmedInstance * army;
std::vector<TStackAndItsNewCount> newStackCounts;
std::vector<ArtifactLocation> removedWarMachines;
TSummoned summoned;
ObjectInstanceID heroWithDeadCommander; //TODO: unify stack locations
CasualtiesAfterBattle(const SideInBattle & battleSide, const BattleInfo * bat);
void updateArmy(CGameHandler * gh);
};
struct FinishingBattleHelper
{
FinishingBattleHelper();
FinishingBattleHelper(std::shared_ptr<const CBattleQuery> Query, int RemainingBattleQueriesCount);
inline bool isDraw() const {return winnerSide == 2;}
const CGHeroInstance *winnerHero, *loserHero;
PlayerColor victor, loser;
ui8 winnerSide;
int remainingBattleQueriesCount;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & winnerHero;
h & loserHero;
h & victor;
h & loser;
h & winnerSide;
h & remainingBattleQueriesCount;
}
};
class BattleResultProcessor : boost::noncopyable
{
// BattleProcessor * owner;
CGameHandler * gameHandler;
std::unique_ptr<BattleResult> battleResult;
std::unique_ptr<FinishingBattleHelper> finishingBattle;
public:
explicit BattleResultProcessor(BattleProcessor * owner);
void setGameHandler(CGameHandler * newGameHandler);
void setBattleResult(EBattleResult resultType, int victoriusSide);
void endBattle(int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2); //ends battle
void endBattleConfirm(const BattleInfo * battleInfo);
void battleAfterLevelUp(const BattleResult & result);
};

View File

@ -10,17 +10,17 @@
#include "StdInc.h"
#include "HeroPoolProcessor.h"
#include "CGameHandler.h"
#include "../CGameHandler.h"
#include "../lib/CHeroHandler.h"
#include "../lib/CPlayerState.h"
#include "../lib/GameSettings.h"
#include "../lib/NetPacks.h"
#include "../lib/StartInfo.h"
#include "../lib/mapObjects/CGTownInstance.h"
#include "../lib/gameState/CGameState.h"
#include "../lib/gameState/TavernHeroesPool.h"
#include "../lib/gameState/TavernSlot.h"
#include "../../lib/CHeroHandler.h"
#include "../../lib/CPlayerState.h"
#include "../../lib/GameSettings.h"
#include "../../lib/NetPacks.h"
#include "../../lib/StartInfo.h"
#include "../../lib/mapObjects/CGTownInstance.h"
#include "../../lib/gameState/CGameState.h"
#include "../../lib/gameState/TavernHeroesPool.h"
#include "../../lib/gameState/TavernSlot.h"
HeroPoolProcessor::HeroPoolProcessor()
: gameHandler(nullptr)

View File

@ -10,18 +10,19 @@
#include "StdInc.h"
#include "PlayerMessageProcessor.h"
#include "CGameHandler.h"
#include "CVCMIServer.h"
#include "../CGameHandler.h"
#include "../CVCMIServer.h"
#include "../lib/serializer/Connection.h"
#include "../lib/CGeneralTextHandler.h"
#include "../lib/CHeroHandler.h"
#include "../lib/CPlayerState.h"
#include "../lib/GameConstants.h"
#include "../lib/NetPacks.h"
#include "../lib/StartInfo.h"
#include "../lib/gameState/CGameState.h"
#include "../lib/mapObjects/CGTownInstance.h"
#include "../../lib/serializer/Connection.h"
#include "../../lib/CGeneralTextHandler.h"
#include "../../lib/CHeroHandler.h"
#include "../../lib/modding/IdentifierStorage.h"
#include "../../lib/CPlayerState.h"
#include "../../lib/GameConstants.h"
#include "../../lib/NetPacks.h"
#include "../../lib/StartInfo.h"
#include "../../lib/gameState/CGameState.h"
#include "../../lib/mapObjects/CGTownInstance.h"
#include "../lib/modding/IdentifierStorage.h"
#include "../lib/modding/ModScope.h"
@ -212,15 +213,27 @@ void PlayerMessageProcessor::cheatGiveMachines(PlayerColor player, const CGHeroI
gameHandler->giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::FIRST_AID_TENT], ArtifactPosition::MACH3);
}
void PlayerMessageProcessor::cheatGiveArtifacts(PlayerColor player, const CGHeroInstance * hero)
void PlayerMessageProcessor::cheatGiveArtifacts(PlayerColor player, const CGHeroInstance * hero, std::vector<std::string> words)
{
if (!hero)
return;
for(int g = 7; g < VLC->arth->objects.size(); ++g) //including artifacts from mods
if (!words.empty())
{
if(VLC->arth->objects[g]->canBePutAt(hero))
gameHandler->giveHeroNewArtifact(hero, VLC->arth->objects[g], ArtifactPosition::FIRST_AVAILABLE);
for (auto const & word : words)
{
auto artID = VLC->identifiers()->getIdentifier(ModScope::scopeGame(), "artifact", word, false);
if(artID && VLC->arth->objects[*artID])
gameHandler->giveHeroNewArtifact(hero, VLC->arth->objects[*artID], ArtifactPosition::FIRST_AVAILABLE);
}
}
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, VLC->arth->objects[g], ArtifactPosition::FIRST_AVAILABLE);
}
}
}
@ -433,7 +446,7 @@ void PlayerMessageProcessor::executeCheatCode(const std::string & cheatName, Pla
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); };
const auto & doCheatGiveArtifacts = [&]() { cheatGiveArtifacts(player, hero); };
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); };

