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vcmi/server/CGameHandler.cpp
2023-08-11 18:50:39 +03:00

6904 lines
207 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 "HeroPoolProcessor.h"
#include "ServerNetPackVisitors.h"
#include "ServerSpellCastEnvironment.h"
#include "CVCMIServer.h"
#include "PlayerMessageProcessor.h"
#include "../lib/filesystem/Filesystem.h"
#include "../lib/filesystem/FileInfo.h"
#include "../lib/int3.h"
#include "../lib/ArtifactUtils.h"
#include "../lib/StartInfo.h"
#include "../lib/CModHandler.h"
#include "../lib/CArtHandler.h"
#include "../lib/CBuildingHandler.h"
#include "../lib/CHeroHandler.h"
#include "../lib/pathfinder/CPathfinder.h"
#include "../lib/pathfinder/PathfinderOptions.h"
#include "../lib/pathfinder/TurnInfo.h"
#include "../lib/spells/AbilityCaster.h"
#include "../lib/spells/BonusCaster.h"
#include "../lib/spells/CSpellHandler.h"
#include "../lib/spells/ISpellMechanics.h"
#include "../lib/spells/ObstacleCasterProxy.h"
#include "../lib/spells/Problem.h"
#include "../lib/CGeneralTextHandler.h"
#include "../lib/CTownHandler.h"
#include "../lib/CCreatureHandler.h"
#include "../lib/gameState/CGameState.h"
#include "../lib/CStack.h"
#include "../lib/UnlockGuard.h"
#include "../lib/GameSettings.h"
#include "../lib/battle/BattleInfo.h"
#include "../lib/CondSh.h"
#include "../lib/VCMI_Lib.h"
#include "../lib/mapping/CMap.h"
#include "../lib/mapping/CMapService.h"
#include "../lib/rmg/CMapGenOptions.h"
#include "../lib/VCMIDirs.h"
#include "../lib/ScopeGuard.h"
#include "../lib/CSoundBase.h"
#include "../lib/TerrainHandler.h"
#include "../lib/CCreatureSet.h"
#include "../lib/CThreadHelper.h"
#include "../lib/GameConstants.h"
#include "../lib/registerTypes/RegisterTypes.h"
#include "../lib/serializer/CTypeList.h"
#include "../lib/serializer/Connection.h"
#include "../lib/serializer/Cast.h"
#include "../lib/serializer/JsonSerializer.h"
#include "../lib/ScriptHandler.h"
#include "vstd/CLoggerBase.h"
#include <memory>
#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;}
CondSh<bool> battleMadeAction(false);
boost::recursive_mutex battleActionMutex;
CondSh<BattleResult *> battleResult(nullptr);
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));
}
static void giveExp(BattleResult &r)
{
if (r.winner > 1)
{
// draw
return;
}
r.exp[0] = 0;
r.exp[1] = 0;
for (auto i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
{
r.exp[r.winner] += VLC->creh->objects.at(i->first)->valOfBonuses(BonusType::STACK_HEALTH) * i->second;
}
}
static void summonGuardiansHelper(std::vector<BattleHex> & output, const BattleHex & targetPosition, ui8 side, bool targetIsTwoHex) //return hexes for summoning two hex monsters in output, target = unit to guard
{
int x = targetPosition.getX();
int y = targetPosition.getY();
const bool targetIsAttacker = side == BattleSide::ATTACKER;
if (targetIsAttacker) //handle front guardians, TODO: should we handle situation when units start battle near opposite side of the battlefield? Cannot happen in normal H3...
BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
else
BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
//guardian spawn locations for four default position cases for attacker and defender, non-default starting location for att and def is handled in first two if's
if (targetIsAttacker && ((y % 2 == 0) || (x > 1)))
{
if (targetIsTwoHex && (y % 2 == 1) && (x == 2)) //handle exceptional case
{
BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
}
else
{ //add back-side guardians for two-hex target, side guardians for one-hex
BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_LEFT : BattleHex::EDir::TOP_RIGHT, false), output);
BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_LEFT : BattleHex::EDir::BOTTOM_RIGHT, false), output);
if (!targetIsTwoHex && x > 2) //back guard for one-hex
BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false), output);
else if (targetIsTwoHex)//front-side guardians for two-hex target
{
BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
if (x > 3) //back guard for two-hex
BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
}
}
}
else if (!targetIsAttacker && ((y % 2 == 1) || (x < GameConstants::BFIELD_WIDTH - 2)))
{
if (targetIsTwoHex && (y % 2 == 0) && (x == GameConstants::BFIELD_WIDTH - 3)) //handle exceptional case... equivalent for above for defender side
{
BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
}
else
{
BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_RIGHT : BattleHex::EDir::TOP_LEFT, false), output);
BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_RIGHT : BattleHex::EDir::BOTTOM_LEFT, false), output);
if (!targetIsTwoHex && x < GameConstants::BFIELD_WIDTH - 3)
BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false), output);
else if (targetIsTwoHex)
{
BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
if (x < GameConstants::BFIELD_WIDTH - 4)
BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
}
}
}
else if (!targetIsAttacker && y % 2 == 0)
{
BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
}
else if (targetIsAttacker && y % 2 == 1)
{
BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
}
}
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::endBattle(int3 tile, const CGHeroInstance * heroAttacker, const CGHeroInstance * heroDefender)
{
LOG_TRACE(logGlobal);
//Fill BattleResult structure with exp info
giveExp(*battleResult.data);
if (battleResult.get()->result == BattleResult::NORMAL) // give 500 exp for defeating hero, unless he escaped
{
if(heroAttacker)
battleResult.data->exp[1] += 500;
if(heroDefender)
battleResult.data->exp[0] += 500;
}
if(heroAttacker)
battleResult.data->exp[0] = heroAttacker->calculateXp(battleResult.data->exp[0]);//scholar skill
if(heroDefender)
battleResult.data->exp[1] = heroDefender->calculateXp(battleResult.data->exp[1]);
auto battleQuery = std::dynamic_pointer_cast<CBattleQuery>(queries.topQuery(gs->curB->sides[0].color));
if (!battleQuery)
{
logGlobal->error("Cannot find battle query!");
complain("Player " + boost::lexical_cast<std::string>(gs->curB->sides[0].color) + " has no battle query at the top!");
return;
}
battleQuery->result = std::make_optional(*battleResult.data);
//Check how many battle queries were created (number of players blocked by battle)
const int queriedPlayers = battleQuery ? (int)boost::count(queries.allQueries(), battleQuery) : 0;
finishingBattle = std::make_unique<FinishingBattleHelper>(battleQuery, queriedPlayers);
// in battles against neutrals, 1st player can ask to replay battle manually
if (!gs->curB->sides[1].color.isValidPlayer())
{
auto battleDialogQuery = std::make_shared<CBattleDialogQuery>(this, gs->curB);
battleResult.data->queryID = battleDialogQuery->queryID;
queries.addQuery(battleDialogQuery);
}
else
battleResult.data->queryID = -1;
//set same battle result for all queries
for(auto q : queries.allQueries())
{
auto otherBattleQuery = std::dynamic_pointer_cast<CBattleQuery>(q);
if(otherBattleQuery)
otherBattleQuery->result = battleQuery->result;
}
sendAndApply(battleResult.data); //after this point casualties objects are destroyed
if (battleResult.data->queryID == -1)
endBattleConfirm(gs->curB);
}
void CGameHandler::endBattleConfirm(const BattleInfo * battleInfo)
{
auto battleQuery = std::dynamic_pointer_cast<CBattleQuery>(queries.topQuery(battleInfo->sides.at(0).color));
if(!battleQuery)
{
logGlobal->trace("No battle query, battle end was confirmed by another player");
return;
}
const BattleResult::EResult result = battleResult.get()->result;
CasualtiesAfterBattle cab1(battleInfo->sides.at(0), battleInfo), cab2(battleInfo->sides.at(1), battleInfo); //calculate casualties before deleting battle
ChangeSpells cs; //for Eagle Eye
if(!finishingBattle->isDraw() && finishingBattle->winnerHero)
{
if (int eagleEyeLevel = finishingBattle->winnerHero->valOfBonuses(BonusType::LEARN_BATTLE_SPELL_LEVEL_LIMIT, -1))
{
double eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(BonusType::LEARN_BATTLE_SPELL_CHANCE, 0);
for(auto & spellId : battleInfo->sides.at(!battleResult.data->winner).usedSpellsHistory)
{
auto spell = spellId.toSpell(VLC->spells());
if(spell && spell->getLevel() <= eagleEyeLevel && !finishingBattle->winnerHero->spellbookContainsSpell(spell->getId()) && getRandomGenerator().nextInt(99) < eagleEyeChance)
cs.spells.insert(spell->getId());
}
}
}
std::vector<const CArtifactInstance *> arts; //display them in window
if(result == BattleResult::NORMAL && !finishingBattle->isDraw() && finishingBattle->winnerHero)
{
auto sendMoveArtifact = [&](const CArtifactInstance *art, MoveArtifact *ma)
{
const auto slot = ArtifactUtils::getArtAnyPosition(finishingBattle->winnerHero, art->getTypeId());
if(slot != ArtifactPosition::PRE_FIRST)
{
arts.push_back(art);
ma->dst = ArtifactLocation(finishingBattle->winnerHero, slot);
if(ArtifactUtils::isSlotBackpack(slot))
ma->askAssemble = false;
sendAndApply(ma);
}
};
if (finishingBattle->loserHero)
{
//TODO: wrap it into a function, somehow (std::variant -_-)
auto artifactsWorn = finishingBattle->loserHero->artifactsWorn;
for (auto artSlot : artifactsWorn)
{
MoveArtifact ma;
ma.src = ArtifactLocation(finishingBattle->loserHero, artSlot.first);
const CArtifactInstance * art = ma.src.getArt();
if (art && !art->artType->isBig() &&
art->artType->getId() != ArtifactID::SPELLBOOK)
// don't move war machines or locked arts (spellbook)
{
sendMoveArtifact(art, &ma);
}
}
for(int slotNumber = finishingBattle->loserHero->artifactsInBackpack.size() - 1; slotNumber >= 0; slotNumber--)
{
//we assume that no big artifacts can be found
MoveArtifact ma;
ma.src = ArtifactLocation(finishingBattle->loserHero,
ArtifactPosition(GameConstants::BACKPACK_START + slotNumber)); //backpack automatically shifts arts to beginning
const CArtifactInstance * art = ma.src.getArt();
if (art->artType->getId() != ArtifactID::GRAIL) //grail may not be won
{
sendMoveArtifact(art, &ma);
}
}
if (finishingBattle->loserHero->commander) //TODO: what if commanders belong to no hero?
{
artifactsWorn = finishingBattle->loserHero->commander->artifactsWorn;
for (auto artSlot : artifactsWorn)
{
MoveArtifact ma;
ma.src = ArtifactLocation(finishingBattle->loserHero->commander.get(), artSlot.first);
const CArtifactInstance * art = ma.src.getArt();
if (art && !art->artType->isBig())
{
sendMoveArtifact(art, &ma);
}
}
}
}
for (auto armySlot : battleInfo->sides.at(!battleResult.data->winner).armyObject->stacks)
{
auto artifactsWorn = armySlot.second->artifactsWorn;
for (auto artSlot : artifactsWorn)
{
MoveArtifact ma;
ma.src = ArtifactLocation(armySlot.second, artSlot.first);
const CArtifactInstance * art = ma.src.getArt();
if (art && !art->artType->isBig())
{
sendMoveArtifact(art, &ma);
}
}
}
}
if (arts.size()) //display loot
{
InfoWindow iw;
iw.player = finishingBattle->winnerHero->tempOwner;
iw.text.appendLocalString (EMetaText::GENERAL_TXT, 30); //You have captured enemy artifact
for (auto art : arts) //TODO; separate function to display loot for various ojects?
