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vcmi/server/CGameHandler.cpp
2023-08-21 17:55:49 +03:00

4233 lines
122 KiB
C++

/*
* CGameHandler.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "CGameHandler.h"
#include "CVCMIServer.h"
#include "ServerNetPackVisitors.h"
#include "ServerSpellCastEnvironment.h"
#include "battles/BattleProcessor.h"
#include "processors/HeroPoolProcessor.h"
#include "processors/PlayerMessageProcessor.h"
#include "queries/QueriesProcessor.h"
#include "queries/MapQueries.h"
#include "../lib/ArtifactUtils.h"
#include "../lib/CArtHandler.h"
#include "../lib/CBuildingHandler.h"
#include "../lib/CCreatureHandler.h"
#include "../lib/CCreatureSet.h"
#include "../lib/CGeneralTextHandler.h"
#include "../lib/CHeroHandler.h"
#include "../lib/CSoundBase.h"
#include "../lib/CThreadHelper.h"
#include "../lib/CTownHandler.h"
#include "../lib/GameConstants.h"
#include "../lib/UnlockGuard.h"
#include "../lib/GameSettings.h"
#include "../lib/ScriptHandler.h"
#include "../lib/StartInfo.h"
#include "../lib/TerrainHandler.h"
#include "../lib/VCMIDirs.h"
#include "../lib/VCMI_Lib.h"
#include "../lib/int3.h"
#include "../lib/filesystem/FileInfo.h"
#include "../lib/filesystem/Filesystem.h"
#include "../lib/gameState/CGameState.h"
#include "../lib/mapping/CMap.h"
#include "../lib/mapping/CMapService.h"
#include "../lib/modding/ModIncompatibility.h"
#include "../lib/pathfinder/CPathfinder.h"
#include "../lib/pathfinder/PathfinderOptions.h"
#include "../lib/pathfinder/TurnInfo.h"
#include "../lib/registerTypes/RegisterTypes.h"
#include "../lib/rmg/CMapGenOptions.h"
#include "../lib/serializer/CTypeList.h"
#include "../lib/serializer/Cast.h"
#include "../lib/serializer/Connection.h"
#include "../lib/serializer/JsonSerializer.h"
#include "../lib/spells/CSpellHandler.h"
#include "vstd/CLoggerBase.h"
#include <vcmi/events/EventBus.h>
#include <vcmi/events/GenericEvents.h>
#include <vcmi/events/AdventureEvents.h>
#ifndef _MSC_VER
#include <boost/thread/xtime.hpp>
#endif
#define COMPLAIN_RET_IF(cond, txt) do {if (cond){complain(txt); return;}} while(0)
#define COMPLAIN_RET_FALSE_IF(cond, txt) do {if (cond){complain(txt); return false;}} while(0)
#define COMPLAIN_RET(txt) {complain(txt); return false;}
#define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
template <typename T> class CApplyOnGH;
class CBaseForGHApply
{
public:
virtual bool applyOnGH(CGameHandler * gh, CGameState * gs, void * pack) const =0;
virtual ~CBaseForGHApply(){}
template<typename U> static CBaseForGHApply *getApplier(const U * t=nullptr)
{
return new CApplyOnGH<U>();
}
};
template <typename T> class CApplyOnGH : public CBaseForGHApply
{
public:
bool applyOnGH(CGameHandler * gh, CGameState * gs, void * pack) const override
{
T *ptr = static_cast<T*>(pack);
try
{
ApplyGhNetPackVisitor applier(*gh, *gs);
ptr->visit(applier);
return applier.getResult();
}
catch(ExceptionNotAllowedAction & e)
{
(void)e;
return false;
}
}
};
template <>
class CApplyOnGH<CPack> : public CBaseForGHApply
{
public:
bool applyOnGH(CGameHandler * gh, CGameState * gs, void * pack) const override
{
logGlobal->error("Cannot apply on GH plain CPack!");
assert(0);
return false;
}
};
static inline double distance(int3 a, int3 b)
{
return std::sqrt((double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y));
}
PlayerStatus PlayerStatuses::operator[](PlayerColor player)
{
boost::unique_lock<boost::mutex> l(mx);
if (players.find(player) != players.end())
{
return players.at(player);
}
else
{
throw std::runtime_error("No such player!");
}
}
void PlayerStatuses::addPlayer(PlayerColor player)
{
boost::unique_lock<boost::mutex> l(mx);
players[player];
}
bool PlayerStatuses::checkFlag(PlayerColor player, bool PlayerStatus::*flag)
{
boost::unique_lock<boost::mutex> l(mx);
if (players.find(player) != players.end())
{
return players[player].*flag;
}
else
{
throw std::runtime_error("No such player!");
}
}
void PlayerStatuses::setFlag(PlayerColor player, bool PlayerStatus::*flag, bool val)
{
boost::unique_lock<boost::mutex> l(mx);
if (players.find(player) != players.end())
{
players[player].*flag = val;
}
else
{
throw std::runtime_error("No such player!");
}
cv.notify_all();
}
template <typename T>
void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
{
fun(args[which]);
}
const Services * CGameHandler::services() const
{
return VLC;
}
const CGameHandler::BattleCb * CGameHandler::battle() const
{
return this;
}
const CGameHandler::GameCb * CGameHandler::game() const
{
return this;
}
vstd::CLoggerBase * CGameHandler::logger() const
{
return logGlobal;
}
events::EventBus * CGameHandler::eventBus() const
{
return serverEventBus.get();
}
CVCMIServer * CGameHandler::gameLobby() const
{
return lobby;
}
void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
{
changeSecSkill(hero, skill, 1, 0);
expGiven(hero);
}
void CGameHandler::levelUpHero(const CGHeroInstance * hero)
{
// required exp for at least 1 lvl-up hasn't been reached
if (!hero->gainsLevel())
{
return;
}
// give primary skill
logGlobal->trace("%s got level %d", hero->getNameTranslated(), hero->level);
auto primarySkill = hero->nextPrimarySkill(getRandomGenerator());
SetPrimSkill sps;
sps.id = hero->id;
sps.which = primarySkill;
sps.abs = false;
sps.val = 1;
sendAndApply(&sps);
PrepareHeroLevelUp pre;
pre.heroId = hero->id;
sendAndApply(&pre);
HeroLevelUp hlu;
hlu.player = hero->tempOwner;
hlu.heroId = hero->id;
hlu.primskill = primarySkill;
hlu.skills = pre.skills;
if (hlu.skills.size() == 0)
{
sendAndApply(&hlu);
levelUpHero(hero);
}
else if (hlu.skills.size() == 1)
{
sendAndApply(&hlu);
levelUpHero(hero, pre.skills.front());
}
else if (hlu.skills.size() > 1)
{
auto levelUpQuery = std::make_shared<CHeroLevelUpDialogQuery>(this, hlu, hero);
hlu.queryID = levelUpQuery->queryID;
queries->addQuery(levelUpQuery);
sendAndApply(&hlu);
//level up will be called on query reply
}
}
void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
{
SetCommanderProperty scp;
auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
if (hero)
scp.heroid = hero->id;
else
{
complain ("Commander is not led by hero!");
return;
}
scp.accumulatedBonus.subtype = 0;
scp.accumulatedBonus.additionalInfo = 0;
scp.accumulatedBonus.duration = BonusDuration::PERMANENT;
scp.accumulatedBonus.turnsRemain = 0;
scp.accumulatedBonus.source = BonusSource::COMMANDER;
scp.accumulatedBonus.valType = BonusValueType::BASE_NUMBER;
if (skill <= ECommander::SPELL_POWER)
{
scp.which = SetCommanderProperty::BONUS;
auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
{
int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
return skillLevels.at(skill).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skill).at(secondarySkills.at(s)-1) : 0);
};
switch (skill)
{
case ECommander::ATTACK:
scp.accumulatedBonus.type = BonusType::PRIMARY_SKILL;
scp.accumulatedBonus.subtype = PrimarySkill::ATTACK;
break;
case ECommander::DEFENSE:
scp.accumulatedBonus.type = BonusType::PRIMARY_SKILL;
scp.accumulatedBonus.subtype = PrimarySkill::DEFENSE;
break;
case ECommander::HEALTH:
scp.accumulatedBonus.type = BonusType::STACK_HEALTH;
scp.accumulatedBonus.valType = BonusValueType::PERCENT_TO_BASE;
break;
case ECommander::DAMAGE:
scp.accumulatedBonus.type = BonusType::CREATURE_DAMAGE;
scp.accumulatedBonus.subtype = 0;
scp.accumulatedBonus.valType = BonusValueType::PERCENT_TO_BASE;
break;
case ECommander::SPEED:
scp.accumulatedBonus.type = BonusType::STACKS_SPEED;
break;
case ECommander::SPELL_POWER:
scp.accumulatedBonus.type = BonusType::MAGIC_RESISTANCE;
scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
sendAndApply (&scp); //additional pack
scp.accumulatedBonus.type = BonusType::CREATURE_SPELL_POWER;
scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
sendAndApply (&scp); //additional pack
scp.accumulatedBonus.type = BonusType::CASTS;
scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
sendAndApply (&scp); //additional pack
scp.accumulatedBonus.type = BonusType::CREATURE_ENCHANT_POWER; //send normally
break;
}
scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
sendAndApply (&scp);
scp.which = SetCommanderProperty::SECONDARY_SKILL;
scp.additionalInfo = skill;
scp.amount = c->secondarySkills.at(skill) + 1;
sendAndApply (&scp);
}
else if (skill >= 100)
{
scp.which = SetCommanderProperty::SPECIAL_SKILL;
scp.accumulatedBonus = *VLC->creh->skillRequirements.at(skill-100).first;
scp.additionalInfo = skill; //unnormalized
sendAndApply (&scp);
}
expGiven(hero);
}
void CGameHandler::levelUpCommander(const CCommanderInstance * c)
{
if (!c->gainsLevel())
{
return;
}
CommanderLevelUp clu;
auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
if(hero)
{
clu.heroId = hero->id;
clu.player = hero->tempOwner;
}
else
{
complain ("Commander is not led by hero!");
return;
}
//picking sec. skills for choice
for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
{
if (c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL)
clu.skills.push_back(i);
}
int i = 100;
for (auto specialSkill : VLC->creh->skillRequirements)
{
if (c->secondarySkills.at(specialSkill.second.first) == ECommander::MAX_SKILL_LEVEL
&& c->secondarySkills.at(specialSkill.second.second) == ECommander::MAX_SKILL_LEVEL
&& !vstd::contains (c->specialSKills, i))
clu.skills.push_back (i);
++i;
}
int skillAmount = static_cast<int>(clu.skills.size());
if (!skillAmount)
{
sendAndApply(&clu);
levelUpCommander(c);
}
else if (skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
{
sendAndApply(&clu);
levelUpCommander(c, *RandomGeneratorUtil::nextItem(clu.skills, getRandomGenerator()));
}
else if (skillAmount > 1) //apply and ask for secondary skill
{
auto commanderLevelUp = std::make_shared<CCommanderLevelUpDialogQuery>(this, clu, hero);
clu.queryID = commanderLevelUp->queryID;
queries->addQuery(commanderLevelUp);
sendAndApply(&clu);
}
}
void CGameHandler::expGiven(const CGHeroInstance *hero)
{
if (hero->gainsLevel())
levelUpHero(hero);
else if (hero->commander && hero->commander->gainsLevel())
levelUpCommander(hero->commander);
//if (hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())
// levelUpCommander(hero->commander);
// else
// levelUpHero(hero);
}
void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs)
{
if (which == PrimarySkill::EXPERIENCE) // Check if scenario limit reached
{
if (gs->map->levelLimit != 0)
{
TExpType expLimit = VLC->heroh->reqExp(gs->map->levelLimit);
TExpType resultingExp = abs ? val : hero->exp + val;
if (resultingExp > expLimit)
{
// set given experience to max possible, but don't decrease if hero already over top
abs = true;
val = std::max(expLimit, hero->exp);
InfoWindow iw;
iw.player = hero->tempOwner;
iw.text.appendLocalString(EMetaText::GENERAL_TXT, 1); //can gain no more XP
iw.text.replaceRawString(hero->getNameTranslated());
sendAndApply(&iw);
}
}
}
SetPrimSkill sps;
sps.id = hero->id;
sps.which = which;
sps.abs = abs;
sps.val = val;
sendAndApply(&sps);
//only for exp - hero may level up
if (which == PrimarySkill::EXPERIENCE)
{
if (hero->commander && hero->commander->alive)
{
//FIXME: trim experience according to map limit?
SetCommanderProperty scp;
scp.heroid = hero->id;
scp.which = SetCommanderProperty::EXPERIENCE;
scp.amount = val;
sendAndApply (&scp);
CBonusSystemNode::treeHasChanged();
}
expGiven(hero);
}
}
void CGameHandler::changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs)
{
if(!hero)
{
logGlobal->error("changeSecSkill provided no hero");
return;
}
SetSecSkill sss;
sss.id = hero->id;
sss.which = which;
sss.val = val;
sss.abs = abs;
sendAndApply(&sss);
if (hero->visitedTown)
giveSpells(hero->visitedTown, hero);
}
void CGameHandler::handleClientDisconnection(std::shared_ptr<CConnection> c)
{
if(lobby->state == EServerState::SHUTDOWN || !gs || !gs->scenarioOps)
return;
for(auto & playerConnections : connections)
{
PlayerColor playerId = playerConnections.first;
auto * playerSettings = gs->scenarioOps->getPlayersSettings(playerId.getNum());
if(!playerSettings)
continue;
auto playerConnection = vstd::find(playerConnections.second, c);
if(playerConnection != playerConnections.second.end())
{
std::string messageText = boost::str(boost::format("%s (cid %d) was disconnected") % playerSettings->name % c->connectionID);
playerMessages->broadcastMessage(playerId, messageText);
}
}
}
void CGameHandler::handleReceivedPack(CPackForServer * pack)
{
//prepare struct informing that action was applied
auto sendPackageResponse = [&](bool succesfullyApplied)
{
PackageApplied applied;
applied.player = pack->player;
applied.result = succesfullyApplied;
applied.packType = typeList.getTypeID(pack);
applied.requestID = pack->requestID;
pack->c->sendPack(&applied);
};
CBaseForGHApply * apply = applier->getApplier(typeList.getTypeID(pack)); //and appropriate applier object
if(isBlockedByQueries(pack, pack->player))
{
sendPackageResponse(false);
}
else if(apply)
{
const bool result = apply->applyOnGH(this, this->gs, pack);
if(result)
logGlobal->trace("Message %s successfully applied!", typeid(*pack).name());
else
complain((boost::format("Got false in applying %s... that request must have been fishy!")
% typeid(*pack).name()).str());
sendPackageResponse(true);
}
else
{
logGlobal->error("Message cannot be applied, cannot find applier (unregistered type)!");
sendPackageResponse(false);
}
vstd::clear_pointer(pack);
}
CGameHandler::CGameHandler(CVCMIServer * lobby)
: lobby(lobby)
, heroPool(std::make_unique<HeroPoolProcessor>(this))
, battles(std::make_unique<BattleProcessor>(this))
, queries(std::make_unique<QueriesProcessor>())
, playerMessages(std::make_unique<PlayerMessageProcessor>(this))
, complainNoCreatures("No creatures to split")
, complainNotEnoughCreatures("Cannot split that stack, not enough creatures!")