View File

@ -9,7 +9,7 @@
*/
#pragma once
#include "../lib/GameConstants.h"
#include "../../lib/GameConstants.h"
VCMI_LIB_NAMESPACE_BEGIN
class CGHeroInstance;
@ -31,7 +31,7 @@ class PlayerMessageProcessor
void cheatBuildTown(PlayerColor player, const CGTownInstance * town);
void cheatGiveArmy(PlayerColor player, const CGHeroInstance * hero, std::vector<std::string> words);
void cheatGiveMachines(PlayerColor player, const CGHeroInstance * hero);
void cheatGiveArtifacts(PlayerColor player, const CGHeroInstance * hero);
void cheatGiveArtifacts(PlayerColor player, const CGHeroInstance * hero, std::vector<std::string> words);
void cheatLevelup(PlayerColor player, const CGHeroInstance * hero, std::vector<std::string> words);
void cheatExperience(PlayerColor player, const CGHeroInstance * hero, std::vector<std::string> words);
void cheatMovement(PlayerColor player, const CGHeroInstance * hero, std::vector<std::string> words);

View File

@ -0,0 +1,75 @@
/*
* BattleQueries.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 "BattleQueries.h"
#include "MapQueries.h"
#include "../CGameHandler.h"
#include "../battles/BattleProcessor.h"
#include "../../lib/battle/BattleInfo.h"
void CBattleQuery::notifyObjectAboutRemoval(const CObjectVisitQuery & objectVisit) const
{
if(result)
objectVisit.visitedObject->battleFinished(objectVisit.visitingHero, *result);
}
CBattleQuery::CBattleQuery(CGameHandler * owner, const BattleInfo * Bi):
CGhQuery(owner)
{
belligerents[0] = Bi->sides[0].armyObject;
belligerents[1] = Bi->sides[1].armyObject;
bi = Bi;
for(auto & side : bi->sides)
addPlayer(side.color);
}
CBattleQuery::CBattleQuery(CGameHandler * owner):
CGhQuery(owner), bi(nullptr)
{
belligerents[0] = belligerents[1] = nullptr;
}
bool CBattleQuery::blocksPack(const CPack * pack) const
{
const char * name = typeid(*pack).name();
return strcmp(name, typeid(MakeAction).name()) != 0;
}
void CBattleQuery::onRemoval(PlayerColor color)
{
if(result)
gh->battles->battleAfterLevelUp(*result);
}
CBattleDialogQuery::CBattleDialogQuery(CGameHandler * owner, const BattleInfo * Bi):
CDialogQuery(owner)
{
bi = Bi;
for(auto & side : bi->sides)
addPlayer(side.color);
}
void CBattleDialogQuery::onRemoval(PlayerColor color)
{
assert(answer);
if(*answer == 1)
{
gh->startBattlePrimary(bi->sides[0].armyObject, bi->sides[1].armyObject, bi->tile, bi->sides[0].hero, bi->sides[1].hero, bi->creatureBank, bi->town);
}
else
{
gh->battles->endBattleConfirm(bi);
}
}