{
iw.components.emplace_back(
Component::EComponentType::ARTIFACT, art->artType->getId(),
art->artType->getId() == ArtifactID::SPELL_SCROLL? art->getScrollSpellID() : 0, 0);
if (iw.components.size() >= 14)
{
sendAndApply(&iw);
iw.components.clear();
}
}
if (iw.components.size())
{
sendAndApply(&iw);
}
}
//Eagle Eye secondary skill handling
if (!cs.spells.empty())
{
cs.learn = 1;
cs.hid = finishingBattle->winnerHero->id;
InfoWindow iw;
iw.player = finishingBattle->winnerHero->tempOwner;
iw.text.appendLocalString(EMetaText::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
iw.text.replaceRawString(finishingBattle->winnerHero->getNameTranslated());
std::ostringstream names;
for (int i = 0; i < cs.spells.size(); i++)
{
names << "%s";
if (i < cs.spells.size() - 2)
names << ", ";
else if (i < cs.spells.size() - 1)
names << "%s";
}
names << ".";
iw.text.replaceRawString(names.str());
auto it = cs.spells.begin();
for (int i = 0; i < cs.spells.size(); i++, it++)
{
iw.text.replaceLocalString(EMetaText::SPELL_NAME, it->toEnum());
if (i == cs.spells.size() - 2) //we just added pre-last name
iw.text.replaceLocalString(EMetaText::GENERAL_TXT, 141); // " and "
iw.components.emplace_back(Component::EComponentType::SPELL, *it, 0, 0);
}
sendAndApply(&iw);
sendAndApply(&cs);
}
cab1.updateArmy(this);
cab2.updateArmy(this); //take casualties after battle is deleted
if(finishingBattle->loserHero) //remove beaten hero
{
RemoveObject ro(finishingBattle->loserHero->id);
sendAndApply(&ro);
}
if(finishingBattle->isDraw() && finishingBattle->winnerHero) //for draw case both heroes should be removed
{
RemoveObject ro(finishingBattle->winnerHero->id);
sendAndApply(&ro);
}
if(battleResult.data->winner == BattleSide::DEFENDER
&& finishingBattle->winnerHero
&& finishingBattle->winnerHero->visitedTown
&& !finishingBattle->winnerHero->inTownGarrison
&& finishingBattle->winnerHero->visitedTown->garrisonHero == finishingBattle->winnerHero)
{
swapGarrisonOnSiege(finishingBattle->winnerHero->visitedTown->id); //return defending visitor from garrison to its rightful place
}
//give exp
if(!finishingBattle->isDraw() && battleResult.data->exp[finishingBattle->winnerSide] && finishingBattle->winnerHero)
changePrimSkill(finishingBattle->winnerHero, PrimarySkill::EXPERIENCE, battleResult.data->exp[finishingBattle->winnerSide]);
BattleResultAccepted raccepted;
raccepted.heroResult[0].army = const_cast<CArmedInstance*>(battleInfo->sides.at(0).armyObject);
raccepted.heroResult[1].army = const_cast<CArmedInstance*>(battleInfo->sides.at(1).armyObject);
raccepted.heroResult[0].hero = const_cast<CGHeroInstance*>(battleInfo->sides.at(0).hero);
raccepted.heroResult[1].hero = const_cast<CGHeroInstance*>(battleInfo->sides.at(1).hero);
raccepted.heroResult[0].exp = battleResult.data->exp[0];
raccepted.heroResult[1].exp = battleResult.data->exp[1];
raccepted.winnerSide = finishingBattle->winnerSide;
sendAndApply(&raccepted);
queries.popIfTop(battleQuery);
//--> continuation (battleAfterLevelUp) occurs after level-up queries are handled or on removing query
}
void CGameHandler::battleAfterLevelUp(const BattleResult &result)
{
LOG_TRACE(logGlobal);
if(!finishingBattle)
return;
finishingBattle->remainingBattleQueriesCount--;
logGlobal->trace("Decremented queries count to %d", finishingBattle->remainingBattleQueriesCount);
if (finishingBattle->remainingBattleQueriesCount > 0)
//Battle results will be handled when all battle queries are closed
return;
//TODO consider if we really want it to work like above. ATM each player as unblocked as soon as possible
// but the battle consequences are applied after final player is unblocked. Hard to abuse...
// Still, it looks like a hole.
// Necromancy if applicable.
const CStackBasicDescriptor raisedStack = finishingBattle->winnerHero ? finishingBattle->winnerHero->calculateNecromancy(*battleResult.data) : CStackBasicDescriptor();
// Give raised units to winner and show dialog, if any were raised,
// units will be given after casualties are taken
const SlotID necroSlot = raisedStack.type ? finishingBattle->winnerHero->getSlotFor(raisedStack.type) : SlotID();
if (necroSlot != SlotID())
{
finishingBattle->winnerHero->showNecromancyDialog(raisedStack, getRandomGenerator());
addToSlot(StackLocation(finishingBattle->winnerHero, necroSlot), raisedStack.type, raisedStack.count);
}
BattleResultsApplied resultsApplied;
resultsApplied.player1 = finishingBattle->victor;
resultsApplied.player2 = finishingBattle->loser;
sendAndApply(&resultsApplied);
setBattle(nullptr);
if (visitObjectAfterVictory && result.winner==0 && !finishingBattle->winnerHero->stacks.empty())
{
logGlobal->trace("post-victory visit");
visitObjectOnTile(*getTile(finishingBattle->winnerHero->visitablePos()), finishingBattle->winnerHero);
}
visitObjectAfterVictory = false;
//handle victory/loss of engaged players
std::set<PlayerColor> playerColors = {finishingBattle->loser, finishingBattle->victor};
checkVictoryLossConditions(playerColors);
if (result.result == BattleResult::SURRENDER)
heroPool->onHeroSurrendered(finishingBattle->loser, finishingBattle->loserHero);
if (result.result == BattleResult::ESCAPE)
heroPool->onHeroEscaped(finishingBattle->loser, finishingBattle->loserHero);
if (result.winner != 2 && finishingBattle->winnerHero && finishingBattle->winnerHero->stacks.empty()
&& (!finishingBattle->winnerHero->commander || !finishingBattle->winnerHero->commander->alive))
{
RemoveObject ro(finishingBattle->winnerHero->id);
sendAndApply(&ro);
if (VLC->settings()->getBoolean(EGameSettings::HEROES_RETREAT_ON_WIN_WITHOUT_TROOPS))
heroPool->onHeroEscaped(finishingBattle->victor, finishingBattle->winnerHero);
}
finishingBattle.reset();
}
void CGameHandler::makeAttack(const CStack * attacker, const CStack * defender, int distance, BattleHex targetHex, bool first, bool ranged, bool counter)
{
if(first && !counter)
handleAttackBeforeCasting(ranged, attacker, defender);
FireShieldInfo fireShield;
BattleAttack bat;
BattleLogMessage blm;
bat.stackAttacking = attacker->unitId();
bat.tile = targetHex;
std::shared_ptr<battle::CUnitState> attackerState = attacker->acquireState();
if(ranged)
bat.flags |= BattleAttack::SHOT;
if(counter)
bat.flags |= BattleAttack::COUNTER;
const int attackerLuck = attacker->luckVal();
if(attackerLuck > 0)
{
auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_GOOD_LUCK_DICE);
size_t diceIndex = std::min<size_t>(diceSize.size() - 1, attackerLuck);
if(diceSize.size() > 0 && getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
bat.flags |= BattleAttack::LUCKY;
}
if(attackerLuck < 0)
{
auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_BAD_LUCK_DICE);
size_t diceIndex = std::min<size_t>(diceSize.size() - 1, -attackerLuck);
if(diceSize.size() > 0 && getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
bat.flags |= BattleAttack::UNLUCKY;
}
if (getRandomGenerator().nextInt(99) < attacker->valOfBonuses(BonusType::DOUBLE_DAMAGE_CHANCE))
{
bat.flags |= BattleAttack::DEATH_BLOW;
}
const auto * owner = gs->curB->getHero(attacker->unitOwner());
if(owner)
{
int chance = owner->valOfBonuses(BonusType::BONUS_DAMAGE_CHANCE, attacker->creatureIndex());
if (chance > getRandomGenerator().nextInt(99))
bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG;
}
int64_t drainedLife = 0;
// only primary target
if(defender->alive())
drainedLife += applyBattleEffects(bat, attackerState, fireShield, defender, distance, false);
//multiple-hex normal attack
std::set<const CStack*> attackedCreatures = gs->curB->getAttackedCreatures(attacker, targetHex, bat.shot()); //creatures other than primary target
for(const CStack * stack : attackedCreatures)
{
if(stack != defender && stack->alive()) //do not hit same stack twice
drainedLife += applyBattleEffects(bat, attackerState, fireShield, stack, distance, true);
}
std::shared_ptr<const Bonus> bonus = attacker->getBonusLocalFirst(Selector::type()(BonusType::SPELL_LIKE_ATTACK));
if(bonus && ranged) //TODO: make it work in melee?
{
//this is need for displaying hit animation
bat.flags |= BattleAttack::SPELL_LIKE;
bat.spellID = SpellID(bonus->subtype);
//TODO: should spell override creature`s projectile?
