mirror of
https://github.com/vcmi/vcmi.git
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292f4c8ad2
Regression from earlier PR
4147 lines
122 KiB
C++
4147 lines
122 KiB
C++
/*
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* CGameHandler.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "CGameHandler.h"
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#include "CVCMIServer.h"
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#include "TurnTimerHandler.h"
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#include "ServerNetPackVisitors.h"
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#include "ServerSpellCastEnvironment.h"
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#include "battles/BattleProcessor.h"
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#include "processors/HeroPoolProcessor.h"
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#include "processors/NewTurnProcessor.h"
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#include "processors/PlayerMessageProcessor.h"
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#include "processors/TurnOrderProcessor.h"
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#include "queries/QueriesProcessor.h"
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#include "queries/MapQueries.h"
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#include "queries/VisitQueries.h"
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#include "../lib/ArtifactUtils.h"
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#include "../lib/CArtHandler.h"
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#include "../lib/CConfigHandler.h"
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#include "../lib/CCreatureHandler.h"
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#include "../lib/CCreatureSet.h"
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#include "../lib/texts/CGeneralTextHandler.h"
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#include "../lib/CHeroHandler.h"
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#include "../lib/CPlayerState.h"
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#include "../lib/CRandomGenerator.h"
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#include "../lib/CSoundBase.h"
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#include "../lib/CThreadHelper.h"
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#include "../lib/GameConstants.h"
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#include "../lib/UnlockGuard.h"
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#include "../lib/IGameSettings.h"
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#include "../lib/ScriptHandler.h"
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#include "../lib/StartInfo.h"
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#include "../lib/TerrainHandler.h"
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#include "../lib/VCMIDirs.h"
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#include "../lib/VCMI_Lib.h"
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#include "../lib/int3.h"
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#include "../lib/battle/BattleInfo.h"
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#include "../lib/entities/building/CBuilding.h"
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#include "../lib/entities/faction/CTownHandler.h"
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#include "../lib/filesystem/FileInfo.h"
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#include "../lib/filesystem/Filesystem.h"
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#include "../lib/gameState/CGameState.h"
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#include "../lib/mapping/CMap.h"
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#include "../lib/mapping/CMapService.h"
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#include "../lib/mapObjects/CGCreature.h"
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#include "../lib/mapObjects/CGMarket.h"
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#include "../lib/mapObjects/TownBuildingInstance.h"
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#include "../lib/mapObjects/CGTownInstance.h"
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#include "../lib/mapObjects/MiscObjects.h"
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#include "../lib/mapObjectConstructors/AObjectTypeHandler.h"
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#include "../lib/mapObjectConstructors/CObjectClassesHandler.h"
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#include "../lib/modding/ModIncompatibility.h"
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#include "../lib/networkPacks/StackLocation.h"
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#include "../lib/pathfinder/CPathfinder.h"
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#include "../lib/pathfinder/PathfinderOptions.h"
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#include "../lib/pathfinder/TurnInfo.h"
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#include "../lib/rmg/CMapGenOptions.h"
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#include "../lib/serializer/CSaveFile.h"
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#include "../lib/serializer/CLoadFile.h"
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#include "../lib/serializer/Connection.h"
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#include "../lib/spells/CSpellHandler.h"
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#include <vstd/RNG.h>
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#include <vstd/CLoggerBase.h>
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#include <vcmi/events/EventBus.h>
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#include <vcmi/events/GenericEvents.h>
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#include <vcmi/events/AdventureEvents.h>
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#define COMPLAIN_RET_IF(cond, txt) do {if (cond){complain(txt); return;}} while(0)
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#define COMPLAIN_RET_FALSE_IF(cond, txt) do {if (cond){complain(txt); return false;}} while(0)
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#define COMPLAIN_RET(txt) {complain(txt); return false;}
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#define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
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static inline double distance(int3 a, int3 b)
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{
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return std::sqrt((double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y));
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}
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template <typename T>
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void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
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{
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fun(args[which]);
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}
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const Services * CGameHandler::services() const
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{
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return VLC;
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}
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const CGameHandler::BattleCb * CGameHandler::battle(const BattleID & battleID) const
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{
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return gs->getBattle(battleID);
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}
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const CGameHandler::GameCb * CGameHandler::game() const
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{
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return this;
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}
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vstd::CLoggerBase * CGameHandler::logger() const
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{
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return logGlobal;
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}
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events::EventBus * CGameHandler::eventBus() const
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{
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return serverEventBus.get();
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}
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CVCMIServer * CGameHandler::gameLobby() const
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{
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return lobby;
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}
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void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
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{
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changeSecSkill(hero, skill, 1, 0);
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expGiven(hero);
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}
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void CGameHandler::levelUpHero(const CGHeroInstance * hero)
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{
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// required exp for at least 1 lvl-up hasn't been reached
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if (!hero->gainsLevel())
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{
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return;
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}
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// give primary skill
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logGlobal->trace("%s got level %d", hero->getNameTranslated(), hero->level);
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auto primarySkill = hero->nextPrimarySkill(getRandomGenerator());
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SetPrimSkill sps;
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sps.id = hero->id;
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sps.which = primarySkill;
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sps.abs = false;
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sps.val = 1;
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sendAndApply(&sps);
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HeroLevelUp hlu;
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hlu.player = hero->tempOwner;
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hlu.heroId = hero->id;
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hlu.primskill = primarySkill;
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hlu.skills = hero->getLevelUpProposedSecondarySkills(heroPool->getHeroSkillsRandomGenerator(hero->getHeroType()));
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if (hlu.skills.size() == 0)
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{
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sendAndApply(&hlu);
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levelUpHero(hero);
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}
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else if (hlu.skills.size() == 1 || !hero->getOwner().isValidPlayer())
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{
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sendAndApply(&hlu);
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levelUpHero(hero, hlu.skills.front());
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}
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else if (hlu.skills.size() > 1)
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{
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auto levelUpQuery = std::make_shared<CHeroLevelUpDialogQuery>(this, hlu, hero);
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hlu.queryID = levelUpQuery->queryID;
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queries->addQuery(levelUpQuery);
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sendAndApply(&hlu);
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//level up will be called on query reply
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}
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}
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void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
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{
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SetCommanderProperty scp;
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auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
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if (hero)
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scp.heroid = hero->id;
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else
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{
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complain ("Commander is not led by hero!");
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return;
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}
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scp.accumulatedBonus.additionalInfo = 0;
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scp.accumulatedBonus.duration = BonusDuration::PERMANENT;
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scp.accumulatedBonus.turnsRemain = 0;
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scp.accumulatedBonus.source = BonusSource::COMMANDER;
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scp.accumulatedBonus.valType = BonusValueType::BASE_NUMBER;
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if (skill <= ECommander::SPELL_POWER)
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{
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scp.which = SetCommanderProperty::BONUS;
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auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
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{
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int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
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return skillLevels.at(skill).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skill).at(secondarySkills.at(s)-1) : 0);
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};
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switch (skill)
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{
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case ECommander::ATTACK:
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scp.accumulatedBonus.type = BonusType::PRIMARY_SKILL;
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scp.accumulatedBonus.subtype = BonusSubtypeID(PrimarySkill::ATTACK);
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break;
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case ECommander::DEFENSE:
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scp.accumulatedBonus.type = BonusType::PRIMARY_SKILL;
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scp.accumulatedBonus.subtype = BonusSubtypeID(PrimarySkill::DEFENSE);
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break;
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case ECommander::HEALTH:
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scp.accumulatedBonus.type = BonusType::STACK_HEALTH;
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scp.accumulatedBonus.valType = BonusValueType::PERCENT_TO_ALL; //TODO: check how it accumulates in original WoG with artifacts such as vial of life blood, elixir of life etc.
