/* * CGameHandler.cpp, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */ #include "StdInc.h" #include "CGameHandler.h" #include "CVCMIServer.h" #include "TurnTimerHandler.h" #include "ServerNetPackVisitors.h" #include "ServerSpellCastEnvironment.h" #include "battles/BattleProcessor.h" #include "processors/HeroPoolProcessor.h" #include "processors/NewTurnProcessor.h" #include "processors/PlayerMessageProcessor.h" #include "processors/TurnOrderProcessor.h" #include "queries/QueriesProcessor.h" #include "queries/MapQueries.h" #include "queries/VisitQueries.h" #include "../lib/ArtifactUtils.h" #include "../lib/CArtHandler.h" #include "../lib/CConfigHandler.h" #include "../lib/CCreatureHandler.h" #include "../lib/CCreatureSet.h" #include "../lib/texts/CGeneralTextHandler.h" #include "../lib/CPlayerState.h" #include "../lib/CRandomGenerator.h" #include "../lib/CSoundBase.h" #include "../lib/CThreadHelper.h" #include "../lib/GameConstants.h" #include "../lib/UnlockGuard.h" #include "../lib/IGameSettings.h" #include "../lib/ScriptHandler.h" #include "../lib/StartInfo.h" #include "../lib/TerrainHandler.h" #include "../lib/VCMIDirs.h" #include "../lib/VCMI_Lib.h" #include "../lib/int3.h" #include "../lib/battle/BattleInfo.h" #include "../lib/entities/building/CBuilding.h" #include "../lib/entities/faction/CTownHandler.h" #include "../lib/entities/hero/CHeroHandler.h" #include "../lib/filesystem/FileInfo.h" #include "../lib/filesystem/Filesystem.h" #include "../lib/gameState/CGameState.h" #include "../lib/mapping/CMap.h" #include "../lib/mapping/CMapService.h" #include "../lib/mapObjects/CGCreature.h" #include "../lib/mapObjects/CGMarket.h" #include "../lib/mapObjects/TownBuildingInstance.h" #include "../lib/mapObjects/CGTownInstance.h" #include "../lib/mapObjects/MiscObjects.h" #include "../lib/mapObjectConstructors/AObjectTypeHandler.h" #include "../lib/mapObjectConstructors/CObjectClassesHandler.h" #include "../lib/modding/ModIncompatibility.h" #include "../lib/networkPacks/StackLocation.h" #include "../lib/pathfinder/CPathfinder.h" #include "../lib/pathfinder/PathfinderOptions.h" #include "../lib/pathfinder/TurnInfo.h" #include "../lib/rmg/CMapGenOptions.h" #include "../lib/serializer/CSaveFile.h" #include "../lib/serializer/CLoadFile.h" #include "../lib/serializer/Connection.h" #include "../lib/spells/CSpellHandler.h" #include #include #include #include #include #define COMPLAIN_RET_IF(cond, txt) do {if (cond){complain(txt); return;}} while(0) #define COMPLAIN_RET_FALSE_IF(cond, txt) do {if (cond){complain(txt); return false;}} while(0) #define COMPLAIN_RET(txt) {complain(txt); return false;} #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;} static inline double distance(int3 a, int3 b) { return std::sqrt((double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y)); } template void callWith(std::vector args, std::function fun, ui32 which) { fun(args[which]); } const Services * CGameHandler::services() const { return VLC; } const CGameHandler::BattleCb * CGameHandler::battle(const BattleID & battleID) const { return gs->getBattle(battleID); } const CGameHandler::GameCb * CGameHandler::game() const { return this; } vstd::CLoggerBase * CGameHandler::logger() const { return logGlobal; } events::EventBus * CGameHandler::eventBus() const { return serverEventBus.get(); } CVCMIServer * CGameHandler::gameLobby() const { return lobby; } void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill) { changeSecSkill(hero, skill, 1, 0); expGiven(hero); } void CGameHandler::levelUpHero(const CGHeroInstance * hero) { // required exp for at least 1 lvl-up hasn't been reached if (!hero->gainsLevel()) { return; } // give primary skill logGlobal->trace("%s got level %d", hero->getNameTranslated(), hero->level); auto primarySkill = hero->nextPrimarySkill(getRandomGenerator()); SetPrimSkill sps; sps.id = hero->id; sps.which = primarySkill; sps.abs = false; sps.val = 1; sendAndApply(sps); HeroLevelUp hlu; hlu.player = hero->tempOwner; hlu.heroId = hero->id; hlu.primskill = primarySkill; hlu.skills = hero->getLevelUpProposedSecondarySkills(heroPool->getHeroSkillsRandomGenerator(hero->getHeroTypeID())); if (hlu.skills.size() == 0) { sendAndApply(hlu); levelUpHero(hero); } else if (hlu.skills.size() == 1 || !hero->getOwner().isValidPlayer()) { sendAndApply(hlu); levelUpHero(hero, hlu.skills.front()); } else if (hlu.skills.size() > 1) { auto levelUpQuery = std::make_shared(this, hlu, hero); hlu.queryID = levelUpQuery->queryID; queries->addQuery(levelUpQuery); sendAndApply(hlu); //level up will be called on query reply } } void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill) { SetCommanderProperty scp; auto hero = dynamic_cast(c->armyObj); if (hero) scp.heroid = hero->id; else { complain ("Commander is not led by hero!"); return; } scp.accumulatedBonus.additionalInfo = 0; scp.accumulatedBonus.duration = BonusDuration::PERMANENT; scp.accumulatedBonus.turnsRemain = 0; scp.accumulatedBonus.source = BonusSource::COMMANDER; scp.accumulatedBonus.valType = BonusValueType::BASE_NUMBER; if (skill <= ECommander::SPELL_POWER) { scp.which = SetCommanderProperty::BONUS; auto difference = [](std::vector< std::vector > skillLevels, std::vector secondarySkills, int skill)->int { int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance return skillLevels.at(skill).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skill).at(secondarySkills.at(s)-1) : 0); }; switch (skill) { case ECommander::ATTACK: scp.accumulatedBonus.type = BonusType::PRIMARY_SKILL; scp.accumulatedBonus.subtype = BonusSubtypeID(PrimarySkill::ATTACK); break; case ECommander::DEFENSE: scp.accumulatedBonus.type = BonusType::PRIMARY_SKILL; scp.accumulatedBonus.subtype = BonusSubtypeID(PrimarySkill::DEFENSE); break; case ECommander::HEALTH: scp.accumulatedBonus.type = BonusType::STACK_HEALTH; scp.accumulatedBonus.valType = BonusValueType::PERCENT_TO_ALL; //TODO: check how it accumulates in original WoG with artifacts such as vial of life blood, elixir of life etc. break; case ECommander::DAMAGE: scp.accumulatedBonus.type = BonusType::CREATURE_DAMAGE; scp.accumulatedBonus.subtype = BonusCustomSubtype::creatureDamageBoth; scp.accumulatedBonus.valType = BonusValueType::PERCENT_TO_ALL; break; case ECommander::SPEED: scp.accumulatedBonus.type = BonusType::STACKS_SPEED; break; case ECommander::SPELL_POWER: scp.accumulatedBonus.type = BonusType::SPELL_DAMAGE_REDUCTION; scp.accumulatedBonus.subtype = BonusSubtypeID(SpellSchool::ANY); scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE); sendAndApply(scp); //additional pack scp.accumulatedBonus.type = BonusType::CREATURE_SPELL_POWER; scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level sendAndApply(scp); //additional pack scp.accumulatedBonus.type = BonusType::CASTS; scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS); sendAndApply(scp); //additional pack scp.accumulatedBonus.type = BonusType::CREATURE_ENCHANT_POWER; //send normally break; } scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill); sendAndApply(scp); scp.which = SetCommanderProperty::SECONDARY_SKILL; scp.additionalInfo = skill; scp.amount = c->secondarySkills.at(skill) + 1; sendAndApply(scp); } else if (skill >= 100) { scp.which = SetCommanderProperty::SPECIAL_SKILL; scp.accumulatedBonus = *VLC->creh->skillRequirements.at(skill-100).first; scp.additionalInfo = skill; //unnormalized sendAndApply(scp); } expGiven(hero); } void CGameHandler::levelUpCommander(const CCommanderInstance * c) { if (!c->gainsLevel()) { return; } CommanderLevelUp clu; auto hero = dynamic_cast(c->armyObj); if(hero) { clu.heroId = hero->id; clu.player = hero->tempOwner; } else { complain ("Commander is not led by hero!"); return; } //picking sec. skills for choice for (int i = 0; i <= ECommander::SPELL_POWER; ++i) { if (c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL) clu.skills.push_back(i); } int i = 100; for (auto specialSkill : VLC->creh->skillRequirements) { if (c->secondarySkills.at(specialSkill.second.first) >= ECommander::MAX_SKILL_LEVEL - 1 && c->secondarySkills.at(specialSkill.second.second) >= ECommander::MAX_SKILL_LEVEL - 1 && !vstd::contains (c->specialSkills, i)) clu.skills.push_back (i); ++i; } int skillAmount = static_cast(clu.skills.size()); if (!skillAmount) { sendAndApply(clu); levelUpCommander(c); } else if (skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically { sendAndApply(clu); levelUpCommander(c, *RandomGeneratorUtil::nextItem(clu.skills, getRandomGenerator())); } else if (skillAmount > 1) //apply and ask for secondary skill { auto commanderLevelUp = std::make_shared(this, clu, hero); clu.queryID = commanderLevelUp->queryID; queries->addQuery(commanderLevelUp); sendAndApply(clu); } } void CGameHandler::expGiven(const CGHeroInstance *hero) { if (hero->gainsLevel()) levelUpHero(hero); else if (hero->commander && hero->commander->gainsLevel()) levelUpCommander(hero->commander); //if (hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel()) // levelUpCommander(hero->commander); // else // levelUpHero(hero); } void CGameHandler::giveExperience(const CGHeroInstance * hero, TExpType amountToGain) { TExpType maxExp = VLC->heroh->reqExp(VLC->heroh->maxSupportedLevel()); TExpType currExp = hero->exp; if (gs->map->levelLimit != 0) maxExp = VLC->heroh->reqExp(gs->map->levelLimit); TExpType canGainExp = 0; if (maxExp > currExp) canGainExp = maxExp - currExp; if (amountToGain > canGainExp) { // set given experience to max possible, but don't decrease if hero already over top amountToGain = canGainExp; InfoWindow iw; iw.player = hero->tempOwner; iw.text.appendLocalString(EMetaText::GENERAL_TXT, 1); //can gain no more XP iw.text.replaceTextID(hero->getNameTextID()); sendAndApply(iw); } SetPrimSkill sps; sps.id = hero->id; sps.which = PrimarySkill::EXPERIENCE; sps.abs = false; sps.val = amountToGain; sendAndApply(sps); //hero may level up if (hero->commander && hero->commander->alive) { //FIXME: trim experience according to map limit? SetCommanderProperty scp; scp.heroid = hero->id; scp.which = SetCommanderProperty::EXPERIENCE; scp.amount = amountToGain; sendAndApply(scp); CBonusSystemNode::treeHasChanged(); } expGiven(hero); } void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill which, si64 val, bool abs) { SetPrimSkill sps; sps.id = hero->id; sps.which = which; sps.abs = abs; sps.val = val; sendAndApply(sps); } void CGameHandler::changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs) { if(!hero) { logGlobal->error("changeSecSkill provided no hero"); return; } SetSecSkill sss; sss.id = hero->id; sss.which = which; sss.val = val; sss.abs = abs; sendAndApply(sss); if (hero->visitedTown) giveSpells(hero->visitedTown, hero); // Our scouting range may have changed - update it if (hero->getOwner().isValidPlayer()) changeFogOfWar(hero->getSightCenter(), hero->getSightRadius(), hero->getOwner(), ETileVisibility::REVEALED); } void CGameHandler::handleClientDisconnection(std::shared_ptr c) { if(lobby->getState() == EServerState::SHUTDOWN || !gs || !gs->scenarioOps) { assert(0); // game should have shut down before reaching this point! return; } for(auto & playerConnections : connections) { PlayerColor playerId = playerConnections.first; auto * playerSettings = gs->scenarioOps->getPlayersSettings(playerId.getNum()); if(!playerSettings) continue; auto playerConnection = vstd::find(playerConnections.second, c); if(playerConnection == playerConnections.second.end()) continue; logGlobal->trace("Player %s disconnected. Notifying remaining players", playerId.toString()); // this player have left the game - broadcast infowindow to all in-game players for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++) { if (i->first == playerId) continue; if (getPlayerState(i->first)->status != EPlayerStatus::INGAME) continue; logGlobal->trace("Notifying player %s", i->first); InfoWindow out; out.player = i->first; out.text.appendTextID("vcmi.server.errors.playerLeft"); out.text.replaceName(playerId); out.components.emplace_back(ComponentType::FLAG, playerId); sendAndApply(out); } } } void CGameHandler::handleReceivedPack(CPackForServer & pack) { //prepare struct informing that action was applied auto sendPackageResponse = [&](bool successfullyApplied) { PackageApplied applied; applied.player = pack.player; applied.result = successfullyApplied; applied.packType = CTypeList::getInstance().getTypeID(&pack); applied.requestID = pack.requestID; pack.c->sendPack(applied); }; if(isBlockedByQueries(&pack, pack.player)) { sendPackageResponse(false); } else { bool result; try { ApplyGhNetPackVisitor applier(*this); pack.visit(applier); result = applier.getResult(); } catch(ExceptionNotAllowedAction &) { result = false; } if(result) logGlobal->trace("Message %s successfully applied!", typeid(pack).name()); else complain((boost::format("Got false in applying %s... that request must have been fishy!") % typeid(pack).name()).str()); sendPackageResponse(true); } } CGameHandler::CGameHandler(CVCMIServer * lobby) : lobby(lobby) , heroPool(std::make_unique(this)) , battles(std::make_unique(this)) , turnOrder(std::make_unique(this)) , queries(std::make_unique()) , playerMessages(std::make_unique(this)) , randomNumberGenerator(std::make_unique()) , complainNoCreatures("No creatures to split") , complainNotEnoughCreatures("Cannot split that stack, not enough creatures!") , complainInvalidSlot("Invalid slot accessed!") , turnTimerHandler(std::make_unique(*this)) , newTurnProcessor(std::make_unique(this)) { QID = 1; spellEnv = new ServerSpellCastEnvironment(this); } CGameHandler::~CGameHandler() { delete spellEnv; delete gs; gs = nullptr; } void CGameHandler::reinitScripting() { serverEventBus = std::make_unique(); #if SCRIPTING_ENABLED serverScripts.reset(new scripting::PoolImpl(this, spellEnv)); #endif } void CGameHandler::init(StartInfo *si, Load::ProgressAccumulator & progressTracking) { int requestedSeed = settings["server"]["seed"].Integer(); if (requestedSeed != 0) randomNumberGenerator->setSeed(requestedSeed); logGlobal->info("Using random seed: %d", randomNumberGenerator->nextInt()); CMapService mapService; gs = new CGameState(); gs->preInit(VLC, this); logGlobal->info("Gamestate created!"); gs->init(&mapService, si, progressTracking); logGlobal->info("Gamestate initialized!"); for (auto & elem : gs->players) turnOrder->addPlayer(elem.first); for (auto & elem : gs->map->allHeroes) { if(elem) heroPool->getHeroSkillsRandomGenerator(elem->getHeroTypeID()); // init RMG seed } reinitScripting(); } void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false) {// bool forced = true - if creature should be replaced, if false - only if no creature was set const PlayerState * p = getPlayerState(town->tempOwner); if (!p) { assert(town->tempOwner == PlayerColor::NEUTRAL); return; } if (forced || town->creatures.at(town->getTown()->creatures.size()).second.empty())//we need to change creature { SetAvailableCreatures ssi; ssi.tid = town->id; ssi.creatures = town->creatures; ssi.creatures[town->getTown()->creatures.size()].second.clear();//remove old one std::set availableCreatures; for (const auto & dwelling : p->getOwnedObjects()) { const auto & dwellingCreatures = dwelling->asOwnable()->providedCreatures(); availableCreatures.insert(dwellingCreatures.begin(), dwellingCreatures.end()); } if (availableCreatures.empty()) return; CreatureID creatureId = *RandomGeneratorUtil::nextItem(availableCreatures, getRandomGenerator()); if (clear) { ssi.creatures[town->getTown()->creatures.size()].first = std::max(1, (creatureId.toEntity(VLC)->getGrowth())/2); } else { ssi.creatures[town->getTown()->creatures.size()].first = creatureId.toEntity(VLC)->getGrowth(); } ssi.creatures[town->getTown()->creatures.size()].second.push_back(creatureId); sendAndApply(ssi); } } void CGameHandler::onPlayerTurnStarted(PlayerColor which) { events::PlayerGotTurn::defaultExecute(serverEventBus.get(), which); turnTimerHandler->onPlayerGetTurn(which); newTurnProcessor->onPlayerTurnStarted(which); } void CGameHandler::onPlayerTurnEnded(PlayerColor which) { newTurnProcessor->onPlayerTurnEnded(which); } void CGameHandler::addStatistics(StatisticDataSet &stat) const { for (const auto & elem : gs->players) { if (elem.first == PlayerColor::NEUTRAL || !elem.first.isValidPlayer()) continue; auto data = StatisticDataSet::createEntry(&elem.second, gs); stat.add(data); } } void CGameHandler::onNewTurn() { logGlobal->trace("Turn %d", gs->day+1); bool firstTurn = !getDate(Date::DAY); bool newMonth = getDate(Date::DAY_OF_MONTH) == 28; if (firstTurn) { for (auto obj : gs->map->objects) { if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point { giveExperience(getHero(obj->id), 0); } } for (auto & elem : gs->players) heroPool->onNewWeek(elem.first); } else { addStatistics(gameState()->statistic); // write at end of turn } for (CGTownInstance *t : gs->map->towns) { PlayerColor player = t->tempOwner; if(t->hasBuilt(BuildingID::GRAIL) && t->getTown()->buildings.at(BuildingID::GRAIL)->height == CBuilding::HEIGHT_SKYSHIP) { // Skyship, probably easier to handle same as Veil of darkness // do it every new day before veils if (player.isValidPlayer()) changeFogOfWar(t->getSightCenter(), t->getSightRadius(), player, ETileVisibility::REVEALED); } } for (CGTownInstance *t : gs->map->towns) { if (t->hasBonusOfType (BonusType::DARKNESS)) { for (auto & player : gs->players) { if (getPlayerStatus(player.first) == EPlayerStatus::INGAME && getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES) changeFogOfWar(t->getSightCenter(), t->valOfBonuses(BonusType::DARKNESS), player.first, ETileVisibility::HIDDEN); } } } if (newMonth) { SetAvailableArtifacts saa; saa.id = ObjectInstanceID::NONE; pickAllowedArtsSet(saa.arts, getRandomGenerator()); sendAndApply(saa); } newTurnProcessor->onNewTurn(); if (!firstTurn) checkVictoryLossConditionsForAll(); // check for map turn limit //call objects for (auto & elem : gs->map->objects) { if (elem) elem->newTurn(getRandomGenerator()); } synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that } void CGameHandler::start(bool resume) { LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume); for (auto cc : lobby->activeConnections) { auto players = lobby->getAllClientPlayers(cc->connectionID); std::stringstream sbuffer; sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: "; for (PlayerColor color : players) { sbuffer << color << " "; connections[color].insert(cc); } logGlobal->info(sbuffer.str()); } #if SCRIPTING_ENABLED services()->scripts()->run(serverScripts); #endif if (!resume) { onNewTurn(); events::TurnStarted::defaultExecute(serverEventBus.get()); for(auto & player : gs->players) turnTimerHandler->onGameplayStart(player.first); } else events::GameResumed::defaultExecute(serverEventBus.get()); turnOrder->onGameStarted(); } void CGameHandler::tick(int millisecondsPassed) { turnTimerHandler->update(millisecondsPassed); } void CGameHandler::giveSpells(const CGTownInstance *t, const CGHeroInstance *h) { if (!h->hasSpellbook()) return; //hero hasn't spellbook ChangeSpells cs; cs.hid = h->id; cs.learn = true; if (t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX) && t->hasBuilt(BuildingID::MAGES_GUILD_1)) { // Aurora Borealis give spells of all levels even if only level 1 mages guild built for (int i = 0; i < h->maxSpellLevel(); i++) { std::vector spells; getAllowedSpells(spells, i+1); for (auto & spell : spells) cs.spells.insert(spell); } } else { for (int i = 0; i < std::min(t->mageGuildLevel(), h->maxSpellLevel()); i++) { for (int j = 0; j < t->spellsAtLevel(i+1, true) && j < t->spells.at(i).size(); j++) { if (!h->spellbookContainsSpell(t->spells.at(i).at(j))) cs.spells.insert(t->spells.at(i).at(j)); } } } if (!cs.spells.empty()) sendAndApply(cs); } bool CGameHandler::removeObject(const CGObjectInstance * obj, const PlayerColor & initiator) { if (!obj || !getObj(obj->id)) { logGlobal->error("Something wrong, that object already has been removed or hasn't existed!"); return false; } RemoveObject ro; ro.objectID = obj->id; ro.initiator = initiator; sendAndApply(ro); checkVictoryLossConditionsForAll(); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function) return true; } bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, EMovementMode movementMode, bool transit, PlayerColor asker) { const CGHeroInstance *h = getHero(hid); // not turn of that hero or player can't simply teleport hero (at least not with this function) if(!h || (asker != PlayerColor::NEUTRAL && movementMode != EMovementMode::STANDARD)) { if(h && getStartInfo()->turnTimerInfo.isEnabled() && gs->players[h->getOwner()].turnTimer.turnTimer == 0) return true; //timer expired, no error logGlobal->error("Illegal call to move hero!"); return false; } logGlobal->trace("Player %d (%s) wants to move hero %d from %s to %s", asker, asker.toString(), hid.getNum(), h->anchorPos().toString(), dst.toString()); const int3 hmpos = h->convertToVisitablePos(dst); if (!gs->map->isInTheMap(hmpos)) { logGlobal->error("Destination tile is outside the map!"); return false; } const TerrainTile t = *getTile(hmpos); const int3 guardPos = gs->guardingCreaturePosition(hmpos); CGObjectInstance * objectToVisit = nullptr; CGObjectInstance * guardian = nullptr; if (!t.visitableObjects.empty()) objectToVisit = t.visitableObjects.back(); if (isInTheMap(guardPos)) { for (auto const & object : getTile(guardPos)->visitableObjects) if (object->ID == MapObjectID::MONSTER) // exclude other objects, such as hero flying above monster guardian = object; } const bool embarking = !h->boat && objectToVisit && objectToVisit->ID == Obj::BOAT; const bool disembarking = h->boat && t.isLand() && (dst == h->pos || (h->boat->layer == EPathfindingLayer::SAIL && !t.blocked())); //result structure for start - movement failed, no move points used TryMoveHero tmh; tmh.id = hid; tmh.start = h->pos; tmh.end = dst; tmh.result = TryMoveHero::FAILED; tmh.movePoints = h->movementPointsRemaining(); //check if destination tile is available auto pathfinderHelper = std::make_unique(gs, h, PathfinderOptions(this)); auto ti = pathfinderHelper->getTurnInfo(); const bool canFly = pathfinderHelper->hasBonusOfType(BonusType::FLYING_MOVEMENT) || (h->boat && h->boat->layer == EPathfindingLayer::AIR); const bool canWalkOnSea = pathfinderHelper->hasBonusOfType(BonusType::WATER_WALKING) || (h->boat && h->boat->layer == EPathfindingLayer::WATER); const int cost = pathfinderHelper->getMovementCost(h->visitablePos(), hmpos, nullptr, nullptr, h->movementPointsRemaining()); const bool movingOntoObstacle = t.blocked() && !t.visitable(); const bool objectCoastVisitable = objectToVisit && objectToVisit->isCoastVisitable(); const bool movingOntoWater = !h->boat && t.isWater() && !objectCoastVisitable; const auto complainRet = [&](const std::string & message) { //send info about movement failure complain(message); sendAndApply(tmh); return false; }; if (guardian && getVisitingHero(guardian) != nullptr) return complainRet("You cannot move your hero there. Simultaneous turns are active and another player is interacting with this wandering monster!"); if (objectToVisit && getVisitingHero(objectToVisit) != nullptr && getVisitingHero(objectToVisit) != h) return complainRet("You cannot move your hero there. Simultaneous turns are active and another player is interacting with this map object!"); if (objectToVisit && objectToVisit->getOwner().isValidPlayer() && getPlayerRelations(objectToVisit->getOwner(), h->getOwner()) == PlayerRelations::ENEMIES && !turnOrder->isContactAllowed(objectToVisit->getOwner(), h->getOwner())) return complainRet("You cannot move your hero there. This object belongs to another player and simultaneous turns are still active!"); //it's a rock or blocked and not visitable tile //OR hero is on land and dest is water and (there is not present only one object - boat) if (!t.getTerrain()->isPassable() || (movingOntoObstacle && !canFly)) return complainRet("Cannot move hero, destination tile is blocked!"); //hero is not on boat/water walking and dst water tile doesn't contain boat/hero (objs visitable from land) -> we test back cause boat may be on top of another object (#276) if(movingOntoWater && !canFly && !canWalkOnSea) return complainRet("Cannot move hero, destination tile is on water!"); if(h->boat && h->boat->layer == EPathfindingLayer::SAIL && t.isLand() && t.blocked()) return complainRet("Cannot disembark hero, tile is blocked!"); if(distance(h->pos, dst) >= 1.5 && movementMode == EMovementMode::STANDARD) return complainRet("Tiles are not neighboring!"); if(h->inTownGarrison) return complainRet("Can not move garrisoned hero!"); if(h->movementPointsRemaining() < cost && dst != h->pos && movementMode == EMovementMode::STANDARD) return complainRet("Hero doesn't have any movement points left!"); if (transit && !canFly && !(canWalkOnSea && t.isWater()) && !CGTeleport::isTeleport(objectToVisit)) return complainRet("Hero cannot transit over this tile!"); //several generic blocks of code // should be called if hero changes tile but before applying TryMoveHero package auto leaveTile = [&]() { for (CGObjectInstance *obj : gs->map->getTile(h->visitablePos()).visitableObjects) { obj->onHeroLeave(h); } this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadius(), ETileVisibility::HIDDEN, h->tempOwner); }; auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards, EVisitDest visitDest, ELEaveTile leavingTile) -> bool { LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->getNameTranslated() % tmh.start.toString() % tmh.end.toString()); auto moveQuery = std::make_shared(this, tmh, h); queries->addQuery(moveQuery); if (leavingTile == LEAVING_TILE) leaveTile(); if (lookForGuards == CHECK_FOR_GUARDS && isInTheMap(guardPos)) tmh.attackedFrom = std::make_optional(guardPos); tmh.result = result; sendAndApply(tmh); if (visitDest == VISIT_DEST && objectToVisit && objectToVisit->id == h->id) { // Hero should be always able to visit any object he is staying on even if there are guards around visitObjectOnTile(t, h); } else if (lookForGuards == CHECK_FOR_GUARDS && isInTheMap(guardPos)) { objectVisited(guardian, h); moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST; } else if (visitDest == VISIT_DEST) { visitObjectOnTile(t, h); } queries->popIfTop(moveQuery); logGlobal->trace("Hero %s ends movement", h->getNameTranslated()); return result != TryMoveHero::FAILED; }; //interaction with blocking object (like resources) auto blockingVisit = [&]() -> bool { for (CGObjectInstance *obj : t.visitableObjects) { if(h->boat && !obj->isBlockedVisitable() && !h->boat->onboardVisitAllowed) return doMove(TryMoveHero::SUCCESS, this->IGNORE_GUARDS, DONT_VISIT_DEST, REMAINING_ON_TILE); if (obj != h && obj->isBlockedVisitable() && !obj->passableFor(h->tempOwner)) { EVisitDest visitDest = VISIT_DEST; if(h->boat && !h->boat->onboardVisitAllowed) visitDest = DONT_VISIT_DEST; return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, visitDest, REMAINING_ON_TILE); } } return false; }; if (!transit && embarking) { tmh.movePoints = h->movementPointsAfterEmbark(h->movementPointsRemaining(), cost, false, ti); return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE); // In H3 embark ignore guards } if (disembarking) { tmh.movePoints = h->movementPointsAfterEmbark(h->movementPointsRemaining(), cost, true, ti); return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE); } if (movementMode != EMovementMode::STANDARD) { if (blockingVisit()) // e.g. hero on the other side of teleporter return true; EGuardLook guardsCheck = (getSettings().getBoolean(EGameSettings::DIMENSION_DOOR_TRIGGERS_GUARDS) && movementMode == EMovementMode::DIMENSION_DOOR) ? CHECK_FOR_GUARDS : IGNORE_GUARDS; doMove(TryMoveHero::TELEPORTATION, guardsCheck, DONT_VISIT_DEST, LEAVING_TILE); // visit town for town portal \ castle gates // do not visit any other objects, e.g. monoliths to avoid double-teleporting if (objectToVisit) { if (CGTownInstance * town = dynamic_cast(objectToVisit)) objectVisited(town, h); } return true; } //still here? it is standard movement! { tmh.movePoints = (int)h->movementPointsRemaining() >= cost ? h->movementPointsRemaining() - cost : 0; EGuardLook lookForGuards = CHECK_FOR_GUARDS; EVisitDest visitDest = VISIT_DEST; if (transit) { if (CGTeleport::isTeleport(objectToVisit)) visitDest = DONT_VISIT_DEST; if (canFly || (canWalkOnSea && t.isWater())) { lookForGuards = IGNORE_GUARDS; visitDest = DONT_VISIT_DEST; } } else if (blockingVisit()) return true; if(h->boat && !h->boat->onboardAssaultAllowed) lookForGuards = IGNORE_GUARDS; turnTimerHandler->setEndTurnAllowed(h->getOwner(), !movingOntoWater && !movingOntoObstacle); doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE); gs->statistic.accumulatedValues[asker].movementPointsUsed += tmh.movePoints; return true; } } bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker) { const CGHeroInstance *h = getHero(hid); const CGTownInstance *t = getTown(dstid); if (!h || !t) COMPLAIN_RET("Invalid call to teleportHero!"); const CGTownInstance *from = h->visitedTown; if (((h->getOwner() != t->getOwner()) && complain("Cannot teleport hero to another player")) || (from->getFactionID() != t->getFactionID() && complain("Source town and destination town should belong to the same faction")) || ((!from || !from->hasBuilt(BuildingSubID::CASTLE_GATE)) && complain("Hero must be in town with Castle gate for teleporting")) || (!t->hasBuilt(BuildingSubID::CASTLE_GATE) && complain("Cannot