auto spell = bat.spellID.toSpell();
battle::Target target;
target.emplace_back(defender, targetHex);
spells::BattleCast event(gs->curB, attacker, spells::Mode::SPELL_LIKE_ATTACK, spell);
event.setSpellLevel(bonus->val);
auto attackedCreatures = spell->battleMechanics(&event)->getAffectedStacks(target);
//TODO: get exact attacked hex for defender
for(const CStack * stack : attackedCreatures)
{
if(stack != defender && stack->alive()) //do not hit same stack twice
{
drainedLife += applyBattleEffects(bat, attackerState, fireShield, stack, distance, true);
}
}
//now add effect info for all attacked stacks
for (BattleStackAttacked & bsa : bat.bsa)
{
if (bsa.attackerID == attacker->unitId()) //this is our attack and not f.e. fire shield
{
//this is need for displaying affect animation
bsa.flags |= BattleStackAttacked::SPELL_EFFECT;
bsa.spellID = SpellID(bonus->subtype);
}
}
}
attackerState->afterAttack(ranged, counter);
{
UnitChanges info(attackerState->unitId(), UnitChanges::EOperation::RESET_STATE);
attackerState->save(info.data);
bat.attackerChanges.changedStacks.push_back(info);
}
if (drainedLife > 0)
bat.flags |= BattleAttack::LIFE_DRAIN;
sendAndApply(&bat);
{
const bool multipleTargets = bat.bsa.size() > 1;
int64_t totalDamage = 0;
int32_t totalKills = 0;
for(const BattleStackAttacked & bsa : bat.bsa)
{
totalDamage += bsa.damageAmount;
totalKills += bsa.killedAmount;
}
{
MetaString text;
attacker->addText(text, EMetaText::GENERAL_TXT, 376);
attacker->addNameReplacement(text);
text.replaceNumber(totalDamage);
blm.lines.push_back(text);
}
addGenericKilledLog(blm, defender, totalKills, multipleTargets);
}
// drain life effect (as well as log entry) must be applied after the attack
if(drainedLife > 0)
{
MetaString text;
attackerState->addText(text, EMetaText::GENERAL_TXT, 361);
attackerState->addNameReplacement(text, false);
text.replaceNumber(drainedLife);
defender->addNameReplacement(text, true);
blm.lines.push_back(std::move(text));
}
if(!fireShield.empty())
{
//todo: this should be "virtual" spell instead, we only need fire spell school bonus here
const CSpell * fireShieldSpell = SpellID(SpellID::FIRE_SHIELD).toSpell();
int64_t totalDamage = 0;
for(const auto & item : fireShield)
{
const CStack * actor = item.first;
int64_t rawDamage = item.second;
const CGHeroInstance * actorOwner = gs->curB->getHero(actor->unitOwner());
if(actorOwner)
{
rawDamage = fireShieldSpell->adjustRawDamage(actorOwner, attacker, rawDamage);
}
else
{
rawDamage = fireShieldSpell->adjustRawDamage(actor, attacker, rawDamage);
}
totalDamage+=rawDamage;
//FIXME: add custom effect on actor
}
if (totalDamage > 0)
{
BattleStackAttacked bsa;
bsa.flags |= BattleStackAttacked::FIRE_SHIELD;
bsa.stackAttacked = attacker->unitId(); //invert
bsa.attackerID = defender->unitId();
bsa.damageAmount = totalDamage;
attacker->prepareAttacked(bsa, getRandomGenerator());
StacksInjured pack;
pack.stacks.push_back(bsa);
sendAndApply(&pack);
// TODO: this is already implemented in Damage::describeEffect()
{
MetaString text;
text.appendLocalString(EMetaText::GENERAL_TXT, 376);
text.replaceLocalString(EMetaText::SPELL_NAME, SpellID::FIRE_SHIELD);
text.replaceNumber(totalDamage);
blm.lines.push_back(std::move(text));
}
addGenericKilledLog(blm, attacker, bsa.killedAmount, false);
}
}
sendAndApply(&blm);
handleAfterAttackCasting(ranged, attacker, defender);
}
int64_t CGameHandler::applyBattleEffects(BattleAttack & bat, std::shared_ptr<battle::CUnitState> attackerState, FireShieldInfo & fireShield, const CStack * def, int distance, bool secondary)
{
BattleStackAttacked bsa;
if(secondary)
bsa.flags |= BattleStackAttacked::SECONDARY; //all other targets do not suffer from spells & spell-like abilities
bsa.attackerID = attackerState->unitId();
bsa.stackAttacked = def->unitId();
{
BattleAttackInfo bai(attackerState.get(), def, distance, bat.shot());
bai.deathBlow = bat.deathBlow();
bai.doubleDamage = bat.ballistaDoubleDmg();
bai.luckyStrike = bat.lucky();
bai.unluckyStrike = bat.unlucky();
auto range = gs->curB->calculateDmgRange(bai);
bsa.damageAmount = gs->curB->getActualDamage(range.damage, attackerState->getCount(), getRandomGenerator());
CStack::prepareAttacked(bsa, getRandomGenerator(), bai.defender->acquireState()); //calculate casualties
}
int64_t drainedLife = 0;
//life drain handling
if(attackerState->hasBonusOfType(BonusType::LIFE_DRAIN) && def->isLiving())
{
int64_t toHeal = bsa.damageAmount * attackerState->valOfBonuses(BonusType::LIFE_DRAIN) / 100;
attackerState->heal(toHeal, EHealLevel::RESURRECT, EHealPower::PERMANENT);
drainedLife += toHeal;
}
//soul steal handling
if(attackerState->hasBonusOfType(BonusType::SOUL_STEAL) && def->isLiving())
{
//we can have two bonuses - one with subtype 0 and another with subtype 1
//try to use permanent first, use only one of two
for(si32 subtype = 1; subtype >= 0; subtype--)
{
if(attackerState->hasBonusOfType(BonusType::SOUL_STEAL, subtype))
{
int64_t toHeal = bsa.killedAmount * attackerState->valOfBonuses(BonusType::SOUL_STEAL, subtype) * attackerState->getMaxHealth();
attackerState->heal(toHeal, EHealLevel::OVERHEAL, ((subtype == 0) ? EHealPower::ONE_BATTLE : EHealPower::PERMANENT));
drainedLife += toHeal;
break;
}
}
}
bat.bsa.push_back(bsa); //add this stack to the list of victims after drain life has been calculated
//fire shield handling
if(!bat.shot() &&
!def->isClone() &&
def->hasBonusOfType(BonusType::FIRE_SHIELD) &&
!attackerState->hasBonusOfType(BonusType::FIRE_IMMUNITY) &&
CStack::isMeleeAttackPossible(attackerState.get(), def) // attacked needs to be adjacent to defender for fire shield to trigger (e.g. Dragon Breath attack)
)
{
//TODO: use damage with bonus but without penalties
auto fireShieldDamage = (std::min<int64_t>(def->getAvailableHealth(), bsa.damageAmount) * def->valOfBonuses(BonusType::FIRE_SHIELD)) / 100;
fireShield.push_back(std::make_pair(def, fireShieldDamage));
}
return drainedLife;
}
void CGameHandler::sendGenericKilledLog(const CStack * defender, int32_t killed, bool multiple)
{
if(killed > 0)
{
BattleLogMessage blm;
addGenericKilledLog(blm, defender, killed, multiple);
sendAndApply(&blm);
}
}
void CGameHandler::addGenericKilledLog(BattleLogMessage & blm, const CStack * defender, int32_t killed, bool multiple)
{
if(killed > 0)
{
const int32_t txtIndex = (killed > 1) ? 379 : 378;
std::string formatString = VLC->generaltexth->allTexts[txtIndex];
// these default h3 texts have unnecessary new lines, so get rid of them before displaying (and trim just in case, trimming newlines does not works for some reason)
formatString.erase(std::remove(formatString.begin(), formatString.end(), '\n'), formatString.end());
formatString.erase(std::remove(formatString.begin(), formatString.end(), '\r'), formatString.end());
boost::algorithm::trim(formatString);
boost::format txt(formatString);
if(killed > 1)
{
txt % killed % (multiple ? VLC->generaltexth->allTexts[43] : defender->unitType()->getNamePluralTranslated()); // creatures perish
}
else //killed == 1
{
txt % (multiple ? VLC->generaltexth->allTexts[42] : defender->unitType()->getNameSingularTranslated()); // creature perishes
}
MetaString line;
line.appendRawString(txt.str());
blm.lines.push_back(std::move(line));
}
}
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);
}
int CGameHandler::moveStack(int stack, BattleHex dest)
{
int ret = 0;
const CStack *curStack = gs->curB->battleGetStackByID(stack),
*stackAtEnd = gs->curB->battleGetStackByPos(dest);
assert(curStack);
assert(dest < GameConstants::BFIELD_SIZE);
if (gs->curB->tacticDistance)
{
assert(gs->curB->isInTacticRange(dest));
}
auto start = curStack->getPosition();
if (start == dest)
return 0;
//initing necessary tables
auto accessibility = getAccesibility(curStack);
std::set<BattleHex> passed;
//Ignore obstacles on starting position
passed.insert(curStack->getPosition());
if(curStack->doubleWide())
passed.insert(curStack->occupiedHex());
//shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
if(!stackAtEnd && curStack->doubleWide() && !accessibility.accessible(dest, curStack))
{
BattleHex shifted = dest.cloneInDirection(curStack->destShiftDir(), false);
if(accessibility.accessible(shifted, curStack))
dest = shifted;
}
if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility.accessible(dest, curStack))
{
complain("Given destination is not accessible!");
return 0;
}
bool canUseGate = false;
auto dbState = gs->curB->si.gateState;
if(battleGetSiegeLevel() > 0 && curStack->unitSide() == BattleSide::DEFENDER &&
dbState != EGateState::DESTROYED &&
dbState != EGateState::BLOCKED)
{
canUseGate = true;
}
std::pair< std::vector<BattleHex>, int > path = gs->curB->getPath(start, dest, curStack);
ret = path.second;
int creSpeed = curStack->speed(0, true);
if (gs->curB->tacticDistance > 0 && creSpeed > 0)
creSpeed = GameConstants::BFIELD_SIZE;
bool hasWideMoat = vstd::contains_if(battleGetAllObstaclesOnPos(BattleHex(ESiegeHex::GATE_BRIDGE), false), [](const std::shared_ptr<const CObstacleInstance> & obst)
{
return obst->obstacleType == CObstacleInstance::MOAT;
});
auto isGateDrawbridgeHex = [&](BattleHex hex) -> bool
{
if (hasWideMoat && hex == ESiegeHex::GATE_BRIDGE)
return true;
if (hex == ESiegeHex::GATE_OUTER)
return true;
if (hex == ESiegeHex::GATE_INNER)
return true;
return false;
};
auto occupyGateDrawbridgeHex = [&](BattleHex hex) -> bool
{
if (isGateDrawbridgeHex(hex))
return true;
if (curStack->doubleWide())
{
BattleHex otherHex = curStack->occupiedHex(hex);
if (otherHex.isValid() && isGateDrawbridgeHex(otherHex))
return true;
}
return false;
};
if (curStack->hasBonusOfType(BonusType::FLYING))
{
if (path.second <= creSpeed && path.first.size() > 0)
{
if (canUseGate && dbState != EGateState::OPENED &&
occupyGateDrawbridgeHex(dest))
{
BattleUpdateGateState db;
db.state = EGateState::OPENED;
sendAndApply(&db);
}
//inform clients about move
BattleStackMoved sm;
sm.stack = curStack->unitId();
std::vector<BattleHex> tiles;
tiles.push_back(path.first[0]);
sm.tilesToMove = tiles;
sm.distance = path.second;
sm.teleporting = false;
sendAndApply(&sm);
}
}
else //for non-flying creatures
{
std::vector<BattleHex> tiles;
const int tilesToMove = std::max((int)(path.first.size() - creSpeed), 0);
int v = (int)path.first.size()-1;
path.first.push_back(start);
// check if gate need to be open or closed at some point
BattleHex openGateAtHex, gateMayCloseAtHex;
if (canUseGate)
{
for (int i = (int)path.first.size()-1; i >= 0; i--)
{
auto needOpenGates = [&](BattleHex hex) -> bool
{
if (hasWideMoat && hex == ESiegeHex::GATE_BRIDGE)
return true;
if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] == ESiegeHex::GATE_OUTER)
return true;
else if (hex == ESiegeHex::GATE_OUTER || hex == ESiegeHex::GATE_INNER)
return true;
return false;
};
auto hex = path.first[i];
if (!openGateAtHex.isValid() && dbState != EGateState::OPENED)
{
if (needOpenGates(hex))
openGateAtHex = path.first[i+1];
//TODO we need find batter way to handle double-wide stacks
//currently if only second occupied stack part is standing on gate / bridge hex then stack will start to wait for bridge to lower before it's needed. Though this is just a visual bug.
