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1573 lines
46 KiB
C++
1573 lines
46 KiB
C++
/*
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* GameStatePackVisitor.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "GameStatePackVisitor.h"
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#include "CGameState.h"
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#include "TavernHeroesPool.h"
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#include "../CPlayerState.h"
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#include "../CStack.h"
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#include "../IGameSettings.h"
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#include "../campaign/CampaignState.h"
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#include "../entities/artifact/ArtifactUtils.h"
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#include "../entities/artifact/CArtifact.h"
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#include "../entities/artifact/CArtifactFittingSet.h"
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#include "../mapObjects/CGHeroInstance.h"
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#include "../mapObjects/CGMarket.h"
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#include "../mapObjects/CGTownInstance.h"
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#include "../mapObjects/CQuest.h"
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#include "../mapObjects/FlaggableMapObject.h"
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#include "../mapObjects/MiscObjects.h"
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#include "../mapObjects/TownBuildingInstance.h"
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#include "../mapping/CMap.h"
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#include "../networkPacks/StackLocation.h"
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VCMI_LIB_NAMESPACE_BEGIN
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void GameStatePackVisitor::visitSetResources(SetResources & pack)
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{
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assert(pack.player.isValidPlayer());
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if(pack.mode == ChangeValueMode::ABSOLUTE)
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gs.getPlayerState(pack.player)->resources = pack.res;
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else
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gs.getPlayerState(pack.player)->resources += pack.res;
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gs.getPlayerState(pack.player)->resources.amin(GameConstants::PLAYER_RESOURCES_CAP);
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//just ensure that player resources are not negative
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//server is responsible to check if player can afford deal
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//but events on server side are allowed to take more than player have
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gs.getPlayerState(pack.player)->resources.positive();
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}
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void GameStatePackVisitor::visitSetPrimSkill(SetPrimSkill & pack)
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{
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CGHeroInstance * hero = gs.getHero(pack.id);
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assert(hero);
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hero->setPrimarySkill(pack.which, pack.val, pack.mode);
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}
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void GameStatePackVisitor::visitSetSecSkill(SetSecSkill & pack)
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{
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CGHeroInstance *hero = gs.getHero(pack.id);
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hero->setSecSkillLevel(pack.which, pack.val, pack.mode);
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}
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void GameStatePackVisitor::visitSetCommanderProperty(SetCommanderProperty & pack)
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{
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const auto & commander = gs.getHero(pack.heroid)->getCommander();
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assert (commander);
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switch (pack.which)
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{
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case SetCommanderProperty::BONUS:
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commander->accumulateBonus (std::make_shared<Bonus>(pack.accumulatedBonus));
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break;
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case SetCommanderProperty::SPECIAL_SKILL:
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commander->accumulateBonus (std::make_shared<Bonus>(pack.accumulatedBonus));
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commander->specialSkills.insert (pack.additionalInfo);
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break;
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case SetCommanderProperty::SECONDARY_SKILL:
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commander->secondarySkills[pack.additionalInfo] = static_cast<ui8>(pack.amount);
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break;
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case SetCommanderProperty::ALIVE:
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if (pack.amount)
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commander->setAlive(true);
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else
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commander->setAlive(false);
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break;
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case SetCommanderProperty::EXPERIENCE:
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commander->giveTotalStackExperience(pack.amount);
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commander->nodeHasChanged();
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break;
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}
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}
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void GameStatePackVisitor::visitAddQuest(AddQuest & pack)
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{
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assert(vstd::contains(gs.players, pack.player));
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auto * vec = &gs.players.at(pack.player).quests;
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if (!vstd::contains(*vec, pack.quest))
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vec->push_back(pack.quest);
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else
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logNetwork->warn("Warning! Attempt to add duplicated quest");
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}
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void GameStatePackVisitor::visitChangeFormation(ChangeFormation & pack)
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{
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gs.getHero(pack.hid)->setFormation(pack.formation);
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}
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void GameStatePackVisitor::visitHeroVisitCastle(HeroVisitCastle & pack)
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{
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CGHeroInstance *h = gs.getHero(pack.hid);
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CGTownInstance *t = gs.getTown(pack.tid);
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assert(h);
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assert(t);
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if(pack.start())
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t->setVisitingHero(h);
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else
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t->setVisitingHero(nullptr);
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}
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void GameStatePackVisitor::visitChangeSpells(ChangeSpells & pack)
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{
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CGHeroInstance *hero = gs.getHero(pack.hid);
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if(pack.learn)
