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mirror of https://github.com/vcmi/vcmi.git synced 2025-03-19 21:10:12 +02:00

Extracted message-related functionality of CGameHandler to separate file

This commit is contained in:
Ivan Savenko 2023-07-12 21:13:17 +03:00
parent 71d6b8c882
commit baa865d857
9 changed files with 606 additions and 390 deletions

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@ -40,6 +40,7 @@
VCMI_LIB_NAMESPACE_BEGIN VCMI_LIB_NAMESPACE_BEGIN
const HeroTypeID HeroTypeID::NONE = HeroTypeID(-1); const HeroTypeID HeroTypeID::NONE = HeroTypeID(-1);
const ObjectInstanceID ObjectInstanceID::NONE = ObjectInstanceID(-1);
const SlotID SlotID::COMMANDER_SLOT_PLACEHOLDER = SlotID(-2); const SlotID SlotID::COMMANDER_SLOT_PLACEHOLDER = SlotID(-2);
const SlotID SlotID::SUMMONED_SLOT_PLACEHOLDER = SlotID(-3); const SlotID SlotID::SUMMONED_SLOT_PLACEHOLDER = SlotID(-3);

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@ -313,6 +313,8 @@ class ObjectInstanceID : public BaseForID<ObjectInstanceID, si32>
{ {
INSTID_LIKE_CLASS_COMMON(ObjectInstanceID, si32) INSTID_LIKE_CLASS_COMMON(ObjectInstanceID, si32)
DLL_LINKAGE static const ObjectInstanceID NONE;
friend class CGameInfoCallback; friend class CGameInfoCallback;
friend class CNonConstInfoCallback; friend class CNonConstInfoCallback;
}; };

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@ -15,6 +15,8 @@
#include "ServerSpellCastEnvironment.h" #include "ServerSpellCastEnvironment.h"
#include "CVCMIServer.h" #include "CVCMIServer.h"
#include "PlayerMessageProcessor.h"
#include "../lib/filesystem/Filesystem.h" #include "../lib/filesystem/Filesystem.h"
#include "../lib/filesystem/FileInfo.h" #include "../lib/filesystem/FileInfo.h"
#include "../lib/int3.h" #include "../lib/int3.h"
@ -296,6 +298,11 @@ events::EventBus * CGameHandler::eventBus() const
return serverEventBus.get(); return serverEventBus.get();
} }
CVCMIServer * CGameHandler::gameLobby() const
{
return lobby;
}
void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill) void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
{ {
changeSecSkill(hero, skill, 1, 0); changeSecSkill(hero, skill, 1, 0);
@ -1217,7 +1224,7 @@ void CGameHandler::handleClientDisconnection(std::shared_ptr<CConnection> c)
if(playerConnection != playerConnections.second.end()) if(playerConnection != playerConnections.second.end())
{ {
std::string messageText = boost::str(boost::format("%s (cid %d) was disconnected") % playerSettings->name % c->connectionID); std::string messageText = boost::str(boost::format("%s (cid %d) was disconnected") % playerSettings->name % c->connectionID);
playerMessage(playerId, messageText, ObjectInstanceID{}); playerMessages->broadcastMessage(playerId, messageText);
} }
} }
} }
@ -1554,6 +1561,7 @@ int CGameHandler::moveStack(int stack, BattleHex dest)
CGameHandler::CGameHandler(CVCMIServer * lobby) CGameHandler::CGameHandler(CVCMIServer * lobby)
: lobby(lobby) : lobby(lobby)
, heroPool(std::make_unique<HeroPoolProcessor>(this)) , heroPool(std::make_unique<HeroPoolProcessor>(this))
, playerMessages(std::make_unique<PlayerMessageProcessor>(this))
, complainNoCreatures("No creatures to split") , complainNoCreatures("No creatures to split")
, complainNotEnoughCreatures("Cannot split that stack, not enough creatures!") , complainNotEnoughCreatures("Cannot split that stack, not enough creatures!")
, complainInvalidSlot("Invalid slot accessed!") , complainInvalidSlot("Invalid slot accessed!")
@ -2644,14 +2652,6 @@ void CGameHandler::changeSpells(const CGHeroInstance * hero, bool give, const st
sendAndApply(&cs); sendAndApply(&cs);
} }
void CGameHandler::sendMessageTo(std::shared_ptr<CConnection> c, const std::string &message)
{
SystemMessage sm;
sm.text = message;
boost::unique_lock<boost::mutex> lock(*c->mutexWrite);
*(c.get()) << &sm;
}
void CGameHandler::giveHeroBonus(GiveBonus * bonus) void CGameHandler::giveHeroBonus(GiveBonus * bonus)
{ {
sendAndApply(bonus); sendAndApply(bonus);
@ -2862,10 +2862,8 @@ bool CGameHandler::isPlayerOwns(CPackForServer * pack, ObjectInstanceID id)
void CGameHandler::throwNotAllowedAction(CPackForServer * pack) void CGameHandler::throwNotAllowedAction(CPackForServer * pack)
{ {
if(pack->c) if(pack->c)
{ playerMessages->sendSystemMessage(pack->c, "You are not allowed to perform this action!");
SystemMessage temp_message("You are not allowed to perform this action!");
pack->c->sendPack(&temp_message);
}
logNetwork->error("Player is not allowed to perform this action!"); logNetwork->error("Player is not allowed to perform this action!");
throw ExceptionNotAllowedAction(); throw ExceptionNotAllowedAction();
} }
@ -2875,11 +2873,9 @@ void CGameHandler::wrongPlayerMessage(CPackForServer * pack, PlayerColor expecte
std::ostringstream oss; std::ostringstream oss;
oss << "You were identified as player " << getPlayerAt(pack->c) << " while expecting " << expectedplayer; oss << "You were identified as player " << getPlayerAt(pack->c) << " while expecting " << expectedplayer;
logNetwork->error(oss.str()); logNetwork->error(oss.str());
if(pack->c) if(pack->c)
{ playerMessages->sendSystemMessage(pack->c, oss.str());
SystemMessage temp_message(oss.str());
pack->c->sendPack(&temp_message);
}
} }