if (curStack->doubleWide())
{
BattleHex otherHex = curStack->occupiedHex(hex);
if (otherHex.isValid() && needOpenGates(otherHex))
openGateAtHex = path.first[i+2];
}
//gate may be opened and then closed during stack movement, but not other way around
if (openGateAtHex.isValid())
dbState = EGateState::OPENED;
}
if (!gateMayCloseAtHex.isValid() && dbState != EGateState::CLOSED)
{
if (hex == ESiegeHex::GATE_INNER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
{
gateMayCloseAtHex = path.first[i-1];
}
if (hasWideMoat)
{
if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
{
gateMayCloseAtHex = path.first[i-1];
}
else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 &&
path.first[i-1] != ESiegeHex::GATE_INNER &&
path.first[i-1] != ESiegeHex::GATE_BRIDGE)
{
gateMayCloseAtHex = path.first[i-1];
}
}
else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_INNER)
{
gateMayCloseAtHex = path.first[i-1];
}
}
}
}
bool stackIsMoving = true;
while(stackIsMoving)
{
if (v<tilesToMove)
{
logGlobal->error("Movement terminated abnormally");
break;
}
bool gateStateChanging = false;
//special handling for opening gate on from starting hex
if (openGateAtHex.isValid() && openGateAtHex == start)
gateStateChanging = true;
else
{
for (bool obstacleHit = false; (!obstacleHit) && (!gateStateChanging) && (v >= tilesToMove); --v)
{
BattleHex hex = path.first[v];
tiles.push_back(hex);
if ((openGateAtHex.isValid() && openGateAtHex == hex) ||
(gateMayCloseAtHex.isValid() && gateMayCloseAtHex == hex))
{
gateStateChanging = true;
}
//if we walked onto something, finalize this portion of stack movement check into obstacle
if(!battleGetAllObstaclesOnPos(hex, false).empty())
obstacleHit = true;
if (curStack->doubleWide())
{
BattleHex otherHex = curStack->occupiedHex(hex);
//two hex creature hit obstacle by backside
auto obstacle2 = battleGetAllObstaclesOnPos(otherHex, false);
if(otherHex.isValid() && !obstacle2.empty())
obstacleHit = true;
}
if(!obstacleHit)
passed.insert(hex);
}
}
if (!tiles.empty())
{
//commit movement
BattleStackMoved sm;
sm.stack = curStack->unitId();
sm.distance = path.second;
sm.teleporting = false;
sm.tilesToMove = tiles;
sendAndApply(&sm);
tiles.clear();
}
//we don't handle obstacle at the destination tile -> it's handled separately in the if at the end
if (curStack->getPosition() != dest)
{
if(stackIsMoving && start != curStack->getPosition())
{
stackIsMoving = handleObstacleTriggersForUnit(*spellEnv, *curStack, passed);
passed.insert(curStack->getPosition());
if(curStack->doubleWide())
passed.insert(curStack->occupiedHex());
}
if (gateStateChanging)
{
if (curStack->getPosition() == openGateAtHex)
{
openGateAtHex = BattleHex();
//only open gate if stack is still alive
if (curStack->alive())
{
BattleUpdateGateState db;
db.state = EGateState::OPENED;
sendAndApply(&db);
}
}
else if (curStack->getPosition() == gateMayCloseAtHex)
{
gateMayCloseAtHex = BattleHex();
updateGateState();
}
}
}
else
//movement finished normally: we reached destination
stackIsMoving = false;
}
}
//handle last hex separately for deviation
if (VLC->settings()->getBoolean(EGameSettings::COMBAT_ONE_HEX_TRIGGERS_OBSTACLES))
{
if (dest == battle::Unit::occupiedHex(start, curStack->doubleWide(), curStack->unitSide())
|| start == battle::Unit::occupiedHex(dest, curStack->doubleWide(), curStack->unitSide()))
passed.clear(); //Just empty passed, obstacles will handled automatically
}
//handling obstacle on the final field (separate, because it affects both flying and walking stacks)
handleObstacleTriggersForUnit(*spellEnv, *curStack, passed);
return ret;
}
CGameHandler::CGameHandler(CVCMIServer * lobby)
: lobby(lobby)
, heroPool(std::make_unique<HeroPoolProcessor>(this))
, 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);
visitObjectAfterVictory = false;
spellEnv = new ServerSpellCastEnvironment(this);
}
CGameHandler::~CGameHandler()
{
if (battleThread)
{
//Setting battleMadeAction is needed because battleThread waits for the action to continue the main loop
battleMadeAction.setn(true);
battleThread->join();
}
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::setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town)
{
battleResult.set(nullptr);
const auto & t = *getTile(tile);
TerrainId terrain = t.terType->getId();
if (gs->map->isCoastalTile(tile)) //coastal tile is always ground
terrain = ETerrainId::SAND;
BattleField terType = gs->battleGetBattlefieldType(tile, getRandomGenerator());
if (heroes[0] && heroes[0]->boat && heroes[1] && heroes[1]->boat)
terType = BattleField(*VLC->modh->identifiers.getIdentifier("core", "battlefield.ship_to_ship"));
//send info about battles
BattleStart bs;
bs.info = BattleInfo::setupBattle(tile, terrain, terType, armies, heroes, creatureBank, town);
engageIntoBattle(bs.info->sides[0].color);
engageIntoBattle(bs.info->sides[1].color);
auto lastBattleQuery = std::dynamic_pointer_cast<CBattleQuery>(queries.topQuery(bs.info->sides[0].color));
bs.info->replayAllowed = lastBattleQuery == nullptr && !bs.info->sides[1].color.isValidPlayer();
sendAndApply(&bs);
}
void CGameHandler::checkBattleStateChanges()
{
//check if drawbridge state need to be changes
if (battleGetSiegeLevel() > 0)
updateGateState();
//check if battle ended
if (auto result = battleIsFinished())
{
setBattleResult(BattleResult::NORMAL, *result);
}
}
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::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank,
const CGTownInstance *town) //use hero=nullptr for no hero
{
if(gs->curB)
gs->curB.dellNull();
static const CArmedInstance *armies[2];
armies[0] = army1;
armies[1] = army2;
static const CGHeroInstance*heroes[2];
heroes[0] = hero1;
heroes[1] = hero2;
setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
auto lastBattleQuery = std::dynamic_pointer_cast<CBattleQuery>(queries.topQuery(gs->curB->sides[0].color));
//existing battle query for retying auto-combat
if(lastBattleQuery)
{
for(int i : {0, 1})
{
if(heroes[i])
{
SetMana restoreInitialMana;
restoreInitialMana.val = lastBattleQuery->initialHeroMana[i];
restoreInitialMana.hid = heroes[i]->id;
sendAndApply(&restoreInitialMana);
}
}
lastBattleQuery->bi = gs->curB;
lastBattleQuery->result = std::nullopt;
lastBattleQuery->belligerents[0] = gs->curB->sides[0].armyObject;
lastBattleQuery->belligerents[1] = gs->curB->sides[1].armyObject;
}
auto nextBattleQuery = std::make_shared<CBattleQuery>(this, gs->curB);
for(int i : {0, 1})
{
if(heroes[i])
{
nextBattleQuery->initialHeroMana[i] = heroes[i]->mana;
}
}
queries.addQuery(nextBattleQuery);
this->battleThread = std::make_unique<boost::thread>(boost::thread(&CGameHandler::runBattle, this));
}
void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank)
{
startBattlePrimary(army1, army2, tile,
army1->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army1) : nullptr,
army2->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army2) : nullptr,
creatureBank);
}
void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank)
{
startBattleI(army1, army2, army2->visitablePos(), creatureBank);
}
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("local")->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 CModHandler::Incompatibility & 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;
}
static EndAction end_action;
void CGameHandler::updateGateState()
{
// GATE_BRIDGE - leftmost tile, located over moat
// GATE_OUTER - central tile, mostly covered by gate image
// GATE_INNER - rightmost tile, inside the walls
// GATE_OUTER or GATE_INNER:
// - if defender moves unit on these tiles, bridge will open
// - if there is a creature (dead or alive) on these tiles, bridge will always remain open
// - blocked to attacker if bridge is closed
// GATE_BRIDGE
// - if there is a unit or corpse here, bridge can't open (and can't close in fortress)
// - if Force Field is cast here, bridge can't open (but can close, in any town)
// - deals moat damage to attacker if bridge is closed (fortress only)
bool hasForceFieldOnBridge = !battleGetAllObstaclesOnPos(BattleHex(ESiegeHex::GATE_BRIDGE), true).empty();
bool hasStackAtGateInner = gs->curB->battleGetUnitByPos(BattleHex(ESiegeHex::GATE_INNER), false) != nullptr;
bool hasStackAtGateOuter = gs->curB->battleGetUnitByPos(BattleHex(ESiegeHex::GATE_OUTER), false) != nullptr;
bool hasStackAtGateBridge = gs->curB->battleGetUnitByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false) != nullptr;
bool hasWideMoat = vstd::contains_if(battleGetAllObstaclesOnPos(BattleHex(ESiegeHex::GATE_BRIDGE), false), [](const std::shared_ptr<const CObstacleInstance> & obst)
{
return obst->obstacleType == CObstacleInstance::MOAT;
});
BattleUpdateGateState db;
db.state = gs->curB->si.gateState;
if (gs->curB->si.wallState[EWallPart::GATE] == EWallState::DESTROYED)
{
db.state = EGateState::DESTROYED;
}
else if (db.state == EGateState::OPENED)
{
bool hasStackOnLongBridge = hasStackAtGateBridge && hasWideMoat;
bool gateCanClose = !hasStackAtGateInner && !hasStackAtGateOuter && !hasStackOnLongBridge;
if (gateCanClose)
db.state = EGateState::CLOSED;
else
db.state = EGateState::OPENED;
}
else // CLOSED or BLOCKED
{
bool gateBlocked = hasForceFieldOnBridge || hasStackAtGateBridge;
if (gateBlocked)
db.state = EGateState::BLOCKED;
else
db.state = EGateState::CLOSED;
}
if (db.state != gs->curB->si.gateState)
sendAndApply(&db);
}
bool CGameHandler::makeBattleAction(BattleAction &ba)
{
boost::unique_lock lock(battleActionMutex);
bool ok = true;
battle::Target target = ba.getTarget(gs->curB);
const CStack * stack = battleGetStackByID(ba.stackNumber); //may be nullptr if action is not about stack
const bool isAboutActiveStack = stack && (ba.stackNumber == gs->curB->getActiveStackID());
logGlobal->trace("Making action: %s", ba.toString());
switch(ba.actionType)
{
case EActionType::WALK: //walk
case EActionType::DEFEND: //defend
case EActionType::WAIT: //wait
case EActionType::WALK_AND_ATTACK: //walk or attack
case EActionType::SHOOT: //shoot
case EActionType::CATAPULT: //catapult
case EActionType::STACK_HEAL: //healing with First Aid Tent
case EActionType::MONSTER_SPELL:
if (!stack)
{
complain("No such stack!");
return false;
}
if (!stack->alive())
{
complain("This stack is dead: " + stack->nodeName());
return false;
}
if (battleTacticDist())
{
if (stack && stack->unitSide() != battleGetTacticsSide())
{
complain("This is not a stack of side that has tactics!");
return false;
}
}
else if (!isAboutActiveStack)
{
complain("Action has to be about active stack!");
return false;
}
}
auto wrapAction = [this](BattleAction &ba)
{
StartAction startAction(ba);
sendAndApply(&startAction);
return vstd::makeScopeGuard([&]()
{
sendAndApply(&end_action);
});
};
switch(ba.actionType)
{
case EActionType::END_TACTIC_PHASE: //wait
case EActionType::BAD_MORALE:
case EActionType::NO_ACTION:
{
auto wrapper = wrapAction(ba);
break;
}
case EActionType::WALK:
{
auto wrapper = wrapAction(ba);
if(target.size() < 1)
{
complain("Destination required for move action.");
ok = false;
break;
}
int walkedTiles = moveStack(ba.stackNumber, target.at(0).hexValue); //move
if (!walkedTiles)
complain("Stack failed movement!");
break;
}
case EActionType::DEFEND:
{
//defensive stance, TODO: filter out spell boosts from bonus (stone skin etc.)