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for(const auto & sid : pack.spells)
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hero->addSpellToSpellbook(sid);
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else
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for(const auto & sid : pack.spells)
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hero->removeSpellFromSpellbook(sid);
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}
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void GameStatePackVisitor::visitSetResearchedSpells(SetResearchedSpells & pack)
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{
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CGTownInstance *town = gs.getTown(pack.tid);
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town->spells[pack.level] = pack.spells;
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town->spellResearchCounterDay++;
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if(pack.accepted)
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town->spellResearchAcceptedCounter++;
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}
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void GameStatePackVisitor::visitSetMana(SetMana & pack)
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{
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CGHeroInstance * hero = gs.getHero(pack.hid);
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assert(hero);
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if(pack.mode == ChangeValueMode::ABSOLUTE)
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hero->mana = pack.val;
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else
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hero->mana += pack.val;
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vstd::amax(hero->mana, 0); //not less than 0
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}
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void GameStatePackVisitor::visitSetMovePoints(SetMovePoints & pack)
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{
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CGHeroInstance *hero = gs.getHero(pack.hid);
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assert(hero);
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if(pack.mode == ChangeValueMode::ABSOLUTE)
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hero->setMovementPoints(pack.val);
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else
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hero->setMovementPoints(hero->movementPointsRemaining() + pack.val);
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}
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void GameStatePackVisitor::visitFoWChange(FoWChange & pack)
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{
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TeamState * team = gs.getPlayerTeam(pack.player);
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auto & fogOfWarMap = team->fogOfWarMap;
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for(const int3 & t : pack.tiles)
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fogOfWarMap[t.z][t.x][t.y] = pack.mode != ETileVisibility::HIDDEN;
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if (pack.mode == ETileVisibility::HIDDEN) //do not hide too much
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{
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std::unordered_set<int3> tilesRevealed;
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for (auto & o : gs.getMap().getObjects())
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{
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if (o->asOwnable())
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{
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if(vstd::contains(team->players, o->getOwner())) //check owned observators
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gs.getTilesInRange(tilesRevealed, o->getSightCenter(), o->getSightRadius(), ETileVisibility::HIDDEN, o->tempOwner);
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}
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}
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for(const int3 & t : tilesRevealed) //probably not the most optimal solution ever
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fogOfWarMap[t.z][t.x][t.y] = 1;
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}
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}
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void GameStatePackVisitor::visitSetAvailableHero(SetAvailableHero & pack)
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{
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gs.heroesPool->setHeroForPlayer(pack.player, pack.slotID, pack.hid, pack.army, pack.roleID, pack.replenishPoints);
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}
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void GameStatePackVisitor::visitGiveBonus(GiveBonus & pack)
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{
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CBonusSystemNode *cbsn = nullptr;
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switch(pack.who)
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{
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case GiveBonus::ETarget::OBJECT:
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cbsn = dynamic_cast<CBonusSystemNode*>(gs.getObjInstance(pack.id.as<ObjectInstanceID>()));
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break;
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case GiveBonus::ETarget::HERO_COMMANDER:
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cbsn = gs.getHero(pack.id.as<ObjectInstanceID>())->getCommander();
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break;
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case GiveBonus::ETarget::PLAYER:
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cbsn = gs.getPlayerState(pack.id.as<PlayerColor>());
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break;
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case GiveBonus::ETarget::BATTLE:
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assert(Bonus::OneBattle(&pack.bonus));
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cbsn = dynamic_cast<CBonusSystemNode*>(gs.getBattle(pack.id.as<BattleID>()));
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break;
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}
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assert(cbsn);
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if(Bonus::OneWeek(&pack.bonus))
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pack.bonus.turnsRemain = 8 - gs.getDate(Date::DAY_OF_WEEK); // set correct number of days before adding bonus
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auto b = std::make_shared<Bonus>(pack.bonus);
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cbsn->addNewBonus(b);
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}
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void GameStatePackVisitor::visitChangeObjPos(ChangeObjPos & pack)
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{
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CGObjectInstance *obj = gs.getObjInstance(pack.objid);
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if(!obj)
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{
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logNetwork->error("Wrong ChangeObjPos: object %d doesn't exist!", pack.objid.getNum());
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return;
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}
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gs.getMap().moveObject(pack.objid, pack.nPos + obj->getVisitableOffset());
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}
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void GameStatePackVisitor::visitChangeObjectVisitors(ChangeObjectVisitors & pack)
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{
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auto objectPtr = gs.getObjInstance(pack.object);
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switch (pack.mode)
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{
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case ChangeObjectVisitors::VISITOR_ADD_HERO:
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gs.getHero(pack.hero)->visitedObjects.insert(pack.object);
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[[fallthrough]];
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case ChangeObjectVisitors::VISITOR_ADD_PLAYER:
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gs.getPlayerTeam(gs.getHero(pack.hero)->tempOwner)->scoutedObjects.insert(pack.object);