View File

@ -0,0 +1,40 @@
/*
* BattleQueries.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 "CQuery.h"
#include "../../lib/NetPacks.h"
class CBattleQuery : public CGhQuery
{
public:
std::array<const CArmedInstance *,2> belligerents;
std::array<int, 2> initialHeroMana;
const BattleInfo *bi;
std::optional<BattleResult> result;
CBattleQuery(CGameHandler * owner);
CBattleQuery(CGameHandler * owner, const BattleInfo * Bi); //TODO
virtual void notifyObjectAboutRemoval(const CObjectVisitQuery &objectVisit) const override;
virtual bool blocksPack(const CPack *pack) const override;
virtual void onRemoval(PlayerColor color) override;
};
class CBattleDialogQuery : public CDialogQuery
{
public:
CBattleDialogQuery(CGameHandler * owner, const BattleInfo * Bi);
const BattleInfo * bi;
virtual void onRemoval(PlayerColor color) override;
};

201
server/queries/CQuery.cpp Normal file
View File

@ -0,0 +1,201 @@
/*
* CQuery.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 "CQuery.h"
#include "QueriesProcessor.h"
#include "../CGameHandler.h"
#include "../../lib/serializer/Cast.h"
#include "../../lib/NetPacks.h"
template <typename Container>
std::string formatContainer(const Container & c, std::string delimeter = ", ", std::string opener = "(", std::string closer=")")
{
std::string ret = opener;
auto itr = std::begin(c);
if(itr != std::end(c))
{
ret += std::to_string(*itr);
while(++itr != std::end(c))
{
ret += delimeter;
ret += std::to_string(*itr);
}
}
ret += closer;
return ret;
}
std::ostream & operator<<(std::ostream & out, const CQuery & query)
{
return out << query.toString();
}
std::ostream & operator<<(std::ostream & out, QueryPtr query)
{
return out << "[" << query.get() << "] " << query->toString();
}
CQuery::CQuery(QueriesProcessor * Owner):
owner(Owner)
{
boost::unique_lock<boost::mutex> l(QueriesProcessor::mx);
static QueryID QID = QueryID(0);
queryID = ++QID;
logGlobal->trace("Created a new query with id %d", queryID);
}
CQuery::~CQuery()
{
logGlobal->trace("Destructed the query with id %d", queryID);
}
void CQuery::addPlayer(PlayerColor color)
{
if(color.isValidPlayer())
players.push_back(color);
}
std::string CQuery::toString() const
{
const auto size = players.size();
const std::string plural = size > 1 ? "s" : "";
std::string names;
for(size_t i = 0; i < size; i++)
{
names += boost::to_upper_copy<std::string>(players[i].getStr());
if(i < size - 2)
names += ", ";
else if(size > 1 && i == size - 2)
names += " and ";
}
std::string ret = boost::str(boost::format("A query of type '%s' and qid = %d affecting player%s %s")
% typeid(*this).name()
% queryID
% plural
% names
);
return ret;
}
bool CQuery::endsByPlayerAnswer() const
{
return false;
}
void CQuery::onRemoval(PlayerColor color)
{
}
bool CQuery::blocksPack(const CPack * pack) const
{
return false;
}
void CQuery::notifyObjectAboutRemoval(const CObjectVisitQuery & objectVisit) const
{
}
void CQuery::onExposure(QueryPtr topQuery)
{
logGlobal->trace("Exposed query with id %d", queryID);
owner->popQuery(*this);
}
void CQuery::onAdding(PlayerColor color)
{
}
void CQuery::onAdded(PlayerColor color)
{
}
void CQuery::setReply(const JsonNode & reply)
{
}
bool CQuery::blockAllButReply(const CPack * pack) const
{
//We accept only query replies from correct player
if(auto reply = dynamic_ptr_cast<QueryReply>(pack))
return !vstd::contains(players, reply->player);
return true;
}
CGhQuery::CGhQuery(CGameHandler * owner):
CQuery(owner->queries.get()), gh(owner)
{
}
CDialogQuery::CDialogQuery(CGameHandler * owner):
CGhQuery(owner)
{
}
bool CDialogQuery::endsByPlayerAnswer() const
{
return true;
}
bool CDialogQuery::blocksPack(const CPack * pack) const
{
return blockAllButReply(pack);
}
void CDialogQuery::setReply(const JsonNode & reply)
{
if(reply.getType() == JsonNode::JsonType::DATA_INTEGER)
answer = reply.Integer();
}
CGenericQuery::CGenericQuery(QueriesProcessor * Owner, PlayerColor color, std::function<void(const JsonNode &)> Callback):
CQuery(Owner), callback(Callback)
{
addPlayer(color);
}
bool CGenericQuery::blocksPack(const CPack * pack) const
{
return blockAllButReply(pack);
}
bool CGenericQuery::endsByPlayerAnswer() const
{
return true;
}
void CGenericQuery::onExposure(QueryPtr topQuery)
{
//do nothing
}
void CGenericQuery::setReply(const JsonNode & reply)
{
this->reply = reply;
}
void CGenericQuery::onRemoval(PlayerColor color)
{
callback(reply);
}