void CGameHandler::throwOnWrongOwner(CPackForServer * pack, ObjectInstanceID id) void CGameHandler::throwOnWrongOwner(CPackForServer * pack, ObjectInstanceID id)
@ -3594,13 +3590,6 @@ bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
return true; return true;
} }
void CGameHandler::sendMessageToAll(const std::string &message)
{
SystemMessage sm;
sm.text = message;
sendToAllClients(&sm);
}
bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl) bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl)
{ {
const CGDwelling * dw = static_cast<const CGDwelling *>(getObj(objid)); const CGDwelling * dw = static_cast<const CGDwelling *>(getObj(objid));
@ -4825,140 +4814,6 @@ bool CGameHandler::makeBattleAction(BattleAction &ba)
return ok; return ok;
} }
void CGameHandler::playerMessage(PlayerColor player, const std::string &message, ObjectInstanceID currObj)
{
bool cheated = false;
std::vector<std::string> words;
boost::split(words, message, boost::is_any_of(" "));
bool isHost = false;
for(auto & c : connections[player])
if(lobby->isClientHost(c->connectionID))
isHost = true;
if(isHost && words.size() >= 2 && words[0] == "game")
{
if(words[1] == "exit" || words[1] == "quit" || words[1] == "end")
{
SystemMessage temp_message("game was terminated");
sendAndApply(&temp_message);
lobby->state = EServerState::SHUTDOWN;
return;
}
if(words.size() == 3 && words[1] == "save")
{
save("Saves/" + words[2]);
SystemMessage temp_message("game saved as " + words[2]);
sendAndApply(&temp_message);
return;
}
if(words.size() == 3 && words[1] == "kick")
{
auto playername = words[2];
PlayerColor playerToKick(PlayerColor::CANNOT_DETERMINE);
if(std::all_of(playername.begin(), playername.end(), ::isdigit))
playerToKick = PlayerColor(std::stoi(playername));
else
{
for(auto & c : connections)
{
if(c.first.getStr(false) == playername)
playerToKick = c.first;
}
}
if(playerToKick != PlayerColor::CANNOT_DETERMINE)
{
PlayerCheated pc;
pc.player = playerToKick;
pc.losingCheatCode = true;
sendAndApply(&pc);
checkVictoryLossConditionsForPlayer(playerToKick);
}
return;
}
}
int obj = 0;
if (words.size() == 2 && words[0] != "vcmiexp" && words[0] != "vcmiolorin")
{
obj = std::atoi(words[1].c_str());
if (obj)
currObj = ObjectInstanceID(obj);
}
const CGHeroInstance * hero = getHero(currObj);
const CGTownInstance * town = getTown(currObj);
if (!town && hero)
town = hero->visitedTown;
if(words.size() > 1 && (words[0] == "vcmiarmy" || words[0] == "vcminissi" || words[0] == "vcmiexp" || words[0] == "vcmiolorin"))
{
std::string cheatCodeWithOneParameter = std::string(words[0]) + " " + words[1];
handleCheatCode(cheatCodeWithOneParameter, player, hero, town, cheated);
}
else if (words.size() == 1 || obj)
{
handleCheatCode(words[0], player, hero, town, cheated);
}
else
{
for (const auto & i : gs->players)
{
if (i.first == PlayerColor::NEUTRAL)
continue;
if (words[1] == "ai")
{
if (i.second.human)
continue;
}
else if (words[1] != "all" && words[1] != i.first.getStr())
continue;
if (words[0] == "vcmiformenos" || words[0] == "vcmieagles" || words[0] == "vcmiungoliant"
|| words[0] == "vcmiresources" || words[0] == "vcmimap" || words[0] == "vcmihidemap")
{
handleCheatCode(words[0], i.first, nullptr, nullptr, cheated);
}
else if (words[0] == "vcmiarmenelos" || words[0] == "vcmibuild")
{
for (const auto & t : i.second.towns)
{
handleCheatCode(words[0], i.first, nullptr, t, cheated);
}
}
else
{
for (const auto & h : i.second.heroes)
{
handleCheatCode(words[0], i.first, h, nullptr, cheated);
}
}
}
}
if (cheated)
{
if(!getPlayerSettings(player)->isControlledByAI())
{
SystemMessage temp_message(VLC->generaltexth->allTexts[260]);
sendAndApply(&temp_message);
}
if(!player.isSpectator())
checkVictoryLossConditionsForPlayer(player);//Player enter win code or got required art\creature
}
else
{
if(!getPlayerSettings(player)->isControlledByAI())
{
PlayerMessageClient temp_message(player, message);
sendAndApply(&temp_message);
}
}
}
bool CGameHandler::makeCustomAction(BattleAction & ba) bool CGameHandler::makeCustomAction(BattleAction & ba)
{ {
switch(ba.actionType) switch(ba.actionType)
@ -5321,7 +5176,7 @@ void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
bool CGameHandler::complain(const std::string &problem) bool CGameHandler::complain(const std::string &problem)
{ {
sendMessageToAll("Server encountered a problem: " + problem); playerMessages->broadcastSystemMessage("Server encountered a problem: " + problem);
logGlobal->error(problem); logGlobal->error(problem);
return true; return true;
} }
@ -6713,225 +6568,6 @@ void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
} }
} }
void CGameHandler::handleCheatCode(std::string & cheat, PlayerColor player, const CGHeroInstance * hero, const CGTownInstance * town, bool & cheated)
{
//Make cheat case-insensitive
std::transform(cheat.begin(), cheat.end(), cheat.begin(), [](unsigned char c){ return std::tolower(c); });
if (cheat == "vcmiistari" || cheat == "vcmispells")
{
cheated = true;
if (!hero) return;
///Give hero spellbook
if (!hero->hasSpellbook())
giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
///Give all spells with bonus (to allow banned spells)
GiveBonus giveBonus(GiveBonus::ETarget::HERO);
giveBonus.id = hero->id.getNum();
giveBonus.bonus = Bonus(BonusDuration::PERMANENT, BonusType::SPELLS_OF_LEVEL, BonusSource::OTHER, 0, 0);
//start with level 0 to skip abilities