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gs.getPlayerState(gs.getHero(pack.hero)->tempOwner)->visitedObjects.insert(pack.object);
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gs.getPlayerState(gs.getHero(pack.hero)->tempOwner)->visitedObjectsGlobal.insert({objectPtr->ID, objectPtr->subID});
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break;
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case ChangeObjectVisitors::VISITOR_CLEAR:
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// remove visit info from all heroes, including those that are not present on map
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for (auto heroID : gs.getMap().getHeroesOnMap())
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gs.getHero(heroID)->visitedObjects.erase(pack.object);
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for (auto heroID : gs.getMap().getHeroesInPool())
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gs.getMap().tryGetFromHeroPool(heroID)->visitedObjects.erase(pack.object);
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for(auto &elem : gs.players)
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elem.second.visitedObjects.erase(pack.object);
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for(auto &elem : gs.teams)
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elem.second.scoutedObjects.erase(pack.object);
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break;
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case ChangeObjectVisitors::VISITOR_SCOUTED:
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gs.getPlayerTeam(gs.getHero(pack.hero)->tempOwner)->scoutedObjects.insert(pack.object);
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break;
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}
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}
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void GameStatePackVisitor::visitChangeArtifactsCostume(ChangeArtifactsCostume & pack)
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{
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auto & allCostumes = gs.getPlayerState(pack.player)->costumesArtifacts;
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if(const auto & costume = allCostumes.find(pack.costumeIdx); costume != allCostumes.end())
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costume->second = pack.costumeSet;
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else
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allCostumes.try_emplace(pack.costumeIdx, pack.costumeSet);
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}
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void GameStatePackVisitor::visitPlayerEndsGame(PlayerEndsGame & pack)
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{
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PlayerState *p = gs.getPlayerState(pack.player);
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if(pack.victoryLossCheckResult.victory())
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{
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p->status = EPlayerStatus::WINNER;
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// TODO: Campaign-specific code might as well go somewhere else
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// keep all heroes from the winning player
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if(p->human && gs.getStartInfo()->campState)
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{
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std::vector<CGHeroInstance *> crossoverHeroes;
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for (auto hero : p->getHeroes())
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if (hero->tempOwner == pack.player)
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crossoverHeroes.push_back(hero);
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gs.getStartInfo()->campState->setCurrentMapAsConquered(crossoverHeroes);
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}
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}
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else
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{
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p->status = EPlayerStatus::LOSER;
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}
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// defeated player may be making turn right now
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gs.actingPlayers.erase(pack.player);
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}
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void GameStatePackVisitor::visitPlayerReinitInterface(PlayerReinitInterface & pack)
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{
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if(!gs.getStartInfo())
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return;
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//TODO: what does mean if more that one player connected?
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if(pack.playerConnectionId == PlayerSettings::PLAYER_AI)
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{
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for(const auto & player : pack.players)
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gs.getStartInfo()->getIthPlayersSettings(player).connectedPlayerIDs.clear();
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}
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}
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void GameStatePackVisitor::visitRemoveBonus(RemoveBonus & pack)
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{
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CBonusSystemNode *node = nullptr;
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switch(pack.who)
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{
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case GiveBonus::ETarget::OBJECT:
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node = dynamic_cast<CBonusSystemNode*>(gs.getObjInstance(pack.whoID.as<ObjectInstanceID>()));
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break;
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case GiveBonus::ETarget::PLAYER:
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node = gs.getPlayerState(pack.whoID.as<PlayerColor>());
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break;
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case GiveBonus::ETarget::BATTLE:
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assert(Bonus::OneBattle(&pack.bonus));
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node = dynamic_cast<CBonusSystemNode*>(gs.getBattle(pack.whoID.as<BattleID>()));
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break;
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}
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BonusList &bonuses = node->getExportedBonusList();
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for(const auto & b : bonuses)
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{
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if(b->source == pack.source && b->sid == pack.id)
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{
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pack.bonus = *b; //backup bonus (to show to interfaces later)
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node->removeBonus(b);
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break;
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}
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}
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}
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void GameStatePackVisitor::visitRemoveObject(RemoveObject & pack)
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{
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CGObjectInstance *obj = gs.getObjInstance(pack.objectID);
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logGlobal->debug("removing object id=%d; address=%x; name=%s", pack.objectID, (intptr_t)obj, obj->getObjectName());
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if (pack.initiator.isValidPlayer())
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gs.getPlayerState(pack.initiator)->destroyedObjects.insert(pack.objectID);
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if(obj->getOwner().isValidPlayer())
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gs.getPlayerState(obj->getOwner())->removeOwnedObject(obj); //object removed via map event or hero got beaten
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if(obj->ID == Obj::HERO) //remove beaten hero
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{