99
server/queries/CQuery.h Normal file
View File

@ -0,0 +1,99 @@
/*
* CQuery.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 "../../lib/GameConstants.h"
#include "../../lib/JsonNode.h"
VCMI_LIB_NAMESPACE_BEGIN
struct CPack;
VCMI_LIB_NAMESPACE_END
class CObjectVisitQuery;
class QueriesProcessor;
class CQuery;
using QueryPtr = std::shared_ptr<CQuery>;
// This class represents any kind of prolonged interaction that may need to do something special after it is over.
// It does not necessarily has to be "query" requiring player action, it can be also used internally within server.
// Examples:
// - all kinds of blocking dialog windows
// - battle
// - object visit
// - hero movement
// Queries can cause another queries, forming a stack of queries for each player. Eg: hero movement -> object visit -> dialog.
class CQuery
{
public:
std::vector<PlayerColor> players; //players that are affected (often "blocked") by query
QueryID queryID;
CQuery(QueriesProcessor * Owner);
virtual bool blocksPack(const CPack *pack) const; //query can block attempting actions by player. Eg. he can't move hero during the battle.
virtual bool endsByPlayerAnswer() const; //query is removed after player gives answer (like dialogs)
virtual void onAdding(PlayerColor color); //called just before query is pushed on stack
virtual void onAdded(PlayerColor color); //called right after query is pushed on stack
virtual void onRemoval(PlayerColor color); //called after query is removed from stack
virtual void onExposure(QueryPtr topQuery);//called when query immediately above is removed and this is exposed (becomes top)
virtual std::string toString() const;
virtual void notifyObjectAboutRemoval(const CObjectVisitQuery &objectVisit) const;
virtual void setReply(const JsonNode & reply);
virtual ~CQuery();
protected:
QueriesProcessor * owner;
void addPlayer(PlayerColor color);
bool blockAllButReply(const CPack * pack) const;
};
std::ostream &operator<<(std::ostream &out, const CQuery &query);
std::ostream &operator<<(std::ostream &out, QueryPtr query);
class CGhQuery : public CQuery
{
public:
CGhQuery(CGameHandler * owner);
protected:
CGameHandler * gh;
};
class CDialogQuery : public CGhQuery
{
public:
CDialogQuery(CGameHandler * owner);
virtual bool endsByPlayerAnswer() const override;
virtual bool blocksPack(const CPack *pack) const override;
void setReply(const JsonNode & reply) override;
protected:
std::optional<ui32> answer;
};
class CGenericQuery : public CQuery
{
public:
CGenericQuery(QueriesProcessor * Owner, PlayerColor color, std::function<void(const JsonNode &)> Callback);
bool blocksPack(const CPack * pack) const override;
bool endsByPlayerAnswer() const override;
void onExposure(QueryPtr topQuery) override;
void setReply(const JsonNode & reply) override;
void onRemoval(PlayerColor color) override;
private:
std::function<void(const JsonNode &)> callback;
JsonNode reply;
};