SetStackEffect sse;
Bonus defenseBonusToAdd(BonusDuration::STACK_GETS_TURN, BonusType::PRIMARY_SKILL, BonusSource::OTHER, 20, -1, PrimarySkill::DEFENSE, BonusValueType::PERCENT_TO_ALL);
Bonus bonus2(BonusDuration::STACK_GETS_TURN, BonusType::PRIMARY_SKILL, BonusSource::OTHER, stack->valOfBonuses(BonusType::DEFENSIVE_STANCE),
-1, PrimarySkill::DEFENSE, BonusValueType::ADDITIVE_VALUE);
Bonus alternativeWeakCreatureBonus(BonusDuration::STACK_GETS_TURN, BonusType::PRIMARY_SKILL, BonusSource::OTHER, 1, -1, PrimarySkill::DEFENSE, BonusValueType::ADDITIVE_VALUE);
BonusList defence = *stack->getBonuses(Selector::typeSubtype(BonusType::PRIMARY_SKILL, PrimarySkill::DEFENSE));
int oldDefenceValue = defence.totalValue();
defence.push_back(std::make_shared<Bonus>(defenseBonusToAdd));
defence.push_back(std::make_shared<Bonus>(bonus2));
int difference = defence.totalValue() - oldDefenceValue;
std::vector<Bonus> buffer;
if(difference == 0) //give replacement bonus for creatures not reaching 5 defense points (20% of def becomes 0)
{
difference = 1;
buffer.push_back(alternativeWeakCreatureBonus);
}
else
{
buffer.push_back(defenseBonusToAdd);
}
buffer.push_back(bonus2);
sse.toUpdate.push_back(std::make_pair(ba.stackNumber, buffer));
sendAndApply(&sse);
BattleLogMessage message;
MetaString text;
stack->addText(text, EMetaText::GENERAL_TXT, 120);
stack->addNameReplacement(text);
text.replaceNumber(difference);
message.lines.push_back(text);
sendAndApply(&message);
//don't break - we share code with next case
}
[[fallthrough]];
case EActionType::WAIT:
{
auto wrapper = wrapAction(ba);
break;
}
case EActionType::RETREAT: //retreat/flee
{
if (!gs->curB->battleCanFlee(gs->curB->sides.at(ba.side).color))
complain("Cannot retreat!");
else
setBattleResult(BattleResult::ESCAPE, !ba.side); //surrendering side loses
break;
}
case EActionType::SURRENDER:
{
PlayerColor player = gs->curB->sides.at(ba.side).color;
int cost = gs->curB->battleGetSurrenderCost(player);
if (cost < 0)
complain("Cannot surrender!");
else if (getResource(player, EGameResID::GOLD) < cost)
complain("Not enough gold to surrender!");
else
{
giveResource(player, EGameResID::GOLD, -cost);
setBattleResult(BattleResult::SURRENDER, !ba.side); //surrendering side loses
}
break;
}
case EActionType::WALK_AND_ATTACK: //walk or attack
{
auto wrapper = wrapAction(ba);
if(!stack)
{
complain("No attacker");
ok = false;
break;
}
if(target.size() < 2)
{
complain("Two destinations required for attack action.");
ok = false;
break;
}
BattleHex attackPos = target.at(0).hexValue;
BattleHex destinationTile = target.at(1).hexValue;
const CStack * destinationStack = gs->curB->battleGetStackByPos(destinationTile, true);
if(!destinationStack)
{
complain("Invalid target to attack");
ok = false;
break;
}
BattleHex startingPos = stack->getPosition();
int distance = moveStack(ba.stackNumber, attackPos);
logGlobal->trace("%s will attack %s", stack->nodeName(), destinationStack->nodeName());
if(stack->getPosition() != attackPos
&& !(stack->doubleWide() && (stack->getPosition() == attackPos.cloneInDirection(stack->destShiftDir(), false)))
)
{
// we were not able to reach destination tile, nor occupy specified hex
// abort attack attempt, but treat this case as legal - we may have stepped onto a quicksands/mine
break;
}
if(destinationStack && stack->unitId() == destinationStack->unitId()) //we should just move, it will be handled by following check
{
destinationStack = nullptr;
}
if(!destinationStack)
{
complain("Unit can not attack itself");
ok = false;
break;
}
if(!CStack::isMeleeAttackPossible(stack, destinationStack))
{
complain("Attack cannot be performed!");
ok = false;
break;
}
//attack
int totalAttacks = stack->totalAttacks.getMeleeValue();
//TODO: move to CUnitState
const auto * attackingHero = gs->curB->battleGetFightingHero(ba.side);
if(attackingHero)
{
totalAttacks += attackingHero->valOfBonuses(BonusType::HERO_GRANTS_ATTACKS, stack->creatureIndex());
}
const bool firstStrike = destinationStack->hasBonusOfType(BonusType::FIRST_STRIKE);
const bool retaliation = destinationStack->ableToRetaliate();
for (int i = 0; i < totalAttacks; ++i)
{
//first strike
if(i == 0 && firstStrike && retaliation)
{
makeAttack(destinationStack, stack, 0, stack->getPosition(), true, false, true);
}
//move can cause death, eg. by walking into the moat, first strike can cause death or paralysis/petrification
if(stack->alive() && !stack->hasBonusOfType(BonusType::NOT_ACTIVE) && destinationStack->alive())
{
makeAttack(stack, destinationStack, (i ? 0 : distance), destinationTile, i==0, false, false);//no distance travelled on second attack
}
//counterattack
//we check retaliation twice, so if it unblocked during attack it will work only on next attack
if(stack->alive()
&& !stack->hasBonusOfType(BonusType::BLOCKS_RETALIATION)
&& (i == 0 && !firstStrike)
&& retaliation && destinationStack->ableToRetaliate())
{
makeAttack(destinationStack, stack, 0, stack->getPosition(), true, false, true);
}
}
//return
if(stack->hasBonusOfType(BonusType::RETURN_AFTER_STRIKE)
&& target.size() == 3
&& startingPos != stack->getPosition()
&& startingPos == target.at(2).hexValue
&& stack->alive())
{
moveStack(ba.stackNumber, startingPos);
//NOTE: curStack->unitId() == ba.stackNumber (rev 1431)
}
break;
}
case EActionType::SHOOT:
{
if(target.size() < 1)
{
complain("Destination required for shot action.");
ok = false;
break;
}
auto destination = target.at(0).hexValue;
const CStack * destinationStack = gs->curB->battleGetStackByPos(destination);
if (!gs->curB->battleCanShoot(stack, destination))
{
complain("Cannot shoot!");
break;
}
if (!destinationStack)
{
complain("No target to shoot!");
break;
}
auto wrapper = wrapAction(ba);
makeAttack(stack, destinationStack, 0, destination, true, true, false);
//ranged counterattack
if (destinationStack->hasBonusOfType(BonusType::RANGED_RETALIATION)
&& !stack->hasBonusOfType(BonusType::BLOCKS_RANGED_RETALIATION)
&& destinationStack->ableToRetaliate()
&& gs->curB->battleCanShoot(destinationStack, stack->getPosition())
&& stack->alive()) //attacker may have died (fire shield)
{
makeAttack(destinationStack, stack, 0, stack->getPosition(), true, true, true);
}
//allow more than one additional attack
int totalRangedAttacks = stack->totalAttacks.getRangedValue();
//TODO: move to CUnitState
const auto * attackingHero = gs->curB->battleGetFightingHero(ba.side);
if(attackingHero)
{
totalRangedAttacks += attackingHero->valOfBonuses(BonusType::HERO_GRANTS_ATTACKS, stack->creatureIndex());
}
for(int i = 1; i < totalRangedAttacks; ++i)
{
if(
stack->alive()
&& destinationStack->alive()
&& stack->shots.canUse()
)
{
makeAttack(stack, destinationStack, 0, destination, false, true, false);
}
}
break;
}
case EActionType::CATAPULT:
{
auto wrapper = wrapAction(ba);
const CStack * shooter = gs->curB->battleGetStackByID(ba.stackNumber);
std::shared_ptr<const Bonus> catapultAbility = stack->getBonusLocalFirst(Selector::type()(BonusType::CATAPULT));
if(!catapultAbility || catapultAbility->subtype < 0)
{
complain("We do not know how to shoot :P");
}
else
{
const CSpell * spell = SpellID(catapultAbility->subtype).toSpell();
spells::BattleCast parameters(gs->curB, shooter, spells::Mode::SPELL_LIKE_ATTACK, spell); //We can shot infinitely by catapult
auto shotLevel = stack->valOfBonuses(Selector::typeSubtype(BonusType::CATAPULT_EXTRA_SHOTS, catapultAbility->subtype));
parameters.setSpellLevel(shotLevel);
parameters.cast(spellEnv, target);
}
//finish by scope guard
break;
}
case EActionType::STACK_HEAL: //healing with First Aid Tent
{
auto wrapper = wrapAction(ba);
const CStack * healer = gs->curB->battleGetStackByID(ba.stackNumber);
if(target.size() < 1)
{
complain("Destination required for heal action.");
ok = false;
break;
}
const battle::Unit * destStack = nullptr;
std::shared_ptr<const Bonus> healerAbility = stack->getBonusLocalFirst(Selector::type()(BonusType::HEALER));
if(target.at(0).unitValue)
destStack = target.at(0).unitValue;
else
destStack = gs->curB->battleGetUnitByPos(target.at(0).hexValue);
if(healer == nullptr || destStack == nullptr || !healerAbility || healerAbility->subtype < 0)
{
complain("There is either no healer, no destination, or healer cannot heal :P");
}
else
{
const CSpell * spell = SpellID(healerAbility->subtype).toSpell();
spells::BattleCast parameters(gs->curB, healer, spells::Mode::SPELL_LIKE_ATTACK, spell); //We can heal infinitely by first aid tent
auto dest = battle::Destination(destStack, target.at(0).hexValue);
parameters.setSpellLevel(0);
parameters.cast(spellEnv, {dest});
}
break;
}
case EActionType::MONSTER_SPELL:
{
auto wrapper = wrapAction(ba);
const CStack * stack = gs->curB->battleGetStackByID(ba.stackNumber);
SpellID spellID = SpellID(ba.actionSubtype);
std::shared_ptr<const Bonus> randSpellcaster = stack->getBonus(Selector::type()(BonusType::RANDOM_SPELLCASTER));
std::shared_ptr<const Bonus> spellcaster = stack->getBonus(Selector::typeSubtype(BonusType::SPELLCASTER, spellID));
//TODO special bonus for genies ability
if (randSpellcaster && battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_AIMED) < 0)
spellID = battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_GENIE);
if (spellID < 0)
complain("That stack can't cast spells!");
else
{
const CSpell * spell = SpellID(spellID).toSpell();
spells::BattleCast parameters(gs->curB, stack, spells::Mode::CREATURE_ACTIVE, spell);
int32_t spellLvl = 0;
if(spellcaster)
vstd::amax(spellLvl, spellcaster->val);
if(randSpellcaster)
vstd::amax(spellLvl, randSpellcaster->val);
parameters.setSpellLevel(spellLvl);
parameters.cast(spellEnv, target);
}
break;
}
}
if(ba.actionType == EActionType::WAIT || ba.actionType == EActionType::DEFEND
|| ba.actionType == EActionType::SHOOT || ba.actionType == EActionType::MONSTER_SPELL)
handleObstacleTriggersForUnit(*spellEnv, *stack);
if(ba.stackNumber == gs->curB->activeStack || battleResult.get()) //active stack has moved or battle has finished
battleMadeAction.setn(true);
return ok;
}
bool CGameHandler::makeCustomAction(BattleAction & ba)
{
boost::unique_lock lock(battleActionMutex);
switch(ba.actionType)
{
case EActionType::HERO_SPELL:
{
COMPLAIN_RET_FALSE_IF(ba.side > 1, "Side must be 0 or 1!");
const CGHeroInstance *h = gs->curB->battleGetFightingHero(ba.side);
COMPLAIN_RET_FALSE_IF((!h), "Wrong caster!");
const CSpell * s = SpellID(ba.actionSubtype).toSpell();
if (!s)
{
logGlobal->error("Wrong spell id (%d)!", ba.actionSubtype);
return false;
}
spells::BattleCast parameters(gs->curB, h, spells::Mode::HERO, s);
spells::detail::ProblemImpl problem;
auto m = s->battleMechanics(&parameters);
if(!m->canBeCast(problem))//todo: should we check aimed cast?