, complainInvalidSlot("Invalid slot accessed!")
{
QID = 1;
IObjectInterface::cb = this;
applier = std::make_shared<CApplier<CBaseForGHApply>>();
registerTypesServerPacks(*applier);
spellEnv = new ServerSpellCastEnvironment(this);
}
CGameHandler::~CGameHandler()
{
delete spellEnv;
delete gs;
}
void CGameHandler::reinitScripting()
{
serverEventBus = std::make_unique<events::EventBus>();
#if SCRIPTING_ENABLED
serverScripts.reset(new scripting::PoolImpl(this, spellEnv));
#endif
}
void CGameHandler::init(StartInfo *si)
{
if (si->seedToBeUsed == 0)
{
si->seedToBeUsed = static_cast<ui32>(std::time(nullptr));
}
CMapService mapService;
gs = new CGameState();
gs->preInit(VLC);
logGlobal->info("Gamestate created!");
gs->init(&mapService, si);
logGlobal->info("Gamestate initialized!");
// reset seed, so that clients can't predict any following random values
getRandomGenerator().resetSeed();
for (auto & elem : gs->players)
{
states.addPlayer(elem.first);
}
reinitScripting();
}
static bool evntCmp(const CMapEvent &a, const CMapEvent &b)
{
return a.earlierThan(b);
}
void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
{// bool forced = true - if creature should be replaced, if false - only if no creature was set
const PlayerState * p = getPlayerState(town->tempOwner);
if (!p)
{
assert(town->tempOwner == PlayerColor::NEUTRAL);
return;
}
if (forced || town->creatures.at(GameConstants::CREATURES_PER_TOWN).second.empty())//we need to change creature
{
SetAvailableCreatures ssi;
ssi.tid = town->id;
ssi.creatures = town->creatures;
ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear();//remove old one
const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
if (dwellings.empty())//no dwellings - just remove
{
sendAndApply(&ssi);
return;
}
auto dwelling = *RandomGeneratorUtil::nextItem(dwellings, getRandomGenerator());
// for multi-creature dwellings like Golem Factory
auto creatureId = RandomGeneratorUtil::nextItem(dwelling->creatures, getRandomGenerator())->second[0];
if (clear)
{
ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max(1, (VLC->creh->objects.at(creatureId)->getGrowth())/2);
}
else
{
ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->objects.at(creatureId)->getGrowth();
}
ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creatureId);
sendAndApply(&ssi);
}
}
void CGameHandler::newTurn()
{
logGlobal->trace("Turn %d", gs->day+1);
NewTurn n;
n.specialWeek = NewTurn::NO_ACTION;
n.creatureid = CreatureID::NONE;
n.day = gs->day + 1;
bool firstTurn = !getDate(Date::DAY);
bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
std::map<PlayerColor, si32> hadGold;//starting gold - for buildings like dwarven treasury
if (firstTurn)
{
for (auto obj : gs->map->objects)
{
if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
{
changePrimSkill (getHero(obj->id), PrimarySkill::EXPERIENCE, 0);
}
}
}
if (newWeek && !firstTurn)
{
n.specialWeek = NewTurn::NORMAL;
bool deityOfFireBuilt = false;
for (const CGTownInstance *t : gs->map->towns)
{
if (t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
{
deityOfFireBuilt = true;
break;
}
}
if (deityOfFireBuilt)
{
n.specialWeek = NewTurn::DEITYOFFIRE;
n.creatureid = CreatureID::IMP;
}
else if(VLC->settings()->getBoolean(EGameSettings::CREATURES_ALLOW_RANDOM_SPECIAL_WEEKS))
{
int monthType = getRandomGenerator().nextInt(99);
if (newMonth) //new month
{
if (monthType < 40) //double growth
{
n.specialWeek = NewTurn::DOUBLE_GROWTH;
if (VLC->settings()->getBoolean(EGameSettings::CREATURES_ALLOW_ALL_FOR_DOUBLE_MONTH))
{
n.creatureid = VLC->creh->pickRandomMonster(getRandomGenerator());
}
else if (VLC->creh->doubledCreatures.size())
{
n.creatureid = *RandomGeneratorUtil::nextItem(VLC->creh->doubledCreatures, getRandomGenerator());
}
else
{
complain("Cannot find creature that can be spawned!");
n.specialWeek = NewTurn::NORMAL;
}
}
else if (monthType < 50)
n.specialWeek = NewTurn::PLAGUE;
}
else //it's a week, but not full month
{
if (monthType < 25)
{
n.specialWeek = NewTurn::BONUS_GROWTH; //+5
std::pair<int, CreatureID> newMonster(54, CreatureID());
do
{
newMonster.second = VLC->creh->pickRandomMonster(getRandomGenerator());
} while (VLC->creh->objects[newMonster.second] &&
(*VLC->townh)[VLC->creatures()->getById(newMonster.second)->getFaction()]->town == nullptr); // find first non neutral creature
n.creatureid = newMonster.second;
}
}
}
}
for (auto & elem : gs->players)
{
if (elem.first == PlayerColor::NEUTRAL)
continue;
else if (elem.first >= PlayerColor::PLAYER_LIMIT)
assert(0); //illegal player number!
std::pair<PlayerColor, si32> playerGold(elem.first, elem.second.resources[EGameResID::GOLD]);
hadGold.insert(playerGold);
if (newWeek) //new heroes in tavern
heroPool->onNewWeek(elem.first);
n.res[elem.first] = elem.second.resources;
if(!firstTurn && newWeek) //weekly crystal generation if 1 or more crystal dragons in any hero army or town garrison
{
bool hasCrystalGenCreature = false;
for(CGHeroInstance * hero : elem.second.heroes)
{
for(auto stack : hero->stacks)
{
if(stack.second->hasBonusOfType(BonusType::SPECIAL_CRYSTAL_GENERATION))
{
hasCrystalGenCreature = true;
break;
}
}
}
if(!hasCrystalGenCreature) //not found in armies, check towns
{
for(CGTownInstance * town : elem.second.towns)
{
for(auto stack : town->stacks)
{
if(stack.second->hasBonusOfType(BonusType::SPECIAL_CRYSTAL_GENERATION))
{
hasCrystalGenCreature = true;
break;
}
}
}
}
if(hasCrystalGenCreature)
n.res[elem.first][EGameResID::CRYSTAL] += 3;
}
for (CGHeroInstance *h : (elem).second.heroes)
{
if (h->visitedTown)
giveSpells(h->visitedTown, h);
NewTurn::Hero hth;
hth.id = h->id;
auto ti = std::make_unique<TurnInfo>(h, 1);
// TODO: this code executed when bonuses of previous day not yet updated (this happen in NewTurn::applyGs). See issue 2356
hth.move = h->movementPointsLimitCached(gs->map->getTile(h->visitablePos()).terType->isLand(), ti.get());
hth.mana = h->getManaNewTurn();
n.heroes.insert(hth);
if (!firstTurn) //not first day
{
for (int k = 0; k < GameConstants::RESOURCE_QUANTITY; k++)
{
n.res[elem.first][k] += h->valOfBonuses(BonusType::GENERATE_RESOURCE, k);
}
}
}
}
for (CGTownInstance *t : gs->map->towns)
{
PlayerColor player = t->tempOwner;
handleTownEvents(t, n);
if (newWeek) //first day of week
{
if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
if (!firstTurn)
if (t->hasBuilt(BuildingSubID::TREASURY) && player < PlayerColor::PLAYER_LIMIT)
n.res[player][EGameResID::GOLD] += hadGold.at(player)/10; //give 10% of starting gold
if (!vstd::contains(n.cres, t->id))
{
n.cres[t->id].tid = t->id;
n.cres[t->id].creatures = t->creatures;
}
auto & sac = n.cres.at(t->id);
for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths
{
if (!t->creatures.at(k).second.empty()) // there are creatures at this level
{
ui32 &availableCount = sac.creatures.at(k).first;
const CCreature *cre = VLC->creh->objects.at(t->creatures.at(k).second.back());
if (n.specialWeek == NewTurn::PLAGUE)
availableCount = t->creatures.at(k).first / 2; //halve their number, no growth
else
{
if (firstTurn) //first day of game: use only basic growths
availableCount = cre->getGrowth();
else
availableCount += t->creatureGrowth(k);
//Deity of fire week - upgrade both imps and upgrades
if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures.at(k).second, n.creatureid))
availableCount += 15;
if (cre->getId() == n.creatureid) //bonus week, effect applies only to identical creatures
{
if (n.specialWeek == NewTurn::DOUBLE_GROWTH)
availableCount *= 2;
else if (n.specialWeek == NewTurn::BONUS_GROWTH)
availableCount += 5;
}
}
}
}
}
if (!firstTurn && player < PlayerColor::PLAYER_LIMIT)//not the first day and town not neutral
{
n.res[player] = n.res[player] + t->dailyIncome();
}
if(t->hasBuilt(BuildingID::GRAIL)
&& t->town->buildings.at(BuildingID::GRAIL)->height == CBuilding::HEIGHT_SKYSHIP)
{
// Skyship, probably easier to handle same as Veil of darkness
//do it every new day after veils apply
if (player != PlayerColor::NEUTRAL) //do not reveal fow for neutral player
{
FoWChange fw;
fw.mode = 1;
fw.player = player;
// find all hidden tiles
const auto fow = getPlayerTeam(player)->fogOfWarMap;
auto shape = fow->shape();
for(size_t z = 0; z < shape[0]; z++)
for(size_t x = 0; x < shape[1]; x++)
for(size_t y = 0; y < shape[2]; y++)
if (!(*fow)[z][x][y])
fw.tiles.insert(int3(x, y, z));
sendAndApply (&fw);
}
}
if (t->hasBonusOfType (BonusType::DARKNESS))
{
for (auto & player : gs->players)
{
if (getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES)
changeFogOfWar(t->visitablePos(), t->getBonusLocalFirst(Selector::type()(BonusType::DARKNESS))->val, player.first, true);
}
}
}
if (newMonth)
{
SetAvailableArtifacts saa;
saa.id = -1;
pickAllowedArtsSet(saa.arts, getRandomGenerator());
sendAndApply(&saa);
}
sendAndApply(&n);
if (newWeek)
{
//spawn wandering monsters
if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
{
spawnWanderingMonsters(n.creatureid);
}
//new week info popup
if (!firstTurn)
{
InfoWindow iw;
switch (n.specialWeek)
{
case NewTurn::DOUBLE_GROWTH:
iw.text.appendLocalString(EMetaText::ARRAY_TXT, 131);
iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, n.creatureid);
iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, n.creatureid);
break;
case NewTurn::PLAGUE:
iw.text.appendLocalString(EMetaText::ARRAY_TXT, 132);
break;
case NewTurn::BONUS_GROWTH:
iw.text.appendLocalString(EMetaText::ARRAY_TXT, 134);
iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, n.creatureid);
iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, n.creatureid);
break;
case NewTurn::DEITYOFFIRE:
iw.text.appendLocalString(EMetaText::ARRAY_TXT, 135);
iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, 42); //%s imp
iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, 42); //%s imp
iw.text.replacePositiveNumber(15); //%+d 15
iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, 43); //%s familiar
iw.text.replacePositiveNumber(15); //%+d 15
break;
default:
if (newMonth)
{
iw.text.appendLocalString(EMetaText::ARRAY_TXT, (130));
iw.text.replaceLocalString(EMetaText::ARRAY_TXT, getRandomGenerator().nextInt(32, 41));
}
else
{
iw.text.appendLocalString(EMetaText::ARRAY_TXT, (133));
iw.text.replaceLocalString(EMetaText::ARRAY_TXT, getRandomGenerator().nextInt(43, 57));
}
}
for (auto & elem : gs->players)
{
iw.player = elem.first;
sendAndApply(&iw);
}
}
}
logGlobal->trace("Info about turn %d has been sent!", n.day);
handleTimeEvents();
//call objects
for (auto & elem : gs->map->objects)
{
if (elem)
elem->newTurn(getRandomGenerator());
}
synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
}
void CGameHandler::run(bool resume)
{
LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
using namespace boost::posix_time;
for (auto cc : lobby->connections)
{
auto players = lobby->getAllClientPlayers(cc->connectionID);
std::stringstream sbuffer;
sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
for (PlayerColor color : players)
{
sbuffer << color << " ";
{
boost::unique_lock<boost::recursive_mutex> lock(gsm);
connections[color].insert(cc);
}
}
logGlobal->info(sbuffer.str());
}
#if SCRIPTING_ENABLED
services()->scripts()->run(serverScripts);
#endif
if(resume)
events::GameResumed::defaultExecute(serverEventBus.get());
auto playerTurnOrder = generatePlayerTurnOrder();
while(lobby->state == EServerState::GAMEPLAY)
{
if(!resume)
{
newTurn();
events::TurnStarted::defaultExecute(serverEventBus.get());
}
std::list<PlayerColor>::iterator it;
if (resume)
{
it = std::find(playerTurnOrder.begin(), playerTurnOrder.end(), gs->currentPlayer);
}
else
{
it = playerTurnOrder.begin();
}
resume = false;
for (; (it != playerTurnOrder.end()) && (lobby->state == EServerState::GAMEPLAY) ; it++)
{
auto playerColor = *it;
auto onGetTurn = [&](events::PlayerGotTurn & event)
{
//if player runs out of time, he shouldn't get the turn (especially AI)
//pre-trigger may change anything, should check before each player
//TODO: is it enough to check only one player?
checkVictoryLossConditionsForAll();
auto player = event.getPlayer();
const PlayerState * playerState = &gs->players[player];
if(playerState->status != EPlayerStatus::INGAME)
{
event.setPlayer(PlayerColor::CANNOT_DETERMINE);
}
else
{
states.setFlag(player, &PlayerStatus::makingTurn, true);
YourTurn yt;
yt.player = player;
//Change local daysWithoutCastle counter for local interface message //TODO: needed?