teleport hero to town without Castle gate in it"))) return false; int3 pos = h->convertFromVisitablePos(t->visitablePos()); moveHero(hid,pos,EMovementMode::CASTLE_GATE); return true; } void CGameHandler::setOwner(const CGObjectInstance * obj, const PlayerColor owner) { PlayerColor oldOwner = getOwner(obj->id); setObjPropertyID(obj->id, ObjProperty::OWNER, owner); std::set playerColors = {owner, oldOwner}; checkVictoryLossConditions(playerColors); const CGTownInstance * town = dynamic_cast(obj); if (town) //town captured { gs->statistic.accumulatedValues[owner].lastCapturedTownDay = gs->getDate(Date::DAY); if (owner.isValidPlayer()) //new owner is real player { if (town->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING)) setPortalDwelling(town, true, false); } } if ((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4)) { if (owner.isValidPlayer()) { for (const CGTownInstance * t : getPlayerState(owner)->getTowns()) { if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING)) setPortalDwelling(t);//set initial creatures for all portals of summoning } } } } void CGameHandler::showBlockingDialog(const IObjectInterface * caller, BlockingDialog *iw) { auto dialogQuery = std::make_shared(this, caller, *iw); queries->addQuery(dialogQuery); iw->queryID = dialogQuery->queryID; sendToAllClients(*iw); } void CGameHandler::showTeleportDialog(TeleportDialog *iw) { auto dialogQuery = std::make_shared(this, *iw); queries->addQuery(dialogQuery); iw->queryID = dialogQuery->queryID; sendToAllClients(*iw); } void CGameHandler::giveResource(PlayerColor player, GameResID which, int val) //TODO: cap according to Bersy's suggestion { if (!val) return; //don't waste time on empty call TResources resources; resources[which] = val; giveResources(player, resources); } void CGameHandler::giveResources(PlayerColor player, TResources resources) { SetResources sr; sr.abs = false; sr.player = player; sr.res = resources; sendAndApply(sr); } void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove) { COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!"); COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!"); COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!"); //first we move creatures to give to make them army of object-source for (auto & elem : creatures.Slots()) { addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->getCreature())), elem.second->getCreature(), elem.second->count); } tryJoiningArmy(obj, h, remove, true); } void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector &creatures) { std::vector cres = creatures; if (cres.size() <= 0) return; const CArmedInstance* obj = static_cast(getObj(objid)); for (CStackBasicDescriptor &sbd : cres) { TQuantity collected = 0; while(collected < sbd.count) { bool foundSth = false; for (auto i = obj->Slots().begin(); i != obj->Slots().end(); i++) { if (i->second->getType() == sbd.getType()) { TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can changeStackCount(StackLocation(obj, i->first), -take, false); collected += take; foundSth = true; break; } } if (!foundSth) //we went through the whole loop and haven't found appropriate cres { complain("Unexpected failure during taking creatures!"); return; } } } } void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero) { if (obj->visitingHero != hero && obj->garrisonHero != hero) { HeroVisitCastle vc; vc.hid = hero->id; vc.tid = obj->id; vc.flags |= 1; sendAndApply(vc); } visitCastleObjects(obj, hero); if (obj->visitingHero && obj->garrisonHero) useScholarSkill(obj->visitingHero->id, obj->garrisonHero->id); checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact? } void CGameHandler::visitCastleObjects(const CGTownInstance * t, const CGHeroInstance * h) { std::vector visitors; visitors.push_back(h); visitCastleObjects(t, visitors); } void CGameHandler::visitCastleObjects(const CGTownInstance * t, std::vector visitors) { std::vector buildingsToVisit; for (auto const & hero : visitors) giveSpells (t, hero); for (auto & building : t->rewardableBuildings) { if (!t->getTown()->buildings.at(building.first)->manualHeroVisit && t->hasBuilt(building.first)) buildingsToVisit.push_back(building.first); } if (!buildingsToVisit.empty()) { auto visitQuery = std::make_shared(this, t, visitors, buildingsToVisit); queries->addQuery(visitQuery); } } void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero) { HeroVisitCastle vc; vc.hid = hero->id; vc.tid = obj->id; sendAndApply(vc); } void CGameHandler::removeArtifact(const ArtifactLocation & al) { removeArtifact(al.artHolder, {al.slot}); } void CGameHandler::removeArtifact(const ObjectInstanceID & srcId, const std::vector & slotsPack) { BulkEraseArtifacts ea; ea.artHolder = srcId; ea.posPack.insert(ea.posPack.end(), slotsPack.begin(), slotsPack.end()); sendAndApply(ea); } void CGameHandler::changeSpells(const CGHeroInstance * hero, bool give, const std::set &spells) { ChangeSpells cs; cs.hid = hero->id; cs.spells = spells; cs.learn = give; sendAndApply(cs); } void CGameHandler::setResearchedSpells(const CGTownInstance * town, int level, const std::vector & spells, bool accepted) { SetResearchedSpells cs; cs.tid = town->id; cs.spells = spells; cs.level = level; cs.accepted = accepted; sendAndApply(cs); } void CGameHandler::giveHeroBonus(GiveBonus * bonus) { sendAndApply(*bonus); } void CGameHandler::setMovePoints(SetMovePoints * smp) { sendAndApply(*smp); } void CGameHandler::setMovePoints(ObjectInstanceID hid, int val, bool absolute) { SetMovePoints smp; smp.hid = hid; smp.val = val; smp.absolute = absolute; sendAndApply(smp); } void CGameHandler::setManaPoints(ObjectInstanceID hid, int val) { SetMana sm; sm.hid = hid; sm.val = val; sm.absolute = true; sendAndApply(sm); } void CGameHandler::giveHero(ObjectInstanceID id, PlayerColor player, ObjectInstanceID boatId) { GiveHero gh; gh.id = id; gh.player = player; gh.boatId = boatId; sendAndApply(gh); //Reveal fow around new hero, especially released from Prison auto h = getHero(id); changeFogOfWar(h->getSightCenter(), h->getSightRadius(), player, ETileVisibility::REVEALED); } void CGameHandler::changeObjPos(ObjectInstanceID objid, int3 newPos, const PlayerColor & initiator) { ChangeObjPos cop; cop.objid = objid; cop.nPos = newPos; cop.initiator = initiator; sendAndApply(cop); } void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero) { const CGHeroInstance * h1 = getHero(fromHero); const CGHeroInstance * h2 = getHero(toHero); int h1_scholarSpellLevel = h1->valOfBonuses(BonusType::LEARN_MEETING_SPELL_LIMIT); int h2_scholarSpellLevel = h2->valOfBonuses(BonusType::LEARN_MEETING_SPELL_LIMIT); if (h1_scholarSpellLevel < h2_scholarSpellLevel) { std::swap (h1,h2);//1st hero need to have higher scholar level for correct message std::swap(fromHero, toHero); } int ScholarSpellLevel = std::max(h1_scholarSpellLevel, h2_scholarSpellLevel);//heroes can trade up to this level if (!ScholarSpellLevel || !h1->hasSpellbook() || !h2->hasSpellbook()) return;//no scholar skill or no spellbook int h1Lvl = std::min(ScholarSpellLevel, h1->maxSpellLevel());//heroes can receive these levels int h2Lvl = std::min(ScholarSpellLevel, h2->maxSpellLevel()); ChangeSpells cs1; cs1.learn = true; cs1.hid = toHero;//giving spells to first hero for (auto it : h1->getSpellsInSpellbook()) if (h2Lvl >= it.toSpell()->getLevel() && !h2->spellbookContainsSpell(it))//hero can learn it and don't have it yet cs1.spells.insert(it);//spell to learn ChangeSpells cs2; cs2.learn = true; cs2.hid = fromHero; for (auto it : h2->getSpellsInSpellbook()) if (h1Lvl >= it.toSpell()->getLevel() && !h1->spellbookContainsSpell(it)) cs2.spells.insert(it); if (!cs1.spells.empty() || !cs2.spells.empty())//create a message { SecondarySkill scholarSkill = SecondarySkill::SCHOLAR; int scholarSkillLevel = std::max(h1->getSecSkillLevel(scholarSkill), h2->getSecSkillLevel(scholarSkill)); InfoWindow iw; iw.player = h1->tempOwner; iw.components.emplace_back(ComponentType::SEC_SKILL, scholarSkill, scholarSkillLevel); iw.text.appendLocalString(EMetaText::GENERAL_TXT, 139);//"%s, who has studied magic extensively, iw.text.replaceTextID(h1->getNameTextID()); if (!cs2.spells.empty())//if found new spell - apply { iw.text.appendLocalString(EMetaText::GENERAL_TXT, 140);//learns int size = static_cast(cs2.spells.size()); for (auto it : cs2.spells) { iw.components.emplace_back(ComponentType::SPELL, it); iw.text.appendName(it); switch (size--) { case 2: iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141); case 1: break; default: iw.text.appendRawString(", "); } } iw.text.appendLocalString(EMetaText::GENERAL_TXT, 142);//from %s iw.text.replaceTextID(h2->getNameTextID()); sendAndApply(cs2); } if (!cs1.spells.empty() && !cs2.spells.empty()) { iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);//and } if (!cs1.spells.empty()) { iw.text.appendLocalString(EMetaText::GENERAL_TXT, 147);//teaches int size = static_cast(cs1.spells.size()); for (auto it : cs1.spells) { iw.components.emplace_back(ComponentType::SPELL, it); iw.text.appendName(it); switch (size--) { case 2: iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141); case 1: break; default: iw.text.appendRawString(", "); } } iw.text.appendLocalString(EMetaText::GENERAL_TXT, 148);//from %s iw.text.replaceTextID(h2->getNameTextID()); sendAndApply(cs1); } sendAndApply(iw); } } void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2) { auto h1 = getHero(hero1); auto h2 = getHero(hero2); if (getPlayerRelations(h1->getOwner(), h2->getOwner()) != PlayerRelations::ENEMIES) { auto exchange = std::make_shared(this, h1, h2); ExchangeDialog hex; hex.queryID = exchange->queryID; hex.player = h1->getOwner(); hex.hero1 = hero1; hex.hero2 = hero2; sendAndApply(hex); useScholarSkill(hero1,hero2); queries->addQuery(exchange); } } void CGameHandler::sendToAllClients(CPackForClient & pack) { logNetwork->trace("\tSending to all clients: %s", typeid(pack).name()); for (auto c : lobby->activeConnections) c->sendPack(pack); } void CGameHandler::sendAndApply(CPackForClient & pack) { sendToAllClients(pack); gs->apply(pack); logNetwork->trace("\tApplied on gs: %s", typeid(pack).name()); } void CGameHandler::sendAndApply(CGarrisonOperationPack & pack) { sendAndApply(static_cast(pack)); checkVictoryLossConditionsForAll(); } void CGameHandler::sendAndApply(SetResources & pack) { sendAndApply(static_cast(pack)); checkVictoryLossConditionsForPlayer(pack.player); } void CGameHandler::sendAndApply(NewStructures & pack) { sendAndApply(static_cast(pack)); checkVictoryLossConditionsForPlayer(getTown(pack.tid)->tempOwner); } bool CGameHandler::isPlayerOwns(CPackForServer * pack, ObjectInstanceID id) { return pack->player == getOwner(id) && hasPlayerAt(getOwner(id), pack->c); } void CGameHandler::throwNotAllowedAction(CPackForServer * pack) { if(pack->c) playerMessages->sendSystemMessage(pack->c, "You are not allowed to perform this action!"); logNetwork->error("Player is not allowed to perform this action!"); throw ExceptionNotAllowedAction(); } void CGameHandler::wrongPlayerMessage(CPackForServer * pack, PlayerColor expectedplayer) { std::ostringstream oss; oss << "You were identified as player " << pack->player << " while expecting " << expectedplayer; logNetwork->error(oss.str()); if(pack->c) playerMessages->sendSystemMessage(pack->c, oss.str()); } void CGameHandler::throwIfWrongOwner(CPackForServer * pack, ObjectInstanceID id) { if(!isPlayerOwns(pack, id)) { wrongPlayerMessage(pack, getOwner(id)); throwNotAllowedAction(pack); } } void CGameHandler::throwIfPlayerNotActive(CPackForServer * pack) { if (!turnOrder->isPlayerMakingTurn(pack->player)) throwNotAllowedAction(pack); } void CGameHandler::throwIfWrongPlayer(CPackForServer * pack) { throwIfWrongPlayer(pack, pack->player); } void CGameHandler::throwIfWrongPlayer(CPackForServer * pack, PlayerColor player) { if(!hasPlayerAt(player, pack->c) || pack->player != player) { wrongPlayerMessage(pack, player); throwNotAllowedAction(pack); } } void CGameHandler::throwAndComplain(CPackForServer * pack, std::string txt) { complain(txt); throwNotAllowedAction(pack); } void CGameHandler::save(const std::string & filename) { logGlobal->info("Saving to %s", filename); const auto stem = FileInfo::GetPathStem(filename); const auto savefname = stem.to_string() + ".vsgm1"; ResourcePath savePath(stem.to_string(), EResType::SAVEGAME); CResourceHandler::get("local")->createResource(savefname); try { { CSaveFile save(*CResourceHandler::get("local")->getResourceName(savePath)); saveCommonState(save); logGlobal->info("Saving server state"); save << *this; } logGlobal->info("Game has been successfully saved!"); } catch(std::exception &e) { logGlobal->error("Failed to save game: %s", e.what()); } } bool CGameHandler::load(const std::string & filename) { logGlobal->info("Loading from %s", filename); const auto stem = FileInfo::GetPathStem(filename); reinitScripting(); try { { CLoadFile lf(*CResourceHandler::get()->getResourceName(ResourcePath(stem.to_string(), EResType::SAVEGAME)), ESerializationVersion::MINIMAL); lf.serializer.cb = this; loadCommonState(lf); logGlobal->info("Loading server state"); lf >> *this; } logGlobal->info("Game has been successfully loaded!"); } catch(const ModIncompatibility & e) { logGlobal->error("Failed to load game: %s", e.what()); std::string errorMsg; if(!e.whatMissing().empty()) { errorMsg += VLC->generaltexth->translate("vcmi.server.errors.modsToEnable") + '\n'; errorMsg += e.whatMissing(); } if(!e.whatExcessive().empty()) { errorMsg += VLC->generaltexth->translate("vcmi.server.errors.modsToDisable") + '\n'; errorMsg += e.whatExcessive(); } lobby->announceMessage(errorMsg); return false; } catch(const IdentifierResolutionException & e) { logGlobal->error("Failed to load game: %s", e.what()); MetaString errorMsg; errorMsg.appendTextID("vcmi.server.errors.unknownEntity"); errorMsg.replaceRawString(e.identifierName); lobby->announceMessage(errorMsg.toString());//FIXME: should be localized on client side return false; } catch(const std::exception & e) { logGlobal->error("Failed to load game: %s", e.what()); lobby->announceMessage(std::string("Failed to load game: ") + e.what()); return false; } gs->preInit(VLC, this); gs->updateOnLoad(lobby->si.get()); return true; } bool CGameHandler::bulkSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner, si32 howMany) { if(!slotSrc.validSlot() && complain(complainInvalidSlot)) return false; const CArmedInstance * army = static_cast(getObjInstance(srcOwner)); const CCreatureSet & creatureSet = *army; if((!