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break;
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case ECommander::DAMAGE:
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scp.accumulatedBonus.type = BonusType::CREATURE_DAMAGE;
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scp.accumulatedBonus.subtype = BonusCustomSubtype::creatureDamageBoth;
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scp.accumulatedBonus.valType = BonusValueType::PERCENT_TO_ALL;
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break;
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case ECommander::SPEED:
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scp.accumulatedBonus.type = BonusType::STACKS_SPEED;
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break;
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case ECommander::SPELL_POWER:
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scp.accumulatedBonus.type = BonusType::MAGIC_RESISTANCE;
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scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
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sendAndApply (&scp); //additional pack
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scp.accumulatedBonus.type = BonusType::CREATURE_SPELL_POWER;
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scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
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sendAndApply (&scp); //additional pack
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scp.accumulatedBonus.type = BonusType::CASTS;
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scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
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sendAndApply (&scp); //additional pack
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scp.accumulatedBonus.type = BonusType::CREATURE_ENCHANT_POWER; //send normally
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break;
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}
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scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
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sendAndApply (&scp);
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scp.which = SetCommanderProperty::SECONDARY_SKILL;
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scp.additionalInfo = skill;
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scp.amount = c->secondarySkills.at(skill) + 1;
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sendAndApply (&scp);
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}
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else if (skill >= 100)
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{
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scp.which = SetCommanderProperty::SPECIAL_SKILL;
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scp.accumulatedBonus = *VLC->creh->skillRequirements.at(skill-100).first;
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scp.additionalInfo = skill; //unnormalized
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sendAndApply (&scp);
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}
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expGiven(hero);
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}
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void CGameHandler::levelUpCommander(const CCommanderInstance * c)
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{
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if (!c->gainsLevel())
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{
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return;
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}
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CommanderLevelUp clu;
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auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
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if(hero)
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{
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clu.heroId = hero->id;
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clu.player = hero->tempOwner;
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}
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else
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{
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complain ("Commander is not led by hero!");
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return;
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}
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//picking sec. skills for choice
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for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
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{
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if (c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL)
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clu.skills.push_back(i);
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}
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int i = 100;
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for (auto specialSkill : VLC->creh->skillRequirements)
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{
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if (c->secondarySkills.at(specialSkill.second.first) >= ECommander::MAX_SKILL_LEVEL - 1
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&& c->secondarySkills.at(specialSkill.second.second) >= ECommander::MAX_SKILL_LEVEL - 1
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&& !vstd::contains (c->specialSkills, i))
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clu.skills.push_back (i);
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++i;
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}
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int skillAmount = static_cast<int>(clu.skills.size());
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if (!skillAmount)
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{
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sendAndApply(&clu);
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levelUpCommander(c);
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}
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else if (skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
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{
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sendAndApply(&clu);
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levelUpCommander(c, *RandomGeneratorUtil::nextItem(clu.skills, getRandomGenerator()));
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}
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else if (skillAmount > 1) //apply and ask for secondary skill
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{
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auto commanderLevelUp = std::make_shared<CCommanderLevelUpDialogQuery>(this, clu, hero);
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clu.queryID = commanderLevelUp->queryID;
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queries->addQuery(commanderLevelUp);
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sendAndApply(&clu);
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}
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}
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void CGameHandler::expGiven(const CGHeroInstance *hero)
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{
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if (hero->gainsLevel())
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levelUpHero(hero);
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else if (hero->commander && hero->commander->gainsLevel())
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levelUpCommander(hero->commander);
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//if (hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())
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// levelUpCommander(hero->commander);
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// else
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// levelUpHero(hero);
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}
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void CGameHandler::giveExperience(const CGHeroInstance * hero, TExpType amountToGain)
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{
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TExpType maxExp = VLC->heroh->reqExp(VLC->heroh->maxSupportedLevel());
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TExpType currExp = hero->exp;
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if (gs->map->levelLimit != 0)
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maxExp = VLC->heroh->reqExp(gs->map->levelLimit);
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TExpType canGainExp = 0;
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if (maxExp > currExp)
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canGainExp = maxExp - currExp;
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if (amountToGain > canGainExp)
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{
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// set given experience to max possible, but don't decrease if hero already over top
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amountToGain = canGainExp;
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InfoWindow iw;
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iw.player = hero->tempOwner;
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iw.text.appendLocalString(EMetaText::GENERAL_TXT, 1); //can gain no more XP
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iw.text.replaceTextID(hero->getNameTextID());
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sendAndApply(&iw);
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}
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SetPrimSkill sps;
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sps.id = hero->id;
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sps.which = PrimarySkill::EXPERIENCE;
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sps.abs = false;
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sps.val = amountToGain;
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sendAndApply(&sps);
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//hero may level up
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if (hero->commander && hero->commander->alive)
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{
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//FIXME: trim experience according to map limit?
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SetCommanderProperty scp;
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scp.heroid = hero->id;
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scp.which = SetCommanderProperty::EXPERIENCE;
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scp.amount = amountToGain;
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sendAndApply (&scp);
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CBonusSystemNode::treeHasChanged();
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}
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expGiven(hero);
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}
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void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill which, si64 val, bool abs)
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{
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SetPrimSkill sps;
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sps.id = hero->id;
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sps.which = which;
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sps.abs = abs;
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sps.val = val;
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sendAndApply(&sps);
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}
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void CGameHandler::changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs)
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{
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if(!hero)
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{
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logGlobal->error("changeSecSkill provided no hero");
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return;
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}
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SetSecSkill sss;
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sss.id = hero->id;
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sss.which = which;
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sss.val = val;
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sss.abs = abs;
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sendAndApply(&sss);
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if (hero->visitedTown)
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giveSpells(hero->visitedTown, hero);
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// Our scouting range may have changed - update it
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if (hero->getOwner().isValidPlayer())
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changeFogOfWar(hero->getSightCenter(), hero->getSightRadius(), hero->getOwner(), ETileVisibility::REVEALED);
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}
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void CGameHandler::handleClientDisconnection(std::shared_ptr<CConnection> c)
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{
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if(lobby->getState() == EServerState::SHUTDOWN || !gs || !gs->scenarioOps)
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{
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assert(0); // game should have shut down before reaching this point!
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return;
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}
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for(auto & playerConnections : connections)
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{
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PlayerColor playerId = playerConnections.first;
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auto * playerSettings = gs->scenarioOps->getPlayersSettings(playerId.getNum());
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if(!playerSettings)
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continue;
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auto playerConnection = vstd::find(playerConnections.second, c);
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if(playerConnection != playerConnections.second.end())
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{
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std::string messageText = boost::str(boost::format("%s (cid %d) was disconnected") % playerSettings->name % c->connectionID);
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playerMessages->broadcastMessage(playerId, messageText);
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}
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}
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}
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void CGameHandler::handleReceivedPack(CPackForServer * pack)
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{
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//prepare struct informing that action was applied
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auto sendPackageResponse = [&](bool successfullyApplied)
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{
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PackageApplied applied;
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applied.player = pack->player;
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applied.result = successfullyApplied;
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applied.packType = CTypeList::getInstance().getTypeID(pack);
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applied.requestID = pack->requestID;
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pack->c->sendPack(&applied);
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};
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if(isBlockedByQueries(pack, pack->player))
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{
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sendPackageResponse(false);
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}
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else
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{
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bool result;
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try
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{
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ApplyGhNetPackVisitor applier(*this);
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pack->visit(applier);
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result = applier.getResult();
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}
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catch(ExceptionNotAllowedAction &)
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{
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result = false;
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}
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if(result)
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logGlobal->trace("Message %s successfully applied!", typeid(*pack).name());
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else
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complain((boost::format("Got false in applying %s... that request must have been fishy!")