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auto beatenHero = dynamic_cast<CGHeroInstance*>(obj);
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assert(beatenHero);
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auto * siegeNode = beatenHero->whereShouldBeAttachedOnSiege(gs);
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vstd::erase_if(beatenHero->artifactsInBackpack, [](const ArtSlotInfo& asi)
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{
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return asi.getArt()->getTypeId() == ArtifactID::GRAIL;
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});
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if(beatenHero->getVisitedTown())
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{
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if(beatenHero->getVisitedTown()->getGarrisonHero() == beatenHero)
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beatenHero->getVisitedTown()->setGarrisonedHero(nullptr);
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else
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beatenHero->getVisitedTown()->setVisitingHero(nullptr);
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beatenHero->setVisitedTown(nullptr, false);
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}
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beatenHero->detachFromBonusSystem(gs);
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beatenHero->tempOwner = PlayerColor::NEUTRAL; //no one owns beaten hero
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// FIXME: workaround:
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// hero should be attached to siegeNode after battle
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// however this code might also be called on dismissing hero while in town
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if (siegeNode && vstd::contains(beatenHero->getParentNodes(), siegeNode))
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beatenHero->detachFrom(*siegeNode);
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//If hero on Boat is removed, the Boat disappears
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if(beatenHero->inBoat())
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{
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auto boat = beatenHero->getBoat();
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beatenHero->setBoat(nullptr);
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gs.getMap().eraseObject(boat->id);
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}
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auto beatenObject = gs.getMap().eraseObject(obj->id);
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//return hero to the pool, so he may reappear in tavern
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gs.heroesPool->addHeroToPool(beatenHero->getHeroTypeID());
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gs.getMap().addToHeroPool(std::dynamic_pointer_cast<CGHeroInstance>(beatenObject));
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return;
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}
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const auto * quest = dynamic_cast<const IQuestObject *>(obj);
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if (quest)
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{
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for (auto &player : gs.players)
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{
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vstd::erase_if(player.second.quests, [obj](const QuestInfo & q){
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return q.obj == obj->id;
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});
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}
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}
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gs.getMap().eraseObject(pack.objectID);
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gs.getMap().calculateGuardingGreaturePositions();//FIXME: excessive, update only affected tiles
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}
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static int getDir(const int3 & src, const int3 & dst)
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{
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int ret = -1;
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if(dst.x+1 == src.x && dst.y+1 == src.y) //tl
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{
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ret = 1;
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}
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else if(dst.x == src.x && dst.y+1 == src.y) //t
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{
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ret = 2;
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}
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else if(dst.x-1 == src.x && dst.y+1 == src.y) //tr
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{
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ret = 3;
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}
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else if(dst.x-1 == src.x && dst.y == src.y) //r
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{
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ret = 4;
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}
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else if(dst.x-1 == src.x && dst.y-1 == src.y) //br
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{
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ret = 5;
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}
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else if(dst.x == src.x && dst.y-1 == src.y) //b
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{
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ret = 6;
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}
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else if(dst.x+1 == src.x && dst.y-1 == src.y) //bl
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{
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ret = 7;
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}
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else if(dst.x+1 == src.x && dst.y == src.y) //l
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{
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ret = 8;
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}
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return ret;
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}
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void GameStatePackVisitor::visitTryMoveHero(TryMoveHero & pack)
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{
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CGHeroInstance *h = gs.getHero(pack.id);
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if (!h)
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{
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logGlobal->error("Attempt ot move unavailable hero %d", pack.id.getNum());
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return;
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}
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const TerrainTile & fromTile = gs.getMap().getTile(h->convertToVisitablePos(pack.start));
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const TerrainTile & destTile = gs.getMap().getTile(h->convertToVisitablePos(pack.end));
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h->setMovementPoints(pack.movePoints);
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if((pack.result == TryMoveHero::SUCCESS || pack.result == TryMoveHero::BLOCKING_VISIT || pack.result == TryMoveHero::EMBARK || pack.result == TryMoveHero::DISEMBARK) && pack.start != pack.end)
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{
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auto dir = getDir(pack.start, pack.end);
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if(dir > 0 && dir <= 8)
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h->moveDir = dir;
|
|
//else don`t change move direction - hero might have traversed the subterranean gate, direction should be kept
|
|
}
|
|
|
|
if(pack.result == TryMoveHero::EMBARK) //hero enters boat at destination tile
|
|
{
|
|
const TerrainTile &tt = gs.getMap().getTile(h->convertToVisitablePos(pack.end));
|
|
ObjectInstanceID topObjectID = tt.visitableObjects.back();
|
|
CGObjectInstance * topObject = gs.getObjInstance(topObjectID);
|
|
assert(tt.visitableObjects.size() >= 1 && topObject->ID == Obj::BOAT); //the only visitable object at destination is Boat