View File

@ -0,0 +1,227 @@
/*
* MapQueries.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 "MapQueries.h"
#include "QueriesProcessor.h"
#include "../CGameHandler.h"
#include "../../lib/mapObjects/MiscObjects.h"
#include "../../lib/serializer/Cast.h"
CObjectVisitQuery::CObjectVisitQuery(CGameHandler * owner, const CGObjectInstance * Obj, const CGHeroInstance * Hero, int3 Tile):
CGhQuery(owner), visitedObject(Obj), visitingHero(Hero), tile(Tile), removeObjectAfterVisit(false)
{
addPlayer(Hero->tempOwner);
}
bool CObjectVisitQuery::blocksPack(const CPack *pack) const
{
//During the visit itself ALL actions are blocked.
//(However, the visit may trigger a query above that'll pass some.)
return true;
}
void CObjectVisitQuery::onRemoval(PlayerColor color)
{
gh->objectVisitEnded(*this);
//TODO or should it be destructor?
//Can object visit affect 2 players and what would be desired behavior?
if(removeObjectAfterVisit)
gh->removeObject(visitedObject);
}
void CObjectVisitQuery::onExposure(QueryPtr topQuery)
{
//Object may have been removed and deleted.
if(gh->isValidObject(visitedObject))
topQuery->notifyObjectAboutRemoval(*this);
owner->popIfTop(*this);
}
void CGarrisonDialogQuery::notifyObjectAboutRemoval(const CObjectVisitQuery & objectVisit) const
{
objectVisit.visitedObject->garrisonDialogClosed(objectVisit.visitingHero);
}
CGarrisonDialogQuery::CGarrisonDialogQuery(CGameHandler * owner, const CArmedInstance * up, const CArmedInstance * down):
CDialogQuery(owner)
{
exchangingArmies[0] = up;
exchangingArmies[1] = down;
addPlayer(up->tempOwner);
addPlayer(down->tempOwner);
}
bool CGarrisonDialogQuery::blocksPack(const CPack * pack) const
{
std::set<ObjectInstanceID> ourIds;
ourIds.insert(this->exchangingArmies[0]->id);
ourIds.insert(this->exchangingArmies[1]->id);
if(auto stacks = dynamic_ptr_cast<ArrangeStacks>(pack))
return !vstd::contains(ourIds, stacks->id1) || !vstd::contains(ourIds, stacks->id2);
if(auto stacks = dynamic_ptr_cast<BulkSplitStack>(pack))
return !vstd::contains(ourIds, stacks->srcOwner);
if(auto stacks = dynamic_ptr_cast<BulkMergeStacks>(pack))
return !vstd::contains(ourIds, stacks->srcOwner);
if(auto stacks = dynamic_ptr_cast<BulkSmartSplitStack>(pack))
return !vstd::contains(ourIds, stacks->srcOwner);
if(auto stacks = dynamic_ptr_cast<BulkMoveArmy>(pack))
return !vstd::contains(ourIds, stacks->srcArmy) || !vstd::contains(ourIds, stacks->destArmy);
if(auto arts = dynamic_ptr_cast<ExchangeArtifacts>(pack))
{
if(auto id1 = std::visit(GetEngagedHeroIds(), arts->src.artHolder))
if(!vstd::contains(ourIds, *id1))
return true;
if(auto id2 = std::visit(GetEngagedHeroIds(), arts->dst.artHolder))
if(!vstd::contains(ourIds, *id2))
return true;
return false;
}
if(auto dismiss = dynamic_ptr_cast<DisbandCreature>(pack))
return !vstd::contains(ourIds, dismiss->id);
if(auto arts = dynamic_ptr_cast<BulkExchangeArtifacts>(pack))
return !vstd::contains(ourIds, arts->srcHero) || !vstd::contains(ourIds, arts->dstHero);
if(auto art = dynamic_ptr_cast<EraseArtifactByClient>(pack))
{
if (auto id = std::visit(GetEngagedHeroIds(), art->al.artHolder))
return !vstd::contains(ourIds, *id);
}
if(auto dismiss = dynamic_ptr_cast<AssembleArtifacts>(pack))
return !vstd::contains(ourIds, dismiss->heroID);
if(auto upgrade = dynamic_ptr_cast<UpgradeCreature>(pack))
return !vstd::contains(ourIds, upgrade->id);
if(auto formation = dynamic_ptr_cast<SetFormation>(pack))
return !vstd::contains(ourIds, formation->hid);