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% typeid(*pack).name()).str());
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sendPackageResponse(true);
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}
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vstd::clear_pointer(pack);
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}
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CGameHandler::CGameHandler(CVCMIServer * lobby)
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: lobby(lobby)
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, heroPool(std::make_unique<HeroPoolProcessor>(this))
|
|
, battles(std::make_unique<BattleProcessor>(this))
|
|
, turnOrder(std::make_unique<TurnOrderProcessor>(this))
|
|
, queries(std::make_unique<QueriesProcessor>())
|
|
, playerMessages(std::make_unique<PlayerMessageProcessor>(this))
|
|
, randomNumberGenerator(std::make_unique<CRandomGenerator>())
|
|
, complainNoCreatures("No creatures to split")
|
|
, complainNotEnoughCreatures("Cannot split that stack, not enough creatures!")
|
|
, complainInvalidSlot("Invalid slot accessed!")
|
|
, turnTimerHandler(std::make_unique<TurnTimerHandler>(*this))
|
|
, newTurnProcessor(std::make_unique<NewTurnProcessor>(this))
|
|
{
|
|
QID = 1;
|
|
|
|
spellEnv = new ServerSpellCastEnvironment(this);
|
|
}
|
|
|
|
CGameHandler::~CGameHandler()
|
|
{
|
|
delete spellEnv;
|
|
delete gs;
|
|
gs = nullptr;
|
|
}
|
|
|
|
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, Load::ProgressAccumulator & progressTracking)
|
|
{
|
|
int requestedSeed = settings["server"]["seed"].Integer();
|
|
if (requestedSeed != 0)
|
|
randomNumberGenerator->setSeed(requestedSeed);
|
|
logGlobal->info("Using random seed: %d", randomNumberGenerator->nextInt());
|
|
|
|
CMapService mapService;
|
|
gs = new CGameState();
|
|
gs->preInit(VLC, this);
|
|
logGlobal->info("Gamestate created!");
|
|
gs->init(&mapService, si, progressTracking);
|
|
logGlobal->info("Gamestate initialized!");
|
|
|
|
for (auto & elem : gs->players)
|
|
turnOrder->addPlayer(elem.first);
|
|
|
|
for (auto & elem : gs->map->allHeroes)
|
|
{
|
|
if(elem)
|
|
heroPool->getHeroSkillsRandomGenerator(elem->getHeroType()); // init RMG seed
|
|
}
|
|
|
|
reinitScripting();
|
|
}
|
|
|
|
void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
|
|
{// bool forced = true - if creature should be replaced, if false - only if no creature was set
|
|
|
|
const PlayerState * p = getPlayerState(town->tempOwner);
|
|
if (!p)
|
|
{
|
|
assert(town->tempOwner == PlayerColor::NEUTRAL);
|
|
return;
|
|
}
|
|
|
|
if (forced || town->creatures.at(town->town->creatures.size()).second.empty())//we need to change creature
|
|
{
|
|
SetAvailableCreatures ssi;
|
|
ssi.tid = town->id;
|
|
ssi.creatures = town->creatures;
|
|
ssi.creatures[town->town->creatures.size()].second.clear();//remove old one
|
|
|
|
std::set<CreatureID> availableCreatures;
|
|
for (const auto & dwelling : p->getOwnedObjects())
|
|
{
|
|
const auto & dwellingCreatures = dwelling->asOwnable()->providedCreatures();
|
|
availableCreatures.insert(dwellingCreatures.begin(), dwellingCreatures.end());
|
|
}
|
|
|
|
if (availableCreatures.empty())
|
|
return;
|
|
|
|
CreatureID creatureId = *RandomGeneratorUtil::nextItem(availableCreatures, getRandomGenerator());
|
|
|
|
if (clear)
|
|
{
|
|
ssi.creatures[town->town->creatures.size()].first = std::max(1, (creatureId.toEntity(VLC)->getGrowth())/2);
|
|
}
|
|
else
|
|
{
|
|
ssi.creatures[town->town->creatures.size()].first = creatureId.toEntity(VLC)->getGrowth();
|
|
}
|
|
ssi.creatures[town->town->creatures.size()].second.push_back(creatureId);
|
|
sendAndApply(&ssi);
|
|
}
|
|
}
|
|
|
|
void CGameHandler::onPlayerTurnStarted(PlayerColor which)
|
|
{
|
|
events::PlayerGotTurn::defaultExecute(serverEventBus.get(), which);
|
|
turnTimerHandler->onPlayerGetTurn(which);
|
|
newTurnProcessor->onPlayerTurnStarted(which);
|
|
}
|
|
|
|
void CGameHandler::onPlayerTurnEnded(PlayerColor which)
|
|
{
|
|
newTurnProcessor->onPlayerTurnEnded(which);
|
|
}
|
|
|
|
void CGameHandler::addStatistics(StatisticDataSet &stat) const
|
|
{
|
|
for (const auto & elem : gs->players)
|
|
{
|
|
if (elem.first == PlayerColor::NEUTRAL || !elem.first.isValidPlayer())
|
|
continue;
|
|
|
|
auto data = StatisticDataSet::createEntry(&elem.second, gs);
|
|
|
|
stat.add(data);
|
|
}
|
|
}
|
|
|
|
void CGameHandler::onNewTurn()
|
|
{
|
|
logGlobal->trace("Turn %d", gs->day+1);
|
|
|
|
bool firstTurn = !getDate(Date::DAY);
|
|
bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
|
|
|
|
if (firstTurn)
|
|
{
|
|
for (auto obj : gs->map->objects)
|
|
{
|
|
if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
|
|
{
|
|
giveExperience(getHero(obj->id), 0);
|
|
}
|
|
}
|
|
|
|
for (auto & elem : gs->players)
|
|
heroPool->onNewWeek(elem.first);
|
|
|
|
}
|
|
else
|
|
{
|
|
addStatistics(gameState()->statistic); // write at end of turn
|
|
}
|
|
|
|
for (CGTownInstance *t : gs->map->towns)
|
|
{
|
|
PlayerColor player = t->tempOwner;
|
|
|
|
if(t->hasBuilt(BuildingID::GRAIL)
|
|
&& t->town->buildings.at(BuildingID::GRAIL)->height == CBuilding::HEIGHT_SKYSHIP)
|
|
{
|
|
// Skyship, probably easier to handle same as Veil of darkness
|
|
// do it every new day before veils
|
|
if (player.isValidPlayer())
|
|
changeFogOfWar(t->getSightCenter(), t->getSightRadius(), player, ETileVisibility::REVEALED);
|
|
}
|
|
}
|
|
|
|
for (CGTownInstance *t : gs->map->towns)
|
|
{
|
|
if (t->hasBonusOfType (BonusType::DARKNESS))
|
|
{
|
|
for (auto & player : gs->players)
|
|
{
|
|
if (getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
|
|
getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES)
|
|
changeFogOfWar(t->getSightCenter(), t->valOfBonuses(BonusType::DARKNESS), player.first, ETileVisibility::HIDDEN);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (newMonth)
|
|
{
|
|
SetAvailableArtifacts saa;
|
|
saa.id = ObjectInstanceID::NONE;
|
|
pickAllowedArtsSet(saa.arts, getRandomGenerator());
|
|
sendAndApply(&saa);
|
|
}
|
|
|
|
newTurnProcessor->onNewTurn();
|
|
|
|
if (!firstTurn)
|
|
checkVictoryLossConditionsForAll(); // check for map turn limit
|
|
|
|
//call objects
|
|
for (auto & elem : gs->map->objects)
|
|
{
|
|
if (elem)
|
|
elem->newTurn(getRandomGenerator());
|
|
}
|
|
|
|
synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
|
|
}
|
|
|
|
void CGameHandler::start(bool resume)
|
|
{
|
|
LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
|
|
|
|
for (auto cc : lobby->activeConnections)
|
|
{
|
|
auto players = lobby->getAllClientPlayers(cc->connectionID);
|
|
std::stringstream sbuffer;
|
|
sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
|
|
for (PlayerColor color : players)
|
|
{
|
|
sbuffer << color << " ";
|
|
connections[color].insert(cc);
|
|
}
|
|
logGlobal->info(sbuffer.str());
|
|
}
|
|
|
|
#if SCRIPTING_ENABLED
|
|
services()->scripts()->run(serverScripts);
|
|
#endif
|
|
|
|
if (!resume)
|
|
{
|
|
onNewTurn();
|
|
events::TurnStarted::defaultExecute(serverEventBus.get());
|
|
for(auto & player : gs->players)
|
|
turnTimerHandler->onGameplayStart(player.first);
|
|
}
|
|
else
|
|
events::GameResumed::defaultExecute(serverEventBus.get());
|
|
|
|
turnOrder->onGameStarted();
|
|
}
|
|
|
|
void CGameHandler::tick(int millisecondsPassed)
|
|
{
|
|
turnTimerHandler->update(millisecondsPassed);
|
|
}
|
|
|
|
void CGameHandler::giveSpells(const CGTownInstance *t, const CGHeroInstance *h)
|
|
{
|
|
if (!h->hasSpellbook())
|
|
return; //hero hasn't spellbook
|
|
ChangeSpells cs;
|
|
cs.hid = h->id;
|
|
cs.learn = true;
|
|
if (t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX) && t->hasBuilt(BuildingID::MAGES_GUILD_1))
|
|
{
|
|
// Aurora Borealis give spells of all levels even if only level 1 mages guild built
|
|
for (int i = 0; i < h->maxSpellLevel(); i++)
|
|
{
|
|
std::vector<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, const PlayerColor & initiator)
|
|
{
|
|
if (!obj || !getObj(obj->id))
|
|
{
|
|
logGlobal->error("Something wrong, that object already has been removed or hasn't existed!");
|
|
return false;
|
|
}
|
|
|
|
RemoveObject ro;
|
|
ro.objectID = obj->id;
|
|