|
|
auto * boat = dynamic_cast<CGBoat *>(topObject);
|
|
assert(boat);
|
|
|
|
gs.getMap().hideObject(boat); //hero blockvis mask will be used, we don't need to duplicate it with boat
|
|
h->setBoat(boat);
|
|
}
|
|
else if(pack.result == TryMoveHero::DISEMBARK) //hero leaves boat to destination tile
|
|
{
|
|
auto * b = h->getBoat();
|
|
b->direction = h->moveDir;
|
|
b->pos = pack.start;
|
|
gs.getMap().showObject(b);
|
|
h->setBoat(nullptr);
|
|
}
|
|
|
|
if(pack.start != pack.end && (pack.result == TryMoveHero::SUCCESS || pack.result == TryMoveHero::TELEPORTATION || pack.result == TryMoveHero::EMBARK || pack.result == TryMoveHero::DISEMBARK))
|
|
{
|
|
gs.getMap().hideObject(h);
|
|
h->setAnchorPos(pack.end);
|
|
if(auto * b = h->getBoat())
|
|
b->setAnchorPos(pack.end);
|
|
gs.getMap().showObject(h);
|
|
}
|
|
|
|
auto & fogOfWarMap = gs.getPlayerTeam(h->getOwner())->fogOfWarMap;
|
|
for(const int3 & t : pack.fowRevealed)
|
|
fogOfWarMap[t.z][t.x][t.y] = 1;
|
|
|
|
if (fromTile.getTerrainID() != destTile.getTerrainID())
|
|
h->nodeHasChanged(); // update bonuses with terrain limiter
|
|
}
|
|
|
|
void GameStatePackVisitor::visitNewStructures(NewStructures & pack)
|
|
{
|
|
CGTownInstance *t = gs.getTown(pack.tid);
|
|
|
|
for(const auto & id : pack.bid)
|
|
{
|
|
assert(t->getTown()->buildings.at(id) != nullptr);
|
|
t->addBuilding(id);
|
|
}
|
|
t->updateAppearance();
|
|
t->built = pack.built;
|
|
t->recreateBuildingsBonuses();
|
|
}
|
|
|
|
void GameStatePackVisitor::visitRazeStructures(RazeStructures & pack)
|
|
{
|
|
CGTownInstance *t = gs.getTown(pack.tid);
|
|
for(const auto & id : pack.bid)
|
|
{
|
|
t->removeBuilding(id);
|
|
|
|
t->updateAppearance();
|
|
}
|
|
t->destroyed = pack.destroyed; //yeaha
|
|
t->recreateBuildingsBonuses();
|
|
}
|
|
|
|
void GameStatePackVisitor::visitSetAvailableCreatures(SetAvailableCreatures & pack)
|
|
{
|
|
auto * dw = dynamic_cast<CGDwelling *>(gs.getObjInstance(pack.tid));
|
|
assert(dw);
|
|
dw->creatures = pack.creatures;
|
|
}
|
|
|
|
void GameStatePackVisitor::visitSetHeroesInTown(SetHeroesInTown & pack)
|
|
{
|
|
CGTownInstance *t = gs.getTown(pack.tid);
|
|
|
|
CGHeroInstance * v = gs.getHero(pack.visiting);
|
|
CGHeroInstance * g = gs.getHero(pack.garrison);
|
|
|
|
bool newVisitorComesFromGarrison = v && v == t->getGarrisonHero();
|
|
bool newGarrisonComesFromVisiting = g && g == t->getVisitingHero();
|
|
|
|
if(newVisitorComesFromGarrison)
|
|
t->setGarrisonedHero(nullptr);
|
|
if(newGarrisonComesFromVisiting)
|
|
t->setVisitingHero(nullptr);
|
|
if(!newGarrisonComesFromVisiting || v)
|
|
t->setVisitingHero(v);
|
|
if(!newVisitorComesFromGarrison || g)
|
|
t->setGarrisonedHero(g);
|
|
|
|
if(v)
|
|
gs.getMap().showObject(v);
|
|
|
|
if(g)
|
|
gs.getMap().hideObject(g);
|
|
}
|
|
|
|
void GameStatePackVisitor::visitHeroRecruited(HeroRecruited & pack)
|
|
{
|
|
auto h = gs.heroesPool->takeHeroFromPool(pack.hid);
|
|
CGTownInstance *t = gs.getTown(pack.tid);
|
|
PlayerState *p = gs.getPlayerState(pack.player);
|
|
|
|
if (pack.boatId.hasValue())
|
|
{
|
|
CGObjectInstance *obj = gs.getObjInstance(pack.boatId);
|
|
auto * boat = dynamic_cast<CGBoat *>(obj);
|
|
if (boat)
|
|
{
|
|
gs.getMap().hideObject(boat);
|
|
h->setBoat(boat);
|
|
}
|
|
}
|
|
|
|
h->setOwner(pack.player);
|
|
h->pos = pack.tile;
|
|
h->updateAppearance();
|
|
|
|
assert(h->id.hasValue());
|
|
gs.getMap().addNewObject(h);
|
|
|
|
p->addOwnedObject(h.get());
|
|
h->attachToBonusSystem(gs);
|
|
|
|
if(t)
|
|
t->setVisitingHero(h.get());
|
|
}
|
|
|
|
void GameStatePackVisitor::visitGiveHero(GiveHero & pack)
|
|
{
|
|
CGHeroInstance *h = gs.getHero(pack.id);
|
|
|
|
if (pack.boatId.hasValue())
|
|
{
|
|
CGObjectInstance *obj = gs.getObjInstance(pack.boatId);
|
|
auto * boat = dynamic_cast<CGBoat *>(obj);
|
|
if (boat)
|
|
{
|
|
gs.getMap().hideObject(boat);
|
|
h->setBoat(boat);
|
|
}
|
|
}
|
|
|
|
//bonus system
|
|
h->detachFrom(gs.globalEffects);
|
|
h->attachTo(*gs.getPlayerState(pack.player));
|
|
|
|
auto oldVisitablePos = h->visitablePos();
|
|
gs.getMap().hideObject(h);
|
|
h->updateAppearance();
|
|
|
|
h->setOwner(pack.player);
|
|
h->setMovementPoints(h->movementPointsLimit(true));
|
|
h->setAnchorPos(h->convertFromVisitablePos(oldVisitablePos));
|
|
gs.getMap().heroAddedToMap(h);
|
|
gs.getPlayerState(h->getOwner())->addOwnedObject(h);
|
|
|
|
gs.getMap().showObject(h);
|
|
h->setVisitedTown(nullptr, false);
|
|
}
|
|
|
|
void GameStatePackVisitor::visitNewObject(NewObject & pack)
|
|
{
|
|
gs.getMap().addNewObject(pack.newObject);
|
|
gs.getMap().calculateGuardingGreaturePositions();
|
|
|
|
// attach newly spawned wandering monster to global bonus system node
|
|
auto newArmy = std::dynamic_pointer_cast<CArmedInstance>(pack.newObject);
|
|
if (newArmy)
|
|
newArmy->attachToBonusSystem(gs);
|
|
|
|
logGlobal->debug("Added object id=%d; name=%s", pack.newObject->id, pack.newObject->getObjectName());
|
|
}
|
|
|
|
void GameStatePackVisitor::visitNewArtifact(NewArtifact & pack)
|
|
{
|
|
auto art = gs.createArtifact(pack.artId, pack.spellId);
|
|
PutArtifact pa(art->getId(), ArtifactLocation(pack.artHolder, pack.pos), false);
|
|
pa.visit(*this);
|
|
}
|
|
|
|
void GameStatePackVisitor::visitChangeStackCount(ChangeStackCount & pack)
|
|
{
|
|
auto * srcObj = gs.getArmyInstance(pack.army);
|
|
if(!srcObj)
|
|
throw std::runtime_error("ChangeStackCount: invalid army object " + std::to_string(pack.army.getNum()) + ", possible game state corruption.");
|
|
|
|
if(pack.mode == ChangeValueMode::ABSOLUTE)
|
|
srcObj->setStackCount(pack.slot, pack.count);
|
|
else
|
|
srcObj->changeStackCount(pack.slot, pack.count);
|
|
}
|
|
|
|
void GameStatePackVisitor::visitSetStackType(SetStackType & pack)
|
|
{
|
|
auto * srcObj = gs.getArmyInstance(pack.army);
|
|
if(!srcObj)
|
|
throw std::runtime_error("SetStackType: invalid army object " + std::to_string(pack.army.getNum()) + ", possible game state corruption.");
|
|
|
|
srcObj->setStackType(pack.slot, pack.type);
|
|
}
|
|
|
|
void GameStatePackVisitor::visitEraseStack(EraseStack & pack)
|
|
{
|
|
auto * srcObj = gs.getArmyInstance(pack.army);
|
|
if(!srcObj)
|
|
throw std::runtime_error("EraseStack: invalid army object " + std::to_string(pack.army.getNum()) + ", possible game state corruption.");
|
|
|
|
srcObj->eraseStack(pack.slot);
|
|
}
|
|
|
|
void GameStatePackVisitor::visitSwapStacks(SwapStacks & pack)
|
|
{
|
|
auto * srcObj = gs.getArmyInstance(pack.srcArmy);
|
|
if(!srcObj)
|
|
throw std::runtime_error("SwapStacks: invalid army object " + std::to_string(pack.srcArmy.getNum()) + ", possible game state corruption.");
|
|
|
|
auto * dstObj = gs.getArmyInstance(pack.dstArmy);
|
|
if(!dstObj)
|
|
throw std::runtime_error("SwapStacks: invalid army object " + std::to_string(pack.dstArmy.getNum()) + ", possible game state corruption.");
|
|
|
|
auto s1 = srcObj->detachStack(pack.srcSlot);
|
|
auto s2 = dstObj->detachStack(pack.dstSlot);
|
|
|
|
srcObj->putStack(pack.srcSlot, std::move(s2));
|
|
dstObj->putStack(pack.dstSlot, std::move(s1));
|
|
}
|
|
|
|
void GameStatePackVisitor::visitInsertNewStack(InsertNewStack & pack)
|
|
{
|
|
if(auto * obj = gs.getArmyInstance(pack.army))
|
|
obj->putStack(pack.slot, std::make_unique<CStackInstance>(gs.cb, pack.type, pack.count));
|
|
else
|
|
throw std::runtime_error("InsertNewStack: invalid army object " + std::to_string(pack.army.getNum()) + ", possible game state corruption.");
|
|
}
|
|
|
|
void GameStatePackVisitor::visitRebalanceStacks(RebalanceStacks & pack)
|
|
{
|
|
auto * srcObj = gs.getArmyInstance(pack.srcArmy);
|
|
if(!srcObj)
|
|
throw std::runtime_error("RebalanceStacks: invalid army object " + std::to_string(pack.srcArmy.getNum()) + ", possible game state corruption.");
|
|
|
|
auto * dstObj = gs.getArmyInstance(pack.dstArmy);
|
|
if(!dstObj)
|
|
throw std::runtime_error("RebalanceStacks: invalid army object " + std::to_string(pack.dstArmy.getNum()) + ", possible game state corruption.");
|
|
|
|
StackLocation src(srcObj->id, pack.srcSlot);
|
|
StackLocation dst(dstObj->id, pack.dstSlot);
|
|
|
|
[[maybe_unused]] const CCreature * srcType = srcObj->getCreature(src.slot);
|
|
const CCreature * dstType = dstObj->getCreature(dst.slot);
|
|
TQuantity srcCount = srcObj->getStackCount(src.slot);
|
|
|
|
if(srcCount == pack.count) //moving whole stack
|
|
{
|
|
if(dstType) //stack at dest -> merge
|
|
{
|
|
assert(dstType == srcType);
|
|
const auto srcHero = dynamic_cast<CGHeroInstance*>(srcObj);
|
|
const auto dstHero = dynamic_cast<CGHeroInstance*>(dstObj);
|
|
auto srcStack = const_cast<CStackInstance*>(srcObj->getStackPtr(src.slot));
|
|
auto dstStack = const_cast<CStackInstance*>(dstObj->getStackPtr(dst.slot));
|
|
if(srcStack->getArt(ArtifactPosition::CREATURE_SLOT))
|
|
{
|
|