yt.daysWithoutCastle = playerState->daysWithoutCastle;
applyAndSend(&yt);
}
};
events::PlayerGotTurn::defaultExecute(serverEventBus.get(), onGetTurn, playerColor);
if(playerColor != PlayerColor::CANNOT_DETERMINE)
{
//wait till turn is done
boost::unique_lock<boost::mutex> lock(states.mx);
while(states.players.at(playerColor).makingTurn && lobby->state == EServerState::GAMEPLAY)
{
static time_duration p = milliseconds(100);
states.cv.timed_wait(lock, p);
}
}
}
//additional check that game is not finished
bool activePlayer = false;
for (auto player : playerTurnOrder)
{
if (gs->players[player].status == EPlayerStatus::INGAME)
activePlayer = true;
}
if(!activePlayer)
lobby->state = EServerState::GAMEPLAY_ENDED;
}
}
std::list<PlayerColor> CGameHandler::generatePlayerTurnOrder() const
{
// Generate player turn order
std::list<PlayerColor> playerTurnOrder;
for (const auto & player : gs->players) // add human players first
{
if (player.second.human)
playerTurnOrder.push_back(player.first);
}
for (const auto & player : gs->players) // then add non-human players
{
if (!player.second.human)
playerTurnOrder.push_back(player.first);
}
return playerTurnOrder;
}
void CGameHandler::giveSpells(const CGTownInstance *t, const CGHeroInstance *h)
{
if (!h->hasSpellbook())
return; //hero hasn't spellbook
ChangeSpells cs;
cs.hid = h->id;
cs.learn = true;
if (t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX) && t->hasBuilt(BuildingID::MAGES_GUILD_1))
{
// Aurora Borealis give spells of all levels even if only level 1 mages guild built
for (int i = 0; i < h->maxSpellLevel(); i++)
{
std::vector<SpellID> spells;
getAllowedSpells(spells, i+1);
for (auto & spell : spells)
cs.spells.insert(spell);
}
}
else
{
for (int i = 0; i < std::min(t->mageGuildLevel(), h->maxSpellLevel()); i++)
{
for (int j = 0; j < t->spellsAtLevel(i+1, true) && j < t->spells.at(i).size(); j++)
{
if (!h->spellbookContainsSpell(t->spells.at(i).at(j)))
cs.spells.insert(t->spells.at(i).at(j));
}
}
}
if (!cs.spells.empty())
sendAndApply(&cs);
}
bool CGameHandler::removeObject(const CGObjectInstance * obj)
{
if (!obj || !getObj(obj->id))
{
logGlobal->error("Something wrong, that object already has been removed or hasn't existed!");
return false;
}
RemoveObject ro;
ro.id = obj->id;
sendAndApply(&ro);
checkVictoryLossConditionsForAll(); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
return true;
}
bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit, PlayerColor asker)
{
const CGHeroInstance *h = getHero(hid);
// not turn of that hero or player can't simply teleport hero (at least not with this function)
if (!h || (asker != PlayerColor::NEUTRAL && (teleporting || h->getOwner() != gs->currentPlayer)))
{
logGlobal->error("Illegal call to move hero!");
return false;
}
logGlobal->trace("Player %d (%s) wants to move hero %d from %s to %s", asker, asker.getStr(), hid.getNum(), h->pos.toString(), dst.toString());
const int3 hmpos = h->convertToVisitablePos(dst);
if (!gs->map->isInTheMap(hmpos))
{
logGlobal->error("Destination tile is outside the map!");
return false;
}
const TerrainTile t = *getTile(hmpos);
const int3 guardPos = gs->guardingCreaturePosition(hmpos);
const bool embarking = !h->boat && !t.visitableObjects.empty() && t.visitableObjects.back()->ID == Obj::BOAT;
const bool disembarking = h->boat
&& t.terType->isLand()
&& (dst == h->pos
|| (h->boat->layer == EPathfindingLayer::SAIL && !t.blocked));
//result structure for start - movement failed, no move points used
TryMoveHero tmh;
tmh.id = hid;
tmh.start = h->pos;
tmh.end = dst;
tmh.result = TryMoveHero::FAILED;
tmh.movePoints = h->movementPointsRemaining();
//check if destination tile is available
auto pathfinderHelper = std::make_unique<CPathfinderHelper>(gs, h, PathfinderOptions());
auto ti = pathfinderHelper->getTurnInfo();
const bool canFly = pathfinderHelper->hasBonusOfType(BonusType::FLYING_MOVEMENT) || (h->boat && h->boat->layer == EPathfindingLayer::AIR);
const bool canWalkOnSea = pathfinderHelper->hasBonusOfType(BonusType::WATER_WALKING) || (h->boat && h->boat->layer == EPathfindingLayer::WATER);
const int cost = pathfinderHelper->getMovementCost(h->visitablePos(), hmpos, nullptr, nullptr, h->movementPointsRemaining());
//it's a rock or blocked and not visitable tile
//OR hero is on land and dest is water and (there is not present only one object - boat)
if (((!t.terType->isPassable() || (t.blocked && !t.visitable && !canFly))
&& complain("Cannot move hero, destination tile is blocked!"))
|| ((!h->boat && !canWalkOnSea && !canFly && t.terType->isWater() && (t.visitableObjects.size() < 1 || !t.visitableObjects.back()->isCoastVisitable())) //hero is not on boat/water walking and dst water tile doesn't contain boat/hero (objs visitable from land) -> we test back cause boat may be on top of another object (#276)
&& complain("Cannot move hero, destination tile is on water!"))
|| ((h->boat && h->boat->layer == EPathfindingLayer::SAIL && t.terType->isLand() && t.blocked)
&& complain("Cannot disembark hero, tile is blocked!"))
|| ((distance(h->pos, dst) >= 1.5 && !teleporting)
&& complain("Tiles are not neighboring!"))
|| ((h->inTownGarrison)
&& complain("Can not move garrisoned hero!"))
|| (((int)h->movementPointsRemaining() < cost && dst != h->pos && !teleporting)
&& complain("Hero doesn't have any movement points left!"))
|| ((transit && !canFly && !CGTeleport::isTeleport(t.topVisitableObj()))
&& complain("Hero cannot transit over this tile!"))
/*|| (states.checkFlag(h->tempOwner, &PlayerStatus::engagedIntoBattle)
&& complain("Cannot move hero during the battle"))*/)
{
//send info about movement failure
sendAndApply(&tmh);
return false;
}
//several generic blocks of code
// should be called if hero changes tile but before applying TryMoveHero package
auto leaveTile = [&]()
{
for (CGObjectInstance *obj : gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects)
{
obj->onHeroLeave(h);
}
this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadius(), h->tempOwner, 1);
};
auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
EVisitDest visitDest, ELEaveTile leavingTile) -> bool
{
LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->getNameTranslated() % tmh.start.toString() % tmh.end.toString());
auto moveQuery = std::make_shared<CHeroMovementQuery>(this, tmh, h);
queries->addQuery(moveQuery);
if (leavingTile == LEAVING_TILE)
leaveTile();
if (isInTheMap(guardPos))
tmh.attackedFrom = std::make_optional(guardPos);
tmh.result = result;
sendAndApply(&tmh);
if (visitDest == VISIT_DEST && t.topVisitableObj() && t.topVisitableObj()->id == h->id)
{ // Hero should be always able to visit any object he staying on even if there guards around
visitObjectOnTile(t, h);
}
else if (lookForGuards == CHECK_FOR_GUARDS && isInTheMap(guardPos))
{
const TerrainTile &guardTile = *gs->getTile(guardPos);
objectVisited(guardTile.visitableObjects.back(), h);
moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
}
else if (visitDest == VISIT_DEST)
{
visitObjectOnTile(t, h);
}
queries->popIfTop(moveQuery);
logGlobal->trace("Hero %s ends movement", h->getNameTranslated());
return result != TryMoveHero::FAILED;
};
//interaction with blocking object (like resources)
auto blockingVisit = [&]() -> bool
{
for (CGObjectInstance *obj : t.visitableObjects)
{
if(h->boat && !obj->isBlockedVisitable() && !h->boat->onboardVisitAllowed)
return doMove(TryMoveHero::SUCCESS, this->IGNORE_GUARDS, DONT_VISIT_DEST, REMAINING_ON_TILE);
if (obj != h && obj->isBlockedVisitable() && !obj->passableFor(h->tempOwner))
{
EVisitDest visitDest = VISIT_DEST;
if(h->boat && !h->boat->onboardVisitAllowed)
visitDest = DONT_VISIT_DEST;
return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, visitDest, REMAINING_ON_TILE);
}
}
return false;
};
if (!transit && embarking)
{
tmh.movePoints = h->movementPointsAfterEmbark(h->movementPointsRemaining(), cost, false, ti);
return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
// In H3 embark ignore guards
}
if (disembarking)
{
tmh.movePoints = h->movementPointsAfterEmbark(h->movementPointsRemaining(), cost, true, ti);
return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
}
if (teleporting)
{
if (blockingVisit()) // e.g. hero on the other side of teleporter
return true;
doMove(TryMoveHero::TELEPORTATION, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
// visit town for town portal \ castle gates
// do not use generic visitObjectOnTile to avoid double-teleporting
// if this moveHero call was triggered by teleporter
if (!t.visitableObjects.empty())
{
if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(t.visitableObjects.back()))
town->onHeroVisit(h);
}
return true;
}
//still here? it is standard movement!
{
tmh.movePoints = (int)h->movementPointsRemaining() >= cost
? h->movementPointsRemaining() - cost
: 0;
EGuardLook lookForGuards = CHECK_FOR_GUARDS;
EVisitDest visitDest = VISIT_DEST;
if (transit)
{
if (CGTeleport::isTeleport(t.topVisitableObj()))
visitDest = DONT_VISIT_DEST;
if (canFly)
{
lookForGuards = IGNORE_GUARDS;
visitDest = DONT_VISIT_DEST;
}
}
else if (blockingVisit())
return true;
if(h->boat && !h->boat->onboardAssaultAllowed)
lookForGuards = IGNORE_GUARDS;
doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);
return true;
}
}
bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker)
{
const CGHeroInstance *h = getHero(hid);
const CGTownInstance *t = getTown(dstid);
if (!h || !t || h->getOwner() != gs->currentPlayer)
COMPLAIN_RET("Invalid call to teleportHero!");
const CGTownInstance *from = h->visitedTown;
if (((h->getOwner() != t->getOwner())
&& complain("Cannot teleport hero to another player"))
|| (from->town->faction->getId() != t->town->faction->getId()
&& complain("Source town and destination town should belong to the same faction"))
|| ((!from || !from->hasBuilt(BuildingSubID::CASTLE_GATE))
&& complain("Hero must be in town with Castle gate for teleporting"))
|| (!t->hasBuilt(BuildingSubID::CASTLE_GATE)
&& complain("Cannot teleport hero to town without Castle gate in it")))
return false;
int3 pos = h->convertFromVisitablePos(t->visitablePos());
moveHero(hid,pos,1);
return true;
}
void CGameHandler::setOwner(const CGObjectInstance * obj, const PlayerColor owner)
{
PlayerColor oldOwner = getOwner(obj->id);
SetObjectProperty sop(obj->id, ObjProperty::OWNER, owner.getNum());
sendAndApply(&sop);
std::set<PlayerColor> playerColors = {owner, oldOwner};
checkVictoryLossConditions(playerColors);
const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
if (town) //town captured
{
if (owner < PlayerColor::PLAYER_LIMIT) //new owner is real player
{
if (town->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
setPortalDwelling(town, true, false);
}
if (oldOwner < PlayerColor::PLAYER_LIMIT) //old owner is real player
{
if (getPlayerState(oldOwner)->towns.empty() && getPlayerState(oldOwner)->status != EPlayerStatus::LOSER) //previous player lost last last town
{
InfoWindow iw;
iw.player = oldOwner;
iw.text.appendLocalString(EMetaText::GENERAL_TXT, 6); //%s, you have lost your last town. If you do not conquer another town in the next week, you will be eliminated.