for (int level = 1; level <= GameConstants::SPELL_LEVELS; level++)
{
giveBonus.bonus.subtype = level;
sendAndApply(&giveBonus);
}
///Give mana
SetMana sm;
sm.hid = hero->id;
sm.val = 999;
sm.absolute = true;
sendAndApply(&sm);
}
else if (cheat == "vcmiarmenelos" || cheat == "vcmibuild")
{
cheated = true;
if (!town) return;
///Build all buildings in selected town
for (auto & build : town->town->buildings)
{
if (!town->hasBuilt(build.first)
&& !build.second->getNameTranslated().empty()
&& build.first != BuildingID::SHIP)
{
buildStructure(town->id, build.first, true);
}
}
}
else if (cheat == "vcmiainur" || cheat == "vcmiangband" || cheat == "vcmiglaurung" || cheat == "vcmiarchangel"
|| cheat == "vcmiblackknight" || cheat == "vcmicrystal" || cheat == "vcmiazure" || cheat == "vcmifaerie")
{
cheated = true;
if (!hero) return;
///Gives N creatures into each slot
std::map<std::string, std::pair<std::string, int>> creatures;
creatures.insert(std::make_pair("vcmiainur", std::make_pair("archangel", 5))); //5 archangels
creatures.insert(std::make_pair("vcmiangband", std::make_pair("blackKnight", 10))); //10 black knights
creatures.insert(std::make_pair("vcmiglaurung", std::make_pair("crystalDragon", 5000))); //5000 crystal dragons
creatures.insert(std::make_pair("vcmiarchangel", std::make_pair("archangel", 5))); //5 archangels
creatures.insert(std::make_pair("vcmiblackknight", std::make_pair("blackKnight", 10))); //10 black knights
creatures.insert(std::make_pair("vcmicrystal", std::make_pair("crystalDragon", 5000))); //5000 crystal dragons
creatures.insert(std::make_pair("vcmiazure", std::make_pair("azureDragon", 5000))); //5000 azure dragons
creatures.insert(std::make_pair("vcmifaerie", std::make_pair("fairieDragon", 5000))); //5000 faerie dragons
const int32_t creatureIdentifier = VLC->modh->identifiers.getIdentifier(CModHandler::scopeGame(), "creature", creatures[cheat].first, false).value();
const CCreature * creature = VLC->creh->objects.at(creatureIdentifier);
for (int i = 0; i < GameConstants::ARMY_SIZE; i++)
if (!hero->hasStackAtSlot(SlotID(i)))
insertNewStack(StackLocation(hero, SlotID(i)), creature, creatures[cheat].second);
}
else if (boost::starts_with(cheat, "vcmiarmy") || boost::starts_with(cheat, "vcminissi"))
{
cheated = true;
if (!hero) return;
std::vector<std::string> words;
boost::split(words, cheat, boost::is_any_of(" "));
if(words.size() < 2)
return;
std::string creatureIdentifier = words[1];
std::optional<int32_t> creatureId = VLC->modh->identifiers.getIdentifier(CModHandler::scopeGame(), "creature", creatureIdentifier, false);
if(creatureId.has_value())
{
const auto * creature = CreatureID(creatureId.value()).toCreature();
for (int i = 0; i < GameConstants::ARMY_SIZE; i++)
if (!hero->hasStackAtSlot(SlotID(i)))
insertNewStack(StackLocation(hero, SlotID(i)), creature, 5 * std::pow(10, i));
}
}
else if (cheat == "vcminoldor" || cheat == "vcmimachines")
{
cheated = true;
if (!hero) return;
///Give all war machines to hero
if (!hero->getArt(ArtifactPosition::MACH1))
giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::BALLISTA], ArtifactPosition::MACH1);
if (!hero->getArt(ArtifactPosition::MACH2))
giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::AMMO_CART], ArtifactPosition::MACH2);
if (!hero->getArt(ArtifactPosition::MACH3))
giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::FIRST_AID_TENT], ArtifactPosition::MACH3);
}
else if (cheat == "vcmiforgeofnoldorking" || cheat == "vcmiartifacts")
{
cheated = true;
if (!hero) return;
///Give hero all artifacts except war machines, spell scrolls and spell book
for(int g = 7; g < VLC->arth->objects.size(); ++g) //including artifacts from mods
{
if(VLC->arth->objects[g]->canBePutAt(hero))
giveHeroNewArtifact(hero, VLC->arth->objects[g], ArtifactPosition::FIRST_AVAILABLE);
}
}
else if (cheat == "vcmiglorfindel" || cheat == "vcmilevel")
{
cheated = true;
if (!hero) return;
///selected hero gains a new level
changePrimSkill(hero, PrimarySkill::EXPERIENCE, VLC->heroh->reqExp(hero->level + 1) - VLC->heroh->reqExp(hero->level));
}
else if (boost::starts_with(cheat, "vcmiexp") || boost::starts_with(cheat, "vcmiolorin"))
{
cheated = true;
if (!hero) return;
std::vector<std::string> words;
boost::split(words, cheat, boost::is_any_of(" "));
if(words.size() < 2)
return;
std::string expAmount = words[1];
long expAmountProcessed = 0;
try
{
expAmountProcessed = std::stol(expAmount);
}
catch(std::exception&)
{
logGlobal->error("Could not parse experience amount for vcmiexp cheat");
}
if(expAmountProcessed > 1)
{
changePrimSkill(hero, PrimarySkill::EXPERIENCE, expAmountProcessed);
}
}
else if (cheat == "vcminahar" || cheat == "vcmimove")
{
cheated = true;
if (!hero) return;
///Give 1000000 movement points to hero
SetMovePoints smp;
smp.hid = hero->id;
smp.val = 1000000;
sendAndApply(&smp);
GiveBonus gb(GiveBonus::ETarget::HERO);
gb.bonus.type = BonusType::FREE_SHIP_BOARDING;
gb.bonus.duration = BonusDuration::ONE_DAY;
gb.bonus.source = BonusSource::OTHER;
gb.id = hero->id.getNum();
giveHeroBonus(&gb);
}
else if (cheat == "vcmiformenos" || cheat == "vcmiresources")
{
cheated = true;
///Give resources to player
TResources resources;
resources[EGameResID::GOLD] = 100000;
for (GameResID i = EGameResID::WOOD; i < EGameResID::GOLD; ++i)
resources[i] = 100;