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures)) || (howMany < 1 && complain("Invalid split parameter!"))) { return false; } auto actualAmount = army->getStackCount(slotSrc); if(actualAmount <= howMany && complain(complainNotEnoughCreatures)) // '<=' because it's not intended just for moving a stack return false; auto freeSlots = creatureSet.getFreeSlots(); if(freeSlots.empty() && complain("No empty stacks")) return false; BulkRebalanceStacks bulkRS; for(auto slot : freeSlots) { RebalanceStacks rs; rs.srcArmy = army->id; rs.dstArmy = army->id; rs.srcSlot = slotSrc; rs.dstSlot = slot; rs.count = howMany; bulkRS.moves.push_back(rs); actualAmount -= howMany; if(actualAmount <= howMany) break; } sendAndApply(bulkRS); return true; } bool CGameHandler::bulkMergeStacks(SlotID slotSrc, ObjectInstanceID srcOwner) { if(!slotSrc.validSlot() && complain(complainInvalidSlot)) return false; const CArmedInstance * army = static_cast(getObjInstance(srcOwner)); const CCreatureSet & creatureSet = *army; if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures)) return false; auto actualAmount = creatureSet.getStackCount(slotSrc); if(actualAmount < 1 && complain(complainNoCreatures)) return false; auto currentCreature = creatureSet.getCreature(slotSrc); if(!currentCreature && complain(complainNoCreatures)) return false; auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, slotSrc); if(!creatureSlots.size()) return false; BulkRebalanceStacks bulkRS; for(auto slot : creatureSlots) { RebalanceStacks rs; rs.srcArmy = army->id; rs.dstArmy = army->id; rs.srcSlot = slot; rs.dstSlot = slotSrc; rs.count = creatureSet.getStackCount(slot); bulkRS.moves.push_back(rs); } sendAndApply(bulkRS); return true; } bool CGameHandler::bulkMoveArmy(ObjectInstanceID srcArmy, ObjectInstanceID destArmy, SlotID srcSlot) { if(!srcSlot.validSlot() && complain(complainInvalidSlot)) return false; const CArmedInstance * armySrc = static_cast(getObjInstance(srcArmy)); const CCreatureSet & setSrc = *armySrc; if(!vstd::contains(setSrc.stacks, srcSlot) && complain(complainNoCreatures)) return false; const CArmedInstance * armyDest = static_cast(getObjInstance(destArmy)); const CCreatureSet & setDest = *armyDest; auto freeSlots = setDest.getFreeSlotsQueue(); typedef std::map> TRebalanceMap; TRebalanceMap moves; auto srcQueue = setSrc.getCreatureQueue(srcSlot); // Exclude srcSlot, it should be moved last auto slotsLeft = setSrc.stacksCount(); auto destMap = setDest.getCreatureMap(); TMapCreatureSlot::key_compare keyComp = destMap.key_comp(); while(!srcQueue.empty()) { auto pair = srcQueue.top(); srcQueue.pop(); auto currCreature = pair.first; auto currSlot = pair.second; const auto quantity = setSrc.getStackCount(currSlot); TMapCreatureSlot::iterator lb = destMap.lower_bound(currCreature); const bool alreadyExists = (lb != destMap.end() && !(keyComp(currCreature, lb->first))); if(!alreadyExists) { if(freeSlots.empty()) continue; auto currFreeSlot = freeSlots.front(); freeSlots.pop(); destMap.insert(lb, TMapCreatureSlot::value_type(currCreature, currFreeSlot)); } moves.insert(std::make_pair(currSlot, std::make_pair(destMap[currCreature], quantity))); slotsLeft--; } if(slotsLeft == 1) { auto lastCreature = setSrc.getCreature(srcSlot); auto slotToMove = SlotID(); // Try to find a slot for last creature if(destMap.find(lastCreature) == destMap.end()) { if(!freeSlots.empty()) slotToMove = freeSlots.front(); } else { slotToMove = destMap[lastCreature]; } if(slotToMove != SlotID()) { const bool needsLastStack = armySrc->needsLastStack(); const auto quantity = setSrc.getStackCount(srcSlot) - (needsLastStack ? 1 : 0); if(quantity > 0) //0 may happen when we need last creature and we have exactly 1 amount of that creature - amount of "rest we can transfer" becomes 0 moves.insert(std::make_pair(srcSlot, std::make_pair(slotToMove, quantity))); } } BulkRebalanceStacks bulkRS; for(auto & move : moves) { RebalanceStacks rs; rs.srcArmy = armySrc->id; rs.dstArmy = armyDest->id; rs.srcSlot = move.first; rs.dstSlot = move.second.first; rs.count = move.second.second; bulkRS.moves.push_back(rs); } sendAndApply(bulkRS); return true; } bool CGameHandler::bulkSmartSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner) { if(!slotSrc.validSlot() && complain(complainInvalidSlot)) return false; const CArmedInstance * army = static_cast(getObjInstance(srcOwner)); const CCreatureSet & creatureSet = *army; if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures)) return false; auto actualAmount = creatureSet.getStackCount(slotSrc); if(actualAmount <= 1 && complain(complainNoCreatures)) return false; auto freeSlot = creatureSet.getFreeSlot(); auto currentCreature = creatureSet.getCreature(slotSrc); if(freeSlot == SlotID() && creatureSet.isCreatureBalanced(currentCreature)) return true; auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, SlotID(-1), 1); // Ignore slots where's only 1 creature, don't ignore slotSrc TQuantity totalCreatures = 0; for(auto slot : creatureSlots) totalCreatures += creatureSet.getStackCount(slot); if(totalCreatures <= 1 && complain("Total creatures number is invalid")) return false; if(freeSlot != SlotID()) creatureSlots.push_back(freeSlot); if(creatureSlots.empty() && complain("No available slots for smart rebalancing")) return false; const auto totalCreatureSlots = creatureSlots.size(); const auto rem = totalCreatures % totalCreatureSlots; const auto quotient = totalCreatures / totalCreatureSlots; // totalCreatures == rem * (quotient + 1) + (totalCreatureSlots - rem) * quotient; // Proof: r(q+1)+(s-r)q = rq+r+qs-rq = r+qs = total, where total/s = q+r/s BulkSmartRebalanceStacks bulkSRS; if(freeSlot != SlotID()) { RebalanceStacks rs; rs.srcArmy = rs.dstArmy = army->id; rs.srcSlot = slotSrc; rs.dstSlot = freeSlot; rs.count = 1; bulkSRS.moves.push_back(rs); } auto currSlot = 0; auto check = 0; for(auto slot : creatureSlots) { ChangeStackCount csc; csc.army = army->id; csc.slot = slot; csc.count = (currSlot < rem) ? quotient + 1 : quotient; csc.absoluteValue = true; bulkSRS.changes.push_back(csc); currSlot++; check += csc.count; } if(check != totalCreatures) { complain((boost::format("Failure: totalCreatures=%d but check=%d") % totalCreatures % check).str()); return false; } sendAndApply(bulkSRS); return true; } bool CGameHandler::arrangeStacks(ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player) { const CArmedInstance * s1 = static_cast(getObjInstance(id1)); const CArmedInstance * s2 = static_cast(getObjInstance(id2)); const CCreatureSet & S1 = *s1; const CCreatureSet & S2 = *s2; StackLocation sl1(s1, p1); StackLocation sl2(s2, p2); if (s1 == nullptr || s2 == nullptr) { complain("Cannot exchange stacks between non-existing objects!!\n"); return false; } if (!sl1.slot.validSlot() || !sl2.slot.validSlot()) { complain(complainInvalidSlot); return false; } if (!isAllowedExchange(id1,id2)) { complain("Cannot exchange stacks between these two objects!\n"); return false; } // We can always put stacks into locked garrison, but not take them out of it auto notRemovable = [&](const CArmedInstance * army) { if (id1 != id2) // Stack arrangement inside locked garrison is allowed { auto g = dynamic_cast(army); if (g && !g->removableUnits) { complain("Stacks in this garrison are not removable!\n"); return true; } } return false; }; if (what==1) //swap { if (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1)) || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2))) { complain("Can't take troops from another player!"); return false; } if (sl1.army == sl2.army && sl1.slot == sl2.slot) { complain("Cannot swap stacks - slots are the same!"); return false; } if (!s1->slotEmpty(p1) && !s2->slotEmpty(p2)) { if (notRemovable(sl1.army) || notRemovable(sl2.army)) return false; } if (s1->slotEmpty(p1) && notRemovable(sl2.army)) return false; else if (s2->slotEmpty(p2) && notRemovable(sl1.army)) return false; swapStacks(sl1, sl2); } else if (what==2)//merge { if ((s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!")) || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!"))) return false; if (s1->slotEmpty(p1) || s2->slotEmpty(p2)) { complain("Cannot merge empty stack!"); return false; } else if (notRemovable(sl1.army)) return false; moveStack(sl1, sl2); } else if (what==3) //split { const int countToMove = val - s2->getStackCount(p2); const int countLeftOnSrc = s1->getStackCount(p1) - countToMove; if ( (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1)) || (s2->tempOwner != player && val < s2->getStackCount(p2))) { complain("Can't move troops of another player!"); return false; } //general conditions checking if ((!vstd::contains(S1.stacks,p1) && complain(complainNoCreatures)) || (val<1 && complain(complainNoCreatures)) ) { return false; } if (vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"... { int total = s1->getStackCount(p1) + s2->getStackCount(p2); if ((total < val && complain("Cannot split that stack, not enough creatures!")) || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!")) ) { return false; } if (notRemovable(sl1.army)) { if (s1->getStackCount(p1) > countLeftOnSrc) return false; } else if (notRemovable(sl2.army)) { if (s2->getStackCount(p1) < countLeftOnSrc) return false; } moveStack(sl1, sl2, countToMove); //S2.slots[p2]->count = val; //S1.slots[p1]->count = total - val; } else //split one stack to the two { if (s1->getStackCount(p1) < val)//not enough creatures { complain(complainNotEnoughCreatures); return false; } if (notRemovable(sl1.army)) return false; moveStack(sl1, sl2, val); } } return true; } bool CGameHandler::hasPlayerAt(PlayerColor player, std::shared_ptr c) const { return connections.count(player) && connections.at(player).count(c); } bool CGameHandler::hasBothPlayersAtSameConnection(PlayerColor left, PlayerColor right) const { return connections.count(left) && connections.count(right) && connections.at(left) == connections.at(right); } bool CGameHandler::disbandCreature(ObjectInstanceID id, SlotID pos) { const CArmedInstance * s1 = static_cast(getObjInstance(id)); if (!vstd::contains(s1->stacks,pos)) { complain("Illegal call to disbandCreature - no such stack in army!"); return false; } eraseStack(StackLocation(s1, pos)); return true; } bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID, bool force) { const CGTownInstance * t = getTown(tid); if(!t) COMPLAIN_RETF("No such town (ID=%s)!", tid); if(!t->getTown()->buildings.count(requestedID)) COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->getFaction()->getNameTranslated() % requestedID); if(t->hasBuilt(requestedID)) COMPLAIN_RETF("Building %s is already built in %s", t->getTown()->buildings.at(requestedID)->getNameTranslated() % t->getNameTranslated()); const CBuilding * requestedBuilding = t->getTown()->buildings.at(requestedID); //Vector with future list of built building and buildings in auto-mode that are not yet built. std::vector remainingAutoBuildings; std::set buildingsThatWillBe; //Check validity of request if(!force) { switch(requestedBuilding->mode) { case CBuilding::BUILD_NORMAL : if (canBuildStructure(t, requestedID) != EBuildingState::ALLOWED) COMPLAIN_RET("Cannot build that building!"); break; case CBuilding::BUILD_AUTO : case CBuilding::BUILD_SPECIAL: COMPLAIN_RET("This building can not be constructed normally!"); case CBuilding::BUILD_GRAIL : if(requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail { if(!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL)) COMPLAIN_RET("Cannot build this without grail!") else removeArtifact(ArtifactLocation(t->visitingHero->id, t->visitingHero->getArtPos(ArtifactID::GRAIL, false))); } break; } } //Performs stuff that has to be done before new building is built auto processBeforeBuiltStructure = [t, this](const BuildingID buildingID) { if(buildingID >= BuildingID::DWELL_FIRST) //dwelling { int level = BuildingID::getLevelFromDwelling(buildingID); int upgradeNumber = BuildingID::getUpgradedFromDwelling(buildingID); if(upgradeNumber >= t->getTown()->creatures.at(level).size()) { complain(boost::str(boost::format("Error encountered when building dwelling (bid=%s):" "no creature found (upgrade number %d, level %d!") % buildingID % upgradeNumber % level)); return; } const CCreature * crea = t->getTown()->creatures.at(level).at(upgradeNumber).toCreature(); SetAvailableCreatures ssi; ssi.tid = t->id; ssi.creatures = t->creatures; if (ssi.creatures[level].second.empty()) // first creature in a dwelling ssi.creatures[level].first = crea->getGrowth(); ssi.creatures[level].second.push_back(crea->getId()); sendAndApply(ssi); } if(t->getTown()->buildings.at(buildingID)->subId == BuildingSubID::PORTAL_OF_SUMMONING) { setPortalDwelling(t); } }; //Performs stuff that has to be done after new building is built auto processAfterBuiltStructure = [t, this](const BuildingID buildingID) { auto isMageGuild = (buildingID <= BuildingID::MAGES_GUILD_5 && buildingID >= BuildingID::MAGES_GUILD_1); auto isLibrary = isMageGuild ? false : t->getTown()->buildings.at(buildingID)->subId == BuildingSubID::EBuildingSubID::LIBRARY; if(isMageGuild || isLibrary || (t->getFactionID() == ETownType::CONFLUX && buildingID == BuildingID::GRAIL)) { if(t->visitingHero) giveSpells(t,t->visitingHero); if(t->garrisonHero) giveSpells(t,t->garrisonHero); } }; //Checks if all requirements will be met with expected building list "buildingsThatWillBe" auto areRequirementsFulfilled = [&](const BuildingID & buildID) { return buildingsThatWillBe.count(buildID); }; //Init the vectors for(auto & build : t->getTown()->buildings) { if(t->hasBuilt(build.first)) { buildingsThatWillBe.insert(build.first); } else { if(build.second->mode == CBuilding::BUILD_AUTO) //not built auto building remainingAutoBuildings.push_back(build.second); } } //Prepare structure (list of building ids will be filled later) NewStructures ns; ns.tid = tid; ns.built = force ? t->built : (t->built+1); std::queue buildingsToAdd; buildingsToAdd.push(requestedBuilding); while(!buildingsToAdd.empty()) { auto b = buildingsToAdd.front(); buildingsToAdd.pop(); ns.bid.insert(b->bid); buildingsThatWillBe.insert(b->bid); remainingAutoBuildings -= b; for(auto autoBuilding : remainingAutoBuildings) { auto actualRequirements = t->genBuildingRequirements(autoBuilding->bid); if(actualRequirements.test(areRequirementsFulfilled)) buildingsToAdd.push(autoBuilding); } } // FIXME: it's done before NewStructures applied because otherwise town window wont be properly updated on client. That should be actually fixed on client and not on server. for(auto builtID : ns.bid) processBeforeBuiltStructure(builtID); //Take cost if(!force) { giveResources(t->tempOwner, -requestedBuilding->resources); gs->statistic.accumulatedValues[t->tempOwner].spentResourcesForBuildings += requestedBuilding->resources; } //We know what has been built, apply changes. Do this as final step to properly update town window sendAndApply(ns); //Other