iw.text.replaceLocalString(EMetaText::COLOR, oldOwner.getNum());
sendAndApply(&iw);
}
}
}
const PlayerState * p = getPlayerState(owner);
if ((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4) && p && p->dwellings.size()==1)//first dwelling captured
{
for (const CGTownInstance * t : getPlayerState(owner)->towns)
{
if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
setPortalDwelling(t);//set initial creatures for all portals of summoning
}
}
}
void CGameHandler::showBlockingDialog(BlockingDialog *iw)
{
auto dialogQuery = std::make_shared<CBlockingDialogQuery>(this, *iw);
queries->addQuery(dialogQuery);
iw->queryID = dialogQuery->queryID;
sendToAllClients(iw);
}
void CGameHandler::showTeleportDialog(TeleportDialog *iw)
{
auto dialogQuery = std::make_shared<CTeleportDialogQuery>(this, *iw);
queries->addQuery(dialogQuery);
iw->queryID = dialogQuery->queryID;
sendToAllClients(iw);
}
void CGameHandler::giveResource(PlayerColor player, GameResID which, int val) //TODO: cap according to Bersy's suggestion
{
if (!val) return; //don't waste time on empty call
TResources resources;
resources[which] = val;
giveResources(player, resources);
}
void CGameHandler::giveResources(PlayerColor player, TResources resources)
{
SetResources sr;
sr.abs = false;
sr.player = player;
sr.res = resources;
sendAndApply(&sr);
}
void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
{
COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
//first we move creatures to give to make them army of object-source
for (auto & elem : creatures.Slots())
{
addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->type)), elem.second->type, elem.second->count);
}
tryJoiningArmy(obj, h, remove, true);
}
void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures)
{
std::vector<CStackBasicDescriptor> cres = creatures;
if (cres.size() <= 0)
return;
const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
for (CStackBasicDescriptor &sbd : cres)
{
TQuantity collected = 0;
while(collected < sbd.count)
{
bool foundSth = false;
for (auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
{
if (i->second->type == sbd.type)
{
TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
changeStackCount(StackLocation(obj, i->first), -take, false);
collected += take;
foundSth = true;
break;
}
}
if (!foundSth) //we went through the whole loop and haven't found appropriate cres
{
complain("Unexpected failure during taking creatures!");
return;
}
}
}
}
void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
{
HeroVisitCastle vc;
vc.hid = hero->id;
vc.tid = obj->id;
vc.flags |= 1;
sendAndApply(&vc);
visitCastleObjects(obj, hero);
giveSpells (obj, hero);
checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
}
void CGameHandler::visitCastleObjects(const CGTownInstance * t, const CGHeroInstance * h)
{
for (auto building : t->bonusingBuildings)
building->onHeroVisit(h);
}
void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
{
HeroVisitCastle vc;
vc.hid = hero->id;
vc.tid = obj->id;
sendAndApply(&vc);
}
void CGameHandler::removeArtifact(const ArtifactLocation &al)
{
EraseArtifact ea;
ea.al = al;
sendAndApply(&ea);
}
void CGameHandler::changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells)
{
ChangeSpells cs;
cs.hid = hero->id;
cs.spells = spells;
cs.learn = give;
sendAndApply(&cs);
}
void CGameHandler::giveHeroBonus(GiveBonus * bonus)
{
sendAndApply(bonus);
}
void CGameHandler::setMovePoints(SetMovePoints * smp)
{
sendAndApply(smp);
}
void CGameHandler::setManaPoints(ObjectInstanceID hid, int val)
{
SetMana sm;
sm.hid = hid;
sm.val = val;
sm.absolute = true;
sendAndApply(&sm);
}
void CGameHandler::giveHero(ObjectInstanceID id, PlayerColor player, ObjectInstanceID boatId)
{
GiveHero gh;
gh.id = id;
gh.player = player;
gh.boatId = boatId;
sendAndApply(&gh);
//Reveal fow around new hero, especially released from Prison
auto h = getHero(id);
changeFogOfWar(h->pos, h->getSightRadius(), player, false);
}
void CGameHandler::changeObjPos(ObjectInstanceID objid, int3 newPos)
{
ChangeObjPos cop;
cop.objid = objid;
cop.nPos = newPos;
sendAndApply(&cop);
}
void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
{
const CGHeroInstance * h1 = getHero(fromHero);
const CGHeroInstance * h2 = getHero(toHero);
int h1_scholarSpellLevel = h1->valOfBonuses(BonusType::LEARN_MEETING_SPELL_LIMIT, -1);
int h2_scholarSpellLevel = h2->valOfBonuses(BonusType::LEARN_MEETING_SPELL_LIMIT, -1);
if (h1_scholarSpellLevel < h2_scholarSpellLevel)
{
std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
std::swap(fromHero, toHero);
}
int ScholarSpellLevel = std::max(h1_scholarSpellLevel, h2_scholarSpellLevel);//heroes can trade up to this level
if (!ScholarSpellLevel || !h1->hasSpellbook() || !h2->hasSpellbook())
return;//no scholar skill or no spellbook
int h1Lvl = std::min(ScholarSpellLevel, h1->maxSpellLevel()),
h2Lvl = std::min(ScholarSpellLevel, h2->maxSpellLevel());//heroes can receive this levels
ChangeSpells cs1;
cs1.learn = true;
cs1.hid = toHero;//giving spells to first hero
for (auto it : h1->getSpellsInSpellbook())
if (h2Lvl >= it.toSpell()->level && !h2->spellbookContainsSpell(it))//hero can learn it and don't have it yet
cs1.spells.insert(it);//spell to learn
ChangeSpells cs2;
cs2.learn = true;
cs2.hid = fromHero;
for (auto it : h2->getSpellsInSpellbook())
if (h1Lvl >= it.toSpell()->level && !h1->spellbookContainsSpell(it))
cs2.spells.insert(it);
if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
{
int ScholarSkillLevel = std::max(h1->getSecSkillLevel(SecondarySkill::SCHOLAR),
h2->getSecSkillLevel(SecondarySkill::SCHOLAR));
InfoWindow iw;
iw.player = h1->tempOwner;
iw.components.emplace_back(Component::EComponentType::SEC_SKILL, 18, ScholarSkillLevel, 0);
iw.text.appendLocalString(EMetaText::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
iw.text.replaceRawString(h1->getNameTranslated());
if (!cs2.spells.empty())//if found new spell - apply
{
iw.text.appendLocalString(EMetaText::GENERAL_TXT, 140);//learns
int size = static_cast<int>(cs2.spells.size());
for (auto it : cs2.spells)
{
iw.components.emplace_back(Component::EComponentType::SPELL, it, 1, 0);
iw.text.appendLocalString(EMetaText::SPELL_NAME, it.toEnum());
switch (size--)
{
case 2:
iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);
case 1:
break;
default:
iw.text.appendRawString(", ");
}
}
iw.text.appendLocalString(EMetaText::GENERAL_TXT, 142);//from %s
iw.text.replaceRawString(h2->getNameTranslated());
sendAndApply(&cs2);
}
if (!cs1.spells.empty() && !cs2.spells.empty())
{
iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);//and
}
if (!cs1.spells.empty())
{
iw.text.appendLocalString(EMetaText::GENERAL_TXT, 147);//teaches
int size = static_cast<int>(cs1.spells.size());
for (auto it : cs1.spells)
{
iw.components.emplace_back(Component::EComponentType::SPELL, it, 1, 0);
iw.text.appendLocalString(EMetaText::SPELL_NAME, it.toEnum());
switch (size--)
{
case 2:
iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);
case 1:
break;
default:
iw.text.appendRawString(", ");
}
}
iw.text.appendLocalString(EMetaText::GENERAL_TXT, 148);//from %s
iw.text.replaceRawString(h2->getNameTranslated());
sendAndApply(&cs1);
}
sendAndApply(&iw);
}
}
void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
{
auto h1 = getHero(hero1), h2 = getHero(hero2);
if (getPlayerRelations(h1->getOwner(), h2->getOwner()))
{
auto exchange = std::make_shared<CGarrisonDialogQuery>(this, h1, h2);
ExchangeDialog hex;
hex.queryID = exchange->queryID;
hex.player = h1->getOwner();
hex.hero1 = hero1;
hex.hero2 = hero2;
sendAndApply(&hex);
useScholarSkill(hero1,hero2);
queries->addQuery(exchange);
}
}
void CGameHandler::sendToAllClients(CPackForClient * pack)
{
logNetwork->trace("\tSending to all clients: %s", typeid(*pack).name());
for (auto c : lobby->connections)
{
if(!c->isOpen())
continue;
c->sendPack(pack);
}
}
void CGameHandler::sendAndApply(CPackForClient * pack)
{
sendToAllClients(pack);
gs->apply(pack);
logNetwork->trace("\tApplied on gs: %s", typeid(*pack).name());
}
void CGameHandler::applyAndSend(CPackForClient * pack)
{
gs->apply(pack);
sendToAllClients(pack);
}
void CGameHandler::sendAndApply(CGarrisonOperationPack * pack)
{
sendAndApply(static_cast<CPackForClient *>(pack));
checkVictoryLossConditionsForAll();
}
void CGameHandler::sendAndApply(SetResources * pack)
{
sendAndApply(static_cast<CPackForClient *>(pack));
checkVictoryLossConditionsForPlayer(pack->player);
}
void CGameHandler::sendAndApply(NewStructures * pack)
{
sendAndApply(static_cast<CPackForClient *>(pack));
checkVictoryLossConditionsForPlayer(getTown(pack->tid)->tempOwner);
}
bool CGameHandler::isPlayerOwns(CPackForServer * pack, ObjectInstanceID id)
{
return getPlayerAt(pack->c) == getOwner(id);
}
void CGameHandler::throwNotAllowedAction(CPackForServer * pack)
{
if(pack->c)
playerMessages->sendSystemMessage(pack->c, "You are not allowed to perform this action!");
logNetwork->error("Player is not allowed to perform this action!");
throw ExceptionNotAllowedAction();
}
void CGameHandler::wrongPlayerMessage(CPackForServer * pack, PlayerColor expectedplayer)
{
std::ostringstream oss;
oss << "You were identified as player " << getPlayerAt(pack->c) << " while expecting " << expectedplayer;
logNetwork->error(oss.str());
if(pack->c)
playerMessages->sendSystemMessage(pack->c, oss.str());
}
void CGameHandler::throwOnWrongOwner(CPackForServer * pack, ObjectInstanceID id)
{
if(!isPlayerOwns(pack, id))
{
wrongPlayerMessage(pack, getOwner(id));
throwNotAllowedAction(pack);
}
}
void CGameHandler::throwOnWrongPlayer(CPackForServer * pack, PlayerColor player)
{
if(!hasPlayerAt(player, pack->c) && player != getPlayerAt(pack->c))
{
wrongPlayerMessage(pack, player);
throwNotAllowedAction(pack);
}
}
void CGameHandler::throwAndComplain(CPackForServer * pack, std::string txt)
{
complain(txt);
throwNotAllowedAction(pack);
}
void CGameHandler::save(const std::string & filename)
{
logGlobal->info("Saving to %s", filename);
const auto stem = FileInfo::GetPathStem(filename);
const auto savefname = stem.to_string() + ".vsgm1";
CResourceHandler::get("local")->createResource(savefname);
try
{
{
CSaveFile save(*CResourceHandler::get("local")->getResourceName(ResourceID(stem.to_string(), EResType::SAVEGAME)));
saveCommonState(save);
logGlobal->info("Saving server state");
save << *this;
}
logGlobal->info("Game has been successfully saved!");
}
catch(std::exception &e)
{
logGlobal->error("Failed to save game: %s", e.what());
}
}
bool CGameHandler::load(const std::string & filename)
{
logGlobal->info("Loading from %s", filename);
const auto stem = FileInfo::GetPathStem(filename);
reinitScripting();
try
{
{
CLoadFile lf(*CResourceHandler::get()->getResourceName(ResourceID(stem.to_string(), EResType::SAVEGAME)), MINIMAL_SERIALIZATION_VERSION);
loadCommonState(lf);
logGlobal->info("Loading server state");
lf >> *this;
}
logGlobal->info("Game has been successfully loaded!");
}
catch(const ModIncompatibility & e)
{
logGlobal->error("Failed to load game: %s", e.what());
auto errorMsg = VLC->generaltexth->translate("vcmi.server.errors.modsIncompatibility") + '\n';
errorMsg += e.what();
lobby->announceMessage(errorMsg);
return false;
}
catch(const std::exception & e)
{
logGlobal->error("Failed to load game: %s", e.what());
return false;
}
gs->preInit(VLC);
gs->updateOnLoad(lobby->si.get());
return true;
}
bool CGameHandler::bulkSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner, si32 howMany)
{
if(!slotSrc.validSlot() && complain(complainInvalidSlot))
return false;
const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
const CCreatureSet & creatureSet = *army;
if((!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
|| (howMany < 1 && complain("Invalid split parameter!")))
{
return false;
}
auto actualAmount = army->getStackCount(slotSrc);
if(actualAmount <= howMany && complain(complainNotEnoughCreatures)) // '<=' because it's not intended just for moving a stack
return false;
auto freeSlots = creatureSet.getFreeSlots();
if(freeSlots.empty() && complain("No empty stacks"))
return false;
BulkRebalanceStacks bulkRS;
for(auto slot : freeSlots)
{
RebalanceStacks rs;
rs.srcArmy = army->id;
rs.dstArmy = army->id;
rs.srcSlot = slotSrc;
rs.dstSlot = slot;
rs.count = howMany;
bulkRS.moves.push_back(rs);
actualAmount -= howMany;
if(actualAmount <= howMany)
break;
}
sendAndApply(&bulkRS);
return true;
}
bool CGameHandler::bulkMergeStacks(SlotID slotSrc, ObjectInstanceID srcOwner)
{
if(!slotSrc.validSlot() && complain(complainInvalidSlot))
return false;
const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
const CCreatureSet & creatureSet = *army;
if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
return false;
auto actualAmount = creatureSet.getStackCount(slotSrc);
if(actualAmount < 1 && complain(complainNoCreatures))
return false;
auto currentCreature = creatureSet.getCreature(slotSrc);
if(!currentCreature && complain(complainNoCreatures))
return false;
auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, slotSrc);
if(!creatureSlots.size())
return false;
BulkRebalanceStacks bulkRS;
for(auto slot : creatureSlots)
{
RebalanceStacks rs;
rs.srcArmy = army->id;
rs.dstArmy = army->id;
rs.srcSlot = slot;
rs.dstSlot = slotSrc;
rs.count = creatureSet.getStackCount(slot);
bulkRS.moves.push_back(rs);
}
sendAndApply(&bulkRS);
return true;
}
bool CGameHandler::bulkMoveArmy(ObjectInstanceID srcArmy, ObjectInstanceID destArmy, SlotID srcSlot)
{
if(!srcSlot.validSlot() && complain(complainInvalidSlot))
return false;
const CArmedInstance * armySrc = static_cast<const CArmedInstance*>(getObjInstance(srcArmy));
const CCreatureSet & setSrc = *armySrc;
if(!vstd::contains(setSrc.stacks, srcSlot) && complain(complainNoCreatures))
return false;
const CArmedInstance * armyDest = static_cast<const CArmedInstance*>(getObjInstance(destArmy));
const CCreatureSet & setDest = *armyDest;
auto freeSlots = setDest.getFreeSlotsQueue();
typedef std::map<SlotID, std::pair<SlotID, TQuantity>> TRebalanceMap;
TRebalanceMap moves;
auto srcQueue = setSrc.getCreatureQueue(srcSlot); // Exclude srcSlot, it should be moved last
auto slotsLeft = setSrc.stacksCount();
auto destMap = setDest.getCreatureMap();
TMapCreatureSlot::key_compare keyComp = destMap.key_comp();
while(!srcQueue.empty())
{
auto pair = srcQueue.top();
srcQueue.pop();
auto currCreature = pair.first;
auto currSlot = pair.second;
const auto quantity = setSrc.getStackCount(currSlot);
TMapCreatureSlot::iterator lb = destMap.lower_bound(currCreature);
const bool alreadyExists = (lb != destMap.end() && !(keyComp(currCreature, lb->first)));
if(!alreadyExists)
{
if(freeSlots.empty())
continue;
auto currFreeSlot = freeSlots.front();
freeSlots.pop();
destMap.insert(lb, TMapCreatureSlot::value_type(currCreature, currFreeSlot));
}
moves.insert(std::make_pair(currSlot, std::make_pair(destMap[currCreature], quantity)));
slotsLeft--;
}
if(slotsLeft == 1)
{
auto lastCreature = setSrc.getCreature(srcSlot);
auto slotToMove = SlotID();
// Try to find a slot for last creature
if(destMap.find(lastCreature) == destMap.end())
{
if(!freeSlots.empty())
slotToMove = freeSlots.front();
}
else
{
slotToMove = destMap[lastCreature];
}
if(slotToMove != SlotID())
{
const bool needsLastStack = armySrc->needsLastStack();
const auto quantity = setSrc.getStackCount(srcSlot) - (needsLastStack ? 1 : 0);
moves.insert(std::make_pair(srcSlot, std::make_pair(slotToMove, quantity)));
}
}
BulkRebalanceStacks bulkRS;
for(auto & move : moves)
{
RebalanceStacks rs;
rs.srcArmy = armySrc->id;
rs.dstArmy = armyDest->id;
rs.srcSlot = move.first;
rs.dstSlot = move.second.first;
rs.count = move.second.second;
bulkRS.moves.push_back(rs);
}
sendAndApply(&bulkRS);
return true;
}
bool CGameHandler::bulkSmartSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner)
{
if(!slotSrc.validSlot() && complain(complainInvalidSlot))
return false;
const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
const CCreatureSet & creatureSet = *army;
if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
return false;
auto actualAmount = creatureSet.getStackCount(slotSrc);
if(actualAmount <= 1 && complain(complainNoCreatures))
return false;
auto freeSlot = creatureSet.getFreeSlot();
auto currentCreature = creatureSet.getCreature(slotSrc);
if(freeSlot == SlotID() && creatureSet.isCreatureBalanced(currentCreature))
return true;
auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, SlotID(-1), 1); // Ignore slots where's only 1 creature, don't ignore slotSrc
TQuantity totalCreatures = 0;
for(auto slot : creatureSlots)
totalCreatures += creatureSet.getStackCount(slot);
if(totalCreatures <= 1 && complain("Total creatures number is invalid"))
return false;
if(freeSlot != SlotID())
creatureSlots.push_back(freeSlot);
if(creatureSlots.empty() && complain("No available slots for smart rebalancing"))
return false;
const auto totalCreatureSlots = creatureSlots.size();
const auto rem = totalCreatures % totalCreatureSlots;
const auto quotient = totalCreatures / totalCreatureSlots;
// totalCreatures == rem * (quotient + 1) + (totalCreatureSlots - rem) * quotient;
// Proof: r(q+1)+(s-r)q = rq+r+qs-rq = r+qs = total, where total/s = q+r/s
BulkSmartRebalanceStacks bulkSRS;
if(freeSlot != SlotID())
{
RebalanceStacks rs;
rs.srcArmy = rs.dstArmy = army->id;
rs.srcSlot = slotSrc;
rs.dstSlot = freeSlot;
rs.count = 1;
bulkSRS.moves.push_back(rs);
}
auto currSlot = 0;
auto check = 0;
for(auto slot : creatureSlots)
{
ChangeStackCount csc;
csc.army = army->id;
csc.slot = slot;
csc.count = (currSlot < rem)
? quotient + 1
: quotient;
csc.absoluteValue = true;
bulkSRS.changes.push_back(csc);
currSlot++;
check += csc.count;
}
if(check != totalCreatures)
{
complain((boost::format("Failure: totalCreatures=%d but check=%d") % totalCreatures % check).str());
return false;
}
sendAndApply(&bulkSRS);
return true;
}
bool CGameHandler::arrangeStacks(ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player)
{
const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id1)),
* s2 = static_cast<const CArmedInstance *>(getObjInstance(id2));
const CCreatureSet &S1 = *s1, &S2 = *s2;
StackLocation sl1(s1, p1), sl2(s2, p2);
if (!sl1.slot.validSlot() || !sl2.slot.validSlot())
{
complain(complainInvalidSlot);
return false;
}
if (!isAllowedExchange(id1,id2))
{
complain("Cannot exchange stacks between these two objects!\n");
return false;
}
// We can always put stacks into locked garrison, but not take them out of it
auto notRemovable = [&](const CArmedInstance * army)
{
if (id1 != id2) // Stack arrangement inside locked garrison is allowed
{
auto g = dynamic_cast<const CGGarrison *>(army);
if (g && !g->removableUnits)
{
complain("Stacks in this garrison are not removable!\n");
return true;
}
}
return false;
};
if (what==1) //swap
{
if (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1))
|| ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
{
complain("Can't take troops from another player!");
return false;
}
if (sl1.army == sl2.army && sl1.slot == sl2.slot)
{
complain("Cannot swap stacks - slots are the same!");
return false;
}
if (!s1->slotEmpty(p1) && !s2->slotEmpty(p2))
{
if (notRemovable(sl1.army) || notRemovable(sl2.army))
return false;
}
if (s1->slotEmpty(p1) && notRemovable(sl2.army))
return false;
else if (s2->slotEmpty(p2) && notRemovable(sl1.army))
return false;
swapStacks(sl1, sl2);
}
else if (what==2)//merge
{
if ((s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
|| (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
return false;
if (s1->slotEmpty(p1) || s2->slotEmpty(p2))
{
complain("Cannot merge empty stack!");
return false;
}
else if (notRemovable(sl1.army))
return false;
moveStack(sl1, sl2);
}
else if (what==3) //split
{
const int countToMove = val - s2->getStackCount(p2);
const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;
if ( (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1))
|| (s2->tempOwner != player && val < s2->getStackCount(p2)))
{
complain("Can't move troops of another player!");
return false;
}
//general conditions checking
if ((!vstd::contains(S1.stacks,p1) && complain(complainNoCreatures))
|| (val<1 && complain(complainNoCreatures)) )
{
return false;
}
if (vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
{
int total = s1->getStackCount(p1) + s2->getStackCount(p2);
if ((total < val && complain("Cannot split that stack, not enough creatures!"))