giveResources(player, resources);
}
else if (cheat == "vcmisilmaril" || cheat == "vcmiwin")
{
cheated = true;
///Player wins
PlayerCheated pc;
pc.player = player;
pc.winningCheatCode = true;
sendAndApply(&pc);
}
else if (cheat == "vcmimelkor" || cheat == "vcmilose")
{
cheated = true;
///Player looses
PlayerCheated pc;
pc.player = player;
pc.losingCheatCode = true;
sendAndApply(&pc);
}
else if (cheat == "vcmieagles" || cheat == "vcmiungoliant" || cheat == "vcmimap" || cheat == "vcmihidemap")
{
cheated = true;
///Reveal or conceal FoW
FoWChange fc;
fc.mode = ((cheat == "vcmieagles" || cheat == "vcmimap") ? 1 : 0);
fc.player = player;
const auto & fowMap = gs->getPlayerTeam(player)->fogOfWarMap;
auto hlp_tab = new int3[gs->map->width * gs->map->height * (gs->map->levels())];
int lastUnc = 0;
for(int z = 0; z < gs->map->levels(); z++)
for(int x = 0; x < gs->map->width; x++)
for(int y = 0; y < gs->map->height; y++)
if(!(*fowMap)[z][x][y] || !fc.mode)
hlp_tab[lastUnc++] = int3(x, y, z);
fc.tiles.insert(hlp_tab, hlp_tab + lastUnc);
delete [] hlp_tab;
sendAndApply(&fc);
}
}
void CGameHandler::removeObstacle(const CObstacleInstance & obstacle) void CGameHandler::removeObstacle(const CObstacleInstance & obstacle)
{ {
BattleObstaclesChanged obsRem; BattleObstaclesChanged obsRem;
@ -7248,4 +6884,5 @@ void CGameHandler::deserializationFix()
//FIXME: pointer to GameHandler itself can't be deserialized at the moment since GameHandler is top-level entity in serialization //FIXME: pointer to GameHandler itself can't be deserialized at the moment since GameHandler is top-level entity in serialization
// restore any places that requires such pointer manually // restore any places that requires such pointer manually
heroPool->gameHandler = this; heroPool->gameHandler = this;
playerMessages->gameHandler = this;
} }

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@ -50,6 +50,7 @@ class HeroPoolProcessor;
class CGameHandler; class CGameHandler;
class CVCMIServer; class CVCMIServer;
class CBaseForGHApply; class CBaseForGHApply;
class PlayerMessageProcessor;
struct PlayerStatus struct PlayerStatus
{ {
@ -108,6 +109,8 @@ public:
enum EVisitDest {VISIT_DEST, DONT_VISIT_DEST}; enum EVisitDest {VISIT_DEST, DONT_VISIT_DEST};
enum ELEaveTile {LEAVING_TILE, REMAINING_ON_TILE}; enum ELEaveTile {LEAVING_TILE, REMAINING_ON_TILE};
std::unique_ptr<PlayerMessageProcessor> playerMessages;
std::map<PlayerColor, std::set<std::shared_ptr<CConnection>>> connections; //player color -> connection to client with interface of that player std::map<PlayerColor, std::set<std::shared_ptr<CConnection>>> connections; //player color -> connection to client with interface of that player
PlayerStatuses states; //player color -> player state PlayerStatuses states; //player color -> player state
@ -123,6 +126,7 @@ public:
const GameCb * game() const override; const GameCb * game() const override;
vstd::CLoggerBase * logger() const override; vstd::CLoggerBase * logger() const override;
events::EventBus * eventBus() const override; events::EventBus * eventBus() const override;
CVCMIServer * gameLobby() const;
bool isValidObject(const CGObjectInstance *obj) const; bool isValidObject(const CGObjectInstance *obj) const;
bool isBlockedByQueries(const CPack *pack, PlayerColor player); bool isBlockedByQueries(const CPack *pack, PlayerColor player);
@ -235,7 +239,6 @@ public:
PlayerColor getPlayerAt(std::shared_ptr<CConnection> c) const; PlayerColor getPlayerAt(std::shared_ptr<CConnection> c) const;
bool hasPlayerAt(PlayerColor player, std::shared_ptr<CConnection> c) const; bool hasPlayerAt(PlayerColor player, std::shared_ptr<CConnection> c) const;
void playerMessage(PlayerColor player, const std::string &message, ObjectInstanceID currObj);
void updateGateState(); void updateGateState();
bool makeBattleAction(BattleAction &ba); 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 makeAutomaticAction(const CStack *stack, BattleAction &ba); //used when action is taken by stack without volition of player (eg. unguided catapult attack)
@ -289,6 +292,7 @@ public:
h & finishingBattle; h & finishingBattle;
h & heroPool; h & heroPool;
h & getRandomGenerator(); h & getRandomGenerator();
h & playerMessages;
if (!h.saving) if (!h.saving)
deserializationFix(); deserializationFix();
@ -303,8 +307,6 @@ public:
#endif #endif
} }
void sendMessageToAll(const std::string &message);
void sendMessageTo(std::shared_ptr<CConnection> c, const std::string &message);
void sendToAllClients(CPackForClient * pack); void sendToAllClients(CPackForClient * pack);
void sendAndApply(CPackForClient * pack) override; void sendAndApply(CPackForClient * pack) override;
void applyAndSend(CPackForClient * pack); void applyAndSend(CPackForClient * pack);
@ -354,7 +356,11 @@ public:
void attackCasting(bool ranged, BonusType attackMode, const battle::Unit * attacker, const battle::Unit * 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); bool sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, const std::vector<ArtifactPosition> & slot);
void spawnWanderingMonsters(CreatureID creatureID); void spawnWanderingMonsters(CreatureID creatureID);
void handleCheatCode(std::string & cheat, PlayerColor player, const CGHeroInstance * hero, const CGTownInstance * town, bool & cheated);
// Check for victory and loss conditions
