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mirror of https://github.com/vcmi/vcmi.git synced 2025-05-21 22:33:43 +02:00
vcmi/lib/gameState/GameStatePackVisitor.cpp
Ivan Savenko 07662a070f
Merge pull request #5724 from IvanSavenko/randomization
Better randomization logic
2025-05-21 13:50:28 +03:00

1573 lines
46 KiB
C++

/*
* GameStatePackVisitor.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 "GameStatePackVisitor.h"
#include "CGameState.h"
#include "TavernHeroesPool.h"
#include "../CPlayerState.h"
#include "../CStack.h"
#include "../IGameSettings.h"
#include "../campaign/CampaignState.h"
#include "../entities/artifact/ArtifactUtils.h"
#include "../entities/artifact/CArtifact.h"
#include "../entities/artifact/CArtifactFittingSet.h"
#include "../mapObjects/CGHeroInstance.h"
#include "../mapObjects/CGMarket.h"
#include "../mapObjects/CGTownInstance.h"
#include "../mapObjects/CQuest.h"
#include "../mapObjects/FlaggableMapObject.h"
#include "../mapObjects/MiscObjects.h"
#include "../mapObjects/TownBuildingInstance.h"
#include "../mapping/CMap.h"
#include "../networkPacks/StackLocation.h"
VCMI_LIB_NAMESPACE_BEGIN
void GameStatePackVisitor::visitSetResources(SetResources & pack)
{
assert(pack.player.isValidPlayer());
if(pack.mode == ChangeValueMode::ABSOLUTE)
gs.getPlayerState(pack.player)->resources = pack.res;
else
gs.getPlayerState(pack.player)->resources += pack.res;
gs.getPlayerState(pack.player)->resources.amin(GameConstants::PLAYER_RESOURCES_CAP);
//just ensure that player resources are not negative
//server is responsible to check if player can afford deal
//but events on server side are allowed to take more than player have
gs.getPlayerState(pack.player)->resources.positive();
}
void GameStatePackVisitor::visitSetPrimSkill(SetPrimSkill & pack)
{
CGHeroInstance * hero = gs.getHero(pack.id);
assert(hero);
hero->setPrimarySkill(pack.which, pack.val, pack.mode);
}
void GameStatePackVisitor::visitSetSecSkill(SetSecSkill & pack)
{
CGHeroInstance *hero = gs.getHero(pack.id);
hero->setSecSkillLevel(pack.which, pack.val, pack.mode);
}
void GameStatePackVisitor::visitSetCommanderProperty(SetCommanderProperty & pack)
{
const auto & commander = gs.getHero(pack.heroid)->getCommander();
assert (commander);
switch (pack.which)
{
case SetCommanderProperty::BONUS:
commander->accumulateBonus (std::make_shared<Bonus>(pack.accumulatedBonus));
break;
case SetCommanderProperty::SPECIAL_SKILL:
commander->accumulateBonus (std::make_shared<Bonus>(pack.accumulatedBonus));
commander->specialSkills.insert (pack.additionalInfo);
break;
case SetCommanderProperty::SECONDARY_SKILL:
commander->secondarySkills[pack.additionalInfo] = static_cast<ui8>(pack.amount);
break;
case SetCommanderProperty::ALIVE:
if (pack.amount)
commander->setAlive(true);
else
commander->setAlive(false);
break;
case SetCommanderProperty::EXPERIENCE:
commander->giveTotalStackExperience(pack.amount);
commander->nodeHasChanged();
break;
}
}
void GameStatePackVisitor::visitAddQuest(AddQuest & pack)
{
assert(vstd::contains(gs.players, pack.player));
auto * vec = &gs.players.at(pack.player).quests;
if (!vstd::contains(*vec, pack.quest))
vec->push_back(pack.quest);
else
logNetwork->warn("Warning! Attempt to add duplicated quest");
}
void GameStatePackVisitor::visitChangeFormation(ChangeFormation & pack)
{
gs.getHero(pack.hid)->setFormation(pack.formation);
}
void GameStatePackVisitor::visitHeroVisitCastle(HeroVisitCastle & pack)