return CDialogQuery::blocksPack(pack);
}
void CBlockingDialogQuery::notifyObjectAboutRemoval(const CObjectVisitQuery & objectVisit) const
{
assert(answer);
objectVisit.visitedObject->blockingDialogAnswered(objectVisit.visitingHero, *answer);
}
CBlockingDialogQuery::CBlockingDialogQuery(CGameHandler * owner, const BlockingDialog & bd):
CDialogQuery(owner)
{
this->bd = bd;
addPlayer(bd.player);
}
void CTeleportDialogQuery::notifyObjectAboutRemoval(const CObjectVisitQuery & objectVisit) const
{
// do not change to dynamic_ptr_cast - SIGSEGV!
auto obj = dynamic_cast<const CGTeleport*>(objectVisit.visitedObject);
if(obj)
obj->teleportDialogAnswered(objectVisit.visitingHero, *answer, td.exits);
else
logGlobal->error("Invalid instance in teleport query");
}
CTeleportDialogQuery::CTeleportDialogQuery(CGameHandler * owner, const TeleportDialog & td):
CDialogQuery(owner)
{
this->td = td;
addPlayer(td.player);
}
CHeroLevelUpDialogQuery::CHeroLevelUpDialogQuery(CGameHandler * owner, const HeroLevelUp & Hlu, const CGHeroInstance * Hero):
CDialogQuery(owner), hero(Hero)
{
hlu = Hlu;
addPlayer(hero->tempOwner);
}
void CHeroLevelUpDialogQuery::onRemoval(PlayerColor color)
{
assert(answer);
logGlobal->trace("Completing hero level-up query. %s gains skill %d", hero->getObjectName(), answer.value());
gh->levelUpHero(hero, hlu.skills[*answer]);
}
void CHeroLevelUpDialogQuery::notifyObjectAboutRemoval(const CObjectVisitQuery & objectVisit) const
{
objectVisit.visitedObject->heroLevelUpDone(objectVisit.visitingHero);
}
CCommanderLevelUpDialogQuery::CCommanderLevelUpDialogQuery(CGameHandler * owner, const CommanderLevelUp & Clu, const CGHeroInstance * Hero):
CDialogQuery(owner), hero(Hero)
{
clu = Clu;
addPlayer(hero->tempOwner);
}
void CCommanderLevelUpDialogQuery::onRemoval(PlayerColor color)
{
assert(answer);
logGlobal->trace("Completing commander level-up query. Commander of hero %s gains skill %s", hero->getObjectName(), answer.value());
gh->levelUpCommander(hero->commander, clu.skills[*answer]);
}
void CCommanderLevelUpDialogQuery::notifyObjectAboutRemoval(const CObjectVisitQuery & objectVisit) const
{
objectVisit.visitedObject->heroLevelUpDone(objectVisit.visitingHero);
}
CHeroMovementQuery::CHeroMovementQuery(CGameHandler * owner, const TryMoveHero & Tmh, const CGHeroInstance * Hero, bool VisitDestAfterVictory):
CGhQuery(owner), tmh(Tmh), visitDestAfterVictory(VisitDestAfterVictory), hero(Hero)
{
players.push_back(hero->tempOwner);
}
void CHeroMovementQuery::onExposure(QueryPtr topQuery)
{
assert(players.size() == 1);
if(visitDestAfterVictory && hero->tempOwner == players[0]) //hero still alive, so he won with the guard
//TODO what if there were H4-like escape? we should also check pos
{
logGlobal->trace("Hero %s after victory over guard finishes visit to %s", hero->getNameTranslated(), tmh.end.toString());
//finish movement
visitDestAfterVictory = false;
gh->visitObjectOnTile(*gh->getTile(hero->convertToVisitablePos(tmh.end)), hero);
}
owner->popIfTop(*this);
}
void CHeroMovementQuery::onRemoval(PlayerColor color)
{
PlayerBlocked pb;
pb.player = color;
pb.reason = PlayerBlocked::ONGOING_MOVEMENT;
pb.startOrEnd = PlayerBlocked::BLOCKADE_ENDED;
gh->sendAndApply(&pb);
}
void CHeroMovementQuery::onAdding(PlayerColor color)
{
PlayerBlocked pb;
pb.player = color;
pb.reason = PlayerBlocked::ONGOING_MOVEMENT;
pb.startOrEnd = PlayerBlocked::BLOCKADE_STARTED;
gh->sendAndApply(&pb);
}