ro.initiator = initiator;
|
|
sendAndApply(&ro);
|
|
|
|
checkVictoryLossConditionsForAll(); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
|
|
return true;
|
|
}
|
|
|
|
bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, EMovementMode movementMode, bool transit, PlayerColor asker)
|
|
{
|
|
const CGHeroInstance *h = getHero(hid);
|
|
// not turn of that hero or player can't simply teleport hero (at least not with this function)
|
|
if(!h || (asker != PlayerColor::NEUTRAL && movementMode != EMovementMode::STANDARD))
|
|
{
|
|
if(h && getStartInfo()->turnTimerInfo.isEnabled() && gs->players[h->getOwner()].turnTimer.turnTimer == 0)
|
|
return true; //timer expired, no error
|
|
|
|
logGlobal->error("Illegal call to move hero!");
|
|
return false;
|
|
}
|
|
|
|
logGlobal->trace("Player %d (%s) wants to move hero %d from %s to %s", asker, asker.toString(), hid.getNum(), h->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);
|
|
CGObjectInstance * objectToVisit = nullptr;
|
|
CGObjectInstance * guardian = nullptr;
|
|
|
|
if (!t.visitableObjects.empty())
|
|
objectToVisit = t.visitableObjects.back();
|
|
|
|
if (isInTheMap(guardPos))
|
|
{
|
|
for (auto const & object : getTile(guardPos)->visitableObjects)
|
|
if (object->ID == MapObjectID::MONSTER) // exclude other objects, such as hero flying above monster
|
|
guardian = object;
|
|
}
|
|
|
|
const bool embarking = !h->boat && objectToVisit && objectToVisit->ID == Obj::BOAT;
|
|
const bool disembarking = h->boat
|
|
&& t.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(this));
|
|
auto ti = pathfinderHelper->getTurnInfo();
|
|
|
|
const bool canFly = pathfinderHelper->hasBonusOfType(BonusType::FLYING_MOVEMENT) || (h->boat && h->boat->layer == EPathfindingLayer::AIR);
|
|
const bool canWalkOnSea = pathfinderHelper->hasBonusOfType(BonusType::WATER_WALKING) || (h->boat && h->boat->layer == EPathfindingLayer::WATER);
|
|
const int cost = pathfinderHelper->getMovementCost(h->visitablePos(), hmpos, nullptr, nullptr, h->movementPointsRemaining());
|
|
|
|
const bool movingOntoObstacle = t.blocked && !t.visitable;
|
|
const bool objectCoastVisitable = objectToVisit && objectToVisit->isCoastVisitable();
|
|
const bool movingOntoWater = !h->boat && t.terType->isWater() && !objectCoastVisitable;
|
|
|
|
const auto complainRet = [&](const std::string & message)
|
|
{
|
|
//send info about movement failure
|
|
complain(message);
|
|
sendAndApply(&tmh);
|
|
return false;
|
|
};
|
|
|
|
if (guardian && getVisitingHero(guardian) != nullptr)
|
|
return complainRet("You cannot move your hero there. Simultaneous turns are active and another player is interacting with this wandering monster!");
|
|
|
|
if (objectToVisit && getVisitingHero(objectToVisit) != nullptr && getVisitingHero(objectToVisit) != h)
|
|
return complainRet("You cannot move your hero there. Simultaneous turns are active and another player is interacting with this map object!");
|
|
|
|
if (objectToVisit &&
|
|
objectToVisit->getOwner().isValidPlayer() &&
|
|
getPlayerRelations(objectToVisit->getOwner(), h->getOwner()) == PlayerRelations::ENEMIES &&
|
|
!turnOrder->isContactAllowed(objectToVisit->getOwner(), h->getOwner()))
|
|
return complainRet("You cannot move your hero there. This object belongs to another player and simultaneous turns are still active!");
|
|
|
|
//it's a rock or blocked and not visitable tile
|
|
//OR hero is on land and dest is water and (there is not present only one object - boat)
|
|
if (!t.terType->isPassable() || (movingOntoObstacle && !canFly))
|
|
return complainRet("Cannot move hero, destination tile is blocked!");
|
|
|
|
//hero is not on boat/water walking and dst water tile doesn't contain boat/hero (objs visitable from land) -> we test back cause boat may be on top of another object (#276)
|
|
if(movingOntoWater && !canFly && !canWalkOnSea)
|
|
return complainRet("Cannot move hero, destination tile is on water!");
|
|
|
|
if(h->boat && h->boat->layer == EPathfindingLayer::SAIL && t.terType->isLand() && t.blocked)
|
|
return complainRet("Cannot disembark hero, tile is blocked!");
|
|
|
|
if(distance(h->pos, dst) >= 1.5 && movementMode == EMovementMode::STANDARD)
|
|
return complainRet("Tiles are not neighboring!");
|
|
|
|
if(h->inTownGarrison)
|
|
return complainRet("Can not move garrisoned hero!");
|
|
|
|
if(h->movementPointsRemaining() < cost && dst != h->pos && movementMode == EMovementMode::STANDARD)
|
|
return complainRet("Hero doesn't have any movement points left!");
|
|
|
|
if (transit && !canFly && !(canWalkOnSea && t.terType->isWater()) && !CGTeleport::isTeleport(objectToVisit))
|
|
return complainRet("Hero cannot transit over this tile!");
|
|
|
|
//several generic blocks of code
|
|
|
|
// should be called if hero changes tile but before applying TryMoveHero package
|
|
auto leaveTile = [&]()
|
|
{
|
|
for (CGObjectInstance *obj : gs->map->getTile(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(), ETileVisibility::HIDDEN, h->tempOwner);
|
|
};
|
|
|
|
auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
|
|
EVisitDest visitDest, ELEaveTile leavingTile) -> bool
|
|
{
|
|
LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->getNameTranslated() % tmh.start.toString() % tmh.end.toString());
|
|
|
|
auto moveQuery = std::make_shared<CHeroMovementQuery>(this, tmh, h);
|
|
queries->addQuery(moveQuery);
|
|
|
|
if (leavingTile == LEAVING_TILE)
|
|
leaveTile();
|
|
|
|
if (lookForGuards == CHECK_FOR_GUARDS && isInTheMap(guardPos))
|
|
tmh.attackedFrom = std::make_optional(guardPos);
|
|
|
|
tmh.result = result;
|
|
sendAndApply(&tmh);
|
|
|
|
if (visitDest == VISIT_DEST && objectToVisit && objectToVisit->id == h->id)
|
|
{ // Hero should be always able to visit any object he is staying on even if there are guards around
|
|
visitObjectOnTile(t, h);
|
|
}
|
|
else if (lookForGuards == CHECK_FOR_GUARDS && isInTheMap(guardPos))
|
|
{
|
|
objectVisited(guardian, h);
|
|
|
|
moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
|
|
}
|
|
else if (visitDest == VISIT_DEST)
|
|
{
|
|
visitObjectOnTile(t, h);
|
|
}
|
|
|
|
queries->popIfTop(moveQuery);
|
|
logGlobal->trace("Hero %s ends movement", h->getNameTranslated());
|
|
return result != TryMoveHero::FAILED;
|
|
};
|
|
|
|
//interaction with blocking object (like resources)
|
|
auto blockingVisit = [&]() -> bool
|
|
{
|
|
for (CGObjectInstance *obj : t.visitableObjects)
|
|
{
|
|
if(h->boat && !obj->isBlockedVisitable() && !h->boat->onboardVisitAllowed)
|
|
return doMove(TryMoveHero::SUCCESS, this->IGNORE_GUARDS, DONT_VISIT_DEST, REMAINING_ON_TILE);
|
|
|
|
if (obj != h && obj->isBlockedVisitable() && !obj->passableFor(h->tempOwner))
|
|
{
|
|
EVisitDest visitDest = VISIT_DEST;
|
|
if(h->boat && !h->boat->onboardVisitAllowed)
|
|
visitDest = DONT_VISIT_DEST;
|
|
|
|
return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, visitDest, REMAINING_ON_TILE);
|
|
}
|
|
}
|
|
return false;
|
|
};
|
|
|
|
|
|
if (!transit && embarking)
|
|
{
|
|
tmh.movePoints = h->movementPointsAfterEmbark(h->movementPointsRemaining(), cost, false, ti);
|
|
return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
|
|
// In H3 embark ignore guards
|
|
}
|
|
|
|
if (disembarking)
|
|
{
|
|
tmh.movePoints = h->movementPointsAfterEmbark(h->movementPointsRemaining(), cost, true, ti);
|
|
return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
|
|
}
|
|
|
|
if (movementMode != EMovementMode::STANDARD)
|
|
{
|
|
if (blockingVisit()) // e.g. hero on the other side of teleporter
|
|
return true;
|
|
|
|
EGuardLook guardsCheck = (getSettings().getBoolean(EGameSettings::DIMENSION_DOOR_TRIGGERS_GUARDS) && movementMode == EMovementMode::DIMENSION_DOOR)
|
|
? CHECK_FOR_GUARDS
|
|
: IGNORE_GUARDS;
|
|
|
|
doMove(TryMoveHero::TELEPORTATION, guardsCheck, DONT_VISIT_DEST, LEAVING_TILE);
|
|
|
|
// visit town for town portal \ castle gates
|
|
// do not visit any other objects, e.g. monoliths to avoid double-teleporting
|
|
if (objectToVisit)
|
|
{
|
|
if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(objectToVisit))
|
|
objectVisited(town, h);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
//still here? it is standard movement!