void checkVictoryLossConditionsForPlayer(PlayerColor player);
void checkVictoryLossConditions(const std::set<PlayerColor> & playerColors);
void checkVictoryLossConditionsForAll();
CRandomGenerator & getRandomGenerator(); CRandomGenerator & getRandomGenerator();
@ -379,11 +385,6 @@ private:
void makeStackDoNothing(const CStack * next); void makeStackDoNothing(const CStack * next);
void getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const; void getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const;
// Check for victory and loss conditions
void checkVictoryLossConditionsForPlayer(PlayerColor player);
void checkVictoryLossConditions(const std::set<PlayerColor> & playerColors);
void checkVictoryLossConditionsForAll();
const std::string complainNoCreatures; const std::string complainNoCreatures;
const std::string complainNotEnoughCreatures; const std::string complainNotEnoughCreatures;
const std::string complainInvalidSlot; const std::string complainInvalidSlot;

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@ -3,6 +3,7 @@ set(server_SRCS
CGameHandler.cpp CGameHandler.cpp
HeroPoolProcessor.cpp HeroPoolProcessor.cpp
PlayerMessageProcessor.cpp
ServerSpellCastEnvironment.cpp ServerSpellCastEnvironment.cpp
CQuery.cpp CQuery.cpp
CVCMIServer.cpp CVCMIServer.cpp
@ -15,6 +16,7 @@ set(server_HEADERS
CGameHandler.h CGameHandler.h
HeroPoolProcessor.h HeroPoolProcessor.h
PlayerMessageProcessor.h
ServerSpellCastEnvironment.h ServerSpellCastEnvironment.h
CQuery.h CQuery.h
CVCMIServer.h CVCMIServer.h

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@ -39,6 +39,7 @@
#include "../lib/VCMI_Lib.h" #include "../lib/VCMI_Lib.h"
#include "../lib/VCMIDirs.h" #include "../lib/VCMIDirs.h"
#include "CGameHandler.h" #include "CGameHandler.h"
#include "PlayerMessageProcessor.h"
#include "../lib/mapping/CMapInfo.h" #include "../lib/mapping/CMapInfo.h"
#include "../lib/GameConstants.h" #include "../lib/GameConstants.h"
#include "../lib/logging/CBasicLogConfigurator.h" #include "../lib/logging/CBasicLogConfigurator.h"
@ -605,7 +606,7 @@ void CVCMIServer::clientDisconnected(std::shared_ptr<CConnection> c)
if(gh && si && state == EServerState::GAMEPLAY) if(gh && si && state == EServerState::GAMEPLAY)
{ {
gh->playerMessage(playerSettings->color, playerLeftMsgText, ObjectInstanceID{}); gh->playerMessages->broadcastMessage(playerSettings->color, playerLeftMsgText);
gh->connections[playerSettings->color].insert(hostClient); gh->connections[playerSettings->color].insert(hostClient);
startAiPack.players.push_back(playerSettings->color); startAiPack.players.push_back(playerSettings->color);
} }
@ -633,7 +634,7 @@ void CVCMIServer::reconnectPlayer(int connId)
continue; continue;
std::string messageText = boost::str(boost::format("%s (cid %d) is connected") % playerSettings->name % connId); std::string messageText = boost::str(boost::format("%s (cid %d) is connected") % playerSettings->name % connId);
gh->playerMessage(playerSettings->color, messageText, ObjectInstanceID{}); gh->playerMessages->broadcastMessage(playerSettings->color, messageText);
startAiPack.players.push_back(playerSettings->color); startAiPack.players.push_back(playerSettings->color);
} }

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@ -12,6 +12,7 @@
#include "CGameHandler.h" #include "CGameHandler.h"
#include "HeroPoolProcessor.h" #include "HeroPoolProcessor.h"
#include "PlayerMessageProcessor.h"
#include "../lib/IGameCallback.h" #include "../lib/IGameCallback.h"
#include "../lib/mapObjects/CGTownInstance.h" #include "../lib/mapObjects/CGTownInstance.h"
@ -352,6 +353,6 @@ void ApplyGhNetPackVisitor::visitPlayerMessage(PlayerMessage & pack)
if(!pack.player.isSpectator()) // TODO: clearly not a great way to verify permissions if(!pack.player.isSpectator()) // TODO: clearly not a great way to verify permissions
gh.throwOnWrongPlayer(&pack, pack.player); gh.throwOnWrongPlayer(&pack, pack.player);
gh.playerMessage(pack.player, pack.text, pack.currObj); gh.playerMessages->playerMessage(pack.player, pack.text, pack.currObj);
result = true; result = true;
} }

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@ -0,0 +1,508 @@
/*
* CGameHandler.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "PlayerMessageProcessor.h"
#include "CGameHandler.h"
#include "CVCMIServer.h"
#include "../lib/serializer/Connection.h"
#include "../lib/CGeneralTextHandler.h"
#include "../lib/CHeroHandler.h"
#include "../lib/CModHandler.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"
PlayerMessageProcessor::PlayerMessageProcessor()
:gameHandler(nullptr)
{
}
PlayerMessageProcessor::PlayerMessageProcessor(CGameHandler * gameHandler)
:gameHandler(gameHandler)
{
}
void PlayerMessageProcessor::playerMessage(PlayerColor player, const std::string &message, ObjectInstanceID currObj)
{
if (handleHostCommand(player, message))
return;
if (handleCheatCode(message, player, currObj))
{
if(!gameHandler->getPlayerSettings(player)->isControlledByAI())
broadcastSystemMessage(VLC->generaltexth->allTexts[260]);
if(!player.isSpectator())
gameHandler->checkVictoryLossConditionsForPlayer(player);//Player enter win code or got required art\creature
return;
}
broadcastMessage(player, message);
}
bool PlayerMessageProcessor::handleHostCommand(PlayerColor player, const std::string &message)