{
CGHeroInstance *h = gs.getHero(pack.hid);
CGTownInstance *t = gs.getTown(pack.tid);
assert(h);
assert(t);
if(pack.start())
t->setVisitingHero(h);
else
t->setVisitingHero(nullptr);
}
void GameStatePackVisitor::visitChangeSpells(ChangeSpells & pack)
{
CGHeroInstance *hero = gs.getHero(pack.hid);
if(pack.learn)
for(const auto & sid : pack.spells)
hero->addSpellToSpellbook(sid);
else
for(const auto & sid : pack.spells)
hero->removeSpellFromSpellbook(sid);
}
void GameStatePackVisitor::visitSetResearchedSpells(SetResearchedSpells & pack)
{
CGTownInstance *town = gs.getTown(pack.tid);
town->spells[pack.level] = pack.spells;
town->spellResearchCounterDay++;
if(pack.accepted)
town->spellResearchAcceptedCounter++;
}
void GameStatePackVisitor::visitSetMana(SetMana & pack)
{
CGHeroInstance * hero = gs.getHero(pack.hid);
assert(hero);
if(pack.mode == ChangeValueMode::ABSOLUTE)
hero->mana = pack.val;
else
hero->mana += pack.val;
vstd::amax(hero->mana, 0); //not less than 0
}
void GameStatePackVisitor::visitSetMovePoints(SetMovePoints & pack)
{
CGHeroInstance *hero = gs.getHero(pack.hid);
assert(hero);
if(pack.mode == ChangeValueMode::ABSOLUTE)
hero->setMovementPoints(pack.val);
else
hero->setMovementPoints(hero->movementPointsRemaining() + pack.val);
}
void GameStatePackVisitor::visitFoWChange(FoWChange & pack)
{
TeamState * team = gs.getPlayerTeam(pack.player);
auto & fogOfWarMap = team->fogOfWarMap;
for(const int3 & t : pack.tiles)
fogOfWarMap[t.z][t.x][t.y] = pack.mode != ETileVisibility::HIDDEN;
if (pack.mode == ETileVisibility::HIDDEN) //do not hide too much
{
std::unordered_set<int3> tilesRevealed;
for (auto & o : gs.getMap().getObjects())
{
if (o->asOwnable())
{
if(vstd::contains(team->players, o->getOwner())) //check owned observators
gs.getTilesInRange(tilesRevealed, o->getSightCenter(), o->getSightRadius(), ETileVisibility::HIDDEN, o->tempOwner);
}
}
for(const int3 & t : tilesRevealed) //probably not the most optimal solution ever
fogOfWarMap[t.z][t.x][t.y] = 1;
}
}
void GameStatePackVisitor::visitSetAvailableHero(SetAvailableHero & pack)
{
gs.heroesPool->setHeroForPlayer(pack.player, pack.slotID, pack.hid, pack.army, pack.roleID, pack.replenishPoints);
}
void GameStatePackVisitor::visitGiveBonus(GiveBonus & pack)
{
CBonusSystemNode *cbsn = nullptr;
switch(pack.who)
{
case GiveBonus::ETarget::OBJECT:
cbsn = dynamic_cast<CBonusSystemNode*>(gs.getObjInstance(pack.id.as<ObjectInstanceID>()));
break;
case GiveBonus::ETarget::HERO_COMMANDER:
cbsn = gs.getHero(pack.id.as<ObjectInstanceID>())->getCommander();
break;
case GiveBonus::ETarget::PLAYER:
cbsn = gs.getPlayerState(pack.id.as<PlayerColor>());
break;
case GiveBonus::ETarget::BATTLE:
assert(Bonus::OneBattle(&pack.bonus));
cbsn = dynamic_cast<CBonusSystemNode*>(gs.getBattle(pack.id.as<BattleID>()));
break;
}
assert(cbsn);
if(Bonus::OneWeek(&pack.bonus))
pack.bonus.turnsRemain = 8 - gs.getDate(Date::DAY_OF_WEEK); // set correct number of days before adding bonus
auto b = std::make_shared<Bonus>(pack.bonus);
cbsn->addNewBonus(b);
}
void GameStatePackVisitor::visitChangeObjPos(ChangeObjPos & pack)
{
CGObjectInstance *obj = gs.getObjInstance(pack.objid);
if(!obj)
{
logNetwork->error("Wrong ChangeObjPos: object %d doesn't exist!", pack.objid.getNum());
return;
}
gs.getMap().moveObject(pack.objid, pack.nPos + obj->getVisitableOffset());
}
void GameStatePackVisitor::visitChangeObjectVisitors(ChangeObjectVisitors & pack)
{