|
|
{
|
|
tmh.movePoints = (int)h->movementPointsRemaining() >= cost
|
|
? h->movementPointsRemaining() - cost
|
|
: 0;
|
|
|
|
EGuardLook lookForGuards = CHECK_FOR_GUARDS;
|
|
EVisitDest visitDest = VISIT_DEST;
|
|
if (transit)
|
|
{
|
|
if (CGTeleport::isTeleport(objectToVisit))
|
|
visitDest = DONT_VISIT_DEST;
|
|
|
|
if (canFly || (canWalkOnSea && t.terType->isWater()))
|
|
{
|
|
lookForGuards = IGNORE_GUARDS;
|
|
visitDest = DONT_VISIT_DEST;
|
|
}
|
|
}
|
|
else if (blockingVisit())
|
|
return true;
|
|
|
|
if(h->boat && !h->boat->onboardAssaultAllowed)
|
|
lookForGuards = IGNORE_GUARDS;
|
|
|
|
turnTimerHandler->setEndTurnAllowed(h->getOwner(), !movingOntoWater && !movingOntoObstacle);
|
|
doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);
|
|
gs->statistic.accumulatedValues[asker].movementPointsUsed += tmh.movePoints;
|
|
return true;
|
|
}
|
|
}
|
|
|
|
bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker)
|
|
{
|
|
const CGHeroInstance *h = getHero(hid);
|
|
const CGTownInstance *t = getTown(dstid);
|
|
|
|
if (!h || !t)
|
|
COMPLAIN_RET("Invalid call to teleportHero!");
|
|
|
|
const CGTownInstance *from = h->visitedTown;
|
|
if (((h->getOwner() != t->getOwner())
|
|
&& complain("Cannot teleport hero to another player"))
|
|
|
|
|| (from->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,EMovementMode::CASTLE_GATE);
|
|
return true;
|
|
}
|
|
|
|
void CGameHandler::setOwner(const CGObjectInstance * obj, const PlayerColor owner)
|
|
{
|
|
PlayerColor oldOwner = getOwner(obj->id);
|
|
|
|
setObjPropertyID(obj->id, ObjProperty::OWNER, owner);
|
|
|
|
std::set<PlayerColor> playerColors = {owner, oldOwner};
|
|
checkVictoryLossConditions(playerColors);
|
|
|
|
const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
|
|
if (town) //town captured
|
|
{
|
|
gs->statistic.accumulatedValues[owner].lastCapturedTownDay = gs->getDate(Date::DAY);
|
|
|
|
if (owner.isValidPlayer()) //new owner is real player
|
|
{
|
|
if (town->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
|
|
setPortalDwelling(town, true, false);
|
|
}
|
|
}
|
|
|
|
if ((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4))
|
|
{
|
|
if (owner.isValidPlayer())
|
|
{
|
|
for (const CGTownInstance * t : getPlayerState(owner)->getTowns())
|
|
{
|
|
if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
|
|
setPortalDwelling(t);//set initial creatures for all portals of summoning
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void CGameHandler::showBlockingDialog(const IObjectInterface * caller, BlockingDialog *iw)
|
|
{
|
|
auto dialogQuery = std::make_shared<CBlockingDialogQuery>(this, caller, *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)
|
|
{
|
|
if (obj->visitingHero != hero && obj->garrisonHero != hero)
|
|
{
|
|
HeroVisitCastle vc;
|
|
vc.hid = hero->id;
|
|
vc.tid = obj->id;
|
|
vc.flags |= 1;
|
|
sendAndApply(&vc);
|
|
}
|
|
visitCastleObjects(obj, hero);
|
|
|
|
if (obj->visitingHero && obj->garrisonHero)
|
|
useScholarSkill(obj->visitingHero->id, obj->garrisonHero->id);
|
|
checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
|
|
}
|
|
|
|
void CGameHandler::visitCastleObjects(const CGTownInstance * t, const CGHeroInstance * h)
|
|
{
|
|
std::vector<const CGHeroInstance * > visitors;
|
|
visitors.push_back(h);
|
|
visitCastleObjects(t, visitors);
|
|
}
|
|
|
|
void CGameHandler::visitCastleObjects(const CGTownInstance * t, std::vector<const CGHeroInstance * > visitors)
|
|
{
|
|
std::vector<BuildingID> buildingsToVisit;
|
|
for (auto const & hero : visitors)
|
|
giveSpells (t, hero);
|
|
|
|
for (auto & building : t->rewardableBuildings)
|
|
{
|
|
if (!t->town->buildings.at(building.first)->manualHeroVisit)
|
|
buildingsToVisit.push_back(building.first);
|
|
}
|
|
|
|
if (!buildingsToVisit.empty())
|
|
{
|
|
auto visitQuery = std::make_shared<TownBuildingVisitQuery>(this, t, visitors, buildingsToVisit);
|
|
queries->addQuery(visitQuery);
|
|
}
|
|
}
|
|
|
|
void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
|
|
{
|
|
HeroVisitCastle vc;
|
|
vc.hid = hero->id;
|
|
vc.tid = obj->id;
|
|
sendAndApply(&vc);
|
|
}
|
|
|
|
void CGameHandler::removeArtifact(const ArtifactLocation & al)
|
|
{
|
|
removeArtifact(al.artHolder, {al.slot});
|
|
}
|
|
|
|
void CGameHandler::removeArtifact(const ObjectInstanceID & srcId, const std::vector<ArtifactPosition> & slotsPack)
|
|
{
|
|
BulkEraseArtifacts ea;
|
|
ea.artHolder = srcId;
|
|
ea.posPack.insert(ea.posPack.end(), slotsPack.begin(), slotsPack.end());
|
|
sendAndApply(&ea);
|
|
}
|
|
|
|
void CGameHandler::changeSpells(const CGHeroInstance * hero, bool give, const std::set<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::setMovePoints(ObjectInstanceID hid, int val, bool absolute)
|
|
{
|
|
SetMovePoints smp;
|
|
smp.hid = hid;
|
|
smp.val = val;
|
|
smp.absolute = absolute;
|
|
sendAndApply(&smp);
|
|
}
|
|
|
|
void CGameHandler::setManaPoints(ObjectInstanceID hid, int val)
|
|
{
|
|
SetMana sm;
|
|
sm.hid = hid;
|
|
sm.val = val;
|
|
sm.absolute = true;
|
|
sendAndApply(&sm);
|
|
}
|
|
|
|
void CGameHandler::giveHero(ObjectInstanceID id, PlayerColor player, ObjectInstanceID boatId)
|
|
{
|
|
GiveHero gh;
|
|
gh.id = id;
|
|
gh.player = player;
|
|
gh.boatId = boatId;
|
|
sendAndApply(&gh);
|
|
|
|
//Reveal fow around new hero, especially released from Prison
|
|
auto h = getHero(id);
|
|
changeFogOfWar(h->getSightCenter(), h->getSightRadius(), player, ETileVisibility::REVEALED);
|
|
}
|
|
|
|
void CGameHandler::changeObjPos(ObjectInstanceID objid, int3 newPos, const PlayerColor & initiator)
|
|
{
|
|
ChangeObjPos cop;
|
|
cop.objid = objid;
|
|
cop.nPos = newPos;
|
|
cop.initiator = initiator;
|
|
sendAndApply(&cop);
|
|
}
|
|
|
|
void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
|
|
{
|
|
const CGHeroInstance * h1 = getHero(fromHero);
|
|
const CGHeroInstance * h2 = getHero(toHero);
|
|
int h1_scholarSpellLevel = h1->valOfBonuses(BonusType::LEARN_MEETING_SPELL_LIMIT);
|
|
int h2_scholarSpellLevel = h2->valOfBonuses(BonusType::LEARN_MEETING_SPELL_LIMIT);
|
|
|
|
if (h1_scholarSpellLevel < h2_scholarSpellLevel)
|
|
{
|
|
std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
|
|
std::swap(fromHero, toHero);