{
std::vector<std::string> words;
boost::split(words, message, boost::is_any_of(" "));
bool isHost = false;
for(auto & c : gameHandler->connections[player])
if(gameHandler->gameLobby()->isClientHost(c->connectionID))
isHost = true;
if(!isHost || words.size() < 2 || words[0] != "game")
return false;
if(words[1] == "exit" || words[1] == "quit" || words[1] == "end")
{
broadcastSystemMessage("game was terminated");
gameHandler->gameLobby()->state = EServerState::SHUTDOWN;
return true;
}
if(words.size() == 3 && words[1] == "save")
{
gameHandler->save("Saves/" + words[2]);
broadcastSystemMessage("game saved as " + words[2]);
return true;
}
if(words.size() == 3 && words[1] == "kick")
{
auto playername = words[2];
PlayerColor playerToKick(PlayerColor::CANNOT_DETERMINE);
if(std::all_of(playername.begin(), playername.end(), ::isdigit))
playerToKick = PlayerColor(std::stoi(playername));
else
{
for(auto & c : gameHandler->connections)
{
if(c.first.getStr(false) == playername)
playerToKick = c.first;
}
}
if(playerToKick != PlayerColor::CANNOT_DETERMINE)
{
PlayerCheated pc;
pc.player = playerToKick;
pc.losingCheatCode = true;
gameHandler->sendAndApply(&pc);
gameHandler->checkVictoryLossConditionsForPlayer(playerToKick);
}
return true;
}
return false;
}
void PlayerMessageProcessor::cheatGiveSpells(PlayerColor player, const CGHeroInstance * hero)
{
if (!hero)
return;
///Give hero spellbook
if (!hero->hasSpellbook())
gameHandler->giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
///Give all spells with bonus (to allow banned spells)
GiveBonus giveBonus(GiveBonus::ETarget::HERO);
giveBonus.id = hero->id.getNum();
giveBonus.bonus = Bonus(BonusDuration::PERMANENT, BonusType::SPELLS_OF_LEVEL, BonusSource::OTHER, 0, 0);
//start with level 0 to skip abilities
for (int level = 1; level <= GameConstants::SPELL_LEVELS; level++)
{
giveBonus.bonus.subtype = level;
gameHandler->sendAndApply(&giveBonus);
}
///Give mana
SetMana sm;
sm.hid = hero->id;
sm.val = 999;
sm.absolute = true;
gameHandler->sendAndApply(&sm);
}
void PlayerMessageProcessor::cheatBuildTown(PlayerColor player, const CGTownInstance * town)
{
if (!town)
return;
for (auto & build : town->town->buildings)
{
if (!town->hasBuilt(build.first)
&& !build.second->getNameTranslated().empty()
&& build.first != BuildingID::SHIP)
{
gameHandler->buildStructure(town->id, build.first, true);
}
}
}
void PlayerMessageProcessor::cheatGiveArmy(PlayerColor player, const CGHeroInstance * hero, std::vector<std::string> words)
{
if (!hero)
return;
std::string creatureIdentifier = words.empty() ? "archangel" : words[0];
std::optional<int> amountPerSlot;
try
{
amountPerSlot = std::stol(words.at(1));
}
catch(std::exception&)
{
}
std::optional<int32_t> creatureId = VLC->modh->identifiers.getIdentifier(CModHandler::scopeGame(), "creature", creatureIdentifier, false);
if(creatureId.has_value())
{
const auto * creature = CreatureID(creatureId.value()).toCreature();
for (int i = 0; i < GameConstants::ARMY_SIZE; i++)
{
if (!hero->hasStackAtSlot(SlotID(i)))
{
if (amountPerSlot.has_value())
gameHandler->insertNewStack(StackLocation(hero, SlotID(i)), creature, *amountPerSlot);
else
gameHandler->insertNewStack(StackLocation(hero, SlotID(i)), creature, 5 * std::pow(10, i));
}
}
}
}
void PlayerMessageProcessor::cheatGiveMachines(PlayerColor player, const CGHeroInstance * hero)
{
if (!hero)
return;
if (!hero->getArt(ArtifactPosition::MACH1))
gameHandler->giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::BALLISTA], ArtifactPosition::MACH1);
if (!hero->getArt(ArtifactPosition::MACH2))
gameHandler->giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::AMMO_CART], ArtifactPosition::MACH2);
if (!hero->getArt(ArtifactPosition::MACH3))
gameHandler->giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::FIRST_AID_TENT], ArtifactPosition::MACH3);
}
void PlayerMessageProcessor::cheatGiveArtifacts(PlayerColor player, const CGHeroInstance * hero)
{
if (!hero)
return;
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);
}
}
void PlayerMessageProcessor::cheatLevelup(PlayerColor player, const CGHeroInstance * hero, std::vector<std::string> words)
{
if (!hero)
return;
int levelsToGain;
try
{
levelsToGain = std::stol(words.at(0));
}
catch(std::exception&)
{
levelsToGain = 1;
}
gameHandler->changePrimSkill(hero, PrimarySkill::EXPERIENCE, VLC->heroh->reqExp(hero->level + levelsToGain) - VLC->heroh->reqExp(hero->level));
}
void PlayerMessageProcessor::cheatExperience(PlayerColor player, const CGHeroInstance * hero, std::vector<std::string> words)
{
if (!hero)
return;
int expAmountProcessed;
try
{
expAmountProcessed = std::stol(words.at(0));
}
catch(std::exception&)
{
expAmountProcessed = 10000;
}
gameHandler->changePrimSkill(hero, PrimarySkill::EXPERIENCE, expAmountProcessed);
}
void PlayerMessageProcessor::cheatMovement(PlayerColor player, const CGHeroInstance * hero, std::vector<std::string> words)
{
if (!hero)
return;
SetMovePoints smp;
smp.hid = hero->id;
try
{
smp.val = std::stol(words.at(0));;
}
catch(std::exception&)
{
smp.val = 1000000;
}
gameHandler->sendAndApply(&smp);
GiveBonus gb(GiveBonus::ETarget::HERO);
gb.bonus.type = BonusType::FREE_SHIP_BOARDING;
gb.bonus.duration = BonusDuration::ONE_DAY;
gb.bonus.source = BonusSource::OTHER;
gb.id = hero->id.getNum();
gameHandler->giveHeroBonus(&gb);