{
logGlobal->warn("Spell cannot be cast!");
std::vector<std::string> texts;
problem.getAll(texts);
for(auto s : texts)
logGlobal->warn(s);
return false;
}
StartAction start_action(ba);
sendAndApply(&start_action); //start spell casting
parameters.cast(spellEnv, ba.getTarget(gs->curB));
sendAndApply(&end_action);
if (!gs->curB->battleGetStackByID(gs->curB->activeStack))
{
battleMadeAction.setn(true);
}
checkBattleStateChanges();
if (battleResult.get())
{
battleMadeAction.setn(true);
//battle will be ended by startBattle function
//endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
}
return true;
}
}
return false;
}
void CGameHandler::stackEnchantedTrigger(const CStack * st)
{
auto bl = *(st->getBonuses(Selector::type()(BonusType::ENCHANTED)));
for(auto b : bl)
{
const CSpell * sp = SpellID(b->subtype).toSpell();
if(!sp)
continue;
const int32_t val = bl.valOfBonuses(Selector::typeSubtype(b->type, b->subtype));
const int32_t level = ((val > 3) ? (val - 3) : val);
spells::BattleCast battleCast(gs->curB, st, spells::Mode::PASSIVE, sp);
//this makes effect accumulate for at most 50 turns by default, but effect may be permanent and last till the end of battle
battleCast.setEffectDuration(50);
battleCast.setSpellLevel(level);
spells::Target target;
if(val > 3)
{
for(auto s : gs->curB->battleGetAllStacks())
if(battleMatchOwner(st, s, true) && s->isValidTarget()) //all allied
target.emplace_back(s);
}
else
{
target.emplace_back(st);
}
battleCast.applyEffects(spellEnv, target, false, true);
}
}
void CGameHandler::stackTurnTrigger(const CStack *st)
{
BattleTriggerEffect bte;
bte.stackID = st->unitId();
bte.effect = -1;
bte.val = 0;
bte.additionalInfo = 0;
if (st->alive())
{
//unbind
if (st->hasBonus(Selector::type()(BonusType::BIND_EFFECT)))
{
bool unbind = true;
BonusList bl = *(st->getBonuses(Selector::type()(BonusType::BIND_EFFECT)));
auto adjacent = gs->curB->battleAdjacentUnits(st);
for (auto b : bl)
{
if(b->additionalInfo != CAddInfo::NONE)
{
const CStack * stack = gs->curB->battleGetStackByID(b->additionalInfo[0]); //binding stack must be alive and adjacent
if(stack)
{
if(vstd::contains(adjacent, stack)) //binding stack is still present
unbind = false;
}
}
else
{
unbind = false;
}
}
if (unbind)
{
BattleSetStackProperty ssp;
ssp.which = BattleSetStackProperty::UNBIND;
ssp.stackID = st->unitId();
sendAndApply(&ssp);
}
}
if (st->hasBonusOfType(BonusType::POISON))
{
std::shared_ptr<const Bonus> b = st->getBonusLocalFirst(Selector::source(BonusSource::SPELL_EFFECT, SpellID::POISON).And(Selector::type()(BonusType::STACK_HEALTH)));
if (b) //TODO: what if not?...
{
bte.val = std::max (b->val - 10, -(st->valOfBonuses(BonusType::POISON)));
if (bte.val < b->val) //(negative) poison effect increases - update it
{
bte.effect = vstd::to_underlying(BonusType::POISON);
sendAndApply(&bte);
}
}
}
if(st->hasBonusOfType(BonusType::MANA_DRAIN) && !st->drainedMana)
{
const PlayerColor opponent = gs->curB->otherPlayer(gs->curB->battleGetOwner(st));
const CGHeroInstance * opponentHero = gs->curB->getHero(opponent);
if(opponentHero)
{
ui32 manaDrained = st->valOfBonuses(BonusType::MANA_DRAIN);
vstd::amin(manaDrained, opponentHero->mana);
if(manaDrained)
{
bte.effect = vstd::to_underlying(BonusType::MANA_DRAIN);
bte.val = manaDrained;
bte.additionalInfo = opponentHero->id.getNum(); //for sanity
sendAndApply(&bte);
}
}
}
if (st->isLiving() && !st->hasBonusOfType(BonusType::FEARLESS))
{
bool fearsomeCreature = false;
for (CStack * stack : gs->curB->stacks)
{
if (battleMatchOwner(st, stack) && stack->alive() && stack->hasBonusOfType(BonusType::FEAR))
{
fearsomeCreature = true;
break;
}
}
if (fearsomeCreature)
{
if (getRandomGenerator().nextInt(99) < 10) //fixed 10%
{
bte.effect = vstd::to_underlying(BonusType::FEAR);
sendAndApply(&bte);
}
}
}
BonusList bl = *(st->getBonuses(Selector::type()(BonusType::ENCHANTER)));
int side = gs->curB->whatSide(st->unitOwner());
if(st->canCast() && gs->curB->battleGetEnchanterCounter(side) == 0)
{
bool cast = false;
while(!bl.empty() && !cast)
{
auto bonus = *RandomGeneratorUtil::nextItem(bl, getRandomGenerator());
auto spellID = SpellID(bonus->subtype);
const CSpell * spell = SpellID(spellID).toSpell();
bl.remove_if([&bonus](const Bonus * b)
{
return b == bonus.get();
});
spells::BattleCast parameters(gs->curB, st, spells::Mode::ENCHANTER, spell);
parameters.setSpellLevel(bonus->val);
parameters.massive = true;
parameters.smart = true;
//todo: recheck effect level
if(parameters.castIfPossible(spellEnv, spells::Target(1, spells::Destination())))
{
cast = true;
int cooldown = bonus->additionalInfo[0];
BattleSetStackProperty ssp;
ssp.which = BattleSetStackProperty::ENCHANTER_COUNTER;
ssp.absolute = false;
ssp.val = cooldown;
ssp.stackID = st->unitId();
sendAndApply(&ssp);
}
}
}
}
}
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::engageIntoBattle(PlayerColor player)
{
//notify interfaces
PlayerBlocked pb;
pb.player = player;
pb.reason = PlayerBlocked::UPCOMING_BATTLE;
pb.startOrEnd = PlayerBlocked::BLOCKADE_STARTED;
sendAndApply(&pb);
}
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::attackCasting(bool ranged, BonusType attackMode, const battle::Unit * attacker, const battle::Unit * defender)
{
if(attacker->hasBonusOfType(attackMode))
{
std::set<SpellID> spellsToCast;
TConstBonusListPtr spells = attacker->getBonuses(Selector::type()(attackMode));
for(const auto & sf : *spells)
{
spellsToCast.insert(SpellID(sf->subtype));
}
for(SpellID spellID : spellsToCast)
{
bool castMe = false;
if(!defender->alive())
{
logGlobal->debug("attackCasting: all attacked creatures have been killed");
return;
}
int32_t spellLevel = 0;
TConstBonusListPtr spellsByType = attacker->getBonuses(Selector::typeSubtype(attackMode, spellID));
for(const auto & sf : *spellsByType)
{
int meleeRanged;
if(sf->additionalInfo.size() < 2)
{
// legacy format
vstd::amax(spellLevel, sf->additionalInfo[0] % 1000);
meleeRanged = sf->additionalInfo[0] / 1000;
}
else
{
vstd::amax(spellLevel, sf->additionalInfo[0]);
meleeRanged = sf->additionalInfo[1];
}
if (meleeRanged == 0 || (meleeRanged == 1 && ranged) || (meleeRanged == 2 && !ranged))
castMe = true;
}
int chance = attacker->valOfBonuses((Selector::typeSubtype(attackMode, spellID)));
vstd::amin(chance, 100);
const CSpell * spell = SpellID(spellID).toSpell();
spells::AbilityCaster caster(attacker, spellLevel);
spells::Target target;
target.emplace_back(defender);
spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
auto m = spell->battleMechanics(&parameters);
spells::detail::ProblemImpl ignored;
if(!m->canBeCastAt(target, ignored))
continue;
//check if spell should be cast (probability handling)
if(getRandomGenerator().nextInt(99) >= chance)
continue;
//casting
if(castMe)
{
parameters.cast(spellEnv, target);
}
}
}
}
void CGameHandler::handleAttackBeforeCasting(bool ranged, const CStack * attacker, const CStack * defender)
{
attackCasting(ranged, BonusType::SPELL_BEFORE_ATTACK, attacker, defender); //no death stare / acid breath needed?
}
void CGameHandler::handleAfterAttackCasting(bool ranged, const CStack * attacker, const CStack * defender)
{
if(!attacker->alive() || !defender->alive()) // can be already dead
return;
attackCasting(ranged, BonusType::SPELL_AFTER_ATTACK, attacker, defender);
if(!defender->alive())
{
//don't try death stare or acid breath on dead stack (crash!)
return;
}
if(attacker->hasBonusOfType(BonusType::DEATH_STARE))
{
// mechanics of Death Stare as in H3:
// each gorgon have 10% chance to kill (counted separately in H3) -> binomial distribution
//original formula x = min(x, (gorgons_count + 9)/10);
double chanceToKill = attacker->valOfBonuses(BonusType::DEATH_STARE, 0) / 100.0f;
vstd::amin(chanceToKill, 1); //cap at 100%
std::binomial_distribution<> distribution(attacker->getCount(), chanceToKill);
int staredCreatures = distribution(getRandomGenerator().getStdGenerator());
double cap = 1 / std::max(chanceToKill, (double)(0.01));//don't divide by 0
int maxToKill = static_cast<int>((attacker->getCount() + cap - 1) / cap); //not much more than chance * count
vstd::amin(staredCreatures, maxToKill);
staredCreatures += (attacker->level() * attacker->valOfBonuses(BonusType::DEATH_STARE, 1)) / defender->level();
if(staredCreatures)
{
//TODO: death stare was not originally available for multiple-hex attacks, but...