auto objectPtr = gs.getObjInstance(pack.object);
switch (pack.mode)
{
case ChangeObjectVisitors::VISITOR_ADD_HERO:
gs.getHero(pack.hero)->visitedObjects.insert(pack.object);
[[fallthrough]];
case ChangeObjectVisitors::VISITOR_ADD_PLAYER:
gs.getPlayerTeam(gs.getHero(pack.hero)->tempOwner)->scoutedObjects.insert(pack.object);
gs.getPlayerState(gs.getHero(pack.hero)->tempOwner)->visitedObjects.insert(pack.object);
gs.getPlayerState(gs.getHero(pack.hero)->tempOwner)->visitedObjectsGlobal.insert({objectPtr->ID, objectPtr->subID});
break;
case ChangeObjectVisitors::VISITOR_CLEAR:
// remove visit info from all heroes, including those that are not present on map
for (auto heroID : gs.getMap().getHeroesOnMap())
gs.getHero(heroID)->visitedObjects.erase(pack.object);
for (auto heroID : gs.getMap().getHeroesInPool())
gs.getMap().tryGetFromHeroPool(heroID)->visitedObjects.erase(pack.object);
for(auto &elem : gs.players)
elem.second.visitedObjects.erase(pack.object);
for(auto &elem : gs.teams)
elem.second.scoutedObjects.erase(pack.object);
break;
case ChangeObjectVisitors::VISITOR_SCOUTED:
gs.getPlayerTeam(gs.getHero(pack.hero)->tempOwner)->scoutedObjects.insert(pack.object);
break;
}
}
void GameStatePackVisitor::visitChangeArtifactsCostume(ChangeArtifactsCostume & pack)
{
auto & allCostumes = gs.getPlayerState(pack.player)->costumesArtifacts;
if(const auto & costume = allCostumes.find(pack.costumeIdx); costume != allCostumes.end())
costume->second = pack.costumeSet;
else
allCostumes.try_emplace(pack.costumeIdx, pack.costumeSet);
}
void GameStatePackVisitor::visitPlayerEndsGame(PlayerEndsGame & pack)
{
PlayerState *p = gs.getPlayerState(pack.player);
if(pack.victoryLossCheckResult.victory())
{
p->status = EPlayerStatus::WINNER;
// TODO: Campaign-specific code might as well go somewhere else
// keep all heroes from the winning player
if(p->human && gs.getStartInfo()->campState)
{
std::vector<CGHeroInstance *> crossoverHeroes;
for (auto hero : p->getHeroes())
if (hero->tempOwner == pack.player)
crossoverHeroes.push_back(hero);
gs.getStartInfo()->campState->setCurrentMapAsConquered(crossoverHeroes);
}
}
else
{
p->status = EPlayerStatus::LOSER;
}
// defeated player may be making turn right now
gs.actingPlayers.erase(pack.player);
}
void GameStatePackVisitor::visitPlayerReinitInterface(PlayerReinitInterface & pack)
{
if(!gs.getStartInfo())
return;
//TODO: what does mean if more that one player connected?
if(pack.playerConnectionId == PlayerSettings::PLAYER_AI)
{
for(const auto & player : pack.players)
gs.getStartInfo()->getIthPlayersSettings(player).connectedPlayerIDs.clear();
}
}
void GameStatePackVisitor::visitRemoveBonus(RemoveBonus & pack)
{
CBonusSystemNode *node = nullptr;
switch(pack.who)
{
case GiveBonus::ETarget::OBJECT:
node = dynamic_cast<CBonusSystemNode*>(gs.getObjInstance(pack.whoID.as<ObjectInstanceID>()));
break;
case GiveBonus::ETarget::PLAYER:
node = gs.getPlayerState(pack.whoID.as<PlayerColor>());
break;
case GiveBonus::ETarget::BATTLE:
assert(Bonus::OneBattle(&pack.bonus));
node = dynamic_cast<CBonusSystemNode*>(gs.getBattle(pack.whoID.as<BattleID>()));
break;
}
BonusList &bonuses = node->getExportedBonusList();
for(const auto & b : bonuses)
{
if(b->source == pack.source && b->sid == pack.id)
{
pack.bonus = *b; //backup bonus (to show to interfaces later)
node->removeBonus(b);
break;
}
}
}
void GameStatePackVisitor::visitRemoveObject(RemoveObject & pack)
{
CGObjectInstance *obj = gs.getObjInstance(pack.objectID);