}
void PlayerMessageProcessor::cheatResources(PlayerColor player, std::vector<std::string> words)
{
int baseResourceAmount;
try
{
baseResourceAmount = std::stol(words.at(0));;
}
catch(std::exception&)
{
baseResourceAmount = 100;
}
TResources resources;
resources[EGameResID::GOLD] = baseResourceAmount * 100;
for (GameResID i = EGameResID::WOOD; i < EGameResID::GOLD; ++i)
resources[i] = baseResourceAmount;
gameHandler->giveResources(player, resources);
}
void PlayerMessageProcessor::cheatVictory(PlayerColor player)
{
PlayerCheated pc;
pc.player = player;
pc.winningCheatCode = true;
gameHandler->sendAndApply(&pc);
}
void PlayerMessageProcessor::cheatDefeat(PlayerColor player)
{
PlayerCheated pc;
pc.player = player;
pc.losingCheatCode = true;
gameHandler->sendAndApply(&pc);
}
void PlayerMessageProcessor::cheatMapReveal(PlayerColor player, bool reveal)
{
FoWChange fc;
fc.mode = reveal;
fc.player = player;
const auto & fowMap = gameHandler->gameState()->getPlayerTeam(player)->fogOfWarMap;
const auto & mapSize = gameHandler->gameState()->getMapSize();
auto hlp_tab = new int3[mapSize.x * mapSize.y * mapSize.z];
int lastUnc = 0;
for(int z = 0; z < mapSize.z; z++)
for(int x = 0; x < mapSize.x; x++)
for(int y = 0; y < mapSize.y; y++)
if(!(*fowMap)[z][x][y] || !fc.mode)
hlp_tab[lastUnc++] = int3(x, y, z);
fc.tiles.insert(hlp_tab, hlp_tab + lastUnc);
delete [] hlp_tab;
gameHandler->sendAndApply(&fc);
}
bool PlayerMessageProcessor::handleCheatCode(const std::string & cheat, PlayerColor player, ObjectInstanceID currObj)
{
std::vector<std::string> words;
boost::split(words, cheat, boost::is_any_of("\t\r\n "));
if (words.empty())
return false;
//Make cheat name case-insensitive, but keep words/parameters (e.g. creature name) as it
std::string cheatName = boost::to_lower_copy(words[0]);
words.erase(words.begin());
std::vector<std::string> townTargetedCheats = { "vcmiarmenelos", "vcmibuild", "nwczion" };
std::vector<std::string> playerTargetedCheats = {
"vcmiformenos", "vcmiresources", "nwctheconstruct",
"vcmimelkor", "vcmilose", "nwcbluepill",
"vcmisilmaril", "vcmiwin", "nwcredpill",
"vcmieagles", "vcmimap", "nwcwhatisthematrix",
"vcmiungoliant", "vcmihidemap", "nwcignoranceisbliss"
};
std::vector<std::string> heroTargetedCheats = {
"vcmiainur", "vcmiarchangel", "nwctrinity",
"vcmiangband", "vcmiblackknight", "nwcagents",
"vcmiglaurung", "vcmicrystal", "vcmiazure",
"vcmifaerie", "vcmiarmy", "vcminissi",
"vcmiistari", "vcmispells", "nwcthereisnospoon",
"vcminoldor", "vcmimachines", "nwclotsofguns",
"vcmiglorfindel", "vcmilevel", "nwcneo",
"vcminahar", "vcmimove", "nwcnebuchadnezzar",
"vcmiforgeofnoldorking", "vcmiartifacts",
"vcmiolorin", "vcmiexp",
};
if (!vstd::contains(townTargetedCheats, cheatName) && !vstd::contains(playerTargetedCheats, cheatName) && !vstd::contains(heroTargetedCheats, cheatName))
return false;
bool playerTargetedCheat = false;
for (const auto & i : gameHandler->gameState()->players)
{
if (i.first == PlayerColor::NEUTRAL)
continue;
if (words.front() == "ai" && i.second.human)
continue;
if (words.front() != "all" && words.front() != i.first.getStr())
continue;
std::vector<std::string> parameters = words;
playerTargetedCheat = true;
parameters.erase(parameters.begin());
if (vstd::contains(playerTargetedCheats, cheatName))
executeCheatCode(cheatName, i.first, ObjectInstanceID::NONE, parameters);
if (vstd::contains(townTargetedCheats, cheatName))
for (const auto & t : i.second.towns)
executeCheatCode(cheatName, i.first, t->id, parameters);
if (vstd::contains(heroTargetedCheats, cheatName))
for (const auto & h : i.second.heroes)
executeCheatCode(cheatName, i.first, h->id, parameters);
}
if (!playerTargetedCheat)
executeCheatCode(cheatName, player, currObj, words);
return true;
}
void PlayerMessageProcessor::executeCheatCode(const std::string & cheatName, PlayerColor player, ObjectInstanceID currObj, const std::vector<std::string> & words)
{
const CGHeroInstance * hero = gameHandler->getHero(currObj);
const CGTownInstance * town = gameHandler->getTown(currObj);
if (!town && hero)
town = hero->visitedTown;
const auto & doCheatGiveSpells = [&]() { cheatGiveSpells(player, hero); };
const auto & doCheatBuildTown = [&]() { cheatBuildTown(player, town); };
const auto & doCheatGiveArmyCustom = [&]() { cheatGiveArmy(player, hero, words); };
const auto & doCheatGiveArmyFixed = [&](std::vector<std::string> customWords) { cheatGiveArmy(player, hero, customWords); };
const auto & doCheatGiveMachines = [&]() { cheatGiveMachines(player, hero); };
const auto & doCheatGiveArtifacts = [&]() { cheatGiveArtifacts(player, hero); };
const auto & doCheatLevelup = [&]() { cheatLevelup(player, hero, words); };
const auto & doCheatExperience = [&]() { cheatExperience(player, hero, words); };
const auto & doCheatMovement = [&]() { cheatMovement(player, hero, words); };
const auto & doCheatResources = [&]() { cheatResources(player, words); };
const auto & doCheatVictory = [&]() { cheatVictory(player); };
const auto & doCheatDefeat = [&]() { cheatDefeat(player); };
const auto & doCheatMapReveal = [&]() { cheatMapReveal(player, true); };
const auto & doCheatMapHide = [&]() { cheatMapReveal(player, false); };
// Unimplemented H3 cheats:
// nwcfollowthewhiterabbit - The currently selected hero permanently gains maximum luck.