|| (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
)
{
return false;
}
if (notRemovable(sl1.army))
{
if (s1->getStackCount(p1) > countLeftOnSrc)
return false;
}
else if (notRemovable(sl2.army))
{
if (s2->getStackCount(p1) < countLeftOnSrc)
return false;
}
moveStack(sl1, sl2, countToMove);
//S2.slots[p2]->count = val;
//S1.slots[p1]->count = total - val;
}
else //split one stack to the two
{
if (s1->getStackCount(p1) < val)//not enough creatures
{
complain(complainNotEnoughCreatures);
return false;
}
if (notRemovable(sl1.army))
return false;
moveStack(sl1, sl2, val);
}
}
return true;
}
bool CGameHandler::hasPlayerAt(PlayerColor player, std::shared_ptr<CConnection> c) const
{
return connections.at(player).count(c);
}
PlayerColor CGameHandler::getPlayerAt(std::shared_ptr<CConnection> c) const
{
std::set<PlayerColor> all;
for (auto i=connections.cbegin(); i!=connections.cend(); i++)
if(vstd::contains(i->second, c))
all.insert(i->first);
switch(all.size())
{
case 0:
return PlayerColor::NEUTRAL;
case 1:
return *all.begin();
default:
{
//if we have more than one player at this connection, try to pick active one
if (vstd::contains(all, gs->currentPlayer))
return gs->currentPlayer;
else
return PlayerColor::CANNOT_DETERMINE; //cannot say which player is it
}
}
}
bool CGameHandler::disbandCreature(ObjectInstanceID id, SlotID pos)
{
const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id));
if (!vstd::contains(s1->stacks,pos))
{
complain("Illegal call to disbandCreature - no such stack in army!");
return false;
}
eraseStack(StackLocation(s1, pos));
return true;
}
bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID, bool force)
{
const CGTownInstance * t = getTown(tid);
if(!t)
COMPLAIN_RETF("No such town (ID=%s)!", tid);
if(!t->town->buildings.count(requestedID))
COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->getNameTranslated() % requestedID);
if(t->hasBuilt(requestedID))
COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->getNameTranslated() % t->getNameTranslated());
const CBuilding * requestedBuilding = t->town->buildings.at(requestedID);
//Vector with future list of built building and buildings in auto-mode that are not yet built.
std::vector<const CBuilding*> remainingAutoBuildings;
std::set<BuildingID> buildingsThatWillBe;
//Check validity of request
if(!force)
{
switch(requestedBuilding->mode)
{
case CBuilding::BUILD_NORMAL :
if (canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
COMPLAIN_RET("Cannot build that building!");
break;
case CBuilding::BUILD_AUTO :
case CBuilding::BUILD_SPECIAL:
COMPLAIN_RET("This building can not be constructed normally!");
case CBuilding::BUILD_GRAIL :
if(requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
{
if(!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
COMPLAIN_RET("Cannot build this without grail!")
else
removeArtifact(ArtifactLocation(t->visitingHero, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
}
break;
}
}
//Performs stuff that has to be done before new building is built
auto processBeforeBuiltStructure = [t, this](const BuildingID buildingID)
{
if(buildingID >= BuildingID::DWELL_FIRST) //dwelling
{
int level = (buildingID - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
int upgradeNumber = (buildingID - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
if(upgradeNumber >= t->town->creatures.at(level).size())
{
complain(boost::str(boost::format("Error ecountered when building dwelling (bid=%s):"
"no creature found (upgrade number %d, level %d!")
% buildingID % upgradeNumber % level));
return;
}
CCreature * crea = VLC->creh->objects.at(t->town->creatures.at(level).at(upgradeNumber));
SetAvailableCreatures ssi;
ssi.tid = t->id;
ssi.creatures = t->creatures;
if (ssi.creatures[level].second.empty()) // first creature in a dwelling
ssi.creatures[level].first = crea->getGrowth();
ssi.creatures[level].second.push_back(crea->getId());
sendAndApply(&ssi);
}
if(t->town->buildings.at(buildingID)->subId == BuildingSubID::PORTAL_OF_SUMMONING)
{
setPortalDwelling(t);
}
};
//Performs stuff that has to be done after new building is built
auto processAfterBuiltStructure = [t, this](const BuildingID buildingID)
{
auto isMageGuild = (buildingID <= BuildingID::MAGES_GUILD_5 && buildingID >= BuildingID::MAGES_GUILD_1);
auto isLibrary = isMageGuild ? false
: t->town->buildings.at(buildingID)->subId == BuildingSubID::EBuildingSubID::LIBRARY;
if(isMageGuild || isLibrary || (t->subID == ETownType::CONFLUX && buildingID == BuildingID::GRAIL))
{
if(t->visitingHero)
giveSpells(t,t->visitingHero);
if(t->garrisonHero)
giveSpells(t,t->garrisonHero);
}
};
//Checks if all requirements will be met with expected building list "buildingsThatWillBe"
auto areRequirementsFullfilled = [&](const BuildingID & buildID)
{
return buildingsThatWillBe.count(buildID);
};
//Init the vectors
for(auto & build : t->town->buildings)
{
if(t->hasBuilt(build.first))
{
buildingsThatWillBe.insert(build.first);
}
else
{
if(build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
remainingAutoBuildings.push_back(build.second);
}
}
//Prepare structure (list of building ids will be filled later)
NewStructures ns;
ns.tid = tid;
ns.builded = force ? t->builded : (t->builded+1);
std::queue<const CBuilding*> buildingsToAdd;
buildingsToAdd.push(requestedBuilding);
while(!buildingsToAdd.empty())
{
auto b = buildingsToAdd.front();
buildingsToAdd.pop();
ns.bid.insert(b->bid);
buildingsThatWillBe.insert(b->bid);
remainingAutoBuildings -= b;
for(auto autoBuilding : remainingAutoBuildings)
{
auto actualRequirements = t->genBuildingRequirements(autoBuilding->bid);
if(actualRequirements.test(areRequirementsFullfilled))
buildingsToAdd.push(autoBuilding);
}
}
// FIXME: it's done before NewStructures applied because otherwise town window wont be properly updated on client. That should be actually fixed on client and not on server.
for(auto builtID : ns.bid)
processBeforeBuiltStructure(builtID);
//Take cost
if(!force)
giveResources(t->tempOwner, -requestedBuilding->resources);
//We know what has been built, apply changes. Do this as final step to properly update town window
sendAndApply(&ns);
//Other post-built events. To some logic like giving spells to work gamestate changes for new building must be already in place!
for(auto builtID : ns.bid)
processAfterBuiltStructure(builtID);
// now when everything is built - reveal tiles for lookout tower
FoWChange fw;
fw.player = t->tempOwner;
fw.mode = 1;
getTilesInRange(fw.tiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, 1);
sendAndApply(&fw);
if(t->visitingHero)
visitCastleObjects(t, t->visitingHero);
if(t->garrisonHero)
visitCastleObjects(t, t->garrisonHero);
checkVictoryLossConditionsForPlayer(t->tempOwner);
return true;
}
bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
{
///incomplete, simply erases target building
const CGTownInstance * t = getTown(tid);
if (!vstd::contains(t->builtBuildings, bid))
return false;
RazeStructures rs;
rs.tid = tid;
rs.bid.insert(bid);
rs.destroyed = t->destroyed + 1;
sendAndApply(&rs);
//TODO: Remove dwellers
// if (t->subID == 4 && bid == 17) //Veil of Darkness
// {
// RemoveBonus rb(RemoveBonus::TOWN);
// rb.whoID = t->id;
// rb.source = BonusSource::TOWN_STRUCTURE;
// rb.id = 17;
// sendAndApply(&rb);
// }
return true;
}
bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl)
{
const CGDwelling * dw = static_cast<const CGDwelling *>(getObj(objid));
const CArmedInstance *dst = nullptr;
const CCreature *c = VLC->creh->objects.at(crid);
const bool warMachine = c->warMachine != ArtifactID::NONE;
//TODO: test for owning
//TODO: check if dst can recruit objects (e.g. hero is actually visiting object, town and source are same, etc)
dst = dynamic_cast<const CArmedInstance*>(getObj(dstid));
assert(dw && dst);
//verify
bool found = false;
int level = 0;
for (; level < dw->creatures.size(); level++) //iterate through all levels
{
if ((fromLvl != -1) && (level !=fromLvl))
continue;
const auto &cur = dw->creatures.at(level); //current level info <amount, list of cr. ids>
int i = 0;
for (; i < cur.second.size(); i++) //look for crid among available creatures list on current level
if (cur.second.at(i) == crid)
break;
if (i < cur.second.size())
{
found = true;
cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
break;
}
}
SlotID slot = dst->getSlotFor(crid);
if ((!found && complain("Cannot recruit: no such creatures!"))
|| ((si32)cram > VLC->creh->objects.at(crid)->maxAmount(getPlayerState(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
|| (cram<=0 && complain("Cannot recruit: cram <= 0!"))
|| (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
{
return false;
}
//recruit
giveResources(dst->tempOwner, -(c->getFullRecruitCost() * cram));
SetAvailableCreatures sac;
sac.tid = objid;
sac.creatures = dw->creatures;
sac.creatures[level].first -= cram;
sendAndApply(&sac);
if (warMachine)
{
const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(dst);
COMPLAIN_RET_FALSE_IF(!h, "Only hero can buy war machines");
ArtifactID artId = c->warMachine;
COMPLAIN_RET_FALSE_IF(artId == ArtifactID::CATAPULT, "Catapult cannot be recruited!");
const CArtifact * art = artId.toArtifact();
COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid war machine artifact");
return giveHeroNewArtifact(h, art);
}
else
{
addToSlot(StackLocation(dst, slot), c, cram);
}
return true;
}
bool CGameHandler::upgradeCreature(ObjectInstanceID objid, SlotID pos, CreatureID upgID)
{
const CArmedInstance * obj = static_cast<const CArmedInstance *>(getObjInstance(objid));
if (!obj->hasStackAtSlot(pos))
{
COMPLAIN_RET("Cannot upgrade, no stack at slot " + boost::to_string(pos));
}
UpgradeInfo ui;
fillUpgradeInfo(obj, pos, ui);
PlayerColor player = obj->tempOwner;
const PlayerState *p = getPlayerState(player);
int crQuantity = obj->stacks.at(pos)->count;
int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
//check if upgrade is possible
if ((ui.oldID<0 || newIDpos == -1) && complain("That upgrade is not possible!"))