const CSpell * spell = SpellID(SpellID::DEATH_STARE).toSpell();
spells::AbilityCaster caster(attacker, 0);
spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
spells::Target target;
target.emplace_back(defender);
parameters.setEffectValue(staredCreatures);
parameters.cast(spellEnv, target);
}
}
if(!defender->alive())
return;
int64_t acidDamage = 0;
TConstBonusListPtr acidBreath = attacker->getBonuses(Selector::type()(BonusType::ACID_BREATH));
for(const auto & b : *acidBreath)
{
if(b->additionalInfo[0] > getRandomGenerator().nextInt(99))
acidDamage += b->val;
}
if(acidDamage > 0)
{
const CSpell * spell = SpellID(SpellID::ACID_BREATH_DAMAGE).toSpell();
spells::AbilityCaster caster(attacker, 0);
spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
spells::Target target;
target.emplace_back(defender);
parameters.setEffectValue(acidDamage * attacker->getCount());
parameters.cast(spellEnv, target);
}
if(!defender->alive())
return;
if(attacker->hasBonusOfType(BonusType::TRANSMUTATION) && defender->isLiving()) //transmutation mechanics, similar to WoG werewolf ability
{
double chanceToTrigger = attacker->valOfBonuses(BonusType::TRANSMUTATION) / 100.0f;
vstd::amin(chanceToTrigger, 1); //cap at 100%
if(getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
return;
int bonusAdditionalInfo = attacker->getBonus(Selector::type()(BonusType::TRANSMUTATION))->additionalInfo[0];
if(defender->unitType()->getId() == bonusAdditionalInfo ||
(bonusAdditionalInfo == CAddInfo::NONE && defender->unitType()->getId() == attacker->unitType()->getId()))
return;
battle::UnitInfo resurrectInfo;
resurrectInfo.id = gs->curB->battleNextUnitId();
resurrectInfo.summoned = false;
resurrectInfo.position = defender->getPosition();
resurrectInfo.side = defender->unitSide();
if(bonusAdditionalInfo != CAddInfo::NONE)
resurrectInfo.type = CreatureID(bonusAdditionalInfo);
else
resurrectInfo.type = attacker->creatureId();
if(attacker->hasBonusOfType((BonusType::TRANSMUTATION), 0))
resurrectInfo.count = std::max((defender->getCount() * defender->getMaxHealth()) / resurrectInfo.type.toCreature()->getMaxHealth(), 1u);
else if (attacker->hasBonusOfType((BonusType::TRANSMUTATION), 1))
resurrectInfo.count = defender->getCount();
else
return; //wrong subtype
BattleUnitsChanged addUnits;
addUnits.changedStacks.emplace_back(resurrectInfo.id, UnitChanges::EOperation::ADD);
resurrectInfo.save(addUnits.changedStacks.back().data);
BattleUnitsChanged removeUnits;
removeUnits.changedStacks.emplace_back(defender->unitId(), UnitChanges::EOperation::REMOVE);
sendAndApply(&removeUnits);
sendAndApply(&addUnits);
}
if(attacker->hasBonusOfType(BonusType::DESTRUCTION, 0) || attacker->hasBonusOfType(BonusType::DESTRUCTION, 1))
{
double chanceToTrigger = 0;
int amountToDie = 0;
if(attacker->hasBonusOfType(BonusType::DESTRUCTION, 0)) //killing by percentage
{
chanceToTrigger = attacker->valOfBonuses(BonusType::DESTRUCTION, 0) / 100.0f;
int percentageToDie = attacker->getBonus(Selector::type()(BonusType::DESTRUCTION).And(Selector::subtype()(0)))->additionalInfo[0];
amountToDie = static_cast<int>(defender->getCount() * percentageToDie * 0.01f);
}
else if(attacker->hasBonusOfType(BonusType::DESTRUCTION, 1)) //killing by count
{
chanceToTrigger = attacker->valOfBonuses(BonusType::DESTRUCTION, 1) / 100.0f;
amountToDie = attacker->getBonus(Selector::type()(BonusType::DESTRUCTION).And(Selector::subtype()(1)))->additionalInfo[0];
}
vstd::amin(chanceToTrigger, 1); //cap trigger chance at 100%
if(getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
return;
BattleStackAttacked bsa;
bsa.attackerID = -1;
bsa.stackAttacked = defender->unitId();
bsa.damageAmount = amountToDie * defender->getMaxHealth();
bsa.flags = BattleStackAttacked::SPELL_EFFECT;
bsa.spellID = SpellID::SLAYER;
defender->prepareAttacked(bsa, getRandomGenerator());
StacksInjured si;
si.stacks.push_back(bsa);
sendAndApply(&si);
sendGenericKilledLog(defender, bsa.killedAmount, false);
}
}
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;
}
void CGameHandler::makeStackDoNothing(const CStack * next)
{
BattleAction doNothing;
doNothing.actionType = EActionType::NO_ACTION;
doNothing.side = next->unitSide();
doNothing.stackNumber = next->unitId();
makeAutomaticAction(next, doNothing);
}
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;
}
}
void CGameHandler::runBattle()
{
boost::unique_lock lock(battleActionMutex);
setBattle(gs->curB);
assert(gs->curB);
//TODO: pre-tactic stuff, call scripts etc.
//Moat should be initialized here, because only here we can use spellcasting
if (gs->curB->town && gs->curB->town->fortLevel() >= CGTownInstance::CITADEL)
{
const auto * h = gs->curB->battleGetFightingHero(BattleSide::DEFENDER);
const auto * actualCaster = h ? static_cast<const spells::Caster*>(h) : nullptr;
auto moatCaster = spells::SilentCaster(gs->curB->getSidePlayer(BattleSide::DEFENDER), actualCaster);
auto cast = spells::BattleCast(gs->curB, &moatCaster, spells::Mode::PASSIVE, gs->curB->town->town->moatAbility.toSpell());
auto target = spells::Target();
cast.cast(spellEnv, target);
}
//tactic round
{
while ((lobby->state != EServerState::SHUTDOWN) && gs->curB->tacticDistance && !battleResult.get())
{
auto unlockGuard = vstd::makeUnlockGuard(battleActionMutex);
boost::this_thread::sleep(boost::posix_time::milliseconds(50));
}
}
//initial stacks appearance triggers, e.g. built-in bonus spells
auto initialStacks = gs->curB->stacks; //use temporary variable to outclude summoned stacks added to gs->curB->stacks from processing
for (CStack * stack : initialStacks)
{
if (stack->hasBonusOfType(BonusType::SUMMON_GUARDIANS))
{
std::shared_ptr<const Bonus> summonInfo = stack->getBonus(Selector::type()(BonusType::SUMMON_GUARDIANS));
auto accessibility = getAccesibility();
CreatureID creatureData = CreatureID(summonInfo->subtype);
std::vector<BattleHex> targetHexes;
const bool targetIsBig = stack->unitType()->isDoubleWide(); //target = creature to guard
const bool guardianIsBig = creatureData.toCreature()->isDoubleWide();
/*Chosen idea for two hex units was to cover all possible surrounding hexes of target unit with as small number of stacks as possible.
For one-hex targets there are four guardians - front, back and one per side (up + down).
Two-hex targets are wider and the difference is there are two guardians per side to cover 3 hexes + extra hex in the front
Additionally, there are special cases for starting positions etc., where guardians would be outside of battlefield if spawned normally*/
if (!guardianIsBig)
targetHexes = stack->getSurroundingHexes();
else
summonGuardiansHelper(targetHexes, stack->getPosition(), stack->unitSide(), targetIsBig);
for(auto hex : targetHexes)
{
if(accessibility.accessible(hex, guardianIsBig, stack->unitSide())) //without this multiple creatures can occupy one hex
{
battle::UnitInfo info;
info.id = gs->curB->battleNextUnitId();
info.count = std::max(1, (int)(stack->getCount() * 0.01 * summonInfo->val));
info.type = creatureData;
info.side = stack->unitSide();
info.position = hex;
info.summoned = true;
BattleUnitsChanged pack;
pack.changedStacks.emplace_back(info.id, UnitChanges::EOperation::ADD);
info.save(pack.changedStacks.back().data);
sendAndApply(&pack);
}
}
}
stackEnchantedTrigger(stack);
}
//spells opening battle
for (int i = 0; i < 2; ++i)
{
auto h = gs->curB->battleGetFightingHero(i);
if (h)
{
TConstBonusListPtr bl = h->getBonuses(Selector::type()(BonusType::OPENING_BATTLE_SPELL));
for (auto b : *bl)
{
spells::BonusCaster caster(h, b);
const CSpell * spell = SpellID(b->subtype).toSpell();
spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
parameters.setSpellLevel(3);
parameters.setEffectDuration(b->val);
parameters.massive = true;
parameters.castIfPossible(spellEnv, spells::Target());
}
}
}
// it is possible that due to opening spells one side was eliminated -> check for end of battle
checkBattleStateChanges();
bool firstRound = true;//FIXME: why first round is -1?