post-built events. To some logic like giving spells to work gamestate changes for new building must be already in place! for(auto builtID : ns.bid) processAfterBuiltStructure(builtID); // now when everything is built - reveal tiles for lookout tower changeFogOfWar(t->getSightCenter(), t->getSightRadius(), t->getOwner(), ETileVisibility::REVEALED); if (!force) { //garrison hero first - consistent with original H3 Mana Vortex and Battle Scholar Academy levelup windows order std::vector visitors; if (t->garrisonHero) visitors.push_back(t->garrisonHero); if (t->visitingHero) visitors.push_back(t->visitingHero); if (!visitors.empty()) visitCastleObjects(t, visitors); } checkVictoryLossConditionsForPlayer(t->tempOwner); return true; } bool CGameHandler::visitTownBuilding(ObjectInstanceID tid, BuildingID bid) { const CGTownInstance * t = getTown(tid); if(!t->hasBuilt(bid)) return false; auto subID = t->getTown()->buildings.at(bid)->subId; if(subID == BuildingSubID::EBuildingSubID::BANK) { TResources res; res[EGameResID::GOLD] = 2500; giveResources(t->getOwner(), res); setObjPropertyValue(t->id, ObjProperty::BONUS_VALUE_SECOND, 2500); return true; } if (t->rewardableBuildings.count(bid) && t->visitingHero && t->getTown()->buildings.at(bid)->manualHeroVisit) { std::vector buildingsToVisit; std::vector visitors; buildingsToVisit.push_back(bid); visitors.push_back(t->visitingHero); auto visitQuery = std::make_shared(this, t, visitors, buildingsToVisit); queries->addQuery(visitQuery); return true; } return true; } bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid) { ///incomplete, simply erases target building const CGTownInstance * t = getTown(tid); if(!t->hasBuilt(bid)) return false; RazeStructures rs; rs.tid = tid; rs.bid.insert(bid); rs.destroyed = t->destroyed + 1; sendAndApply(rs); //TODO: Remove dwellers // if (t->subID == 4 && bid == 17) //Veil of Darkness // { // RemoveBonus rb(RemoveBonus::TOWN); // rb.whoID = t->id; // rb.source = BonusSource::TOWN_STRUCTURE; // rb.id = 17; // sendAndApply(rb); // } return true; } bool CGameHandler::spellResearch(ObjectInstanceID tid, SpellID spellAtSlot, bool accepted) { CGTownInstance *t = gs->getTown(tid); if(!getSettings().getBoolean(EGameSettings::TOWNS_SPELL_RESEARCH) && complain("Spell research not allowed!")) return false; if (!t->spellResearchAllowed && complain("Spell research not allowed in this town!")) return false; int level = -1; for(int i = 0; i < t->spells.size(); i++) if(vstd::find_pos(t->spells[i], spellAtSlot) != -1) level = i; if(level == -1 && complain("Spell for replacement not found!")) return false; auto spells = t->spells.at(level); bool researchLimitExceeded = t->spellResearchCounterDay >= getSettings().getValue(EGameSettings::TOWNS_SPELL_RESEARCH_PER_DAY).Vector()[level].Float(); if(researchLimitExceeded && complain("Already researched today!")) return false; if(!accepted) { auto it = spells.begin() + t->spellsAtLevel(level, false); std::rotate(it, it + 1, spells.end()); // move to end setResearchedSpells(t, level, spells, accepted); return true; } auto costBase = TResources(getSettings().getValue(EGameSettings::TOWNS_SPELL_RESEARCH_COST).Vector()[level]); auto costExponent = getSettings().getValue(EGameSettings::TOWNS_SPELL_RESEARCH_COST_EXPONENT_PER_RESEARCH).Vector()[level].Float(); auto cost = costBase * std::pow(t->spellResearchAcceptedCounter + 1, costExponent); if(!getPlayerState(t->getOwner())->resources.canAfford(cost) && complain("Spell replacement cannot be afforded!")) return false; giveResources(t->getOwner(), -cost); std::swap(spells.at(t->spellsAtLevel(level, false)), spells.at(vstd::find_pos(spells, spellAtSlot))); auto it = spells.begin() + t->spellsAtLevel(level, false); std::rotate(it, it + 1, spells.end()); // move to end setResearchedSpells(t, level, spells, accepted); if(t->visitingHero) giveSpells(t, t->visitingHero); if(t->garrisonHero) giveSpells(t, t->garrisonHero); return true; } bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl, PlayerColor player) { const CGDwelling * dwelling = dynamic_cast(getObj(objid)); const CGTownInstance * town = dynamic_cast(getObj(objid)); const CArmedInstance * army = dynamic_cast(getObj(dstid)); const CGHeroInstance * hero = dynamic_cast(getObj(dstid)); const CCreature * c = crid.toCreature(); const bool warMachine = c->warMachine != ArtifactID::NONE; //TODO: check if hero is actually visiting object COMPLAIN_RET_FALSE_IF(!dwelling || !army, "Cannot recruit: invalid object!"); COMPLAIN_RET_FALSE_IF(dwelling->getOwner() != player && dwelling->getOwner() != PlayerColor::UNFLAGGABLE, "Cannot recruit: dwelling not owned!"); if (town) { COMPLAIN_RET_FALSE_IF(town != army && !hero, "Cannot recruit: invalid destination!"); COMPLAIN_RET_FALSE_IF(hero != town->garrisonHero && hero != town->visitingHero, "Cannot recruit: can only recruit to town or hero in town!!"); } else { COMPLAIN_RET_FALSE_IF(getVisitingHero(dwelling) != hero, "Cannot recruit: can only recruit by visiting hero!"); COMPLAIN_RET_FALSE_IF(!hero || hero->getOwner() != player, "Cannot recruit: can only recruit to owned hero!"); } //verify bool found = false; int level = 0; for (; level < dwelling->creatures.size(); level++) //iterate through all levels { if ((fromLvl != -1) && (level !=fromLvl)) continue; const auto &cur = dwelling->creatures.at(level); //current level info int i = 0; for (; i < cur.second.size(); i++) //look for crid among available creatures list on current level if (cur.second.at(i) == crid) break; if (i < cur.second.size()) { found = true; cram = std::min(cram, cur.first); //reduce recruited amount up to available amount break; } } SlotID slot = army->getSlotFor(crid); if ((!found && complain("Cannot recruit: no such creatures!")) || ((si32)cram > VLC->creh->objects.at(crid)->maxAmount(getPlayerState(army->tempOwner)->resources) && complain("Cannot recruit: lack of resources!")) || (cram<=0 && complain("Cannot recruit: cram <= 0!")) || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!"))) { return false; } //recruit TResources cost = (c->getFullRecruitCost() * cram); giveResources(army->tempOwner, -cost); gs->statistic.accumulatedValues[army->tempOwner].spentResourcesForArmy += cost; SetAvailableCreatures sac; sac.tid = objid; sac.creatures = dwelling->creatures; sac.creatures[level].first -= cram; sendAndApply(sac); if (warMachine) { ArtifactID artId = c->warMachine; const CArtifact * art = artId.toArtifact(); COMPLAIN_RET_FALSE_IF(!hero, "Only hero can buy war machines"); COMPLAIN_RET_FALSE_IF(artId == ArtifactID::CATAPULT, "Catapult cannot be recruited!"); COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid war machine artifact"); return giveHeroNewArtifact(hero, artId, ArtifactPosition::FIRST_AVAILABLE); } else { addToSlot(StackLocation(army, slot), c, cram); } return true; } bool CGameHandler::upgradeCreature(ObjectInstanceID objid, SlotID pos, CreatureID upgID) { const CArmedInstance * obj = static_cast(getObjInstance(objid)); if (!obj->hasStackAtSlot(pos)) { COMPLAIN_RET("Cannot upgrade, no stack at slot " + std::to_string(pos)); } UpgradeInfo ui; fillUpgradeInfo(obj, pos, ui); PlayerColor player = obj->tempOwner; const PlayerState *p = getPlayerState(player); int crQuantity = obj->stacks.at(pos)->count; int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo //check if upgrade is possible if ((ui.oldID == CreatureID::NONE || newIDpos == -1) && complain("That upgrade is not possible!")) { return false; } TResources totalCost = ui.cost.at(newIDpos) * crQuantity; //check if player has enough resources if (!p->resources.canAfford(totalCost)) COMPLAIN_RET("Cannot upgrade, not enough resources!"); //take resources giveResources(player, -totalCost); gs->statistic.accumulatedValues[player].spentResourcesForArmy += totalCost; //upgrade creature changeStackType(StackLocation(obj, pos), upgID.toCreature()); return true; } bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c) { if (!sl.army->hasStackAtSlot(sl.slot)) COMPLAIN_RET("Cannot find a stack to change type"); SetStackType sst; sst.army = sl.army->id; sst.slot = sl.slot; sst.type = c->getId(); sendAndApply(sst); return true; } void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging) { assert(src->canBeMergedWith(*dst, allowMerging)); while(src->stacksCount())//while there are unmoved creatures { auto i = src->Slots().begin(); //iterator to stack to move StackLocation sl(src, i->first); //location of stack to move SlotID pos = dst->getSlotFor(i->second->getCreature()); if (!pos.validSlot()) { //try to merge two other stacks to make place std::pair toMerge; if (dst->mergeableStacks(toMerge, i->first) && allowMerging) { moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot } else { complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!"); return; } } else { moveStack(sl, StackLocation(dst, pos)); } } } bool CGameHandler::swapGarrisonOnSiege(ObjectInstanceID tid) { const CGTownInstance * town = getTown(tid); if(!town->garrisonHero == !town->visitingHero) return false; SetHeroesInTown intown; intown.tid = tid; if(town->garrisonHero) //garrison -> vising { intown.garrison = ObjectInstanceID(); intown.visiting = town->garrisonHero->id; } else //visiting -> garrison { if(town->armedGarrison()) town->mergeGarrisonOnSiege(); intown.visiting = ObjectInstanceID(); intown.garrison = town->visitingHero->id; } sendAndApply(intown); return true; } bool CGameHandler::garrisonSwap(ObjectInstanceID tid) { const CGTownInstance * town = getTown(tid); if (!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army { if (!town->visitingHero->canBeMergedWith(*town)) { complain("Cannot make garrison swap, not enough free slots!"); return false; } moveArmy(town, town->visitingHero, true); SetHeroesInTown intown; intown.tid = tid; intown.visiting = ObjectInstanceID(); intown.garrison = town->visitingHero->id; sendAndApply(intown); return true; } else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison { int mapCap = getSettings().getInteger(EGameSettings::HEROES_PER_PLAYER_ON_MAP_CAP); //check if moving hero out of town will break wandering heroes limit if (getHeroCount(town->garrisonHero->tempOwner,false) >= mapCap) { complain("Cannot move hero out of the garrison, there are already " + std::to_string(mapCap) + " wandering heroes!"); return false; } SetHeroesInTown intown; intown.tid = tid; intown.garrison = ObjectInstanceID(); intown.visiting = town->garrisonHero->id; sendAndApply(intown); return true; } else if (!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero { SetHeroesInTown intown; intown.tid = tid; intown.garrison = town->visitingHero->id; intown.visiting = town->garrisonHero->id; sendAndApply(intown); return true; } else { complain("Cannot swap garrison hero!"); return false; } } // With the amount of changes done to the function, it's more like transferArtifacts. // Function moves artifact from src to dst. If dst is not a backpack and is already occupied, old dst art goes to backpack and is replaced. bool CGameHandler::moveArtifact(const PlayerColor & player, const ArtifactLocation & src, const ArtifactLocation & dst) { const auto srcArtSet = getArtSet(src); const auto dstArtSet = getArtSet(dst); assert(srcArtSet); assert(dstArtSet); // Make sure exchange is even possible between the two heroes. if(!isAllowedExchange(src.artHolder, dst.artHolder)) COMPLAIN_RET("That heroes cannot make any exchange!"); COMPLAIN_RET_FALSE_IF(!ArtifactUtils::checkIfSlotValid(*srcArtSet, src.slot), "moveArtifact: wrong artifact source slot"); const auto srcArtifact = srcArtSet->getArt(src.slot); auto dstSlot = dst.slot; if(dstSlot == ArtifactPosition::FIRST_AVAILABLE) dstSlot = ArtifactUtils::getArtAnyPosition(dstArtSet, srcArtifact->getTypeId()); if(!ArtifactUtils::checkIfSlotValid(*dstArtSet, dstSlot)) return true; const auto dstArtifact = dstArtSet->getArt(dstSlot); const bool isDstSlotOccupied = dstArtSet->bearerType() == ArtBearer::ALTAR ? false : dstArtifact != nullptr; const bool isDstSlotBackpack = dstArtSet->bearerType() == ArtBearer::HERO ? ArtifactUtils::isSlotBackpack(dstSlot) : false; if(srcArtifact == nullptr) COMPLAIN_RET("No artifact to move!"); if(isDstSlotOccupied && getOwner(src.artHolder) != getOwner(dst.artHolder) && !isDstSlotBackpack) COMPLAIN_RET("Can't touch artifact on hero of another player!"); // Check if src/dest slots are appropriate for the artifacts exchanged. // Moving to the backpack is always allowed. if((!srcArtifact || !isDstSlotBackpack) && !srcArtifact->canBePutAt(dstArtSet, dstSlot, true)) COMPLAIN_RET("Cannot move artifact!"); auto srcSlotInfo = srcArtSet->getSlot(src.slot); auto dstSlotInfo = dstArtSet->getSlot(dstSlot); if((srcSlotInfo && srcSlotInfo->locked) || (dstSlotInfo && dstSlotInfo->locked)) COMPLAIN_RET("Cannot move artifact locks."); if(isDstSlotBackpack && srcArtifact->getType()->isBig()) COMPLAIN_RET("Cannot put big artifacts in backpack!"); if(src.slot == ArtifactPosition::MACH4 || dstSlot == ArtifactPosition::MACH4) COMPLAIN_RET("Cannot move catapult!"); if(isDstSlotBackpack && !ArtifactUtils::isBackpackFreeSlots(dstArtSet)) COMPLAIN_RET("Backpack is full!"); dstSlot = std::min(dstSlot, ArtifactPosition(ArtifactPosition::BACKPACK_START + dstArtSet->artifactsInBackpack.size())); if(src.slot == dstSlot && src.artHolder == dst.artHolder) COMPLAIN_RET("Won't move artifact: Dest same as source!"); BulkMoveArtifacts ma(player, src.artHolder, dst.artHolder, false); ma.srcCreature = src.creature; ma.dstCreature = dst.creature; // Check if dst slot is occupied if(!isDstSlotBackpack && isDstSlotOccupied) { // Previous artifact must be swapped COMPLAIN_RET_FALSE_IF(!dstArtifact->canBePutAt(srcArtSet, src.slot, true), "Cannot swap artifacts!"); ma.artsPack1.push_back(BulkMoveArtifacts::LinkedSlots(dstSlot, src.slot)); } auto hero = getHero(dst.artHolder); if(ArtifactUtils::checkSpellbookIsNeeded(hero, srcArtifact->getTypeId(), dstSlot)) giveHeroNewArtifact(hero, ArtifactID::SPELLBOOK, ArtifactPosition::SPELLBOOK); ma.artsPack0.push_back(BulkMoveArtifacts::LinkedSlots(src.slot, dstSlot)); if(src.artHolder != dst.artHolder) ma.artsPack0.back().askAssemble = true; sendAndApply(ma); return true; } bool CGameHandler::bulkMoveArtifacts(const PlayerColor & player, ObjectInstanceID srcId, ObjectInstanceID dstId, bool swap, bool equipped, bool backpack) { // Make sure exchange is even possible between the two heroes. if(!isAllowedExchange(srcId, dstId)) COMPLAIN_RET("That heroes cannot make any exchange!"); auto psrcSet = getArtSet(srcId); auto pdstSet = getArtSet(dstId); if((!psrcSet) || (!pdstSet)) COMPLAIN_RET("bulkMoveArtifacts: wrong hero's ID"); BulkMoveArtifacts ma(player, srcId, dstId, swap); auto & slotsSrcDst = ma.artsPack0; auto & slotsDstSrc = ma.artsPack1; // Temporary fitting set for artifacts. Used to select available slots before sending data. CArtifactFittingSet artFittingSet(pdstSet->bearerType()); auto moveArtifact = [this, &artFittingSet, dstId](const CArtifactInstance * artifact, ArtifactPosition srcSlot, std::vector & slots) -> void { assert(artifact); auto dstSlot = ArtifactUtils::getArtAnyPosition(&artFittingSet, artifact->getTypeId()); if(dstSlot != ArtifactPosition::PRE_FIRST) { artFittingSet.putArtifact(dstSlot, static_cast>(artifact)); slots.push_back(BulkMoveArtifacts::LinkedSlots(srcSlot, dstSlot)); // TODO Shouldn't be here. Possibly in callback after equipping the artifact if(auto dstHero = getHero(dstId)) { if(ArtifactUtils::checkSpellbookIsNeeded(dstHero, artifact->getTypeId(), dstSlot)) giveHeroNewArtifact(dstHero, ArtifactID::SPELLBOOK, ArtifactPosition::SPELLBOOK); } } }; if(swap) { auto moveArtsWorn = [moveArtifact](const CArtifactSet * srcArtSet, std::vector & slots) { for(auto & artifact : srcArtSet->artifactsWorn) { if(ArtifactUtils::isArtRemovable(artifact)) moveArtifact(artifact.second.getArt(), artifact.first, slots); } }; auto moveArtsInBackpack = [](const CArtifactSet * artSet, std::vector & slots) -> void { for(auto & slotInfo : artSet->artifactsInBackpack) { auto slot = artSet->getArtPos(slotInfo.artifact); slots.push_back(BulkMoveArtifacts::LinkedSlots(slot, slot)); } }; if(equipped) { // Move over artifacts that are worn srcHero -> dstHero moveArtsWorn(psrcSet, slotsSrcDst); artFittingSet.artifactsWorn.clear(); // Move over artifacts that are worn dstHero -> srcHero moveArtsWorn(pdstSet, slotsDstSrc); } if(backpack) { // Move over artifacts that are in backpack srcHero -> dstHero moveArtsInBackpack(psrcSet, slotsSrcDst); // Move over artifacts that are in backpack dstHero -> srcHero moveArtsInBackpack(pdstSet, slotsDstSrc); } } else { artFittingSet.artifactsInBackpack = pdstSet->artifactsInBackpack; artFittingSet.artifactsWorn = pdstSet->artifactsWorn; if(equipped) { // Move over artifacts that are worn for(auto & artInfo : psrcSet->artifactsWorn) { if(ArtifactUtils::isArtRemovable(artInfo)) { moveArtifact(psrcSet->getArt(artInfo.first), artInfo.first, slotsSrcDst); } } } if(backpack) { // Move over artifacts that are in backpack for(auto & slotInfo : psrcSet->artifactsInBackpack) { moveArtifact(psrcSet->getArt(psrcSet->getArtPos(slotInfo.artifact)), psrcSet->getArtPos(slotInfo.artifact), slotsSrcDst); } } } sendAndApply(ma); return true; } bool CGameHandler::manageBackpackArtifacts(const PlayerColor & player, const ObjectInstanceID heroID, const ManageBackpackArtifacts::ManageCmd & sortType) { const auto artSet = getArtSet(heroID); COMPLAIN_RET_FALSE_IF(artSet == nullptr, "manageBackpackArtifacts: wrong hero's ID"); BulkMoveArtifacts bma(player, heroID, heroID, false); const auto makeSortBackpackRequest = [artSet, &bma](const std::function & getSortId) { std::map> packsSorted; ArtifactPosition backpackSlot = ArtifactPosition::BACKPACK_START; for(const auto & backpackSlotInfo : artSet->artifactsInBackpack) packsSorted.try_emplace(getSortId(backpackSlotInfo)).first->second.emplace_back(backpackSlot++, ArtifactPosition::PRE_FIRST); for(auto & [sortId, pack] : packsSorted) { // Each pack of artifacts is also sorted by ArtifactID. Scrolls by SpellID std::sort(pack.begin(), pack.end(), [artSet](const auto & slots0, const auto & slots1) -> bool { const auto art0 = artSet->getArt(slots0.srcPos); const auto art1 = artSet->getArt(slots1.srcPos); if(art0->isScroll() && art1->isScroll()) return art0->getScrollSpellID() > art1->getScrollSpellID(); return art0->getTypeId().num > art1->getTypeId().num; }); bma.artsPack0.insert(bma.artsPack0.end(), pack.begin(), pack.end()); } backpackSlot = ArtifactPosition::BACKPACK_START; for(auto & slots : bma.artsPack0) slots.dstPos = backpackSlot++; }; if(sortType == ManageBackpackArtifacts::ManageCmd::SORT_BY_SLOT) { makeSortBackpackRequest([](const ArtSlotInfo & inf) -> int32_t { return inf.getArt()->getType()->getPossibleSlots().at(ArtBearer::HERO).front().num; }); } else if(sortType == ManageBackpackArtifacts::ManageCmd::SORT_BY_COST) { makeSortBackpackRequest([](const ArtSlotInfo & inf) -> int32_t { return inf.getArt()->getType()->getPrice(); }); } else if(sortType == ManageBackpackArtifacts::ManageCmd::SORT_BY_CLASS) { makeSortBackpackRequest([](const ArtSlotInfo & inf) -> int32_t { return inf.getArt()->getType()->aClass; }); } else { const auto backpackEnd = ArtifactPosition(ArtifactPosition::BACKPACK_START + artSet->artifactsInBackpack.size() - 1); if(backpackEnd > ArtifactPosition::BACKPACK_START) { if(sortType == ManageBackpackArtifacts::ManageCmd::SCROLL_LEFT) bma.artsPack0.emplace_back(backpackEnd, ArtifactPosition::BACKPACK_START); else bma.artsPack0.emplace_back(ArtifactPosition::BACKPACK_START, backpackEnd); } } sendAndApply(bma); return true; } bool CGameHandler::saveArtifactsCostume(const PlayerColor & player, const ObjectInstanceID heroID, uint32_t costumeIdx) { auto artSet = getArtSet(heroID); COMPLAIN_RET_FALSE_IF(artSet == nullptr, "saveArtifactsCostume: wrong hero's ID"); ChangeArtifactsCostume costume(player, costumeIdx); for(const auto & slot : ArtifactUtils::commonWornSlots()) { if(const auto slotInfo = artSet->getSlot(slot); slotInfo != nullptr && !slotInfo->locked) costume.costumeSet.emplace(slot, slotInfo->getArt()->getTypeId()); } sendAndApply(costume); return true; } bool CGameHandler::switchArtifactsCostume(const PlayerColor & player, const ObjectInstanceID heroID, uint32_t costumeIdx) { const auto artSet = getArtSet(heroID); COMPLAIN_RET_FALSE_IF(artSet == nullptr, "switchArtifactsCostume: wrong hero's ID"); const auto playerState = getPlayerState(player); COMPLAIN_RET_FALSE_IF(playerState == nullptr, "switchArtifactsCostume: wrong player"); if(auto costume = playerState->costumesArtifacts.find(costumeIdx); costume != playerState->costumesArtifacts.end()) { CArtifactFittingSet artFittingSet(*artSet); BulkMoveArtifacts bma(player, heroID, heroID, false); auto costumeArtMap = costume->second; auto estimateBackpackSize = artSet->artifactsInBackpack.size(); // First, find those artifacts that are already in place for(const auto & slot : ArtifactUtils::commonWornSlots()) { if(const auto * slotInfo = artFittingSet.getSlot(slot); slotInfo != nullptr && !slotInfo->locked) if(const auto artPos = costumeArtMap.find(slot); artPos != costumeArtMap.end() && artPos->second == slotInfo->getArt()->getTypeId()) { costumeArtMap.erase(artPos); artFittingSet.removeArtifact(slot); } } // Second, find the necessary artifacts for the costume for(const auto & artPos : costumeArtMap) { if(const auto slot = artFittingSet.getArtPos(artPos.second, false, false); slot != ArtifactPosition::PRE_FIRST) { bma.artsPack0.emplace_back(BulkMoveArtifacts::LinkedSlots { artSet->getArtPos(artFittingSet.getArt(slot)), artPos.first }); artFittingSet.removeArtifact(slot); if(ArtifactUtils::isSlotBackpack(slot)) estimateBackpackSize--; } } // Third, put unnecessary artifacts into backpack for(const auto & slot : ArtifactUtils::commonWornSlots()) if(artFittingSet.getArt(slot)) { bma.artsPack0.emplace_back(BulkMoveArtifacts::LinkedSlots{slot, ArtifactPosition::BACKPACK_START}); estimateBackpackSize++; } const auto backpackCap = getSettings().getInteger(EGameSettings::HEROES_BACKPACK_CAP); if((backpackCap < 0 || estimateBackpackSize <= backpackCap) && !bma.artsPack0.empty()) sendAndApply(bma); } return true; } /** * Assembles or disassembles a combination artifact. * @param heroID ID of hero holding the artifact(s). * @param artifactSlot The worn slot ID of the combination- or constituent artifact. * @param assemble True for assembly operation, false for disassembly. * @param assembleTo If assemble is true, this represents the artifact ID of the combination * artifact to assemble to. Otherwise it's not used. */ bool CGameHandler::assembleArtifacts(ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo) { const CGHeroInstance * hero = getHero(heroID); const CArtifactInstance * destArtifact = hero->getArt(artifactSlot); if(!destArtifact) COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!"); const auto dstLoc = ArtifactLocation(hero->id, artifactSlot); if(assemble) { const CArtifact * combinedArt = assembleTo.toArtifact(); if(!combinedArt->isCombined()) COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!"); if(!vstd::contains(ArtifactUtils::assemblyPossibilities(hero, destArtifact->getTypeId()), combinedArt)) { COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!"); } if(!destArtifact->canBePutAt(hero, artifactSlot, true) && !destArtifact->canBePutAt(hero, ArtifactPosition::BACKPACK_START, true)) { COMPLAIN_RET("assembleArtifacts: It's impossible to give the artholder requested artifact!"); } if(ArtifactUtils::checkSpellbookIsNeeded(hero, assembleTo, artifactSlot)) giveHeroNewArtifact(hero, ArtifactID::SPELLBOOK, ArtifactPosition::SPELLBOOK); AssembledArtifact aa; aa.al = dstLoc; aa.artId = assembleTo; sendAndApply(aa); } else { if(!destArtifact->isCombined()) COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!"); if(!destArtifact->hasParts()) COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is fused combined artifact!"); if(ArtifactUtils::isSlotBackpack(artifactSlot) && !ArtifactUtils::isBackpackFreeSlots(hero, destArtifact->getType()->getConstituents().size() - 1)) COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble but backpack is full!"); DisassembledArtifact da; da.al = dstLoc; sendAndApply(da); } return true; } bool CGameHandler::eraseArtifactByClient(const ArtifactLocation & al) { const auto * hero = getHero(al.artHolder); if(hero == nullptr) COMPLAIN_RET("eraseArtifactByClient: wrong hero's ID"); const auto * art = hero->getArt(al.slot); if(art == nullptr) COMPLAIN_RET("Cannot remove artifact!"); if(art->canBePutAt(hero) || al.slot != ArtifactPosition::TRANSITION_POS) COMPLAIN_RET("Illegal artifact removal request"); removeArtifact(al); return true; } bool CGameHandler::buyArtifact(ObjectInstanceID hid, ArtifactID aid) { const CGHeroInstance * hero = getHero(hid); COMPLAIN_RET_FALSE_IF(nullptr == hero, "Invalid hero index"); const CGTownInstance * town = hero->visitedTown; COMPLAIN_RET_FALSE_IF(nullptr == town, "Hero not in town"); if (aid==ArtifactID::SPELLBOOK) { if ((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!")) || (getResource(hero->getOwner(), EGameResID::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!")) || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!")) ) return false; giveResource(hero->getOwner(),EGameResID::GOLD,-GameConstants::SPELLBOOK_GOLD_COST); giveHeroNewArtifact(hero, ArtifactID::SPELLBOOK, ArtifactPosition::SPELLBOOK); assert(hero->getArt(ArtifactPosition::SPELLBOOK)); giveSpells(town,hero); return true; } else { const CArtifact * art = aid.toArtifact(); COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid artifact index to buy"); COMPLAIN_RET_FALSE_IF(art->getWarMachine() == CreatureID::NONE, "War machine artifact required"); COMPLAIN_RET_FALSE_IF(hero->hasArt(aid),"Hero already has this machine!"); const int price = art->getPrice(); COMPLAIN_RET_FALSE_IF(getPlayerState(hero->getOwner())->resources[EGameResID::GOLD] < price, "Not enough gold!"); if(town->isWarMachineAvailable(aid)) { bool hasFreeSlot = false; for(auto slot : art->getPossibleSlots().at(ArtBearer::HERO)) if (hero->getArt(slot) == nullptr) hasFreeSlot = true; if (!hasFreeSlot) { auto slot = art->getPossibleSlots().at(ArtBearer::HERO).front(); removeArtifact(ArtifactLocation(hero->id, slot)); } giveResource(hero->getOwner(),EGameResID::GOLD,-price); return giveHeroNewArtifact(hero, aid, ArtifactPosition::FIRST_AVAILABLE); } else COMPLAIN_RET("This machine is unavailable here!"); } } bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, GameResID rid, ArtifactID aid) { if(!h) COMPLAIN_RET("Only hero can buy artifacts!"); if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid)) COMPLAIN_RET("That artifact is unavailable!"); int b1; int b2; m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT); if (getResource(h->tempOwner, rid) < b1) COMPLAIN_RET("You can't afford to buy this artifact!"); giveResource(h->tempOwner, rid, -b1); SetAvailableArtifacts saa; if(dynamic_cast(m)) { saa.id = ObjectInstanceID::NONE; saa.arts = gs->map->townMerchantArtifacts; } else if(const CGBlackMarket *bm = dynamic_cast(m)) //black market { saa.id = bm->id; saa.arts = bm->artifacts; } else COMPLAIN_RET("Wrong marktet..."); bool found = false; for (const CArtifact *&art : saa.arts) { if (art && art->getId() == aid) { art = nullptr; found = true; break; } } if (!found) COMPLAIN_RET("Cannot find selected artifact on the list"); sendAndApply(saa); giveHeroNewArtifact(h, aid, ArtifactPosition::FIRST_AVAILABLE); return true; } bool CGameHandler::sellArtifact(const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, GameResID rid) { COMPLAIN_RET_FALSE_IF((!h), "Only hero can sell artifacts!"); const CArtifactInstance *art = h->getArtByInstanceId(aid); COMPLAIN_RET_FALSE_IF((!art), "There is no artifact to sell!"); COMPLAIN_RET_FALSE_IF((!art->getType()->isTradable()), "Cannot sell a war machine or spellbook!"); int resVal = 0; int dump = 1; m->getOffer(art->getType()->getId(), rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE); removeArtifact(ArtifactLocation(h->id, h->getArtPos(art))); giveResource(h->tempOwner, rid, resVal); return true; } bool CGameHandler::buySecSkill(const IMarket *m, const CGHeroInstance *h, SecondarySkill skill) { if (!h) COMPLAIN_RET("You need hero to buy a skill!"); if (h->getSecSkillLevel(SecondarySkill(skill))) COMPLAIN_RET("Hero already know this skill"); if (!h->canLearnSkill()) COMPLAIN_RET("Hero can't learn any more skills"); if (!h->canLearnSkill(skill)) COMPLAIN_RET("The hero can't learn this skill!"); if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill)) COMPLAIN_RET("That skill is unavailable!"); if (getResource(h->tempOwner, EGameResID::GOLD) < GameConstants::SKILL_GOLD_COST)//TODO: remove hardcoded resource\summ? COMPLAIN_RET("You can't afford to buy this skill"); giveResource(h->tempOwner, EGameResID::GOLD, -GameConstants::SKILL_GOLD_COST); changeSecSkill(h, skill, 1, true); return true; } bool CGameHandler::tradeResources(const IMarket *market, ui32 amountToSell, PlayerColor player, GameResID toSell, GameResID toBuy) { TResourceCap haveToSell = getPlayerState(player)->resources[toSell]; vstd::amin(amountToSell, haveToSell); //can't trade more resources than have int b1; //base quantities for trade int b2; market->getOffer(toSell, toBuy, b1, b2, EMarketMode::RESOURCE_RESOURCE); int amountToBoy = amountToSell / b1; //how many base quantities we trade if (amountToSell % b1 != 0) //all offered units of resource should be used, if not -> somewhere in calculations must be an error { COMPLAIN_RET("Invalid deal, not all offered units of resource were used."); } giveResource(player, toSell, -b1 * amountToBoy); giveResource(player, toBuy, b2 * amountToBoy); gs->statistic.accumulatedValues[player].tradeVolume[toSell] += -b1 * amountToBoy; gs->statistic.accumulatedValues[player].tradeVolume[toBuy] += b2 * amountToBoy; return true; } bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, GameResID resourceID) { if(!hero) COMPLAIN_RET("Only hero can sell creatures!"); if (!vstd::contains(hero->Slots(), slot)) COMPLAIN_RET("Hero doesn't have any creature in that slot!"); const CStackInstance &s = hero->getStack(slot); if (s.count < (TQuantity)count //can't sell more creatures than have || (hero->stacksCount() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack { COMPLAIN_RET("Not enough creatures in army!"); } int b1; //base quantities for trade int b2; market->getOffer(s.getId(), resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE); int units = count / b1; //how many base quantities we trade if (count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error { //TODO: complain? assert(0); } changeStackCount(StackLocation(hero, slot), -(TQuantity)count); giveResource(hero->tempOwner, resourceID, b2 * units); return true; } bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot) { const CArmedInstance *army = nullptr; if (hero) army = hero; else army = dynamic_cast(market); if (!army) COMPLAIN_RET("Incorrect call to transform in undead!"); if (!army->hasStackAtSlot(slot)) COMPLAIN_RET("Army doesn't have any creature in that slot!"); const CStackInstance &s = army->getStack(slot); //resulting creature - bone dragons or skeletons CreatureID resCreature = CreatureID::SKELETON; if ((s.hasBonusOfType(BonusType::DRAGON_NATURE) && !