{
return false;
}
TResources totalCost = ui.cost.at(newIDpos) * crQuantity;
//check if player has enough resources
if (!p->resources.canAfford(totalCost))
COMPLAIN_RET("Cannot upgrade, not enough resources!");
//take resources
giveResources(player, -totalCost);
//upgrade creature
changeStackType(StackLocation(obj, pos), VLC->creh->objects.at(upgID));
return true;
}
bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c)
{
if (!sl.army->hasStackAtSlot(sl.slot))
COMPLAIN_RET("Cannot find a stack to change type");
SetStackType sst;
sst.army = sl.army->id;
sst.slot = sl.slot;
sst.type = c->getId();
sendAndApply(&sst);
return true;
}
void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
{
assert(src->canBeMergedWith(*dst, allowMerging));
while(src->stacksCount())//while there are unmoved creatures
{
auto i = src->Slots().begin(); //iterator to stack to move
StackLocation sl(src, i->first); //location of stack to move
SlotID pos = dst->getSlotFor(i->second->type);
if (!pos.validSlot())
{
//try to merge two other stacks to make place
std::pair<SlotID, SlotID> toMerge;
if (dst->mergableStacks(toMerge, i->first) && allowMerging)
{
moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
}
else
{
complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
return;
}
}
else
{
moveStack(sl, StackLocation(dst, pos));
}
}
}
bool CGameHandler::swapGarrisonOnSiege(ObjectInstanceID tid)
{
const CGTownInstance * town = getTown(tid);
if(!town->garrisonHero == !town->visitingHero)
return false;
SetHeroesInTown intown;
intown.tid = tid;
if(town->garrisonHero) //garrison -> vising
{
intown.garrison = ObjectInstanceID();
intown.visiting = town->garrisonHero->id;
}
else //visiting -> garrison
{
if(town->armedGarrison())
town->mergeGarrisonOnSiege();
intown.visiting = ObjectInstanceID();
intown.garrison = town->visitingHero->id;
}
sendAndApply(&intown);
return true;
}
bool CGameHandler::garrisonSwap(ObjectInstanceID tid)
{
const CGTownInstance * town = getTown(tid);
if (!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
{
if (!town->visitingHero->canBeMergedWith(*town))
{
complain("Cannot make garrison swap, not enough free slots!");
return false;
}
moveArmy(town, town->visitingHero, true);
SetHeroesInTown intown;
intown.tid = tid;
intown.visiting = ObjectInstanceID();
intown.garrison = town->visitingHero->id;
sendAndApply(&intown);
return true;
}
else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
{
//check if moving hero out of town will break 8 wandering heroes limit
if (getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
{
complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
return false;
}
SetHeroesInTown intown;
intown.tid = tid;
intown.garrison = ObjectInstanceID();
intown.visiting = town->garrisonHero->id;
sendAndApply(&intown);
return true;
}
else if (!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
{
SetHeroesInTown intown;
intown.tid = tid;
intown.garrison = town->visitingHero->id;
intown.visiting = town->garrisonHero->id;
sendAndApply(&intown);
return true;
}
else
{
complain("Cannot swap garrison hero!");
return false;
}
}
// With the amount of changes done to the function, it's more like transferArtifacts.
// Function moves artifact from src to dst. If dst is not a backpack and is already occupied, old dst art goes to backpack and is replaced.
bool CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2)
{
ArtifactLocation src = al1, dst = al2;
const PlayerColor srcPlayer = src.owningPlayer(), dstPlayer = dst.owningPlayer();
const CArmedInstance *srcObj = src.relatedObj(), *dstObj = dst.relatedObj();
// Make sure exchange is even possible between the two heroes.
if(!isAllowedExchange(srcObj->id, dstObj->id))
COMPLAIN_RET("That heroes cannot make any exchange!");
const CArtifactInstance *srcArtifact = src.getArt();
const CArtifactInstance *destArtifact = dst.getArt();
const bool isDstSlotBackpack = ArtifactUtils::isSlotBackpack(dst.slot);
if(srcArtifact == nullptr)
COMPLAIN_RET("No artifact to move!");
if(destArtifact && srcPlayer != dstPlayer && !isDstSlotBackpack)
COMPLAIN_RET("Can't touch artifact on hero of another player!");
// Check if src/dest slots are appropriate for the artifacts exchanged.
// Moving to the backpack is always allowed.
if((!srcArtifact || !isDstSlotBackpack)
&& srcArtifact && !srcArtifact->canBePutAt(dst, true))
COMPLAIN_RET("Cannot move artifact!");
auto srcSlot = src.getSlot();
auto dstSlot = dst.getSlot();
if((srcSlot && srcSlot->locked) || (dstSlot && dstSlot->locked))
COMPLAIN_RET("Cannot move artifact locks.");
if(isDstSlotBackpack && srcArtifact->artType->isBig())
COMPLAIN_RET("Cannot put big artifacts in backpack!");
if(src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)
COMPLAIN_RET("Cannot move catapult!");
if(isDstSlotBackpack)
{
if(!ArtifactUtils::isBackpackFreeSlots(dst.getHolderArtSet()))
COMPLAIN_RET("Backpack is full!");
vstd::amin(dst.slot, GameConstants::BACKPACK_START + dst.getHolderArtSet()->artifactsInBackpack.size());
}
if(!(src.slot == ArtifactPosition::TRANSITION_POS && dst.slot == ArtifactPosition::TRANSITION_POS))
{
if(src.slot == dst.slot && src.artHolder == dst.artHolder)
COMPLAIN_RET("Won't move artifact: Dest same as source!");
// Check if dst slot is occupied
if(!isDstSlotBackpack && destArtifact)
{
// Previous artifact must be removed first
moveArtifact(dst, ArtifactLocation(dst.artHolder, ArtifactPosition::TRANSITION_POS));
}
try
{
auto hero = std::get<ConstTransitivePtr<CGHeroInstance>>(dst.artHolder);
if(ArtifactUtils::checkSpellbookIsNeeded(hero, srcArtifact->artType->getId(), dst.slot))
giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
}
catch(const std::bad_variant_access &)
{
// object other than hero received an art - ignore
}
MoveArtifact ma(&src, &dst);
if(dst.slot == ArtifactPosition::TRANSITION_POS)
ma.askAssemble = false;
sendAndApply(&ma);
}
return true;
}
bool CGameHandler::bulkMoveArtifacts(ObjectInstanceID srcHero, ObjectInstanceID dstHero, bool swap)
{
// Make sure exchange is even possible between the two heroes.
if(!isAllowedExchange(srcHero, dstHero))
COMPLAIN_RET("That heroes cannot make any exchange!");
auto psrcHero = getHero(srcHero);
auto pdstHero = getHero(dstHero);
if((!psrcHero) || (!pdstHero))
COMPLAIN_RET("bulkMoveArtifacts: wrong hero's ID");
BulkMoveArtifacts ma(static_cast<ConstTransitivePtr<CGHeroInstance>>(psrcHero),
static_cast<ConstTransitivePtr<CGHeroInstance>>(pdstHero), swap);
auto & slotsSrcDst = ma.artsPack0;
auto & slotsDstSrc = ma.artsPack1;
// Temporary fitting set for artifacts. Used to select available slots before sending data.
CArtifactFittingSet artFittingSet(pdstHero->bearerType());
auto moveArtifact = [this, &artFittingSet](const CArtifactInstance * artifact,
ArtifactPosition srcSlot, const CGHeroInstance * dstHero,
std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
{
assert(artifact);
auto dstSlot = ArtifactUtils::getArtAnyPosition(&artFittingSet, artifact->getTypeId());
if(dstSlot != ArtifactPosition::PRE_FIRST)
{
artFittingSet.putArtifact(dstSlot, static_cast<ConstTransitivePtr<CArtifactInstance>>(artifact));
slots.push_back(BulkMoveArtifacts::LinkedSlots(srcSlot, dstSlot));
if(ArtifactUtils::checkSpellbookIsNeeded(dstHero, artifact->getTypeId(), dstSlot))
giveHeroNewArtifact(dstHero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
}
};
if(swap)
{
auto moveArtsWorn = [moveArtifact](const CGHeroInstance * srcHero, const CGHeroInstance * dstHero,
std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
{
for(auto & artifact : srcHero->artifactsWorn)
{
if(ArtifactUtils::isArtRemovable(artifact))
moveArtifact(artifact.second.getArt(), artifact.first, dstHero, slots);
}
};
auto moveArtsInBackpack = [](const CArtifactSet * artSet,
std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
{
for(auto & slotInfo : artSet->artifactsInBackpack)
{
auto slot = artSet->getArtPos(slotInfo.artifact);
slots.push_back(BulkMoveArtifacts::LinkedSlots(slot, slot));
}
};
// Move over artifacts that are worn srcHero -> dstHero
moveArtsWorn(psrcHero, pdstHero, slotsSrcDst);
artFittingSet.artifactsWorn.clear();
// Move over artifacts that are worn dstHero -> srcHero
moveArtsWorn(pdstHero, psrcHero, slotsDstSrc);
// Move over artifacts that are in backpack srcHero -> dstHero
moveArtsInBackpack(psrcHero, slotsSrcDst);
// Move over artifacts that are in backpack dstHero -> srcHero
moveArtsInBackpack(pdstHero, slotsDstSrc);
}
else
{
artFittingSet.artifactsInBackpack = pdstHero->artifactsInBackpack;
artFittingSet.artifactsWorn = pdstHero->artifactsWorn;
// Move over artifacts that are worn
for(auto & artInfo : psrcHero->artifactsWorn)
{
if(ArtifactUtils::isArtRemovable(artInfo))
{
moveArtifact(psrcHero->getArt(artInfo.first), artInfo.first, pdstHero, slotsSrcDst);
}
}
// Move over artifacts that are in backpack
for(auto & slotInfo : psrcHero->artifactsInBackpack)
{
moveArtifact(psrcHero->getArt(psrcHero->getArtPos(slotInfo.artifact)),
psrcHero->getArtPos(slotInfo.artifact), pdstHero, slotsSrcDst);
}
}
sendAndApply(&ma);
return true;
}
/**
* Assembles or disassembles a combination artifact.
* @param heroID ID of hero holding the artifact(s).
* @param artifactSlot The worn slot ID of the combination- or constituent artifact.
* @param assemble True for assembly operation, false for disassembly.
* @param assembleTo If assemble is true, this represents the artifact ID of the combination
* artifact to assemble to. Otherwise it's not used.
*/
bool CGameHandler::assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
{
const CGHeroInstance * hero = getHero(heroID);
const CArtifactInstance * destArtifact = hero->getArt(artifactSlot);
if(!destArtifact)
COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
if(assemble)
{
CArtifact * combinedArt = VLC->arth->objects[assembleTo];
if(!combinedArt->isCombined())
COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
if (!vstd::contains(ArtifactUtils::assemblyPossibilities(hero, destArtifact->getTypeId(),
ArtifactUtils::isSlotEquipment(artifactSlot)), combinedArt))
{
COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
}
if(ArtifactUtils::checkSpellbookIsNeeded(hero, assembleTo, artifactSlot))
giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
AssembledArtifact aa;
aa.al = ArtifactLocation(hero, artifactSlot);
aa.builtArt = combinedArt;
sendAndApply(&aa);
}
else
{
if(!destArtifact->isCombined())
COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
if(ArtifactUtils::isSlotBackpack(artifactSlot)
&& !ArtifactUtils::isBackpackFreeSlots(hero, destArtifact->artType->getConstituents().size() - 1))
COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble but backpack is full!");
DisassembledArtifact da;
da.al = ArtifactLocation(hero, artifactSlot);
sendAndApply(&da);
}
return true;
}
bool CGameHandler::eraseArtifactByClient(const ArtifactLocation & al)
{
const auto * hero = getHero(al.relatedObj()->id);
if(hero == nullptr)
COMPLAIN_RET("eraseArtifactByClient: wrong hero's ID");
const auto * art = al.getArt();
if(art == nullptr)
COMPLAIN_RET("Cannot remove artifact!");
if(al.getArt()->artType->canBePutAt(hero) || al.slot != ArtifactPosition::TRANSITION_POS)
COMPLAIN_RET("Illegal artifact removal request");
removeArtifact(al);
return true;
}
bool CGameHandler::buyArtifact(ObjectInstanceID hid, ArtifactID aid)
{
const CGHeroInstance * hero = getHero(hid);
COMPLAIN_RET_FALSE_IF(nullptr == hero, "Invalid hero index");
const CGTownInstance * town = hero->visitedTown;
COMPLAIN_RET_FALSE_IF(nullptr == town, "Hero not in town");
if (aid==ArtifactID::SPELLBOOK)
{
if ((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
|| (getResource(hero->getOwner(), EGameResID::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!"))
|| (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
)
return false;
giveResource(hero->getOwner(),EGameResID::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
assert(hero->getArt(ArtifactPosition::SPELLBOOK));
giveSpells(town,hero);
return true;
}
else
{
const CArtifact * art = aid.toArtifact();
COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid artifact index to buy");
COMPLAIN_RET_FALSE_IF(art->getWarMachine() == CreatureID::NONE, "War machine artifact required");
COMPLAIN_RET_FALSE_IF(hero->hasArt(aid),"Hero already has this machine!");
const int price = art->getPrice();
COMPLAIN_RET_FALSE_IF(getPlayerState(hero->getOwner())->resources[EGameResID::GOLD] < price, "Not enough gold!");
if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid)
|| (town->hasBuilt(BuildingSubID::BALLISTA_YARD) && aid == ArtifactID::BALLISTA))
{
giveResource(hero->getOwner(),EGameResID::GOLD,-price);
return giveHeroNewArtifact(hero, art);
}
else
COMPLAIN_RET("This machine is unavailable here!");
}
}
bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, GameResID rid, ArtifactID aid)
{
if(!h)
COMPLAIN_RET("Only hero can buy artifacts!");
if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
COMPLAIN_RET("That artifact is unavailable!");
int b1, b2;
m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
if (getResource(h->tempOwner, rid) < b1)
COMPLAIN_RET("You can't afford to buy this artifact!");
giveResource(h->tempOwner, rid, -b1);
SetAvailableArtifacts saa;
if(dynamic_cast<const CGTownInstance *>(m))
{
saa.id = -1;
saa.arts = CGTownInstance::merchantArtifacts;
}
else if(const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m)) //black market
{
saa.id = bm->id.getNum();
saa.arts = bm->artifacts;
}
else
COMPLAIN_RET("Wrong marktet...");
bool found = false;
for (const CArtifact *&art : saa.arts)
{
if (art && art->getId() == aid)
{
art = nullptr;
found = true;
break;
}
}
if (!found)
COMPLAIN_RET("Cannot find selected artifact on the list");
sendAndApply(&saa);
giveHeroNewArtifact(h, VLC->arth->objects[aid], ArtifactPosition::FIRST_AVAILABLE);
return true;
}
bool CGameHandler::sellArtifact(const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, GameResID rid)
{
COMPLAIN_RET_FALSE_IF((!h), "Only hero can sell artifacts!");
const CArtifactInstance *art = h->getArtByInstanceId(aid);
COMPLAIN_RET_FALSE_IF((!art), "There is no artifact to sell!");
COMPLAIN_RET_FALSE_IF((!art->artType->isTradable()), "Cannot sell a war machine or spellbook!");
int resVal = 0, dump = 1;
m->getOffer(art->artType->getId(), rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
removeArtifact(ArtifactLocation(h, h->getArtPos(art)));
giveResource(h->tempOwner, rid, resVal);
return true;
}
bool CGameHandler::buySecSkill(const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
{
if (!h)
COMPLAIN_RET("You need hero to buy a skill!");
if (h->getSecSkillLevel(SecondarySkill(skill)))
COMPLAIN_RET("Hero already know this skill");
if (!h->canLearnSkill())
COMPLAIN_RET("Hero can't learn any more skills");
if (!h->canLearnSkill(skill))
COMPLAIN_RET("The hero can't learn this skill!");
if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
COMPLAIN_RET("That skill is unavailable!");
if (getResource(h->tempOwner, EGameResID::GOLD) < GameConstants::SKILL_GOLD_COST)//TODO: remove hardcoded resource\summ?