// nwcmorpheus - The currently selected hero permanently gains maximum morale.
// nwcoracle - The puzzle map is permanently revealed.
// nwcphisherprice - Changes and brightens the game colors.
std::map<std::string, std::function<void()>> callbacks = {
{"vcmiainur", [&] () {doCheatGiveArmyFixed({ "archangel", "5" });} },
{"nwctrinity", [&] () {doCheatGiveArmyFixed({ "archangel", "5" });} },
{"vcmiangband", [&] () {doCheatGiveArmyFixed({ "blackKnight", "10" });} },
{"vcmiglaurung", [&] () {doCheatGiveArmyFixed({ "crystalDragon", "5000" });} },
{"vcmiarchangel", [&] () {doCheatGiveArmyFixed({ "archangel", "5" });} },
{"nwcagents", [&] () {doCheatGiveArmyFixed({ "blackKnight", "10" });} },
{"vcmiblackknight", [&] () {doCheatGiveArmyFixed({ "blackKnight", "10" });} },
{"vcmicrystal", [&] () {doCheatGiveArmyFixed({ "crystalDragon", "5000" });} },
{"vcmiazure", [&] () {doCheatGiveArmyFixed({ "azureDragon", "5000" });} },
{"vcmifaerie", [&] () {doCheatGiveArmyFixed({ "fairieDragon", "5000" });} },
{"vcmiarmy", doCheatGiveArmyCustom },
{"vcminissi", doCheatGiveArmyCustom },
{"vcmiistari", doCheatGiveSpells },
{"vcmispells", doCheatGiveSpells },
{"nwcthereisnospoon", doCheatGiveSpells },
{"vcmiarmenelos", doCheatBuildTown },
{"vcmibuild", doCheatBuildTown },
{"nwczion", doCheatBuildTown },
{"vcminoldor", doCheatGiveMachines },
{"vcmimachines", doCheatGiveMachines },
{"nwclotsofguns", doCheatGiveMachines },
{"vcmiforgeofnoldorking", doCheatGiveArtifacts },
{"vcmiartifacts", doCheatGiveArtifacts },
{"vcmiglorfindel", doCheatLevelup },
{"vcmilevel", doCheatLevelup },
{"nwcneo", doCheatLevelup },
{"vcmiolorin", doCheatExperience },
{"vcmiexp", doCheatExperience },
{"vcminahar", doCheatMovement },
{"vcmimove", doCheatMovement },
{"nwcnebuchadnezzar", doCheatMovement },
{"vcmiformenos", doCheatResources },
{"vcmiresources", doCheatResources },
{"nwctheconstruct", doCheatResources },
{"nwcbluepill", doCheatDefeat },
{"vcmimelkor", doCheatDefeat },
{"vcmilose", doCheatDefeat },
{"nwcredpill", doCheatVictory },
{"vcmisilmaril", doCheatVictory },
{"vcmiwin", doCheatVictory },
{"nwcwhatisthematrix", doCheatMapReveal },
{"vcmieagles", doCheatMapReveal },
{"vcmimap", doCheatMapReveal },
{"vcmiungoliant", doCheatMapHide },
{"vcmihidemap", doCheatMapHide },
{"nwcignoranceisbliss", doCheatMapHide },
};
assert(callbacks.count(cheatName));
if (callbacks.count(cheatName))
callbacks.at(cheatName)();
}
void PlayerMessageProcessor::sendSystemMessage(std::shared_ptr<CConnection> connection, const std::string & message)
{
SystemMessage sm;
sm.text = message;
connection->sendPack(&sm);
}
void PlayerMessageProcessor::broadcastSystemMessage(const std::string & message)
{
SystemMessage sm;
sm.text = message;
gameHandler->sendToAllClients(&sm);
}
void PlayerMessageProcessor::broadcastMessage(PlayerColor playerSender, const std::string & message)
{
PlayerMessageClient temp_message(playerSender, message);
gameHandler->sendAndApply(&temp_message);
}

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@ -0,0 +1,63 @@
/*
* CGameHandler.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#pragma once
VCMI_LIB_NAMESPACE_BEGIN
class PlayerColor;
class ObjectInstanceID;
class CGHeroInstance;
class CGTownInstance;
class CConnection;
VCMI_LIB_NAMESPACE_END
class CGameHandler;
class PlayerMessageProcessor
{
void executeCheatCode(const std::string & cheatName, PlayerColor player, ObjectInstanceID currObj, const std::vector<std::string> & arguments );
bool handleCheatCode(const std::string & cheatFullCommand, PlayerColor player, ObjectInstanceID currObj);
bool handleHostCommand(PlayerColor player, const std::string & message);
void cheatGiveSpells(PlayerColor player, const CGHeroInstance * hero);
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 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);
void cheatResources(PlayerColor player, std::vector<std::string> words);
void cheatVictory(PlayerColor player);
void cheatDefeat(PlayerColor player);
void cheatMapReveal(PlayerColor player, bool reveal);
public:
CGameHandler * gameHandler;
PlayerMessageProcessor();
PlayerMessageProcessor(CGameHandler * gameHandler);
/// incoming NetPack handling
void playerMessage(PlayerColor player, const std::string & message, ObjectInstanceID currObj);
/// Send message to specific client with "System" as sender
void sendSystemMessage(std::shared_ptr<CConnection> connection, const std::string & message);
/// Send message to all players with "System" as sender
void broadcastSystemMessage(const std::string & message);
/// Send message from specific player to all other players
void broadcastMessage(PlayerColor playerSender, const std::string & message);
template <typename Handler> void serialize(Handler &h, const int version)
{
}
};