(s.hasBonusOfType(BonusType::UNDEAD))) || (s.getCreatureID() == CreatureID::HYDRA) || (s.getCreatureID() == CreatureID::CHAOS_HYDRA)) resCreature = CreatureID::BONE_DRAGON; changeStackType(StackLocation(army, slot), resCreature.toCreature()); return true; } bool CGameHandler::sendResources(ui32 val, PlayerColor player, GameResID r1, PlayerColor r2) { const PlayerState *p2 = getPlayerState(r2, false); if (!p2 || p2->status != EPlayerStatus::INGAME) { complain("Dest player must be in game!"); return false; } TResourceCap curRes1 = getPlayerState(player)->resources[r1]; vstd::amin(val, curRes1); giveResource(player, r1, -(int)val); giveResource(r2, r1, val); return true; } bool CGameHandler::setFormation(ObjectInstanceID hid, EArmyFormation formation) { const CGHeroInstance *h = getHero(hid); if (!h) { logGlobal->error("Hero doesn't exist!"); return false; } ChangeFormation cf; cf.hid = hid; cf.formation = formation; sendAndApply(cf); return true; } bool CGameHandler::queryReply(QueryID qid, std::optional answer, PlayerColor player) { logGlobal->trace("Player %s attempts answering query %d with answer:", player, qid); if (answer) logGlobal->trace("%d", *answer); auto topQuery = queries->topQuery(player); COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!"); if(topQuery->queryID != qid) { auto currentQuery = queries->getQuery(qid); if(currentQuery != nullptr && currentQuery->endsByPlayerAnswer()) currentQuery->setReply(answer); COMPLAIN_RET("This player top query has different ID!"); //topQuery->queryID != qid } COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!"); topQuery->setReply(answer); queries->popQuery(topQuery); return true; } bool CGameHandler::complain(const std::string &problem) { #ifndef ENABLE_GOLDMASTER playerMessages->broadcastSystemMessage("Server encountered a problem: " + problem); #endif logGlobal->error(problem); return true; } void CGameHandler::showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits) { //PlayerColor player = getOwner(hid); auto upperArmy = dynamic_cast(getObj(upobj)); auto lowerArmy = dynamic_cast(getObj(hid)); assert(lowerArmy); assert(upperArmy); auto garrisonQuery = std::make_shared(this, upperArmy, lowerArmy); queries->addQuery(garrisonQuery); GarrisonDialog gd; gd.hid = hid; gd.objid = upobj; gd.removableUnits = removableUnits; gd.queryID = garrisonQuery->queryID; sendAndApply(gd); } void CGameHandler::showObjectWindow(const CGObjectInstance * object, EOpenWindowMode window, const CGHeroInstance * visitor, bool addQuery) { OpenWindow pack; pack.window = window; pack.object = object->id; pack.visitor = visitor->id; if (addQuery) { auto windowQuery = std::make_shared(this, visitor, window); pack.queryID = windowQuery->queryID; queries->addQuery(windowQuery); } sendAndApply(pack); } bool CGameHandler::isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2) { if (id1 == id2) return true; const CGObjectInstance *o1 = getObj(id1); const CGObjectInstance *o2 = getObj(id2); if (!o1 || !o2) return true; //arranging stacks within an object should be always allowed if (o1 && o2) { if (o1->ID == Obj::TOWN) { const CGTownInstance *t = static_cast(o1); if (t->visitingHero == o2 || t->garrisonHero == o2) return true; } if (o2->ID == Obj::TOWN) { const CGTownInstance *t = static_cast(o2); if (t->visitingHero == o1 || t->garrisonHero == o1) return true; } auto market = getMarket(id1); if(market == nullptr) market = getMarket(id2); if(market) return market->allowsTrade(EMarketMode::ARTIFACT_EXP); if (o1->ID == Obj::HERO && o2->ID == Obj::HERO) { const CGHeroInstance *h1 = static_cast(o1); const CGHeroInstance *h2 = static_cast(o2); // two heroes in same town (garrisoned and visiting) if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown) return true; } //Ongoing garrison exchange - usually picking from top garison (from o1 to o2), but who knows auto dialog = std::dynamic_pointer_cast(queries->topQuery(o1->tempOwner)); if (!dialog) { dialog = std::dynamic_pointer_cast(queries->topQuery(o2->tempOwner)); } if (dialog) { auto topArmy = dialog->exchangingArmies.at(0); auto bottomArmy = dialog->exchangingArmies.at(1); if ((topArmy == o1 && bottomArmy == o2) || (bottomArmy == o1 && topArmy == o2)) return true; } } return false; } void CGameHandler::objectVisited(const CGObjectInstance * obj, const CGHeroInstance * h) { using events::ObjectVisitStarted; logGlobal->debug("%s visits %s (%d)", h->nodeName(), obj->getObjectName(), obj->ID); if (getVisitingHero(obj) != nullptr) { logGlobal->error("Attempt to visit object that is being visited by another hero!"); throw std::runtime_error("Can not visit object that is being visited"); } std::shared_ptr visitQuery; auto startVisit = [&](ObjectVisitStarted & event) { auto visitedObject = obj; if(obj->ID == Obj::HERO) { auto visitedHero = static_cast(obj); const auto visitedTown = visitedHero->visitedTown; if(visitedTown) { const bool isEnemy = visitedHero->getOwner() != h->getOwner(); if(isEnemy && !visitedTown->isBattleOutsideTown(visitedHero)) visitedObject = visitedTown; } } visitQuery = std::make_shared(this, visitedObject, h); queries->addQuery(visitQuery); //TODO real visit pos HeroVisit hv; hv.objId = obj->id; hv.heroId = h->id; hv.player = h->tempOwner; hv.starting = true; sendAndApply(hv); obj->onHeroVisit(h); }; ObjectVisitStarted::defaultExecute(serverEventBus.get(), startVisit, h->tempOwner, h->id, obj->id); if(visitQuery) queries->popIfTop(visitQuery); //visit ends here if no queries were created } void CGameHandler::objectVisitEnded(const CGHeroInstance *h, PlayerColor player) { using events::ObjectVisitEnded; logGlobal->debug("%s visit ends.\n", h->nodeName()); auto endVisit = [&](ObjectVisitEnded & event) { HeroVisit hv; hv.player = event.getPlayer(); hv.heroId = event.getHero(); hv.starting = false; sendAndApply(hv); }; //TODO: ObjectVisitEnded should also have id of visited object, //but this requires object being deleted only by `removeAfterVisit()` but not `removeObject()` ObjectVisitEnded::defaultExecute(serverEventBus.get(), endVisit, player, h->id); } bool CGameHandler::buildBoat(ObjectInstanceID objid, PlayerColor playerID) { const auto *obj = dynamic_cast(getObj(objid)); if (obj->shipyardStatus() != IBoatGenerator::GOOD) { complain("Cannot build boat in this shipyard!"); return false; } TResources boatCost; obj->getBoatCost(boatCost); TResources available = getPlayerState(playerID)->resources; if (!available.canAfford(boatCost)) { complain("Not enough resources to build a boat!"); return false; } int3 tile = obj->bestLocation(); if (!gs->map->isInTheMap(tile)) { complain("Cannot find appropriate tile for a boat!"); return false; } giveResources(playerID, -boatCost); createBoat(tile, obj->getBoatType(), playerID); return true; } void CGameHandler::checkVictoryLossConditions(const std::set & playerColors) { for (auto playerColor : playerColors) { if (getPlayerState(playerColor, false)) checkVictoryLossConditionsForPlayer(playerColor); } } void CGameHandler::checkVictoryLossConditionsForAll() { std::set playerColors; for (int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i) { playerColors.insert(PlayerColor(i)); } checkVictoryLossConditions(playerColors); } void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player) { const PlayerState * p = getPlayerState(player); if(!p || p->status != EPlayerStatus::INGAME) return; auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player); if (victoryLossCheckResult.victory() || victoryLossCheckResult.loss()) { InfoWindow iw; getVictoryLossMessage(player, victoryLossCheckResult, iw); sendAndApply(iw); PlayerEndsGame peg; peg.player = player; peg.victoryLossCheckResult = victoryLossCheckResult; peg.statistic = StatisticDataSet(gameState()->statistic); addStatistics(peg.statistic); // add last turn befor win / loss sendAndApply(peg); turnOrder->onPlayerEndsGame(player); if (victoryLossCheckResult.victory()) { //one player won -> all enemies lost for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++) { if (i->first != player && getPlayerState(i->first)->status == EPlayerStatus::INGAME) { peg.player = i->first; peg.victoryLossCheckResult = getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ? victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner InfoWindow iw; getVictoryLossMessage(player, peg.victoryLossCheckResult, iw); iw.player = i->first; sendAndApply(iw); sendAndApply(peg); } } if(p->human) { lobby->setState(EServerState::SHUTDOWN); } } else { //copy heroes vector to avoid iterator invalidation as removal change PlayerState auto hlp = p->getHeroes(); for (auto h : hlp) //eliminate heroes { if (h) removeObject(h, player); } //player lost -> all his objects become unflagged (neutral) for (auto obj : gs->map->objects) //unflag objs { if (obj.get() && obj->tempOwner == player) setOwner(obj, PlayerColor::NEUTRAL); } //eliminating one player may cause victory of another: std::set playerColors; //do not copy player state (CBonusSystemNode) by value for (auto &p : gs->players) //players may have different colors, iterate over players and not integers { if (p.first != player) playerColors.insert(p.first); } //notify all players for (auto pc : playerColors) { if (getPlayerState(pc)->status == EPlayerStatus::INGAME) { InfoWindow iw; getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw); iw.player = pc; sendAndApply(iw); } } checkVictoryLossConditions(playerColors); } } } void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const { out.player = player; out.text = victoryLossCheckResult.messageToSelf; out.text.replaceName(player); out.components.emplace_back(ComponentType::FLAG, player); } bool CGameHandler::dig(const CGHeroInstance *h) { if (h->diggingStatus() != EDiggingStatus::CAN_DIG) //checks for terrain and movement COMPLAIN_RETF("Hero cannot dig (error code %d)!", static_cast(h->diggingStatus())); createHole(h->visitablePos(), h->getOwner()); //take MPs SetMovePoints smp; smp.hid = h->id; smp.val = 0; sendAndApply(smp); InfoWindow iw; iw.type = EInfoWindowMode::AUTO; iw.player = h->tempOwner; if (gs->map->grailPos == h->visitablePos()) { ArtifactID grail = ArtifactID::GRAIL; iw.text.appendLocalString(EMetaText::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the " ... iw.text.appendName(grail); // ... " The Grail" iw.soundID = soundBase::ULTIMATEARTIFACT; giveHeroNewArtifact(h, grail, ArtifactPosition::FIRST_AVAILABLE); //give grail sendAndApply(iw); iw.soundID = soundBase::invalid; iw.components.emplace_back(ComponentType::ARTIFACT, grail); iw.text.clear(); iw.text.appendTextID(grail.toArtifact()->getDescriptionTextID()); sendAndApply(iw); } else { iw.text.appendLocalString(EMetaText::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?" iw.soundID = soundBase::Dig; sendAndApply(iw); } return true; } void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h) { if (!t.visitableObjects.empty()) { //to prevent self-visiting heroes on space press if (t.visitableObjects.back() != h) objectVisited(t.visitableObjects.back(), h); else if (t.visitableObjects.size() > 1) objectVisited(*(t.visitableObjects.end()-2),h); } } bool CGameHandler::sacrificeCreatures(const IMarket * market, const CGHeroInstance * hero, const std::vector & slot, const std::vector & count) { if (!hero) COMPLAIN_RET("You need hero to sacrifice creature!"); int expSum = 0; auto finish = [this, &hero, &expSum]() { giveExperience(hero, hero->calculateXp(expSum)); }; for(int i = 0; i < slot.size(); ++i) { int oldCount = hero->getStackCount(slot[i]); if(oldCount < (int)count[i]) { finish(); COMPLAIN_RET("Not enough creatures to sacrifice!") } else if(oldCount == count[i] && hero->stacksCount() == 1 && hero->needsLastStack()) { finish(); COMPLAIN_RET("Cannot sacrifice last creature!"); } int crid = hero->getStack(slot[i]).getId(); changeStackCount(StackLocation(hero, slot[i]), -(TQuantity)count[i]); int dump; int exp; market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP); exp *= count[i]; expSum += exp; } finish(); return true; } bool CGameHandler::sacrificeArtifact(const IMarket * market, const CGHeroInstance * hero, const std::vector & arts) { if (!hero) COMPLAIN_RET("You need hero to sacrifice artifact!"); if(hero->getAlignment() == EAlignment::EVIL) COMPLAIN_RET("Evil hero can't sacrifice artifact!"); assert(market); const auto artSet = market->getArtifactsStorage(); int expSum = 0; std::vector artPack; auto finish = [this, &hero, &expSum, &artPack, market]() { removeArtifact(market->getObjInstanceID(), artPack); giveExperience(hero, hero->calculateXp(expSum)); }; for(const auto & artInstId : arts) { if(auto art = artSet->getArtByInstanceId(artInstId)) { if(art->getType()->isTradable()) { int dmp; int expToGive; market->getOffer(art->getTypeId(), 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP); expSum += expToGive; artPack.push_back(artSet->getArtPos(art)); } else { COMPLAIN_RET("Cannot sacrifice not tradable artifact!"); } } else { finish(); COMPLAIN_RET("Cannot find artifact to sacrifice!"); } } finish(); return true; } bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count) { if (sl.army->hasStackAtSlot(sl.slot)) COMPLAIN_RET("Slot is already taken!"); if (!sl.slot.validSlot()) COMPLAIN_RET("Cannot insert stack to that slot!"); InsertNewStack ins; ins.army = sl.army->id; ins.slot = sl.slot; ins.type = c->getId(); ins.count = count; sendAndApply(ins); return true; } bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval) { if (!sl.army->hasStackAtSlot(sl.slot)) COMPLAIN_RET("Cannot find a stack to erase"); if (sl.army->stacksCount() == 1 //from the last stack && sl.army->needsLastStack() //that must be left && !forceRemoval) //ignore above conditions if we are forcing removal { COMPLAIN_RET("Cannot erase the last stack!"); } EraseStack es; es.army = sl.army->id; es.slot = sl.slot; sendAndApply(es); return true; } bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue) { TQuantity currentCount = sl.army->getStackCount(sl.slot); if ((absoluteValue && count < 0) || (!absoluteValue && -count > currentCount)) { COMPLAIN_RET("Cannot take more stacks than present!"); } if ((currentCount == -count && !absoluteValue) || (!count && absoluteValue)) { eraseStack(sl); } else { ChangeStackCount csc; csc.army = sl.army->id; csc.slot = sl.slot; csc.count = count; csc.absoluteValue = absoluteValue; sendAndApply(csc); } return true; } bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count) { const CCreature *slotC = sl.army->getCreature(sl.slot); if (!slotC) //slot is empty insertNewStack(sl, c, count); else if (c == slotC) changeStackCount(sl, count); else { COMPLAIN_RET("Cannot add " + c->getNamePluralTranslated() + " to slot " + boost::lexical_cast(sl.slot) + "!"); } return true; } void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging) { if (removeObjWhenFinished) removeAfterVisit(src); if (!src->canBeMergedWith(*dst, allowMerging)) { if (allowMerging) //do that, add all matching creatures. { bool cont = true; while (cont) { for (auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures { SlotID pos = dst->getSlotFor(i->second->getCreature()); if (pos.validSlot()) { moveStack(StackLocation(src, i->first), StackLocation(dst, pos)); cont = true; break; //or iterator crashes } cont = false; } } } showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends } else //merge { moveArmy(src, dst, allowMerging); } } bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count) { if (!src.army->hasStackAtSlot(src.slot)) COMPLAIN_RET("No stack to move!"); if (dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot)) COMPLAIN_RET("Cannot move: stack of different type at destination pos!"); if (!dst.slot.validSlot()) COMPLAIN_RET("Cannot move stack to that slot!"); if (count == -1) { count = src.army->getStackCount(src.slot); } if (src.army != dst.army //moving away && count == src.army->getStackCount(src.slot) //all creatures && src.army->stacksCount() == 1 //from the last stack && src.army->needsLastStack()) //that must be left { COMPLAIN_RET("Cannot move away the last creature!"); } RebalanceStacks rs; rs.srcArmy = src.army->id; rs.dstArmy = dst.army->id; rs.srcSlot = src.slot; rs.dstSlot = dst.slot; rs.count = count; sendAndApply(rs); return true; } void CGameHandler::castSpell(const spells::Caster * caster, SpellID spellID, const int3 &pos) { if (!spellID.hasValue()) return; AdventureSpellCastParameters p; p.caster = caster; p.pos = pos; const CSpell * s = spellID.toSpell(); s->adventureCast(spellEnv, p); } bool CGameHandler::swapStacks(const StackLocation & sl1, const StackLocation & sl2) { if(!sl1.army->hasStackAtSlot(sl1.slot)) { return moveStack(sl2, sl1); } else if(!sl2.army->hasStackAtSlot(sl2.slot)) { return moveStack(sl1, sl2); } else { SwapStacks ss; ss.srcArmy = sl1.army->id; ss.dstArmy = sl2.army->id; ss.srcSlot = sl1.slot; ss.dstSlot = sl2.slot; sendAndApply(ss); return true; } } bool CGameHandler::putArtifact(const ArtifactLocation & al, const ArtifactInstanceID & id, std::optional askAssemble) { const auto artInst = getArtInstance(id); assert(artInst && artInst->getType()); ArtifactLocation dst(al.artHolder, ArtifactPosition::PRE_FIRST); dst.creature = al.creature; auto putTo = getArtSet(al); assert(putTo); if(al.slot == ArtifactPosition::FIRST_AVAILABLE) { dst.slot = ArtifactUtils::getArtAnyPosition(putTo, artInst->getTypeId()); } else if(ArtifactUtils::isSlotBackpack(al.slot) && !al.creature.has_value()) { dst.slot = ArtifactUtils::getArtBackpackPosition(putTo, artInst->getTypeId()); } else { dst.slot = al.slot; } if(!askAssemble.has_value()) { if(!dst.creature.has_value() && ArtifactUtils::isSlotEquipment(dst.slot)) askAssemble = true; else askAssemble = false; } if(artInst->canBePutAt(putTo, dst.slot)) { PutArtifact pa(id, dst, askAssemble.value()); sendAndApply(pa); return true; } else { return false; } } bool CGameHandler::giveHeroNewArtifact( const CGHeroInstance * h, const CArtifact * artType, const SpellID & spellId, const ArtifactPosition & pos) { assert(artType); NewArtifact na; na.artHolder = h->id; na.artId = artType->getId(); na.spellId = spellId; na.pos = pos; if(pos == ArtifactPosition::FIRST_AVAILABLE) { na.pos = ArtifactUtils::getArtAnyPosition(h, artType->getId()); if(!artType->canBePutAt(h, na.pos)) COMPLAIN_RET("Cannot put artifact in that slot!"); } else if(ArtifactUtils::isSlotBackpack(pos)) { if(!artType->canBePutAt(h, ArtifactUtils::getArtBackpackPosition(h, artType->getId()))) COMPLAIN_RET("Cannot put artifact in that slot!"); } else { COMPLAIN_RET_FALSE_IF(!artType->canBePutAt(h, pos, false), "Cannot put artifact in that slot!"); } sendAndApply(na); return true; } bool CGameHandler::giveHeroNewArtifact(const CGHeroInstance * h, const ArtifactID & artId, const ArtifactPosition & pos) { return giveHeroNewArtifact(h, artId.toArtifact(), SpellID::NONE, pos); } bool CGameHandler::giveHeroNewScroll(const CGHeroInstance * h, const SpellID & spellId, const ArtifactPosition & pos) { return giveHeroNewArtifact(h, ArtifactID(ArtifactID::SPELL_SCROLL).toArtifact(), spellId, pos); } void CGameHandler::spawnWanderingMonsters(CreatureID creatureID) { std::vector::iterator tile; std::vector tiles; getFreeTiles(tiles); ui32 amount = (ui32)tiles.size() / 200; //Chance is 0.5% for each tile RandomGeneratorUtil::randomShuffle(tiles, getRandomGenerator()); logGlobal->trace("Spawning wandering monsters. Found %d free tiles. Creature type: %d", tiles.size(), creatureID.num); const CCreature *cre = creatureID.toCreature(); for (int i = 0; i < (int)amount; ++i) { tile = tiles.begin(); logGlobal->trace("\tSpawning monster at %s", tile->toString()); { auto count = cre->getRandomAmount(std::rand); createWanderingMonster(*tile, creatureID); auto monsterId = getTopObj(*tile)->id; setObjPropertyValue(monsterId, ObjProperty::MONSTER_COUNT, count); setObjPropertyValue(monsterId, ObjProperty::MONSTER_POWER, (si64)1000*count); } tiles.erase(tile); //not use it again } } void CGameHandler::synchronizeArtifactHandlerLists() { UpdateArtHandlerLists uahl; uahl.allocatedArtifacts = gs->allocatedArtifacts; sendAndApply(uahl); } bool CGameHandler::isValidObject(const CGObjectInstance *obj) const { return vstd::contains(gs->map->objects, obj); } bool CGameHandler::isBlockedByQueries(const CPackForServer *pack, PlayerColor player) { if (dynamic_cast(pack) != nullptr) return false; if (dynamic_cast(pack) != nullptr) return false; auto query = queries->topQuery(player); if (query && query->blocksPack(pack)) { complain(boost::str(boost::format( "\r\n| Player \"%s\" has to answer queries before attempting any further actions.\r\n| Top Query: \"%s\"\r\n") % boost::to_upper_copy(player.toString()) % query->toString() )); return true; } return false; } void CGameHandler::removeAfterVisit(const CGObjectInstance *object) { //If the object is being visited, there must be a matching query for (const auto &query : queries->allQueries()) { if (auto someVistQuery = std::dynamic_pointer_cast(query)) { if (someVistQuery->visitedObject == object) { someVistQuery->removeObjectAfterVisit = true; return; } } } //If we haven't returned so far, there is no query and no visit, call was wrong assert("This function needs to be called during the object visit!"); } void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, ETileVisibility mode) { std::unordered_set tiles; if (mode == ETileVisibility::HIDDEN) { getTilesInRange(tiles, center, radius, ETileVisibility::REVEALED, player); } else { getTilesInRange(tiles, center, radius, ETileVisibility::HIDDEN, player); } changeFogOfWar(tiles, player, mode); } void CGameHandler::changeFogOfWar(const std::unordered_set &tiles, PlayerColor player, ETileVisibility mode) { if (tiles.empty()) return; FoWChange fow; fow.tiles = tiles; fow.player = player; fow.mode = mode; if (mode == ETileVisibility::HIDDEN) { // do not hide tiles observed by owned objects. May lead to disastrous AI problems // FIXME: this leads to a bug - shroud of darkness from Necropolis does can not override Skyship from Tower std::unordered_set observedTiles; auto p = getPlayerState(player); for (auto obj : p->getOwnedObjects()) getTilesInRange(observedTiles, obj->getSightCenter(), obj->getSightRadius(), ETileVisibility::REVEALED, obj->getOwner()); for (auto tile : observedTiles) vstd::erase_if_present (fow.tiles, tile); if (fow.tiles.empty()) return; } sendAndApply(fow); } const CGHeroInstance * CGameHandler::getVisitingHero(const CGObjectInstance *obj) { assert(obj); for(const auto & query : queries->allQueries()) { auto visit = std::dynamic_pointer_cast(query); if (visit && visit->visitedObject == obj) return visit->visitingHero; } return nullptr; } const CGObjectInstance * CGameHandler::getVisitingObject(const CGHeroInstance *hero) { assert(hero); for(const auto & query : queries->allQueries()) { auto visit = std::dynamic_pointer_cast(query); if (visit && visit->visitingHero == hero) return visit->visitedObject; } return nullptr; } bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero) { assert(obj); assert(hero); assert(getVisitingHero(obj) == hero); // Check top query of targeted player: // If top query is NOT visit to targeted object then we assume that // visitation query is covered by other query that must be answered first if (auto topQuery = queries->topQuery(hero->getOwner())) if (auto visit = std::dynamic_pointer_cast(topQuery)) return !(visit->visitedObject == obj && visit->visitingHero == hero); return true; } void CGameHandler::setObjPropertyValue(ObjectInstanceID objid, ObjProperty prop, int32_t value) { SetObjectProperty sob; sob.id = objid; sob.what = prop; sob.identifier = NumericID(value); sendAndApply(sob); } void CGameHandler::setObjPropertyID(ObjectInstanceID objid, ObjProperty prop, ObjPropertyID identifier) { SetObjectProperty sob; sob.id = objid; sob.what = prop; sob.identifier = identifier; sendAndApply(sob); } void CGameHandler::setBankObjectConfiguration(ObjectInstanceID objid, const BankConfig & configuration) { SetBankConfiguration srb; srb.objectID = objid; srb.configuration = configuration; sendAndApply(srb); } void CGameHandler::setRewardableObjectConfiguration(ObjectInstanceID objid, const Rewardable::Configuration & configuration) { SetRewardableConfiguration srb; srb.objectID = objid; srb.configuration = configuration; sendAndApply(srb); } void CGameHandler::setRewardableObjectConfiguration(ObjectInstanceID townInstanceID, BuildingID buildingID, const Rewardable::Configuration & configuration) { SetRewardableConfiguration srb; srb.objectID = townInstanceID; srb.buildingID = buildingID; srb.configuration = configuration; sendAndApply(srb); } void CGameHandler::showInfoDialog(InfoWindow * iw) { sendAndApply(*iw); } vstd::RNG & CGameHandler::getRandomGenerator() { return *randomNumberGenerator; } #if SCRIPTING_ENABLED scripting::Pool * CGameHandler::getGlobalContextPool() const { return serverScripts.get(); } //scripting::Pool * CGameHandler::getContextPool() const //{ // return serverScripts.get(); //} #endif CGObjectInstance * CGameHandler::createNewObject(const int3 & visitablePosition, MapObjectID objectID, MapObjectSubID subID) { TerrainId terrainType = ETerrainId::NONE; if (!gs->isInTheMap(visitablePosition)) throw std::runtime_error("Attempt to create object outside map at " + visitablePosition.toString()); const TerrainTile & t = gs->map->getTile(visitablePosition); terrainType = t.getTerrainID(); auto handler = VLC->objtypeh->getHandlerFor(objectID, subID); CGObjectInstance * o = handler->create(gs->callback, nullptr); handler->configureObject(o, getRandomGenerator()); assert(o->ID == objectID); assert(!handler->getTemplates(terrainType).empty()); if (handler->getTemplates().empty()) throw std::runtime_error("Attempt to create object (" + std::to_string(objectID) + ", " + std::to_string(subID.getNum()) + ") with no templates!"); if (!handler->getTemplates(terrainType).empty()) o->appearance = handler->getTemplates(terrainType).front(); else o->appearance = handler->getTemplates().front(); if (o->isVisitable()) o->setAnchorPos(visitablePosition + o->getVisitableOffset()); else o->setAnchorPos(visitablePosition); return o; } void CGameHandler::createWanderingMonster(const int3 & visitablePosition, CreatureID creature) { auto createdObject = createNewObject(visitablePosition, Obj::MONSTER, creature); auto * cre = dynamic_cast(createdObject); assert(cre); cre->notGrowingTeam = cre->neverFlees = false; cre->character = 2; cre->gainedArtifact = ArtifactID::NONE; cre->identifier = -1; cre->addToSlot(SlotID(0), new CStackInstance(creature, -1)); //add placeholder stack newObject(createdObject, PlayerColor::NEUTRAL); } void CGameHandler::createBoat(const int3 & visitablePosition, BoatId type, PlayerColor initiator) { auto createdObject = createNewObject(visitablePosition, Obj::BOAT, type); newObject(createdObject, initiator); } void CGameHandler::createHole(const int3 & visitablePosition, PlayerColor initiator) { auto createdObject = createNewObject(visitablePosition, Obj::HOLE, 0); newObject(createdObject, initiator); } void CGameHandler::newObject(CGObjectInstance * object, PlayerColor initiator) { object->initObj(gs->getRandomGenerator()); NewObject no; no.newObject = object; no.initiator = initiator; sendAndApply(no); } void CGameHandler::startBattle(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, const BattleLayout & layout, const CGTownInstance *town) { battles->startBattle(army1, army2, tile, hero1, hero2, layout, town); } void CGameHandler::startBattle(const CArmedInstance *army1, const CArmedInstance *army2 ) { battles->startBattle(army1, army2); }