if(auto dstArt = dstStack->getArt(ArtifactPosition::CREATURE_SLOT))
|
|
{
|
|
bool artifactIsLost = true;
|
|
|
|
if(srcHero)
|
|
{
|
|
auto dstSlot = ArtifactUtils::getArtBackpackPosition(srcHero, dstArt->getTypeId());
|
|
if (dstSlot != ArtifactPosition::PRE_FIRST)
|
|
{
|
|
gs.getMap().moveArtifactInstance(*dstStack, ArtifactPosition::CREATURE_SLOT, *srcHero, dstSlot);
|
|
artifactIsLost = false;
|
|
}
|
|
}
|
|
|
|
if (artifactIsLost)
|
|
{
|
|
BulkEraseArtifacts ea;
|
|
ea.artHolder = dstHero->id;
|
|
ea.posPack.emplace_back(ArtifactPosition::CREATURE_SLOT);
|
|
ea.creature = dst.slot;
|
|
ea.visit(*this);
|
|
logNetwork->warn("Cannot move artifact! No free slots");
|
|
}
|
|
gs.getMap().moveArtifactInstance(*srcStack, ArtifactPosition::CREATURE_SLOT, *dstStack, ArtifactPosition::CREATURE_SLOT);
|
|
//TODO: choose from dialog
|
|
}
|
|
else //just move to the other slot before stack gets erased
|
|
{
|
|
gs.getMap().moveArtifactInstance(*srcStack, ArtifactPosition::CREATURE_SLOT, *dstStack, ArtifactPosition::CREATURE_SLOT);
|
|
}
|
|
}
|
|
|
|
auto movedStack = srcObj->detachStack(src.slot);
|
|
dstObj->joinStack(dst.slot, std::move(movedStack));
|
|
}
|
|
else
|
|
{
|
|
auto movedStack = srcObj->detachStack(src.slot);
|
|
dstObj->putStack(dst.slot, std::move(movedStack));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
auto movedStack = srcObj->splitStack(src.slot, pack.count);
|
|
if(dstType) //stack at dest -> rebalance
|
|
{
|
|
assert(dstType == srcType);
|
|
dstObj->joinStack(dst.slot, std::move(movedStack));
|
|
}
|
|
else //move new stack to an empty slot
|
|
{
|
|
dstObj->putStack(dst.slot, std::move(movedStack));
|
|
}
|
|
}
|
|
|
|
srcObj->nodeHasChanged();
|
|
if (srcObj != dstObj)
|
|
dstObj->nodeHasChanged();
|
|
}
|
|
|
|
void GameStatePackVisitor::visitBulkRebalanceStacks(BulkRebalanceStacks & pack)
|
|
{
|
|
for(auto & move : pack.moves)
|
|
move.visit(*this);
|
|
}
|
|
|
|
void GameStatePackVisitor::visitGrowUpArtifact(GrowUpArtifact & pack)
|
|
{
|
|
auto artInst = gs.getArtInstance(pack.id);
|
|
assert(artInst);
|
|
artInst->growingUp();
|
|
}
|
|
|
|
void GameStatePackVisitor::visitPutArtifact(PutArtifact & pack)
|
|
{
|
|
auto art = gs.getArtInstance(pack.id);
|
|
assert(!art->getParentNodes().empty());
|
|
auto hero = gs.getHero(pack.al.artHolder);
|
|
assert(hero);
|
|
assert(art && art->canBePutAt(hero, pack.al.slot));
|
|
assert(ArtifactUtils::checkIfSlotValid(*hero, pack.al.slot));
|
|
gs.getMap().putArtifactInstance(*hero, art->getId(), pack.al.slot);
|
|
}
|
|
|
|
void GameStatePackVisitor::visitBulkEraseArtifacts(BulkEraseArtifacts & pack)
|
|
{
|
|
const auto artSet = gs.getArtSet(pack.artHolder);
|
|
assert(artSet);
|
|
|
|
std::sort(pack.posPack.begin(), pack.posPack.end(), [](const ArtifactPosition & slot0, const ArtifactPosition & slot1) -> bool
|
|
{
|
|
return slot0.num > slot1.num;
|
|
});
|
|
|
|
for(const auto & slot : pack.posPack)
|
|
{
|
|
const auto slotInfo = artSet->getSlot(slot);
|
|
const ArtifactInstanceID artifactID = slotInfo->artifactID;
|
|
const CArtifactInstance * artifact = gs.getArtInstance(artifactID);
|
|
if(slotInfo->locked)
|
|
{
|
|
logGlobal->debug("Erasing locked artifact: %s", artifact->getType()->getNameTranslated());
|
|
DisassembledArtifact dis;
|
|
dis.al.artHolder = pack.artHolder;
|
|
|
|
for(auto & slotInfoWorn : artSet->artifactsWorn)
|
|
{
|
|
auto art = slotInfoWorn.second.getArt();
|
|
if(art->isCombined() && art->isPart(artifact))
|
|
{
|
|
dis.al.slot = artSet->getArtPos(art);
|
|
break;
|
|
}
|
|
}
|
|
assert((dis.al.slot != ArtifactPosition::PRE_FIRST) && "Failed to determine the assembly this locked artifact belongs to");
|
|
logGlobal->debug("Found the corresponding assembly: %s", artSet->getArt(dis.al.slot)->getType()->getNameTranslated());
|
|
dis.visit(*this);
|
|
}
|
|
else
|
|
{
|
|
logGlobal->debug("Erasing artifact %s", artifact->getType()->getNameTranslated());
|
|
}
|
|
gs.getMap().removeArtifactInstance(*artSet, slot);
|
|
}
|
|
}
|
|
|
|
void GameStatePackVisitor::visitBulkMoveArtifacts(BulkMoveArtifacts & pack)
|
|
{
|
|
const auto bulkArtsRemove = [this](std::vector<MoveArtifactInfo> & artsPack, CArtifactSet & artSet)
|
|
{
|
|
std::vector<ArtifactPosition> packToRemove;
|
|
for(const auto & slotsPair : artsPack)
|
|
packToRemove.push_back(slotsPair.srcPos);
|
|
std::sort(packToRemove.begin(), packToRemove.end(), [](const ArtifactPosition & slot0, const ArtifactPosition & slot1) -> bool
|
|
{
|
|
return slot0.num > slot1.num;
|
|
});
|
|
|
|
for(const auto & slot : packToRemove)
|
|
gs.getMap().removeArtifactInstance(artSet, slot);
|
|
};
|
|
|
|
const auto bulkArtsPut = [this](std::vector<MoveArtifactInfo> & artsPack, CArtifactSet & initArtSet, CArtifactSet & dstArtSet)
|
|
{
|
|
for(const auto & slotsPair : artsPack)
|
|
{
|
|
auto * art = initArtSet.getArt(slotsPair.srcPos);
|
|
assert(art);
|
|
gs.getMap().putArtifactInstance(dstArtSet, art->getId(), slotsPair.dstPos);
|
|
}
|
|
};
|
|
|
|
auto * leftSet = gs.getArtSet(ArtifactLocation(pack.srcArtHolder, pack.srcCreature));
|
|
assert(leftSet);
|
|
auto * rightSet = gs.getArtSet(ArtifactLocation(pack.dstArtHolder, pack.dstCreature));
|
|
assert(rightSet);
|
|
CArtifactFittingSet artInitialSetLeft(*leftSet);
|
|
bulkArtsRemove(pack.artsPack0, *leftSet);
|
|
if(!pack.artsPack1.empty())
|
|
{
|
|
CArtifactFittingSet artInitialSetRight(*rightSet);
|
|
bulkArtsRemove(pack.artsPack1, *rightSet);
|
|
bulkArtsPut(pack.artsPack1, artInitialSetRight, *leftSet);
|
|
}
|
|
bulkArtsPut(pack.artsPack0, artInitialSetLeft, *rightSet);
|
|
}
|
|
|
|
void GameStatePackVisitor::visitDischargeArtifact(DischargeArtifact & pack)
|
|
{
|
|
auto artInst = gs.getArtInstance(pack.id);
|
|
assert(artInst);
|
|
artInst->discharge(pack.charges);
|
|
if(artInst->getType()->getRemoveOnDepletion() && artInst->getCharges() == 0 && pack.artLoc.has_value())
|
|
{
|
|
BulkEraseArtifacts ePack;
|
|
ePack.artHolder = pack.artLoc.value().artHolder;
|
|
ePack.creature = pack.artLoc.value().creature;
|
|
ePack.posPack.push_back(pack.artLoc.value().slot);
|
|
ePack.visit(*this);
|
|
}
|
|
}
|
|
|
|
void GameStatePackVisitor::visitAssembledArtifact(AssembledArtifact & pack)
|
|
{
|
|
auto artSet = gs.getArtSet(pack.al.artHolder);
|
|
assert(artSet);
|
|
const auto transformedArt = artSet->getArt(pack.al.slot);
|
|
assert(transformedArt);
|
|
const auto builtArt = pack.artId.toArtifact();
|
|
assert(vstd::contains_if(ArtifactUtils::assemblyPossibilities(artSet, transformedArt->getTypeId()), [=](const CArtifact * art)->bool
|
|
{
|
|
return art->getId() == builtArt->getId();
|
|
}));
|
|
|
|
auto * combinedArt = gs.getMap().createArtifactComponent(pack.artId);
|
|
|
|
// Find slots for all involved artifacts
|
|
std::set<ArtifactPosition, std::greater<>> slotsInvolved = { pack.al.slot };
|
|
CArtifactFittingSet fittingSet(*artSet);
|
|
auto parts = builtArt->getConstituents();
|
|
parts.erase(std::find(parts.begin(), parts.end(), transformedArt->getType()));
|
|
for(const auto constituent : parts)
|
|
{
|
|
const auto slot = fittingSet.getArtPos(constituent->getId(), false, false);
|
|
fittingSet.lockSlot(slot);
|
|
assert(slot != ArtifactPosition::PRE_FIRST);
|
|
slotsInvolved.insert(slot);
|
|
}
|
|
|
|
// Find a slot for combined artifact
|
|
if(ArtifactUtils::isSlotEquipment(pack.al.slot) && ArtifactUtils::isSlotBackpack(*slotsInvolved.begin()))
|
|
{
|
|
pack.al.slot = ArtifactPosition::BACKPACK_START;
|
|
}
|
|
else if(ArtifactUtils::isSlotBackpack(pack.al.slot))
|
|
{
|
|
for(const auto & slot : slotsInvolved)
|
|
if(ArtifactUtils::isSlotBackpack(slot))
|
|
pack.al.slot = slot;
|
|
}
|
|
else
|
|
{
|
|
for(const auto & slot : slotsInvolved)
|
|
if(!vstd::contains(builtArt->getPossibleSlots().at(artSet->bearerType()), pack.al.slot)
|
|
&& vstd::contains(builtArt->getPossibleSlots().at(artSet->bearerType()), slot))
|
|
{
|
|
pack.al.slot = slot;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Delete parts from hero
|
|
for(const auto & slot : slotsInvolved)
|
|
{
|
|
const auto constituentInstance = artSet->getArt(slot);
|
|
gs.getMap().removeArtifactInstance(*artSet, slot);
|
|
|
|
if(!combinedArt->getType()->isFused())
|
|
{
|
|
if(ArtifactUtils::isSlotEquipment(pack.al.slot) && slot != pack.al.slot)
|
|
combinedArt->addPart(constituentInstance, slot);
|
|
else
|
|
combinedArt->addPart(constituentInstance, ArtifactPosition::PRE_FIRST);
|
|
}
|
|
}
|
|
|
|
// Put new combined artifacts
|
|
gs.getMap().putArtifactInstance(*artSet, combinedArt->getId(), pack.al.slot);
|
|
}
|
|
|
|
void GameStatePackVisitor::visitDisassembledArtifact(DisassembledArtifact & pack)
|
|
{
|
|
auto hero = gs.getHero(pack.al.artHolder);
|
|
assert(hero);
|
|
auto disassembledArtID = hero->getArtID(pack.al.slot);
|
|
auto disassembledArt = gs.getArtInstance(disassembledArtID);
|
|
assert(disassembledArt);