|
|
}
|
|
|
|
int ScholarSpellLevel = std::max(h1_scholarSpellLevel, h2_scholarSpellLevel);//heroes can trade up to this level
|
|
if (!ScholarSpellLevel || !h1->hasSpellbook() || !h2->hasSpellbook())
|
|
return;//no scholar skill or no spellbook
|
|
|
|
int h1Lvl = std::min(ScholarSpellLevel, h1->maxSpellLevel());//heroes can receive these levels
|
|
int h2Lvl = std::min(ScholarSpellLevel, h2->maxSpellLevel());
|
|
|
|
ChangeSpells cs1;
|
|
cs1.learn = true;
|
|
cs1.hid = toHero;//giving spells to first hero
|
|
for (auto it : h1->getSpellsInSpellbook())
|
|
if (h2Lvl >= it.toSpell()->getLevel() && !h2->spellbookContainsSpell(it))//hero can learn it and don't have it yet
|
|
cs1.spells.insert(it);//spell to learn
|
|
|
|
ChangeSpells cs2;
|
|
cs2.learn = true;
|
|
cs2.hid = fromHero;
|
|
|
|
for (auto it : h2->getSpellsInSpellbook())
|
|
if (h1Lvl >= it.toSpell()->getLevel() && !h1->spellbookContainsSpell(it))
|
|
cs2.spells.insert(it);
|
|
|
|
if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
|
|
{
|
|
SecondarySkill scholarSkill = SecondarySkill::SCHOLAR;
|
|
|
|
int scholarSkillLevel = std::max(h1->getSecSkillLevel(scholarSkill), h2->getSecSkillLevel(scholarSkill));
|
|
InfoWindow iw;
|
|
iw.player = h1->tempOwner;
|
|
iw.components.emplace_back(ComponentType::SEC_SKILL, scholarSkill, scholarSkillLevel);
|
|
|
|
iw.text.appendLocalString(EMetaText::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
|
|
iw.text.replaceTextID(h1->getNameTextID());
|
|
|
|
if (!cs2.spells.empty())//if found new spell - apply
|
|
{
|
|
iw.text.appendLocalString(EMetaText::GENERAL_TXT, 140);//learns
|
|
int size = static_cast<int>(cs2.spells.size());
|
|
for (auto it : cs2.spells)
|
|
{
|
|
iw.components.emplace_back(ComponentType::SPELL, it);
|
|
iw.text.appendName(it);
|
|
switch (size--)
|
|
{
|
|
case 2:
|
|
iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);
|
|
case 1:
|
|
break;
|
|
default:
|
|
iw.text.appendRawString(", ");
|
|
}
|
|
}
|
|
iw.text.appendLocalString(EMetaText::GENERAL_TXT, 142);//from %s
|
|
iw.text.replaceTextID(h2->getNameTextID());
|
|
sendAndApply(&cs2);
|
|
}
|
|
|
|
if (!cs1.spells.empty() && !cs2.spells.empty())
|
|
{
|
|
iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);//and
|
|
}
|
|
|
|
if (!cs1.spells.empty())
|
|
{
|
|
iw.text.appendLocalString(EMetaText::GENERAL_TXT, 147);//teaches
|
|
int size = static_cast<int>(cs1.spells.size());
|
|
for (auto it : cs1.spells)
|
|
{
|
|
iw.components.emplace_back(ComponentType::SPELL, it);
|
|
iw.text.appendName(it);
|
|
switch (size--)
|
|
{
|
|
case 2:
|
|
iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);
|
|
case 1:
|
|
break;
|
|
default:
|
|
iw.text.appendRawString(", ");
|
|
}
|
|
}
|
|
iw.text.appendLocalString(EMetaText::GENERAL_TXT, 148);//from %s
|
|
iw.text.replaceTextID(h2->getNameTextID());
|
|
sendAndApply(&cs1);
|
|
}
|
|
sendAndApply(&iw);
|
|
}
|
|
}
|
|
|
|
void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
|
|
{
|
|
auto h1 = getHero(hero1);
|
|
auto h2 = getHero(hero2);
|
|
|
|
if (getPlayerRelations(h1->getOwner(), h2->getOwner()) != PlayerRelations::ENEMIES)
|
|
{
|
|
auto exchange = std::make_shared<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->activeConnections)
|
|
c->sendPack(pack);
|
|
}
|
|
|
|
void CGameHandler::sendAndApply(CPackForClient * pack)
|
|
{
|
|
sendToAllClients(pack);
|
|
gs->apply(pack);
|
|
logNetwork->trace("\tApplied on gs: %s", typeid(*pack).name());
|
|
}
|
|
|
|
void CGameHandler::sendAndApply(CGarrisonOperationPack * pack)
|
|
{
|
|
sendAndApply(static_cast<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 pack->player == getOwner(id) && hasPlayerAt(getOwner(id), pack->c);
|
|
}
|
|
|
|
void CGameHandler::throwNotAllowedAction(CPackForServer * pack)
|
|
{
|
|
if(pack->c)
|
|
playerMessages->sendSystemMessage(pack->c, "You are not allowed to perform this action!");
|
|
|
|
logNetwork->error("Player is not allowed to perform this action!");
|
|
throw ExceptionNotAllowedAction();
|
|
}
|
|
|
|
void CGameHandler::wrongPlayerMessage(CPackForServer * pack, PlayerColor expectedplayer)
|
|
{
|
|
std::ostringstream oss;
|
|
oss << "You were identified as player " << pack->player << " while expecting " << expectedplayer;
|
|
logNetwork->error(oss.str());
|
|
|
|
if(pack->c)
|
|
playerMessages->sendSystemMessage(pack->c, oss.str());
|
|
}
|
|
|
|
void CGameHandler::throwIfWrongOwner(CPackForServer * pack, ObjectInstanceID id)
|
|
{
|
|
if(!isPlayerOwns(pack, id))
|
|
{
|
|
wrongPlayerMessage(pack, getOwner(id));
|
|
throwNotAllowedAction(pack);
|
|
}
|
|
}
|
|
|
|
void CGameHandler::throwIfPlayerNotActive(CPackForServer * pack)
|
|
{
|
|
if (!turnOrder->isPlayerMakingTurn(pack->player))
|
|
throwNotAllowedAction(pack);
|
|
}
|
|
|
|
void CGameHandler::throwIfWrongPlayer(CPackForServer * pack)
|
|
{
|
|
throwIfWrongPlayer(pack, pack->player);
|
|
}
|
|
|
|
void CGameHandler::throwIfWrongPlayer(CPackForServer * pack, PlayerColor player)
|
|
{
|
|
if(!hasPlayerAt(player, pack->c) || pack->player != player)
|
|
{
|
|
wrongPlayerMessage(pack, player);
|
|
throwNotAllowedAction(pack);
|
|
}
|
|
}
|
|
|
|
void CGameHandler::throwAndComplain(CPackForServer * pack, std::string txt)
|
|
{
|
|
complain(txt);
|
|
throwNotAllowedAction(pack);
|
|
}
|
|
|
|
void CGameHandler::save(const std::string & filename)
|
|
{
|
|
logGlobal->info("Saving to %s", filename);
|
|
const auto stem = FileInfo::GetPathStem(filename);
|
|
const auto savefname = stem.to_string() + ".vsgm1";
|
|
ResourcePath savePath(stem.to_string(), EResType::SAVEGAME);
|
|
CResourceHandler::get("local")->createResource(savefname);
|
|
|
|
try
|
|
{
|
|
{
|
|
CSaveFile save(*CResourceHandler::get("local")->getResourceName(savePath));
|
|
saveCommonState(save);
|
|
logGlobal->info("Saving server state");
|
|
save << *this;
|
|
}
|
|
logGlobal->info("Game has been successfully saved!");
|
|
}
|
|
catch(std::exception &e)
|
|
{
|
|
logGlobal->error("Failed to save game: %s", e.what());
|
|
}
|
|
}
|
|
|
|
bool CGameHandler::load(const std::string & filename)
|
|
{
|
|
logGlobal->info("Loading from %s", filename);
|
|
const auto stem = FileInfo::GetPathStem(filename);
|
|
|
|