COMPLAIN_RET("You can't afford to buy this skill");
giveResource(h->tempOwner, EGameResID::GOLD, -GameConstants::SKILL_GOLD_COST);
changeSecSkill(h, skill, 1, true);
return true;
}
bool CGameHandler::tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2)
{
TResourceCap r1 = getPlayerState(player)->resources[id1];
vstd::amin(val, r1); //can't trade more resources than have
int b1, b2; //base quantities for trade
market->getOffer(id1, id2, b1, b2, EMarketMode::RESOURCE_RESOURCE);
int units = val / b1; //how many base quantities we trade
if (val%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
{
COMPLAIN_RET("Invalid deal, not all offered units of resource were used.");
}
giveResource(player, GameResID(id1), - b1 * units);
giveResource(player, GameResID(id2), b2 * units);
return true;
}
bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, GameResID resourceID)
{
if(!hero)
COMPLAIN_RET("Only hero can sell creatures!");
if (!vstd::contains(hero->Slots(), slot))
COMPLAIN_RET("Hero doesn't have any creature in that slot!");
const CStackInstance &s = hero->getStack(slot);
if (s.count < (TQuantity)count //can't sell more creatures than have
|| (hero->stacksCount() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
{
COMPLAIN_RET("Not enough creatures in army!");
}
int b1, b2; //base quantities for trade
market->getOffer(s.type->getId(), resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
int units = count / b1; //how many base quantities we trade
if (count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
{
//TODO: complain?
assert(0);
}
changeStackCount(StackLocation(hero, slot), -(TQuantity)count);
giveResource(hero->tempOwner, resourceID, b2 * units);
return true;
}
bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
{
const CArmedInstance *army = nullptr;
if (hero)
army = hero;
else
army = dynamic_cast<const CGTownInstance *>(market);
if (!army)
COMPLAIN_RET("Incorrect call to transform in undead!");
if (!army->hasStackAtSlot(slot))
COMPLAIN_RET("Army doesn't have any creature in that slot!");
const CStackInstance &s = army->getStack(slot);
//resulting creature - bone dragons or skeletons
CreatureID resCreature = CreatureID::SKELETON;
if ((s.hasBonusOfType(BonusType::DRAGON_NATURE)
&& !(s.hasBonusOfType(BonusType::UNDEAD)))
|| (s.getCreatureID() == CreatureID::HYDRA)
|| (s.getCreatureID() == CreatureID::CHAOS_HYDRA))
resCreature = CreatureID::BONE_DRAGON;
changeStackType(StackLocation(army, slot), resCreature.toCreature());
return true;
}
bool CGameHandler::sendResources(ui32 val, PlayerColor player, GameResID r1, PlayerColor r2)
{
const PlayerState *p2 = getPlayerState(r2, false);
if (!p2 || p2->status != EPlayerStatus::INGAME)
{
complain("Dest player must be in game!");
return false;
}
TResourceCap curRes1 = getPlayerState(player)->resources[r1];
vstd::amin(val, curRes1);
giveResource(player, r1, -(int)val);
giveResource(r2, r1, val);
return true;
}
bool CGameHandler::setFormation(ObjectInstanceID hid, ui8 formation)
{
const CGHeroInstance *h = getHero(hid);
if (!h)
{
logGlobal->error("Hero doesn't exist!");
return false;
}
ChangeFormation cf;
cf.hid = hid;
cf.formation = formation;
sendAndApply(&cf);
return true;
}
bool CGameHandler::queryReply(QueryID qid, const JsonNode & answer, PlayerColor player)
{
boost::unique_lock<boost::recursive_mutex> lock(gsm);
logGlobal->trace("Player %s attempts answering query %d with answer:", player, qid);
logGlobal->trace(answer.toJson());
auto topQuery = queries->topQuery(player);
COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
if(topQuery->queryID != qid)
{
auto currentQuery = queries->getQuery(qid);
if(currentQuery != nullptr && currentQuery->endsByPlayerAnswer())
currentQuery->setReply(answer);
COMPLAIN_RET("This player top query has different ID!"); //topQuery->queryID != qid
}
COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
topQuery->setReply(answer);
queries->popQuery(topQuery);
return true;
}
void CGameHandler::handleTimeEvents()
{
gs->map->events.sort(evntCmp);
while(gs->map->events.size() && gs->map->events.front().firstOccurence+1 == gs->day)
{
CMapEvent ev = gs->map->events.front();
for (int player = 0; player < PlayerColor::PLAYER_LIMIT_I; player++)
{
auto color = PlayerColor(player);
const PlayerState * pinfo = getPlayerState(color, false); //do not output error if player does not exist
if (pinfo //player exists
&& (ev.players & 1<<player) //event is enabled to this player
&& ((ev.computerAffected && !pinfo->human)
|| (ev.humanAffected && pinfo->human)
)
)
{
//give resources
giveResources(color, ev.resources);
//prepare dialog
InfoWindow iw;
iw.player = color;
iw.text.appendRawString(ev.message);
for (int i=0; i<ev.resources.size(); i++)
{
if (ev.resources[i]) //if resource is changed, we add it to the dialog
iw.components.emplace_back(Component::EComponentType::RESOURCE,i,ev.resources[i],0);
}
sendAndApply(&iw); //show dialog
}
} //PLAYERS LOOP
if (ev.nextOccurence)
{
gs->map->events.pop_front();
ev.firstOccurence += ev.nextOccurence;
auto it = gs->map->events.begin();
while(it != gs->map->events.end() && it->earlierThanOrEqual(ev))
it++;
gs->map->events.insert(it, ev);
}
else
{
gs->map->events.pop_front();
}
}
//TODO send only if changed
UpdateMapEvents ume;
ume.events = gs->map->events;
sendAndApply(&ume);
}
void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
{
town->events.sort(evntCmp);
while(town->events.size() && town->events.front().firstOccurence == gs->day)
{
PlayerColor player = town->tempOwner;
CCastleEvent ev = town->events.front();
const PlayerState * pinfo = getPlayerState(player, false);
if (pinfo //player exists
&& (ev.players & 1<<player.getNum()) //event is enabled to this player
&& ((ev.computerAffected && !pinfo->human)
|| (ev.humanAffected && pinfo->human)))
{
// dialog
InfoWindow iw;
iw.player = player;
iw.text.appendRawString(ev.message);
if (ev.resources.nonZero())
{
TResources was = n.res[player];
n.res[player] += ev.resources;
n.res[player].amax(0);
for (int i=0; i<ev.resources.size(); i++)
if (ev.resources[i] && pinfo->resources[i] != n.res.at(player)[i]) //if resource had changed, we add it to the dialog
iw.components.emplace_back(Component::EComponentType::RESOURCE,i,n.res.at(player)[i]-was[i],0);
}
for (auto & i : ev.buildings)
{
if (!town->hasBuilt(i))
{
buildStructure(town->id, i, true);
iw.components.emplace_back(Component::EComponentType::BUILDING, town->subID, i, 0);
}
}
if (!ev.creatures.empty() && !vstd::contains(n.cres, town->id))
{
n.cres[town->id].tid = town->id;
n.cres[town->id].creatures = town->creatures;
}
auto & sac = n.cres[town->id];
for (si32 i=0;i<ev.creatures.size();i++) //creature growths
{
if (!town->creatures.at(i).second.empty() && ev.creatures.at(i) > 0)//there is dwelling
{
sac.creatures[i].first += ev.creatures.at(i);
iw.components.emplace_back(Component::EComponentType::CREATURE,
town->creatures.at(i).second.back(), ev.creatures.at(i), 0);
}
}
sendAndApply(&iw); //show dialog
}
if (ev.nextOccurence)
{
town->events.pop_front();
ev.firstOccurence += ev.nextOccurence;
auto it = town->events.begin();
while(it != town->events.end() && it->earlierThanOrEqual(ev))
it++;
town->events.insert(it, ev);
}
else
{
town->events.pop_front();
}
}
//TODO send only if changed
UpdateCastleEvents uce;
uce.town = town->id;
uce.events = town->events;
sendAndApply(&uce);
}
bool CGameHandler::complain(const std::string &problem)
{
playerMessages->broadcastSystemMessage("Server encountered a problem: " + problem);
logGlobal->error(problem);
return true;
}
void CGameHandler::showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
{
//PlayerColor player = getOwner(hid);
auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
assert(lowerArmy);
assert(upperArmy);
auto garrisonQuery = std::make_shared<CGarrisonDialogQuery>(this, upperArmy, lowerArmy);
queries->addQuery(garrisonQuery);
GarrisonDialog gd;
gd.hid = hid;
gd.objid = upobj;
gd.removableUnits = removableUnits;
gd.queryID = garrisonQuery->queryID;
sendAndApply(&gd);
}
void CGameHandler::showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId)
{
OpenWindow ow;
ow.window = EOpenWindowMode::THIEVES_GUILD;
ow.id1 = player.getNum();
ow.id2 = requestingObjId.getNum();
sendAndApply(&ow);
}
bool CGameHandler::isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2)
{
if (id1 == id2)
return true;
const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
if (!o1 || !o2)
return true; //arranging stacks within an object should be always allowed
if (o1 && o2)
{
if (o1->ID == Obj::TOWN)
{
const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
if (t->visitingHero == o2 || t->garrisonHero == o2)
return true;
}
if (o2->ID == Obj::TOWN)
{
const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
if (t->visitingHero == o1 || t->garrisonHero == o1)
return true;
}
if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
{
const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
// two heroes in same town (garrisoned and visiting)
if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
return true;
}
//Ongoing garrison exchange - usually picking from top garison (from o1 to o2), but who knows
auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries->topQuery(o1->tempOwner));
if (!dialog)
{
dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries->topQuery(o2->tempOwner));
}
if (dialog)
{
auto topArmy = dialog->exchangingArmies.at(0);
auto bottomArmy = dialog->exchangingArmies.at(1);
if ((topArmy == o1 && bottomArmy == o2) || (bottomArmy == o1 && topArmy == o2))
return true;
}
}
return false;
}
void CGameHandler::objectVisited(const CGObjectInstance * obj, const CGHeroInstance * h)
{
using events::ObjectVisitStarted;
logGlobal->debug("%s visits %s (%d:%d)", h->nodeName(), obj->getObjectName(), obj->ID, obj->subID);
std::shared_ptr<CObjectVisitQuery> visitQuery;
auto startVisit = [&](ObjectVisitStarted & event)
{
auto visitedObject = obj;
if(obj->ID == Obj::HERO)
{
auto visitedHero = static_cast<const CGHeroInstance *>(obj);
const auto visitedTown = visitedHero->visitedTown;
if(visitedTown)
{
const bool isEnemy = visitedHero->getOwner() != h->getOwner();
if(isEnemy && !visitedTown->isBattleOutsideTown(visitedHero))
visitedObject = visitedTown;
}
}
visitQuery = std::make_shared<CObjectVisitQuery>(this, visitedObject, h, visitedObject->visitablePos());
queries->addQuery(visitQuery); //TODO real visit pos
HeroVisit hv;
hv.objId = obj->id;
hv.heroId = h->id;
hv.player = h->tempOwner;
hv.starting = true;
sendAndApply(&hv);
obj->onHeroVisit(h);
};
ObjectVisitStarted::defaultExecute(serverEventBus.get(), startVisit, h->tempOwner, h->id, obj->id);
if(visitQuery)
queries->popIfTop(visitQuery); //visit ends here if no queries were created
}
void CGameHandler::objectVisitEnded(const CObjectVisitQuery & query)
{
using events::ObjectVisitEnded;
logGlobal->debug("%s visit ends.\n", query.visitingHero->nodeName());
auto endVisit = [&](ObjectVisitEnded & event)
{
HeroVisit hv;
hv.player = event.getPlayer();
hv.heroId = event.getHero();
hv.starting = false;
sendAndApply(&hv);
};
//TODO: ObjectVisitEnded should also have id of visited object,
//but this requires object being deleted only by `removeAfterVisit()` but not `removeObject()`
ObjectVisitEnded::defaultExecute(serverEventBus.get(), endVisit, query.players.front(), query.visitingHero->id);
}
bool CGameHandler::buildBoat(ObjectInstanceID objid, PlayerColor playerID)
{
const IShipyard *obj = IShipyard::castFrom(getObj(objid));
if (obj->shipyardStatus() != IBoatGenerator::GOOD)
{
complain("Cannot build boat in this shipyard!");
return false;
}
TResources boatCost;
obj->getBoatCost(boatCost);
TResources aviable = getPlayerState(playerID)->resources;
if (!aviable.canAfford(boatCost))
{
complain("Not enough resources to build a boat!");
return false;
}
int3 tile = obj->bestLocation();
if (!gs->map->isInTheMap(tile))
{
complain("Cannot find appropriate tile for a boat!");
return false;
}
giveResources(playerID, -boatCost);
createObject(tile, Obj::BOAT, obj->getBoatType().getNum());
return true;
}
void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
{
for (auto playerColor : playerColors)
{
if (getPlayerState(playerColor, false))
checkVictoryLossConditionsForPlayer(playerColor);
}
}
void CGameHandler::checkVictoryLossConditionsForAll()
{
std::set<PlayerColor> playerColors;
for (int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
{
playerColors.insert(PlayerColor(i));
}
checkVictoryLossConditions(playerColors);
}
void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
{
const PlayerState * p = getPlayerState(player);
if(!p || p->status != EPlayerStatus::INGAME) return;
auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player);
if (victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
{
InfoWindow iw;
getVictoryLossMessage(player, victoryLossCheckResult, iw);
sendAndApply(&iw);
PlayerEndsGame peg;
peg.player = player;
peg.victoryLossCheckResult = victoryLossCheckResult;
sendAndApply(&peg);
if (victoryLossCheckResult.victory())
{
//one player won -> all enemies lost
for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
{
if (i->first != player && getPlayerState(i->first)->status == EPlayerStatus::INGAME)
{
peg.player = i->first;
peg.victoryLossCheckResult = getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ?
victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner
InfoWindow iw;
getVictoryLossMessage(player, peg.victoryLossCheckResult, iw);
iw.player = i->first;
sendAndApply(&iw);
sendAndApply(&peg);
}
}
if(p->human)
{
lobby->state = EServerState::GAMEPLAY_ENDED;
}
}
else
{
//copy heroes vector to avoid iterator invalidation as removal change PlayerState
auto hlp = p->heroes;
for (auto h : hlp) //eliminate heroes
{
if (h.get())
removeObject(h);
}
//player lost -> all his objects become unflagged (neutral)
for (auto obj : gs->map->objects) //unflag objs
{
if (obj.get() && obj->tempOwner == player)
setOwner(obj, PlayerColor::NEUTRAL);
}
//eliminating one player may cause victory of another:
std::set<PlayerColor> playerColors;
//do not copy player state (CBonusSystemNode) by value
for (auto &p : gs->players) //players may have different colors, iterate over players and not integers
{
if (p.first != player)
playerColors.insert(p.first);
}
//notify all players
for (auto pc : playerColors)
{
if (getPlayerState(pc)->status == EPlayerStatus::INGAME)
{
InfoWindow iw;
getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw);
iw.player = pc;
sendAndApply(&iw);
}
}
checkVictoryLossConditions(playerColors);
}
auto playerInfo = getPlayerState(gs->currentPlayer, false);
// If we are called before the actual game start, there might be no current player
if (playerInfo && playerInfo->status != EPlayerStatus::INGAME)
{
// If player making turn has lost his turn must be over as well
states.setFlag(gs->currentPlayer, &PlayerStatus::makingTurn, false);
}
}
}
void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const
{
out.player = player;
out.text = victoryLossCheckResult.messageToSelf;
out.text.replaceLocalString(EMetaText::COLOR, player.getNum());
out.components.emplace_back(Component::EComponentType::FLAG, player.getNum(), 0, 0);
}
bool CGameHandler::dig(const CGHeroInstance *h)
{
if (h->diggingStatus() != EDiggingStatus::CAN_DIG) //checks for terrain and movement
COMPLAIN_RETF("Hero cannot dig (error code %d)!", h->diggingStatus());
createObject(h->visitablePos(), Obj::HOLE, 0 );
//take MPs
SetMovePoints smp;
smp.hid = h->id;
smp.val = 0;
sendAndApply(&smp);
InfoWindow iw;
iw.type = EInfoWindowMode::AUTO;
iw.player = h->tempOwner;
if (gs->map->grailPos == h->visitablePos())
{
iw.text.appendLocalString(EMetaText::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
iw.text.appendLocalString(EMetaText::ART_NAMES, ArtifactID::GRAIL);
iw.soundID = soundBase::ULTIMATEARTIFACT;
giveHeroNewArtifact(h, VLC->arth->objects[ArtifactID::GRAIL], ArtifactPosition::FIRST_AVAILABLE); //give grail
sendAndApply(&iw);
iw.soundID = soundBase::invalid;
iw.components.emplace_back(Component::EComponentType::ARTIFACT, ArtifactID::GRAIL, 0, 0);
iw.text.clear();
iw.text.appendLocalString(EMetaText::ART_DESCR, ArtifactID::GRAIL);
sendAndApply(&iw);
}
else
{
iw.text.appendLocalString(EMetaText::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
iw.soundID = soundBase::Dig;
sendAndApply(&iw);
}
return true;
}
void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
{
if (!t.visitableObjects.empty())
{
//to prevent self-visiting heroes on space press
if (t.visitableObjects.back() != h)
objectVisited(t.visitableObjects.back(), h);
else if (t.visitableObjects.size() > 1)
objectVisited(*(t.visitableObjects.end()-2),h);
}
}
bool CGameHandler::sacrificeCreatures(const IMarket * market, const CGHeroInstance * hero, const std::vector<SlotID> & slot, const std::vector<ui32> & count)
{
if (!hero)
COMPLAIN_RET("You need hero to sacrifice creature!");
int expSum = 0;
auto finish = [this, &hero, &expSum]()
{
changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
};
for(int i = 0; i < slot.size(); ++i)
{
int oldCount = hero->getStackCount(slot[i]);
if(oldCount < (int)count[i])
{
finish();
COMPLAIN_RET("Not enough creatures to sacrifice!")
}
else if(oldCount == count[i] && hero->stacksCount() == 1 && hero->needsLastStack())
{
finish();
COMPLAIN_RET("Cannot sacrifice last creature!");
}
int crid = hero->getStack(slot[i]).type->getId();
changeStackCount(StackLocation(hero, slot[i]), -(TQuantity)count[i]);
int dump, exp;
market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
exp *= count[i];
expSum += exp;
}
finish();
return true;
}
bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, const std::vector<ArtifactPosition> & slot)
{
if (!hero)
COMPLAIN_RET("You need hero to sacrifice artifact!");
int expSum = 0;
auto finish = [this, &hero, &expSum]()
{
changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
};
for(int i = 0; i < slot.size(); ++i)
{
ArtifactLocation al(hero, slot[i]);
const CArtifactInstance * a = al.getArt();
if(!a)
{
finish();
COMPLAIN_RET("Cannot find artifact to sacrifice!");
}
const CArtifactInstance * art = hero->getArt(slot[i]);
if(!art)
{
finish();
COMPLAIN_RET("No artifact at position to sacrifice!");
}
si32 typId = art->artType->getId();
int dmp, expToGive;
m->getOffer(typId, 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
expSum += expToGive;
removeArtifact(al);
}
finish();
return true;
}
bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
{
if (sl.army->hasStackAtSlot(sl.slot))
COMPLAIN_RET("Slot is already taken!");
if (!sl.slot.validSlot())
COMPLAIN_RET("Cannot insert stack to that slot!");
InsertNewStack ins;
ins.army = sl.army->id;
ins.slot = sl.slot;
ins.type = c->getId();
ins.count = count;
sendAndApply(&ins);
return true;
}
bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval)
{
if (!sl.army->hasStackAtSlot(sl.slot))
COMPLAIN_RET("Cannot find a stack to erase");
if (sl.army->stacksCount() == 1 //from the last stack
&& sl.army->needsLastStack() //that must be left
&& !forceRemoval) //ignore above conditions if we are forcing removal
{
COMPLAIN_RET("Cannot erase the last stack!");
}
EraseStack es;
es.army = sl.army->id;
es.slot = sl.slot;
sendAndApply(&es);
return true;
}
bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue)
{
TQuantity currentCount = sl.army->getStackCount(sl.slot);
if ((absoluteValue && count < 0)
|| (!absoluteValue && -count > currentCount))
{
COMPLAIN_RET("Cannot take more stacks than present!");
}
if ((currentCount == -count && !absoluteValue)
|| (!count && absoluteValue))
{
eraseStack(sl);
}
else
{
ChangeStackCount csc;
csc.army = sl.army->id;
csc.slot = sl.slot;
csc.count = count;
csc.absoluteValue = absoluteValue;
sendAndApply(&csc);
}
return true;
}
bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
{
const CCreature *slotC = sl.army->getCreature(sl.slot);
if (!slotC) //slot is empty
insertNewStack(sl, c, count);
else if (c == slotC)
changeStackCount(sl, count);
else
{
COMPLAIN_RET("Cannot add " + c->getNamePluralTranslated() + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
}
return true;
}
void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
{
if (removeObjWhenFinished)
removeAfterVisit(src);
if (!src->canBeMergedWith(*dst, allowMerging))
{
if (allowMerging) //do that, add all matching creatures.
{
bool cont = true;
while (cont)
{
for (auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
{
SlotID pos = dst->getSlotFor(i->second->type);
if (pos.validSlot())
{
moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
cont = true;
break; //or iterator crashes
}
cont = false;
}
}
}
showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
}
else //merge
{
moveArmy(src, dst, allowMerging);
}
}
bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
{
if (!src.army->hasStackAtSlot(src.slot))
COMPLAIN_RET("No stack to move!");
if (dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
if (!dst.slot.validSlot())
COMPLAIN_RET("Cannot move stack to that slot!");
if (count == -1)
{
count = src.army->getStackCount(src.slot);
}
if (src.army != dst.army //moving away
&& count == src.army->getStackCount(src.slot) //all creatures
&& src.army->stacksCount() == 1 //from the last stack
&& src.army->needsLastStack()) //that must be left
{
COMPLAIN_RET("Cannot move away the last creature!");
}
RebalanceStacks rs;
rs.srcArmy = src.army->id;
rs.dstArmy = dst.army->id;
rs.srcSlot = src.slot;
rs.dstSlot = dst.slot;
rs.count = count;
sendAndApply(&rs);
return true;
}
void CGameHandler::castSpell(const spells::Caster * caster, SpellID spellID, const int3 &pos)
{
const CSpell * s = spellID.toSpell();
if(!s)
return;
AdventureSpellCastParameters p;
p.caster = caster;
p.pos = pos;
s->adventureCast(spellEnv, p);
}
bool CGameHandler::swapStacks(const StackLocation & sl1, const StackLocation & sl2)
{
if(!sl1.army->hasStackAtSlot(sl1.slot))
{
return moveStack(sl2, sl1);
}
else if(!sl2.army->hasStackAtSlot(sl2.slot))
{
return moveStack(sl1, sl2);
}
else
{
SwapStacks ss;
ss.srcArmy = sl1.army->id;
ss.dstArmy = sl2.army->id;
ss.srcSlot = sl1.slot;
ss.dstSlot = sl2.slot;
sendAndApply(&ss);
return true;
}
}
bool CGameHandler::giveHeroArtifact(const CGHeroInstance * h, const CArtifactInstance * a, ArtifactPosition pos)
{
assert(a->artType);
ArtifactLocation al(h, ArtifactPosition::PRE_FIRST);
if(pos == ArtifactPosition::FIRST_AVAILABLE)
{
al.slot = ArtifactUtils::getArtAnyPosition(h, a->getTypeId());
}
else if(ArtifactUtils::isSlotBackpack(pos))
{
al.slot = ArtifactUtils::getArtBackpackPosition(h, a->getTypeId());
}
else
{
al.slot = pos;
}
if(a->canBePutAt(al))
putArtifact(al, a);
else
return false;
return true;
}
void CGameHandler::putArtifact(const ArtifactLocation &al, const CArtifactInstance *a)
{
PutArtifact pa;
pa.art = a;
pa.al = al;
sendAndApply(&pa);
}
bool CGameHandler::giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * artType, ArtifactPosition pos)
{
assert(artType);
if(pos == ArtifactPosition::FIRST_AVAILABLE)
{
if(!artType->canBePutAt(h, ArtifactUtils::getArtAnyPosition(h, artType->getId())))
COMPLAIN_RET("Cannot put artifact in that slot!");
}
else if(ArtifactUtils::isSlotBackpack(pos))
{
if(!artType->canBePutAt(h, ArtifactUtils::getArtBackpackPosition(h, artType->getId())))
COMPLAIN_RET("Cannot put artifact in that slot!");
}
else
{
COMPLAIN_RET_FALSE_IF(!artType->canBePutAt(h, pos, false), "Cannot put artifact in that slot!");
}
auto * newArtInst = new CArtifactInstance();
newArtInst->artType = artType; // *NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
NewArtifact na;
na.art = newArtInst;
sendAndApply(&na); // -> updates newArtInst!!!
if(giveHeroArtifact(h, newArtInst, pos))
return true;
else
return false;
}
void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
{
std::vector<int3>::iterator tile;
std::vector<int3> tiles;
getFreeTiles(tiles);
ui32 amount = (ui32)tiles.size() / 200; //Chance is 0.5% for each tile
RandomGeneratorUtil::randomShuffle(tiles, getRandomGenerator());
logGlobal->trace("Spawning wandering monsters. Found %d free tiles. Creature type: %d", tiles.size(), creatureID.num);
const CCreature *cre = VLC->creh->objects.at(creatureID);
for (int i = 0; i < (int)amount; ++i)
{
tile = tiles.begin();
logGlobal->trace("\tSpawning monster at %s", tile->toString());
{
auto count = cre->getRandomAmount(std::rand);
createObject(*tile, Obj::MONSTER, creatureID);
auto monsterId = getTopObj(*tile)->id;
setObjProperty(monsterId, ObjProperty::MONSTER_COUNT, count);
setObjProperty(monsterId, ObjProperty::MONSTER_POWER, (si64)1000*count);
}
tiles.erase(tile); //not use it again
}
}
void CGameHandler::synchronizeArtifactHandlerLists()
{
UpdateArtHandlerLists uahl;
uahl.treasures = VLC->arth->treasures;
uahl.minors = VLC->arth->minors;
uahl.majors = VLC->arth->majors;
uahl.relics = VLC->arth->relics;
sendAndApply(&uahl);
}
bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
{
return vstd::contains(gs->map->objects, obj);
}
bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
{
if (!strcmp(typeid(*pack).name(), typeid(PlayerMessage).name()))
return false;
auto query = queries->topQuery(player);
if (query && query->blocksPack(pack))
{
complain(boost::str(boost::format(
"\r\n| Player \"%s\" has to answer queries before attempting any further actions.\r\n| Top Query: \"%s\"\r\n")
% boost::to_upper_copy<std::string>(player.getStr())
% query->toString()
));
return true;
}
return false;
}
void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
{
//If the object is being visited, there must be a matching query
for (const auto &query : queries->allQueries())
{
if (auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))
{
if (someVistQuery->visitedObject == object)
{
someVistQuery->removeObjectAfterVisit = true;
return;
}
}
}
//If we haven't returned so far, there is no query and no visit, call was wrong
assert("This function needs to be called during the object visit!");
}
void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide)
{
std::unordered_set<int3> tiles;
getTilesInRange(tiles, center, radius, player, hide? -1 : 1);
if (hide)
{
std::unordered_set<int3> observedTiles; //do not hide tiles observed by heroes. May lead to disastrous AI problems
auto p = getPlayerState(player);
for (auto h : p->heroes)
{
getTilesInRange(observedTiles, h->getSightCenter(), h->getSightRadius(), h->tempOwner, -1);
}
for (auto t : p->towns)
{
getTilesInRange(observedTiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, -1);
}
for (auto tile : observedTiles)
vstd::erase_if_present (tiles, tile);
}
changeFogOfWar(tiles, player, hide);
}
void CGameHandler::changeFogOfWar(std::unordered_set<int3> &tiles, PlayerColor player, bool hide)
{
FoWChange fow;
fow.tiles = tiles;
fow.player = player;
fow.mode = hide? 0 : 1;
sendAndApply(&fow);
}
bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
{
if (auto topQuery = queries->topQuery(hero->getOwner()))
if (auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
return !(visit->visitedObject == obj && visit->visitingHero == hero);
return true;
}
void CGameHandler::setObjProperty(ObjectInstanceID objid, int prop, si64 val)
{
SetObjectProperty sob;
sob.id = objid;
sob.what = prop;
sob.val = static_cast<ui32>(val);
sendAndApply(&sob);
}
void CGameHandler::showInfoDialog(InfoWindow * iw)
{
sendAndApply(iw);
}
void CGameHandler::showInfoDialog(const std::string & msg, PlayerColor player)
{
InfoWindow iw;
iw.player = player;
iw.text.appendRawString(msg);
showInfoDialog(&iw);
}
CRandomGenerator & CGameHandler::getRandomGenerator()
{
return CRandomGenerator::getDefault();
}
#if SCRIPTING_ENABLED
scripting::Pool * CGameHandler::getGlobalContextPool() const
{
return serverScripts.get();
}
scripting::Pool * CGameHandler::getContextPool() const
{
return serverScripts.get();
}
#endif
void CGameHandler::createObject(const int3 & visitablePosition, Obj type, int32_t subtype)
{
NewObject no;
no.ID = type;
no.subID= subtype;
no.targetPos = visitablePosition;
sendAndApply(&no);
}
void CGameHandler::deserializationFix()
{
//FIXME: pointer to GameHandler itself can't be deserialized at the moment since GameHandler is top-level entity in serialization
// restore any places that requires such pointer manually
heroPool->gameHandler = this;
battles->setGameHandler(this);
playerMessages->gameHandler = this;
}
void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank, const CGTownInstance *town)
{
battles->startBattlePrimary(army1, army2, tile, hero1, hero2, creatureBank, town);
}
void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank )
{
battles->startBattleI(army1, army2, tile, creatureBank);
}
void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank )
{
battles->startBattleI(army1, army2, creatureBank);
}