|
|
|
|
const auto parts = disassembledArt->getPartsInfo();
|
|
gs.getMap().removeArtifactInstance(*hero, pack.al.slot);
|
|
for(auto & part : parts)
|
|
{
|
|
// ArtifactPosition::PRE_FIRST is value of main part slot -> it'll replace combined artifact in its pos
|
|
auto slot = (ArtifactUtils::isSlotEquipment(part.slot) ? part.slot : pack.al.slot);
|
|
disassembledArt->detachFromSource(*part.getArtifact());
|
|
gs.getMap().putArtifactInstance(*hero, part.getArtifact()->getId(), slot);
|
|
}
|
|
gs.getMap().eraseArtifactInstance(disassembledArt->getId());
|
|
}
|
|
|
|
void GameStatePackVisitor::visitHeroVisit(HeroVisit & pack)
|
|
{
|
|
}
|
|
|
|
void GameStatePackVisitor::visitSetAvailableArtifacts(SetAvailableArtifacts & pack)
|
|
{
|
|
if(pack.id != ObjectInstanceID::NONE)
|
|
{
|
|
if(auto * bm = dynamic_cast<CGBlackMarket *>(gs.getObjInstance(pack.id)))
|
|
{
|
|
bm->artifacts = pack.arts;
|
|
}
|
|
else
|
|
{
|
|
logNetwork->error("Wrong black market id!");
|
|
}
|
|
}
|
|
else
|
|
{
|
|
gs.getMap().townMerchantArtifacts = pack.arts;
|
|
}
|
|
}
|
|
|
|
void GameStatePackVisitor::visitNewTurn(NewTurn & pack)
|
|
{
|
|
gs.day = pack.day;
|
|
|
|
// Update bonuses before doing anything else so hero don't get more MP than needed
|
|
gs.globalEffects.removeBonusesRecursive(Bonus::OneDay); //works for children -> all game objs
|
|
gs.globalEffects.reduceBonusDurations(Bonus::NDays);
|
|
gs.globalEffects.reduceBonusDurations(Bonus::OneWeek);
|
|
//TODO not really a single root hierarchy, what about bonuses placed elsewhere? [not an issue with H3 mechanics but in the future...]
|
|
|
|
for(auto & manaPack : pack.heroesMana)
|
|
manaPack.visit(*this);
|
|
|
|
for(auto & movePack : pack.heroesMovement)
|
|
movePack.visit(*this);
|
|
|
|
gs.heroesPool->onNewDay();
|
|
|
|
for(auto & entry : pack.playerIncome)
|
|
{
|
|
gs.getPlayerState(entry.first)->resources += entry.second;
|
|
gs.getPlayerState(entry.first)->resources.amin(GameConstants::PLAYER_RESOURCES_CAP);
|
|
}
|
|
|
|
for(auto & creatureSet : pack.availableCreatures) //set available creatures in towns
|
|
creatureSet.visit(*this);
|
|
|
|
for (const auto & townID : gs.getMap().getAllTowns())
|
|
{
|
|
auto t = gs.getTown(townID);
|
|
t->built = 0;
|
|
t->spellResearchCounterDay = 0;
|
|
}
|
|
|
|
if(pack.newRumor)
|
|
gs.currentRumor = *pack.newRumor;
|
|
}
|
|
|
|
void GameStatePackVisitor::visitSetObjectProperty(SetObjectProperty & pack)
|
|
{
|
|
CGObjectInstance *obj = gs.getObjInstance(pack.id);
|
|
if(!obj)
|
|
{
|
|
logNetwork->error("Wrong object ID - property cannot be set!");
|
|
return;
|
|
}
|
|
|
|
if(pack.what == ObjProperty::OWNER && obj->asOwnable())
|
|
{
|
|
PlayerColor oldOwner = obj->getOwner();
|
|
PlayerColor newOwner = pack.identifier.as<PlayerColor>();
|
|
if(oldOwner.isValidPlayer())
|
|
gs.getPlayerState(oldOwner)->removeOwnedObject(obj);
|
|
|
|
if(newOwner.isValidPlayer())
|
|
gs.getPlayerState(newOwner)->addOwnedObject(obj);
|
|
}
|
|
|
|
if(pack.what == ObjProperty::OWNER)
|
|
{
|
|
if(obj->ID == Obj::TOWN)
|
|
{
|
|
auto * t = dynamic_cast<CGTownInstance *>(obj);
|
|
assert(t);
|
|
|
|
PlayerColor oldOwner = t->tempOwner;
|
|
if(oldOwner.isValidPlayer())
|
|
{
|
|
auto * state = gs.getPlayerState(oldOwner);
|
|
if(state->getTowns().empty())
|
|
state->daysWithoutCastle = 0;
|
|
}
|
|
if(pack.identifier.as<PlayerColor>().isValidPlayer())
|
|
{
|
|
//reset counter before NewTurn to avoid no town message if game loaded at turn when one already captured
|
|
PlayerState * p = gs.getPlayerState(pack.identifier.as<PlayerColor>());
|
|
if(p->daysWithoutCastle)
|
|
p->daysWithoutCastle = std::nullopt;
|
|
}
|
|
}
|
|
|
|
obj->detachFromBonusSystem(gs);
|
|
obj->setProperty(pack.what, pack.identifier);
|
|
obj->attachToBonusSystem(gs);
|
|
}
|
|
else //not an armed instance
|
|
{
|
|
obj->setProperty(pack.what, pack.identifier);
|
|
}
|
|
}
|
|
|
|
void GameStatePackVisitor::visitHeroLevelUp(HeroLevelUp & pack)
|
|
{
|
|
auto * hero = gs.getHero(pack.heroId);
|
|
assert(hero);
|
|
hero->levelUp();
|
|
}
|
|
|
|
void GameStatePackVisitor::visitCommanderLevelUp(CommanderLevelUp & pack)
|
|
{
|
|
auto * hero = gs.getHero(pack.heroId);
|
|
assert(hero);
|
|
const auto & commander = hero->getCommander();
|
|
assert(commander);
|
|
commander->levelUp();
|
|
}
|
|
|
|
void GameStatePackVisitor::visitBattleStart(BattleStart & pack)
|
|
{
|
|
assert(pack.battleID == gs.nextBattleID);
|
|
|
|
pack.info->battleID = gs.nextBattleID;
|
|
pack.info->localInit();
|
|
|
|
gs.currentBattles.push_back(std::move(pack.info));
|
|
gs.nextBattleID = BattleID(gs.nextBattleID.getNum() + 1);
|
|
}
|
|
|
|
void GameStatePackVisitor::visitBattleNextRound(BattleNextRound & pack)
|
|
{
|
|
gs.getBattle(pack.battleID)->nextRound();
|
|
}
|
|
|
|
void GameStatePackVisitor::visitBattleSetActiveStack(BattleSetActiveStack & pack)
|
|
{
|
|
gs.getBattle(pack.battleID)->nextTurn(pack.stack, pack.reason);
|
|
}
|
|
|
|
void GameStatePackVisitor::visitBattleTriggerEffect(BattleTriggerEffect & pack)
|
|
{
|
|
CStack * st = gs.getBattle(pack.battleID)->getStack(pack.stackID);
|
|
assert(st);
|
|
switch(static_cast<BonusType>(pack.effect))
|
|
{
|
|
case BonusType::HP_REGENERATION:
|
|
{
|
|
int64_t toHeal = pack.val;
|
|
st->heal(toHeal, EHealLevel::HEAL, EHealPower::PERMANENT);
|
|
break;
|
|
}
|
|
case BonusType::MANA_DRAIN:
|
|
{
|
|
CGHeroInstance * h = gs.getHero(ObjectInstanceID(pack.additionalInfo));
|
|
st->drainedMana = true;
|
|
h->mana -= pack.val;
|
|
vstd::amax(h->mana, 0);
|
|
break;
|
|
}
|
|
case BonusType::POISON:
|
|
{
|
|
auto b = st->getLocalBonus(Selector::source(BonusSource::SPELL_EFFECT, SpellID(SpellID::POISON))
|
|
.And(Selector::type()(BonusType::STACK_HEALTH)));
|
|
if (b)
|
|
b->val = pack.val;
|
|
break;
|
|
}
|
|
case BonusType::ENCHANTER:
|
|
case BonusType::MORALE:
|
|
break;
|
|
case BonusType::FEAR:
|
|
st->fear = true;
|
|
break;
|
|
default:
|
|
logNetwork->error("Unrecognized trigger effect type %d", pack.effect);
|
|
}
|
|
}
|
|
|
|
void GameStatePackVisitor::visitBattleUpdateGateState(BattleUpdateGateState & pack)
|
|
{
|
|
if(gs.getBattle(pack.battleID))
|
|
gs.getBattle(pack.battleID)->si.gateState = pack.state;
|
|
}
|
|
|
|
void GameStatePackVisitor::visitBattleCancelled(BattleCancelled & pack)
|
|
{
|
|
auto currentBattle = boost::range::find_if(gs.currentBattles, [&](const auto & battle)
|
|
{
|
|
return battle->battleID == pack.battleID;
|
|
});
|
|
|
|
assert(currentBattle != gs.currentBattles.end());
|
|
gs.currentBattles.erase(currentBattle);
|
|
}
|
|
|
|
void GameStatePackVisitor::visitBattleResultAccepted(BattleResultAccepted & pack)
|
|
{
|
|
// Remove any "until next battle" bonuses
|
|
if(const auto attackerHero = gs.getHero(pack.heroResult[BattleSide::ATTACKER].heroID))
|
|
attackerHero->removeBonusesRecursive(Bonus::OneBattle);
|
|
if(const auto defenderHero = gs.getHero(pack.heroResult[BattleSide::DEFENDER].heroID))
|
|
defenderHero->removeBonusesRecursive(Bonus::OneBattle);
|
|
|
|
if(gs.getSettings().getBoolean(EGameSettings::MODULE_STACK_EXPERIENCE))
|
|
{
|
|
if(const auto attackerArmy = gs.getArmyInstance(pack.heroResult[BattleSide::ATTACKER].armyID))
|
|
attackerArmy->giveAverageStackExperience(pack.heroResult[BattleSide::ATTACKER].exp);
|
|
|
|
if(const auto defenderArmy = gs.getArmyInstance(pack.heroResult[BattleSide::DEFENDER].armyID))
|
|
defenderArmy->giveAverageStackExperience(pack.heroResult[BattleSide::DEFENDER].exp);
|
|
}
|
|
}
|
|
|
|
void GameStatePackVisitor::visitBattleStackMoved(BattleStackMoved & pack)
|
|
{
|
|
BattleStatePackVisitor battleVisitor(*gs.getBattle(pack.battleID));
|
|
pack.visitTyped(battleVisitor);
|
|
}
|
|
|
|
void GameStatePackVisitor::visitBattleAttack(BattleAttack & pack)
|
|
{
|
|
CStack * attacker = gs.getBattle(pack.battleID)->getStack(pack.stackAttacking);
|
|
assert(attacker);
|
|
|
|
pack.attackerChanges.visit(*this);
|
|
|
|
for(BattleStackAttacked & stack : pack.bsa)
|
|
gs.getBattle(pack.battleID)->setUnitState(stack.newState.id, stack.newState.data, stack.newState.healthDelta);
|
|
|
|
attacker->removeBonusesRecursive(Bonus::UntilAttack);
|
|
|
|
if(!pack.counter())
|
|
attacker->removeBonusesRecursive(Bonus::UntilOwnAttack);
|
|
}
|
|
|
|
void GameStatePackVisitor::visitStartAction(StartAction & pack)
|
|
{
|
|
CStack *st = gs.getBattle(pack.battleID)->getStack(pack.ba.stackNumber);
|
|
|
|
if(pack.ba.actionType == EActionType::END_TACTIC_PHASE)
|
|
{
|
|
gs.getBattle(pack.battleID)->tacticDistance = 0;
|
|
return;
|
|
}
|
|
|
|
if(gs.getBattle(pack.battleID)->tacticDistance)
|
|
{
|
|
// moves in tactics phase do not affect creature status
|
|
// (tactics stack queue is managed by client)
|
|
return;
|
|
}
|
|
|
|
if (pack.ba.isUnitAction())
|
|
{
|
|
assert(st); // stack must exists for all non-hero actions
|
|
|
|