//main loop
while ((lobby->state != EServerState::SHUTDOWN) && !battleResult.get()) //till the end of the battle ;]
{
BattleNextRound bnr;
bnr.round = gs->curB->round + 1;
logGlobal->debug("Round %d", bnr.round);
sendAndApply(&bnr);
auto obstacles = gs->curB->obstacles; //we copy container, because we're going to modify it
for (auto &obstPtr : obstacles)
{
if (const SpellCreatedObstacle *sco = dynamic_cast<const SpellCreatedObstacle *>(obstPtr.get()))
if (sco->turnsRemaining == 0)
removeObstacle(*obstPtr);
}
const BattleInfo & curB = *gs->curB;
for(auto stack : curB.stacks)
{
if(stack->alive() && !firstRound)
stackEnchantedTrigger(stack);
}
//stack loop
auto getNextStack = [this]() -> const CStack *
{
if(battleResult.get())
return nullptr;
std::vector<battle::Units> q;
gs->curB->battleGetTurnOrder(q, 1, 0, -1); //todo: get rid of "turn -1"
if(!q.empty())
{
if(!q.front().empty())
{
auto next = q.front().front();
const auto stack = dynamic_cast<const CStack *>(next);
// regeneration takes place before everything else but only during first turn attempt in each round
// also works under blind and similar effects
if(stack && stack->alive() && !stack->waiting)
{
BattleTriggerEffect bte;
bte.stackID = stack->unitId();
bte.effect = vstd::to_underlying(BonusType::HP_REGENERATION);
const int32_t lostHealth = stack->getMaxHealth() - stack->getFirstHPleft();
if(stack->hasBonusOfType(BonusType::HP_REGENERATION))
bte.val = std::min(lostHealth, stack->valOfBonuses(BonusType::HP_REGENERATION));
if(bte.val) // anything to heal
sendAndApply(&bte);
}
if(next->willMove())
return stack;
}
}
return nullptr;
};
const CStack * next = nullptr;
while((lobby->state != EServerState::SHUTDOWN) && (next = getNextStack()))
{
BattleUnitsChanged removeGhosts;
for(auto stack : curB.stacks)
{
if(stack->ghostPending)
removeGhosts.changedStacks.emplace_back(stack->unitId(), UnitChanges::EOperation::REMOVE);
}
if(!removeGhosts.changedStacks.empty())
sendAndApply(&removeGhosts);
// check for bad morale => freeze
int nextStackMorale = next->moraleVal();
if(!next->hadMorale && !next->waited() && nextStackMorale < 0)
{
auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_BAD_MORALE_DICE);
size_t diceIndex = std::min<size_t>(diceSize.size()-1, -nextStackMorale);
if(diceSize.size() > 0 && getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
{
//unit loses its turn - empty freeze action
BattleAction ba;
ba.actionType = EActionType::BAD_MORALE;
ba.side = next->unitSide();
ba.stackNumber = next->unitId();
makeAutomaticAction(next, ba);
continue;
}
}
if (next->hasBonusOfType(BonusType::ATTACKS_NEAREST_CREATURE)) //while in berserk
{
logGlobal->trace("Handle Berserk effect");
std::pair<const battle::Unit *, BattleHex> attackInfo = curB.getNearestStack(next);
if (attackInfo.first != nullptr)
{
BattleAction attack;
attack.actionType = EActionType::WALK_AND_ATTACK;
attack.side = next->unitSide();
attack.stackNumber = next->unitId();
attack.aimToHex(attackInfo.second);
attack.aimToUnit(attackInfo.first);
makeAutomaticAction(next, attack);
logGlobal->trace("Attacked nearest target %s", attackInfo.first->getDescription());
}
else
{
makeStackDoNothing(next);
logGlobal->trace("No target found");
}
continue;
}
const CGHeroInstance * curOwner = battleGetOwnerHero(next);
const int stackCreatureId = next->unitType()->getId();
if ((stackCreatureId == CreatureID::ARROW_TOWERS || stackCreatureId == CreatureID::BALLISTA)
&& (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(BonusType::MANUAL_CONTROL, stackCreatureId)))
{
BattleAction attack;
attack.actionType = EActionType::SHOOT;
attack.side = next->unitSide();
attack.stackNumber = next->unitId();
//TODO: select target by priority
const battle::Unit * target = nullptr;
for(auto & elem : gs->curB->stacks)
{
if(elem->unitType()->getId() != CreatureID::CATAPULT
&& elem->unitOwner() != next->unitOwner()
&& elem->isValidTarget()
&& gs->curB->battleCanShoot(next, elem->getPosition()))
{
target = elem;
break;
}
}
if(target == nullptr)
{
makeStackDoNothing(next);
}
else
{
attack.aimToUnit(target);
makeAutomaticAction(next, attack);
}
continue;
}
if (next->unitType()->getId() == CreatureID::CATAPULT)
{
const auto & attackableBattleHexes = curB.getAttackableBattleHexes();
if (attackableBattleHexes.empty())
{
makeStackDoNothing(next);
continue;
}
if (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(BonusType::MANUAL_CONTROL, CreatureID::CATAPULT))
{
BattleAction attack;
attack.actionType = EActionType::CATAPULT;
attack.side = next->unitSide();
attack.stackNumber = next->unitId();
makeAutomaticAction(next, attack);
continue;
}
}
if (next->unitType()->getId() == CreatureID::FIRST_AID_TENT)
{
TStacks possibleStacks = battleGetStacksIf([=](const CStack * s)
{
return s->unitOwner() == next->unitOwner() && s->canBeHealed();
});
if (!possibleStacks.size())
{
makeStackDoNothing(next);
continue;
}
if (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(BonusType::MANUAL_CONTROL, CreatureID::FIRST_AID_TENT))
{
RandomGeneratorUtil::randomShuffle(possibleStacks, getRandomGenerator());
const CStack * toBeHealed = possibleStacks.front();
BattleAction heal;
heal.actionType = EActionType::STACK_HEAL;
heal.aimToUnit(toBeHealed);
heal.side = next->unitSide();
heal.stackNumber = next->unitId();
makeAutomaticAction(next, heal);
continue;
}
}
int numberOfAsks = 1;
bool breakOuter = false;
do
{//ask interface and wait for answer
if (!battleResult.get())
{
stackTurnTrigger(next); //various effects
if(next->fear)
{
makeStackDoNothing(next); //end immediately if stack was affected by fear
}
else
{
logGlobal->trace("Activating %s", next->nodeName());
auto nextId = next->unitId();
BattleSetActiveStack sas;
sas.stack = nextId;
sendAndApply(&sas);
auto actionWasMade = [&]() -> bool
{
if (battleMadeAction.data)//active stack has made its action
return true;
if (battleResult.get())// battle is finished
return true;
if (next == nullptr)//active stack was been removed
return true;
return !next->alive();//active stack is dead
};
boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
battleMadeAction.data = false;
while ((lobby->state != EServerState::SHUTDOWN) && !actionWasMade())
{
{
auto unlockGuard = vstd::makeUnlockGuard(battleActionMutex);
battleMadeAction.cond.wait(lock);
}
if (battleGetStackByID(nextId, false) != next)
next = nullptr; //it may be removed, while we wait
}
}
}
if (battleResult.get()) //don't touch it, battle could be finished while waiting got action
{
breakOuter = true;
break;
}
//we're after action, all results applied
checkBattleStateChanges(); //check if this action ended the battle
if(next != nullptr)
{
//check for good morale
nextStackMorale = next->moraleVal();
if( !battleResult.get()
&& !next->hadMorale
&& !next->defending
&& !next->waited()
&& !next->fear
&& next->alive()
&& nextStackMorale > 0)
{
auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_GOOD_MORALE_DICE);
size_t diceIndex = std::min<size_t>(diceSize.size()-1, nextStackMorale);
if(diceSize.size() > 0 && getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
{
BattleTriggerEffect bte;
bte.stackID = next->unitId();
bte.effect = vstd::to_underlying(BonusType::MORALE);
bte.val = 1;
bte.additionalInfo = 0;
sendAndApply(&bte); //play animation
++numberOfAsks; //move this stack once more
}
}
}
--numberOfAsks;
} while (numberOfAsks > 0);
if (breakOuter)
{
break;
}
}
firstRound = false;
}
if (lobby->state != EServerState::SHUTDOWN)
endBattle(gs->curB->tile, gs->curB->battleGetFightingHero(0), gs->curB->battleGetFightingHero(1));
}
bool CGameHandler::makeAutomaticAction(const CStack *stack, BattleAction &ba)
{
boost::unique_lock lock(battleActionMutex);
BattleSetActiveStack bsa;
bsa.stack = stack->unitId();
bsa.askPlayerInterface = false;
sendAndApply(&bsa);
bool ret = makeBattleAction(ba);
checkBattleStateChanges();
return ret;
}
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::setBattleResult(BattleResult::EResult resultType, int victoriusSide)
{
boost::unique_lock<boost::mutex> guard(battleResult.mx);
if (battleResult.data)
{
complain((boost::format("The battle result has been already set (to %d, asked to %d)")
% battleResult.data->result % resultType).str());
return;
}
auto br = new BattleResult();
br->result = resultType;
br->winner = victoriusSide; //surrendering side loses
gs->curB->calculateCasualties(br->casualties);
battleResult.data = br;
}
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::removeObstacle(const CObstacleInstance & obstacle)
{
BattleObstaclesChanged obsRem;
obsRem.changes.emplace_back(obstacle.uniqueID, ObstacleChanges::EOperation::REMOVE);
sendAndApply(&obsRem);
}
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);
}
CasualtiesAfterBattle::CasualtiesAfterBattle(const SideInBattle & battleSide, const BattleInfo * bat):
army(battleSide.armyObject)
{
heroWithDeadCommander = ObjectInstanceID();
PlayerColor color = battleSide.color;
for(CStack * st : bat->stacks)
{
if(st->summoned) //don't take into account temporary summoned stacks
continue;
if(st->unitOwner() != color) //remove only our stacks
continue;
logGlobal->debug("Calculating casualties for %s", st->nodeName());
st->health.takeResurrected();
if(st->unitSlot() == SlotID::ARROW_TOWERS_SLOT)
{
logGlobal->debug("Ignored arrow towers stack.");
}
else if(st->unitSlot() == SlotID::WAR_MACHINES_SLOT)
{
auto warMachine = st->unitType()->warMachine;
if(warMachine == ArtifactID::NONE)
{
logGlobal->error("Invalid creature in war machine virtual slot. Stack: %s", st->nodeName());
}
//catapult artifact remain even if "creature" killed in siege
else if(warMachine != ArtifactID::CATAPULT && st->getCount() <= 0)
{
logGlobal->debug("War machine has been destroyed");
auto hero = dynamic_ptr_cast<CGHeroInstance> (army);
if (hero)
removedWarMachines.push_back (ArtifactLocation(hero, hero->getArtPos(warMachine, true)));
else
logGlobal->error("War machine in army without hero");
}
}
else if(st->unitSlot() == SlotID::SUMMONED_SLOT_PLACEHOLDER)
{
if(st->alive() && st->getCount() > 0)
{
logGlobal->debug("Permanently summoned %d units.", st->getCount());
const CreatureID summonedType = st->creatureId();
summoned[summonedType] += st->getCount();
}
}
else if(st->unitSlot() == SlotID::COMMANDER_SLOT_PLACEHOLDER)
{
if (nullptr == st->base)
{
logGlobal->error("Stack with no base in commander slot. Stack: %s", st->nodeName());
}
else
{
auto c = dynamic_cast <const CCommanderInstance *>(st->base);
if(c)
{
auto h = dynamic_cast <const CGHeroInstance *>(army);
if(h && h->commander == c && (st->getCount() == 0 || !st->alive()))
{
logGlobal->debug("Commander is dead.");
heroWithDeadCommander = army->id; //TODO: unify commander handling
}
}
else
logGlobal->error("Stack with invalid instance in commander slot. Stack: %s", st->nodeName());
}
}
else if(st->base && !army->slotEmpty(st->unitSlot()))
{
logGlobal->debug("Count: %d; base count: %d", st->getCount(), army->getStackCount(st->unitSlot()));
if(st->getCount() == 0 || !st->alive())
{
logGlobal->debug("Stack has been destroyed.");
StackLocation sl(army, st->unitSlot());
newStackCounts.push_back(TStackAndItsNewCount(sl, 0));
}
else if(st->getCount() < army->getStackCount(st->unitSlot()))
{
logGlobal->debug("Stack lost %d units.", army->getStackCount(st->unitSlot()) - st->getCount());
StackLocation sl(army, st->unitSlot());
newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
}
else if(st->getCount() > army->getStackCount(st->unitSlot()))
{
logGlobal->debug("Stack gained %d units.", st->getCount() - army->getStackCount(st->unitSlot()));
StackLocation sl(army, st->unitSlot());
newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
}
}
else
{
logGlobal->warn("Unable to process stack: %s", st->nodeName());
}
}
}
void CasualtiesAfterBattle::updateArmy(CGameHandler *gh)
{
for (TStackAndItsNewCount &ncount : newStackCounts)
{
if (ncount.second > 0)
gh->changeStackCount(ncount.first, ncount.second, true);
else
gh->eraseStack(ncount.first, true);
}
for (auto summoned_iter : summoned)
{
SlotID slot = army->getSlotFor(summoned_iter.first);
if (slot.validSlot())
{
StackLocation location(army, slot);
gh->addToSlot(location, summoned_iter.first.toCreature(), summoned_iter.second);
}
else
{
//even if it will be possible to summon anything permanently it should be checked for free slot
//necromancy is handled separately
gh->complain("No free slot to put summoned creature");
}
}
for (auto al : removedWarMachines)
{
gh->removeArtifact(al);
}
if (heroWithDeadCommander != ObjectInstanceID())
{
SetCommanderProperty scp;
scp.heroid = heroWithDeadCommander;
scp.which = SetCommanderProperty::ALIVE;
scp.amount = 0;
gh->sendAndApply(&scp);
}
}
CGameHandler::FinishingBattleHelper::FinishingBattleHelper(std::shared_ptr<const CBattleQuery> Query, int RemainingBattleQueriesCount)
{
assert(Query->result);
assert(Query->bi);
auto &result = *Query->result;
auto &info = *Query->bi;
winnerHero = result.winner != 0 ? info.sides[1].hero : info.sides[0].hero;
loserHero = result.winner != 0 ? info.sides[0].hero : info.sides[1].hero;
victor = info.sides[result.winner].color;
loser = info.sides[!result.winner].color;
winnerSide = result.winner;
remainingBattleQueriesCount = RemainingBattleQueriesCount;
}
CGameHandler::FinishingBattleHelper::FinishingBattleHelper()
{
winnerHero = loserHero = nullptr;
winnerSide = 0;
remainingBattleQueriesCount = 0;
}
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;
playerMessages->gameHandler = this;
}