logGlobal->debug("removing object id=%d; address=%x; name=%s", pack.objectID, (intptr_t)obj, obj->getObjectName());
if (pack.initiator.isValidPlayer())
gs.getPlayerState(pack.initiator)->destroyedObjects.insert(pack.objectID);
if(obj->getOwner().isValidPlayer())
gs.getPlayerState(obj->getOwner())->removeOwnedObject(obj); //object removed via map event or hero got beaten
if(obj->ID == Obj::HERO) //remove beaten hero
{
auto beatenHero = dynamic_cast<CGHeroInstance*>(obj);
assert(beatenHero);
auto * siegeNode = beatenHero->whereShouldBeAttachedOnSiege(gs);
vstd::erase_if(beatenHero->artifactsInBackpack, [](const ArtSlotInfo& asi)
{
return asi.getArt()->getTypeId() == ArtifactID::GRAIL;
});
if(beatenHero->getVisitedTown())
{
if(beatenHero->getVisitedTown()->getGarrisonHero() == beatenHero)
beatenHero->getVisitedTown()->setGarrisonedHero(nullptr);
else
beatenHero->getVisitedTown()->setVisitingHero(nullptr);
beatenHero->setVisitedTown(nullptr, false);
}
beatenHero->detachFromBonusSystem(gs);
beatenHero->tempOwner = PlayerColor::NEUTRAL; //no one owns beaten hero
// FIXME: workaround:
// hero should be attached to siegeNode after battle
// however this code might also be called on dismissing hero while in town
if (siegeNode && vstd::contains(beatenHero->getParentNodes(), siegeNode))
beatenHero->detachFrom(*siegeNode);
//If hero on Boat is removed, the Boat disappears
if(beatenHero->inBoat())
{
auto boat = beatenHero->getBoat();
beatenHero->setBoat(nullptr);
gs.getMap().eraseObject(boat->id);
}
auto beatenObject = gs.getMap().eraseObject(obj->id);
//return hero to the pool, so he may reappear in tavern
gs.heroesPool->addHeroToPool(beatenHero->getHeroTypeID());
gs.getMap().addToHeroPool(std::dynamic_pointer_cast<CGHeroInstance>(beatenObject));
return;
}
const auto * quest = dynamic_cast<const IQuestObject *>(obj);
if (quest)
{
for (auto &player : gs.players)
{
vstd::erase_if(player.second.quests, [obj](const QuestInfo & q){
return q.obj == obj->id;
});
}
}
gs.getMap().eraseObject(pack.objectID);
gs.getMap().calculateGuardingGreaturePositions();//FIXME: excessive, update only affected tiles
}
static int getDir(const int3 & src, const int3 & dst)
{
int ret = -1;
if(dst.x+1 == src.x && dst.y+1 == src.y) //tl
{
ret = 1;
}
else if(dst.x == src.x && dst.y+1 == src.y) //t
{
ret = 2;
}
else if(dst.x-1 == src.x && dst.y+1 == src.y) //tr
{
ret = 3;
}
else if(dst.x-1 == src.x && dst.y == src.y) //r
{
ret = 4;
}
else if(dst.x-1 == src.x && dst.y-1 == src.y) //br
{
ret = 5;
}
else if(dst.x == src.x && dst.y-1 == src.y) //b
{
ret = 6;
}
else if(dst.x+1 == src.x && dst.y-1 == src.y) //bl
{
ret = 7;
}
else if(dst.x+1 == src.x && dst.y == src.y) //l
{
ret = 8;
}
return ret;
}
void GameStatePackVisitor::visitTryMoveHero(TryMoveHero & pack)
{
CGHeroInstance *h = gs.getHero(pack.id);
if (!h)
{
logGlobal->error("Attempt ot move unavailable hero %d", pack.id.getNum());
return;
}
const TerrainTile & fromTile = gs.getMap().getTile(h->convertToVisitablePos(pack.start));
const TerrainTile & destTile = gs.getMap().getTile(h->convertToVisitablePos(pack.end));
h->setMovementPoints(pack.movePoints);
if((pack.result == TryMoveHero::SUCCESS || pack.result == TryMoveHero::BLOCKING_VISIT || pack.result == TryMoveHero::EMBARK || pack.result == TryMoveHero::DISEMBARK) && pack.start != pack.end)
{
auto dir = getDir(pack.start, pack.end);
if(dir > 0 && dir <= 8)
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