103
server/queries/MapQueries.h Normal file
View File

@ -0,0 +1,103 @@
/*
* MapQueries.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 "CQuery.h"
#include "../../lib/NetPacks.h"
//Created when hero visits object.
//Removed when query above is resolved (or immediately after visit if no queries were created)
class CObjectVisitQuery : public CGhQuery
{
public:
const CGObjectInstance *visitedObject;
const CGHeroInstance *visitingHero;
int3 tile; //may be different than hero pos -> eg. visit via teleport
bool removeObjectAfterVisit;
CObjectVisitQuery(CGameHandler * owner, const CGObjectInstance *Obj, const CGHeroInstance *Hero, int3 Tile);
virtual bool blocksPack(const CPack *pack) const override;
virtual void onRemoval(PlayerColor color) override;
virtual void onExposure(QueryPtr topQuery) override;
};
//Created when hero attempts move and something happens
//(not necessarily position change, could be just an object interaction).
class CHeroMovementQuery : public CGhQuery
{
public:
TryMoveHero tmh;
bool visitDestAfterVictory; //if hero moved to guarded tile and it should be visited once guard is defeated
const CGHeroInstance *hero;
virtual void onExposure(QueryPtr topQuery) override;
CHeroMovementQuery(CGameHandler * owner, const TryMoveHero & Tmh, const CGHeroInstance * Hero, bool VisitDestAfterVictory = false);
virtual void onAdding(PlayerColor color) override;
virtual void onRemoval(PlayerColor color) override;
};
class CGarrisonDialogQuery : public CDialogQuery //used also for hero exchange dialogs
{
public:
std::array<const CArmedInstance *,2> exchangingArmies;
CGarrisonDialogQuery(CGameHandler * owner, const CArmedInstance *up, const CArmedInstance *down);
virtual void notifyObjectAboutRemoval(const CObjectVisitQuery &objectVisit) const override;
virtual bool blocksPack(const CPack *pack) const override;
};
//yes/no and component selection dialogs
class CBlockingDialogQuery : public CDialogQuery
{
public:
BlockingDialog bd; //copy of pack... debug purposes
CBlockingDialogQuery(CGameHandler * owner, const BlockingDialog &bd);
virtual void notifyObjectAboutRemoval(const CObjectVisitQuery &objectVisit) const override;
};
class CTeleportDialogQuery : public CDialogQuery
{
public:
TeleportDialog td; //copy of pack... debug purposes
CTeleportDialogQuery(CGameHandler * owner, const TeleportDialog &td);
virtual void notifyObjectAboutRemoval(const CObjectVisitQuery &objectVisit) const override;
};
class CHeroLevelUpDialogQuery : public CDialogQuery
{
public:
CHeroLevelUpDialogQuery(CGameHandler * owner, const HeroLevelUp &Hlu, const CGHeroInstance * Hero);
virtual void onRemoval(PlayerColor color) override;
virtual void notifyObjectAboutRemoval(const CObjectVisitQuery &objectVisit) const override;
HeroLevelUp hlu;
const CGHeroInstance * hero;
};
class CCommanderLevelUpDialogQuery : public CDialogQuery
{
public:
CCommanderLevelUpDialogQuery(CGameHandler * owner, const CommanderLevelUp &Clu, const CGHeroInstance * Hero);
virtual void onRemoval(PlayerColor color) override;
virtual void notifyObjectAboutRemoval(const CObjectVisitQuery &objectVisit) const override;
CommanderLevelUp clu;
const CGHeroInstance * hero;
};