switch(pack.ba.actionType)
|
|
{
|
|
case EActionType::DEFEND:
|
|
st->waiting = false;
|
|
st->defending = true;
|
|
st->defendingAnim = true;
|
|
break;
|
|
case EActionType::WAIT:
|
|
st->defendingAnim = false;
|
|
st->waiting = true;
|
|
st->waitedThisTurn = true;
|
|
break;
|
|
case EActionType::HERO_SPELL: //no change in current stack state
|
|
break;
|
|
default: //any active stack action - attack, catapult, heal, spell...
|
|
st->waiting = false;
|
|
st->defendingAnim = false;
|
|
st->movedThisRound = true;
|
|
st->castSpellThisTurn = pack.ba.actionType == EActionType::MONSTER_SPELL;
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if(pack.ba.actionType == EActionType::HERO_SPELL)
|
|
gs.getBattle(pack.battleID)->getSide(pack.ba.side).usedSpellsHistory.push_back(pack.ba.spell);
|
|
}
|
|
}
|
|
|
|
void GameStatePackVisitor::visitBattleSpellCast(BattleSpellCast & pack)
|
|
{
|
|
if(pack.castByHero && pack.side != BattleSide::NONE)
|
|
gs.getBattle(pack.battleID)->getSide(pack.side).castSpellsCount++;
|
|
}
|
|
|
|
void GameStatePackVisitor::visitSetStackEffect(SetStackEffect & pack)
|
|
{
|
|
BattleStatePackVisitor battleVisitor(*gs.getBattle(pack.battleID));
|
|
pack.visitTyped(battleVisitor);
|
|
}
|
|
|
|
void GameStatePackVisitor::visitStacksInjured(StacksInjured & pack)
|
|
{
|
|
BattleStatePackVisitor battleVisitor(*gs.getBattle(pack.battleID));
|
|
pack.visitTyped(battleVisitor);
|
|
}
|
|
|
|
void GameStatePackVisitor::visitBattleUnitsChanged(BattleUnitsChanged & pack)
|
|
{
|
|
BattleStatePackVisitor battleVisitor(*gs.getBattle(pack.battleID));
|
|
pack.visitTyped(battleVisitor);
|
|
}
|
|
|
|
void GameStatePackVisitor::visitBattleResultsApplied(BattleResultsApplied & pack)
|
|
{
|
|
pack.learnedSpells.visit(*this);
|
|
|
|
for(auto & discharging : pack.dischargingArtifacts)
|
|
discharging.visit(*this);
|
|
|
|
for(auto & growing : pack.growingArtifacts)
|
|
growing.visit(*this);
|
|
|
|
for(auto & movingPack : pack.movingArtifacts)
|
|
movingPack.visit(*this);
|
|
|
|
const auto currentBattle = std::find_if(gs.currentBattles.begin(), gs.currentBattles.end(),
|
|
[&](const auto & battle)
|
|
{
|
|
return battle->battleID == pack.battleID;
|
|
});
|
|
|
|
assert(currentBattle != gs.currentBattles.end());
|
|
gs.currentBattles.erase(currentBattle);
|
|
}
|
|
|
|
void GameStatePackVisitor::visitBattleObstaclesChanged(BattleObstaclesChanged & pack)
|
|
{
|
|
BattleStatePackVisitor battleVisitor(*gs.getBattle(pack.battleID));
|
|
pack.visitTyped(battleVisitor);
|
|
}
|
|
|
|
void GameStatePackVisitor::visitCatapultAttack(CatapultAttack & pack)
|
|
{
|
|
BattleStatePackVisitor battleVisitor(*gs.getBattle(pack.battleID));
|
|
pack.visitTyped(battleVisitor);
|
|
}
|
|
|
|
void GameStatePackVisitor::visitBattleSetStackProperty(BattleSetStackProperty & pack)
|
|
{
|
|
CStack * stack = gs.getBattle(pack.battleID)->getStack(pack.stackID, false);
|
|
switch(pack.which)
|
|
{
|
|
case BattleSetStackProperty::CASTS:
|
|
{
|
|
if(pack.absolute)
|
|
logNetwork->error("Can not change casts in absolute mode");
|
|
else
|
|
stack->casts.use(-pack.val);
|
|
break;
|
|
}
|
|
case BattleSetStackProperty::ENCHANTER_COUNTER:
|
|
{
|
|
auto & counter = gs.getBattle(pack.battleID)->getSide(gs.getBattle(pack.battleID)->whatSide(stack->unitOwner())).enchanterCounter;
|
|
if(pack.absolute)
|
|
counter = pack.val;
|
|
else
|
|
counter += pack.val;
|
|
vstd::amax(counter, 0);
|
|
break;
|
|
}
|
|
case BattleSetStackProperty::UNBIND:
|
|
{
|
|
stack->removeBonusesRecursive(Selector::type()(BonusType::BIND_EFFECT));
|
|
break;
|
|
}
|
|
case BattleSetStackProperty::CLONED:
|
|
{
|
|
stack->cloned = true;
|
|
break;
|
|
}
|
|
case BattleSetStackProperty::HAS_CLONE:
|
|
{
|
|
stack->cloneID = pack.val;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void GameStatePackVisitor::visitPlayerCheated(PlayerCheated & pack)
|
|
{
|
|
assert(pack.player.isValidPlayer());
|
|
|
|
gs.getPlayerState(pack.player)->enteredLosingCheatCode = pack.losingCheatCode;
|
|
gs.getPlayerState(pack.player)->enteredWinningCheatCode = pack.winningCheatCode;
|
|
gs.getPlayerState(pack.player)->cheated = true;
|
|
}
|
|
|
|
void GameStatePackVisitor::visitPlayerStartsTurn(PlayerStartsTurn & pack)
|
|
{
|
|
//assert(gs.actingPlayers.count(player) == 0);//Legal - may happen after loading of deserialized map state
|
|
gs.actingPlayers.insert(pack.player);
|
|
}
|
|
|
|
void GameStatePackVisitor::visitPlayerEndsTurn(PlayerEndsTurn & pack)
|
|
{
|
|
assert(gs.actingPlayers.count(pack.player) == 1);
|
|
gs.actingPlayers.erase(pack.player);
|
|
}
|
|
|
|
void GameStatePackVisitor::visitDaysWithoutTown(DaysWithoutTown & pack)
|
|
{
|
|
auto & playerState = gs.players.at(pack.player);
|
|
playerState.daysWithoutCastle = pack.daysWithoutCastle;
|
|
}
|
|
|
|
void GameStatePackVisitor::visitTurnTimeUpdate(TurnTimeUpdate & pack)
|
|
{
|
|
auto & playerState = gs.players.at(pack.player);
|
|
playerState.turnTimer = pack.turnTimer;
|
|
}
|
|
|
|
void GameStatePackVisitor::visitEntitiesChanged(EntitiesChanged & pack)
|
|
{
|
|
for(const auto & change : pack.changes)
|
|
gs.updateEntity(change.metatype, change.entityIndex, change.data);
|
|
}
|
|
|
|
void GameStatePackVisitor::visitSetRewardableConfiguration(SetRewardableConfiguration & pack)
|
|
{
|
|
auto * objectPtr = gs.getObjInstance(pack.objectID);
|
|
|
|
if (!pack.buildingID.hasValue())
|
|
{
|
|
auto * rewardablePtr = dynamic_cast<CRewardableObject *>(objectPtr);
|
|
assert(rewardablePtr);
|
|
rewardablePtr->configuration = pack.configuration;
|
|
rewardablePtr->initializeGuards();
|
|
}
|
|
else
|
|
{
|
|
auto * townPtr = dynamic_cast<CGTownInstance*>(objectPtr);
|
|
TownBuildingInstance * buildingPtr = nullptr;
|
|
|
|
for (auto & building : townPtr->rewardableBuildings)
|
|
if (building.second->getBuildingType() == pack.buildingID)
|
|
buildingPtr = building.second.get();
|
|
|
|
auto * rewardablePtr = dynamic_cast<TownRewardableBuildingInstance *>(buildingPtr);
|
|
assert(rewardablePtr);
|
|
rewardablePtr->configuration = pack.configuration;
|
|
}
|
|
}
|
|
|
|
void BattleStatePackVisitor::visitBattleStackMoved(BattleStackMoved & pack)
|
|
{
|
|
battleState.moveUnit(pack.stack, pack.tilesToMove.back());
|
|
}
|
|
|
|
void BattleStatePackVisitor::visitCatapultAttack(CatapultAttack & pack)
|
|
{
|
|
const auto * town = battleState.getDefendedTown();
|
|
if(!town)
|
|
throw std::runtime_error("CatapultAttack without town!");
|
|
|
|
if(town->fortificationsLevel().wallsHealth == 0)
|
|
throw std::runtime_error("CatapultAttack without walls!");
|
|
|
|
for(const auto & part : pack.attackedParts)
|
|
{
|
|
auto newWallState = SiegeInfo::applyDamage(battleState.getWallState(part.attackedPart), part.damageDealt);
|
|
battleState.setWallState(part.attackedPart, newWallState);
|
|
}
|
|
}
|
|
|
|
void BattleStatePackVisitor::visitBattleObstaclesChanged(BattleObstaclesChanged & pack)
|
|
{
|
|
for(const auto & change : pack.changes)
|
|
{
|
|
switch(change.operation)
|
|
{
|
|
case BattleChanges::EOperation::REMOVE:
|
|
battleState.removeObstacle(change.id);
|
|
break;
|
|
case BattleChanges::EOperation::ADD:
|
|
battleState.addObstacle(change);
|
|
break;
|
|
case BattleChanges::EOperation::UPDATE:
|
|
battleState.updateObstacle(change);
|
|
break;
|
|
default:
|
|
throw std::runtime_error("Unknown obstacle operation");
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void BattleStatePackVisitor::visitSetStackEffect(SetStackEffect & pack)
|
|
{
|
|
for(const auto & stackData : pack.toRemove)
|
|
battleState.removeUnitBonus(stackData.first, stackData.second);
|
|
|
|
for(const auto & stackData : pack.toUpdate)
|
|
battleState.updateUnitBonus(stackData.first, stackData.second);
|
|
|
|
for(const auto & stackData : pack.toAdd)
|
|
battleState.addUnitBonus(stackData.first, stackData.second);
|
|
}
|
|
|
|
void BattleStatePackVisitor::visitStacksInjured(StacksInjured & pack)
|
|
{
|
|
for(const BattleStackAttacked & stack : pack.stacks)
|
|
{
|
|
battleState.setUnitState(stack.newState.id, stack.newState.data, stack.newState.healthDelta);
|
|
}
|
|
}
|
|
|
|
void BattleStatePackVisitor::visitBattleUnitsChanged(BattleUnitsChanged & pack)
|
|
{
|
|
for(auto & elem : pack.changedStacks)
|
|
{
|
|
switch(elem.operation)
|
|
{
|
|
case BattleChanges::EOperation::RESET_STATE:
|
|
battleState.setUnitState(elem.id, elem.data, elem.healthDelta);
|
|
break;
|
|
case BattleChanges::EOperation::REMOVE:
|
|
battleState.removeUnit(elem.id);
|
|
break;
|
|
case BattleChanges::EOperation::ADD:
|
|
battleState.addUnit(elem.id, elem.data);
|
|
break;
|
|
case BattleChanges::EOperation::UPDATE:
|
|
battleState.updateUnit(elem.id, elem.data);
|
|
break;
|
|
default:
|
|
throw std::runtime_error("Unknown unit operation");
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
VCMI_LIB_NAMESPACE_END
|