reinitScripting();
|
|
|
|
try
|
|
{
|
|
{
|
|
CLoadFile lf(*CResourceHandler::get()->getResourceName(ResourcePath(stem.to_string(), EResType::SAVEGAME)), ESerializationVersion::MINIMAL);
|
|
lf.serializer.cb = this;
|
|
loadCommonState(lf);
|
|
logGlobal->info("Loading server state");
|
|
lf >> *this;
|
|
}
|
|
logGlobal->info("Game has been successfully loaded!");
|
|
}
|
|
catch(const ModIncompatibility & e)
|
|
{
|
|
logGlobal->error("Failed to load game: %s", e.what());
|
|
std::string errorMsg;
|
|
if(!e.whatMissing().empty())
|
|
{
|
|
errorMsg += VLC->generaltexth->translate("vcmi.server.errors.modsToEnable") + '\n';
|
|
errorMsg += e.whatMissing();
|
|
}
|
|
if(!e.whatExcessive().empty())
|
|
{
|
|
errorMsg += VLC->generaltexth->translate("vcmi.server.errors.modsToDisable") + '\n';
|
|
errorMsg += e.whatExcessive();
|
|
}
|
|
lobby->announceMessage(errorMsg);
|
|
return false;
|
|
}
|
|
catch(const IdentifierResolutionException & e)
|
|
{
|
|
logGlobal->error("Failed to load game: %s", e.what());
|
|
MetaString errorMsg;
|
|
errorMsg.appendTextID("vcmi.server.errors.unknownEntity");
|
|
errorMsg.replaceRawString(e.identifierName);
|
|
lobby->announceMessage(errorMsg.toString());//FIXME: should be localized on client side
|
|
return false;
|
|
}
|
|
|
|
catch(const std::exception & e)
|
|
{
|
|
logGlobal->error("Failed to load game: %s", e.what());
|
|
lobby->announceMessage(std::string("Failed to load game: ") + e.what());
|
|
return false;
|
|
}
|
|
gs->preInit(VLC, this);
|
|
gs->updateOnLoad(lobby->si.get());
|
|
return true;
|
|
}
|
|
|
|
bool CGameHandler::bulkSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner, si32 howMany)
|
|
{
|
|
if(!slotSrc.validSlot() && complain(complainInvalidSlot))
|
|
return false;
|
|
|
|
const CArmedInstance * army = static_cast<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);
|
|
|
|
if(quantity > 0) //0 may happen when we need last creature and we have exactly 1 amount of that creature - amount of "rest we can transfer" becomes 0
|
|
moves.insert(std::make_pair(srcSlot, std::make_pair(slotToMove, quantity)));
|
|
}
|
|
}
|
|
BulkRebalanceStacks bulkRS;
|
|
|
|
for(auto & move : moves)
|
|
{
|
|
RebalanceStacks rs;
|
|
rs.srcArmy = armySrc->id;
|
|
rs.dstArmy = armyDest->id;
|
|
rs.srcSlot = move.first;
|
|
rs.dstSlot = move.second.first;
|
|
rs.count = move.second.second;
|
|
bulkRS.moves.push_back(rs);
|
|
}
|
|
sendAndApply(&bulkRS);
|
|
return true;
|
|
}
|
|
|
|
bool CGameHandler::bulkSmartSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner)
|
|
{
|
|
if(!slotSrc.validSlot() && complain(complainInvalidSlot))
|
|
return false;
|
|
|
|
const CArmedInstance * army = static_cast<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));
|
|
const CArmedInstance * s2 = static_cast<const CArmedInstance *>(getObjInstance(id2));
|
|
const CCreatureSet & S1 = *s1;
|
|
const CCreatureSet & S2 = *s2;
|
|
StackLocation sl1(s1, p1);
|
|
StackLocation sl2(s2, p2);
|
|
|
|
if (s1 == nullptr || s2 == nullptr)
|
|
{
|
|
complain("Cannot exchange stacks between non-existing objects!!\n");
|
|
return false;
|
|
}
|
|
|
|
if (!sl1.slot.validSlot() || !sl2.slot.validSlot())
|
|
{
|
|
complain(complainInvalidSlot);
|
|
return false;
|
|
}
|
|
|
|
if (!isAllowedExchange(id1,id2))
|
|
{
|
|
complain("Cannot exchange stacks between these two objects!\n");
|
|
return false;
|
|
}
|
|
|
|
// We can always put stacks into locked garrison, but not take them out of it
|
|
auto notRemovable = [&](const CArmedInstance * army)
|
|
{
|
|
if (id1 != id2) // Stack arrangement inside locked garrison is allowed
|
|
{
|
|
auto g = dynamic_cast<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.count(player) && connections.at(player).count(c);
|
|
}
|
|
|
|
bool CGameHandler::hasBothPlayersAtSameConnection(PlayerColor left, PlayerColor right) const
|
|
{
|
|
return connections.count(left) && connections.count(right) && connections.at(left) == connections.at(right);
|
|
}
|
|
|
|
bool CGameHandler::disbandCreature(ObjectInstanceID id, SlotID pos)
|
|
{
|
|
const CArmedInstance * s1 = static_cast<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->id, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
//Performs stuff that has to be done before new building is built
|
|
auto processBeforeBuiltStructure = [t, this](const BuildingID buildingID)
|
|
{
|
|
if(buildingID >= BuildingID::DWELL_FIRST) //dwelling
|
|
{
|
|
int level = BuildingID::getLevelFromDwelling(buildingID);
|
|
int upgradeNumber = BuildingID::getUpgradedFromDwelling(buildingID);
|
|
|
|
if(upgradeNumber >= t->town->creatures.at(level).size())
|
|
{
|
|
complain(boost::str(boost::format("Error encountered when building dwelling (bid=%s):"
|
|
"no creature found (upgrade number %d, level %d!")
|
|
% buildingID % upgradeNumber % level));
|
|
return;
|
|
}
|
|
|
|
const CCreature * crea = t->town->creatures.at(level).at(upgradeNumber).toCreature();
|
|
|
|
SetAvailableCreatures ssi;
|
|
ssi.tid = t->id;
|
|
ssi.creatures = t->creatures;
|
|
if (ssi.creatures[level].second.empty()) // first creature in a dwelling
|
|
ssi.creatures[level].first = crea->getGrowth();
|
|
ssi.creatures[level].second.push_back(crea->getId());
|
|
sendAndApply(&ssi);
|
|
}
|
|
if(t->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->getFaction() == ETownType::CONFLUX && buildingID == BuildingID::GRAIL))
|
|
{
|
|
if(t->visitingHero)
|
|
giveSpells(t,t->visitingHero);
|
|
if(t->garrisonHero)
|
|
giveSpells(t,t->garrisonHero);
|
|
}
|
|
};
|
|
|
|
//Checks if all requirements will be met with expected building list "buildingsThatWillBe"
|
|
auto areRequirementsFulfilled = [&](const BuildingID & buildID)
|
|
{
|
|
return buildingsThatWillBe.count(buildID);
|
|
};
|
|
|
|
//Init the vectors
|
|
for(auto & build : t->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.built = force ? t->built : (t->built+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(areRequirementsFulfilled))
|
|
buildingsToAdd.push(autoBuilding);
|
|
}
|
|
}
|
|
|
|
// FIXME: it's done before NewStructures applied because otherwise town window wont be properly updated on client. That should be actually fixed on client and not on server.