View File

@ -0,0 +1,129 @@
/*
* CQuery.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 "QueriesProcessor.h"
#include "CQuery.h"
boost::mutex QueriesProcessor::mx;
void QueriesProcessor::popQuery(PlayerColor player, QueryPtr query)
{
LOG_TRACE_PARAMS(logGlobal, "player='%s', query='%s'", player % query);
if(topQuery(player) != query)
{
logGlobal->trace("Cannot remove, not a top!");
return;
}
queries[player] -= query;
auto nextQuery = topQuery(player);
query->onRemoval(player);
//Exposure on query below happens only if removal didn't trigger any new query
if(nextQuery && nextQuery == topQuery(player))
nextQuery->onExposure(query);
}
void QueriesProcessor::popQuery(const CQuery &query)
{
LOG_TRACE_PARAMS(logGlobal, "query='%s'", query);
assert(query.players.size());
for(auto player : query.players)
{
auto top = topQuery(player);
if(top.get() == &query)
popQuery(top);
else
{
logGlobal->trace("Cannot remove query %s", query.toString());
logGlobal->trace("Queries found:");
for(auto q : queries[player])
{
logGlobal->trace(q->toString());
}
}
}
}
void QueriesProcessor::popQuery(QueryPtr query)
{
for(auto player : query->players)
popQuery(player, query);
}
void QueriesProcessor::addQuery(QueryPtr query)
{
for(auto player : query->players)
addQuery(player, query);
for(auto player : query->players)
query->onAdded(player);
}
void QueriesProcessor::addQuery(PlayerColor player, QueryPtr query)
{
LOG_TRACE_PARAMS(logGlobal, "player='%d', query='%s'", player.getNum() % query);
query->onAdding(player);
queries[player].push_back(query);
}
QueryPtr QueriesProcessor::topQuery(PlayerColor player)
{
return vstd::backOrNull(queries[player]);
}
void QueriesProcessor::popIfTop(QueryPtr query)
{
LOG_TRACE_PARAMS(logGlobal, "query='%d'", query);
if(!query)
logGlobal->error("The query is nullptr! Ignoring.");
popIfTop(*query);
}
void QueriesProcessor::popIfTop(const CQuery & query)
{
for(PlayerColor color : query.players)
if(topQuery(color).get() == &query)
popQuery(color, topQuery(color));
}
std::vector<std::shared_ptr<const CQuery>> QueriesProcessor::allQueries() const
{
std::vector<std::shared_ptr<const CQuery>> ret;
for(auto & playerQueries : queries)
for(auto & query : playerQueries.second)
ret.push_back(query);
return ret;
}
std::vector<QueryPtr> QueriesProcessor::allQueries()
{
//TODO code duplication with const function :(
std::vector<QueryPtr> ret;
for(auto & playerQueries : queries)
for(auto & query : playerQueries.second)
ret.push_back(query);
return ret;
}
QueryPtr QueriesProcessor::getQuery(QueryID queryID)
{
for(auto & playerQueries : queries)
for(auto & query : playerQueries.second)
if(query->queryID == queryID)
return query;
return nullptr;
}

View File

@ -0,0 +1,40 @@
/*
* QueriesProcessor.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 "../../lib/GameConstants.h"
class CQuery;
using QueryPtr = std::shared_ptr<CQuery>;
class QueriesProcessor
{
private:
void addQuery(PlayerColor player, QueryPtr query);
void popQuery(PlayerColor player, QueryPtr query);
std::map<PlayerColor, std::vector<QueryPtr>> queries; //player => stack of queries
public:
static boost::mutex mx;
void addQuery(QueryPtr query);
void popQuery(const CQuery &query);
void popQuery(QueryPtr query);
void popIfTop(const CQuery &query); //removes this query if it is at the top (otherwise, do nothing)
void popIfTop(QueryPtr query); //removes this query if it is at the top (otherwise, do nothing)
QueryPtr topQuery(PlayerColor player);
std::vector<std::shared_ptr<const CQuery>> allQueries() const;
std::vector<QueryPtr> allQueries();
QueryPtr getQuery(QueryID queryID);
//void removeQuery
};