|
|
for(auto builtID : ns.bid)
|
|
processBeforeBuiltStructure(builtID);
|
|
|
|
//Take cost
|
|
if(!force)
|
|
{
|
|
giveResources(t->tempOwner, -requestedBuilding->resources);
|
|
gs->statistic.accumulatedValues[t->tempOwner].spentResourcesForBuildings += requestedBuilding->resources;
|
|
}
|
|
|
|
//We know what has been built, apply changes. Do this as final step to properly update town window
|
|
sendAndApply(&ns);
|
|
|
|
//Other post-built events. To some logic like giving spells to work gamestate changes for new building must be already in place!
|
|
for(auto builtID : ns.bid)
|
|
processAfterBuiltStructure(builtID);
|
|
|
|
// now when everything is built - reveal tiles for lookout tower
|
|
changeFogOfWar(t->getSightCenter(), t->getSightRadius(), t->getOwner(), ETileVisibility::REVEALED);
|
|
|
|
if (!force)
|
|
{
|
|
//garrison hero first - consistent with original H3 Mana Vortex and Battle Scholar Academy levelup windows order
|
|
std::vector<const CGHeroInstance *> visitors;
|
|
if (t->garrisonHero)
|
|
visitors.push_back(t->garrisonHero);
|
|
if (t->visitingHero)
|
|
visitors.push_back(t->visitingHero);
|
|
|
|
if (!visitors.empty())
|
|
visitCastleObjects(t, visitors);
|
|
}
|
|
|
|
checkVictoryLossConditionsForPlayer(t->tempOwner);
|
|
return true;
|
|
}
|
|
|
|
bool CGameHandler::visitTownBuilding(ObjectInstanceID tid, BuildingID bid)
|
|
{
|
|
const CGTownInstance * t = getTown(tid);
|
|
|
|
if(!t->hasBuilt(bid))
|
|
return false;
|
|
|
|
auto subID = t->town->buildings.at(bid)->subId;
|
|
|
|
if(subID == BuildingSubID::EBuildingSubID::BANK)
|
|
{
|
|
TResources res;
|
|
res[EGameResID::GOLD] = 2500;
|
|
giveResources(t->getOwner(), res);
|
|
|
|
setObjPropertyValue(t->id, ObjProperty::BONUS_VALUE_SECOND, 2500);
|
|
return true;
|
|
}
|
|
|
|
if (t->rewardableBuildings.count(bid) && t->visitingHero && t->town->buildings.at(bid)->manualHeroVisit)
|
|
{
|
|
std::vector<BuildingID> buildingsToVisit;
|
|
std::vector<const CGHeroInstance*> visitors;
|
|
buildingsToVisit.push_back(bid);
|
|
visitors.push_back(t->visitingHero);
|
|
auto visitQuery = std::make_shared<TownBuildingVisitQuery>(this, t, visitors, buildingsToVisit);
|
|
queries->addQuery(visitQuery);
|
|
return true;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
|
|
{
|
|
///incomplete, simply erases target building
|
|
const CGTownInstance * t = getTown(tid);
|
|
if(!t->hasBuilt(bid))
|
|
return false;
|
|
RazeStructures rs;
|
|
rs.tid = tid;
|
|
rs.bid.insert(bid);
|
|
rs.destroyed = t->destroyed + 1;
|
|
sendAndApply(&rs);
|
|
//TODO: Remove dwellers
|
|
// if (t->subID == 4 && bid == 17) //Veil of Darkness
|
|
// {
|
|
// RemoveBonus rb(RemoveBonus::TOWN);
|
|
// rb.whoID = t->id;
|
|
// rb.source = BonusSource::TOWN_STRUCTURE;
|
|
// rb.id = 17;
|
|
// sendAndApply(&rb);
|
|
// }
|
|
return true;
|
|
}
|
|
|
|
bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl, PlayerColor player)
|
|
{
|
|
const CGDwelling * dwelling = dynamic_cast<const CGDwelling *>(getObj(objid));
|
|
const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(getObj(objid));
|
|
const CArmedInstance * army = dynamic_cast<const CArmedInstance *>(getObj(dstid));
|
|
const CGHeroInstance * hero = dynamic_cast<const CGHeroInstance *>(getObj(dstid));
|
|
const CCreature * c = crid.toCreature();
|
|
|
|
const bool warMachine = c->warMachine != ArtifactID::NONE;
|
|
|
|
//TODO: check if hero is actually visiting object
|
|
|
|
COMPLAIN_RET_FALSE_IF(!dwelling || !army, "Cannot recruit: invalid object!");
|
|
COMPLAIN_RET_FALSE_IF(dwelling->getOwner() != player && dwelling->getOwner() != PlayerColor::UNFLAGGABLE, "Cannot recruit: dwelling not owned!");
|
|
|
|
if (town)
|
|
{
|
|
COMPLAIN_RET_FALSE_IF(town != army && !hero, "Cannot recruit: invalid destination!");
|
|
COMPLAIN_RET_FALSE_IF(hero != town->garrisonHero && hero != town->visitingHero, "Cannot recruit: can only recruit to town or hero in town!!");
|
|
}
|
|
else
|
|
{
|
|
COMPLAIN_RET_FALSE_IF(getVisitingHero(dwelling) != hero, "Cannot recruit: can only recruit by visiting hero!");
|
|
COMPLAIN_RET_FALSE_IF(!hero || hero->getOwner() != player, "Cannot recruit: can only recruit to owned hero!");
|
|
}
|
|
|
|
//verify
|
|
bool found = false;
|
|
int level = 0;
|
|
|
|
for (; level < dwelling->creatures.size(); level++) //iterate through all levels
|
|
{
|
|
if ((fromLvl != -1) && (level !=fromLvl))
|
|
continue;
|
|
const auto &cur = dwelling->creatures.at(level); //current level info <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 = army->getSlotFor(crid);
|
|
|
|
if ((!found && complain("Cannot recruit: no such creatures!"))
|
|
|| ((si32)cram > VLC->creh->objects.at(crid)->maxAmount(getPlayerState(army->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
|
|
|| (cram<=0 && complain("Cannot recruit: cram <= 0!"))
|
|
|| (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
//recruit
|
|
TResources cost = (c->getFullRecruitCost() * cram);
|
|
giveResources(army->tempOwner, -cost);
|
|
gs->statistic.accumulatedValues[army->tempOwner].spentResourcesForArmy += cost;
|
|
|
|
SetAvailableCreatures sac;
|
|
sac.tid = objid;
|
|
sac.creatures = dwelling->creatures;
|
|
sac.creatures[level].first -= cram;
|
|
sendAndApply(&sac);
|
|
|
|
if (warMachine)
|
|
{
|
|
ArtifactID artId = c->warMachine;
|
|
const CArtifact * art = artId.toArtifact();
|
|
|
|
COMPLAIN_RET_FALSE_IF(!hero, "Only hero can buy war machines");
|
|
COMPLAIN_RET_FALSE_IF(artId == ArtifactID::CATAPULT, "Catapult cannot be recruited!");
|
|
COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid war machine artifact");
|
|
|
|
return giveHeroNewArtifact(hero, artId, ArtifactPosition::FIRST_AVAILABLE);
|
|
}
|
|
else
|
|
{
|
|
addToSlot(StackLocation(army, slot), c, cram);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
bool CGameHandler::upgradeCreature(ObjectInstanceID objid, SlotID pos, CreatureID upgID)
|
|
{
|
|
const CArmedInstance * obj = static_cast<const CArmedInstance *>(getObjInstance(objid));
|
|
if (!obj->hasStackAtSlot(pos))
|
|
{
|
|
COMPLAIN_RET("Cannot upgrade, no stack at slot " + std::to_string(pos));
|
|
}
|
|
UpgradeInfo ui;
|
|
fillUpgradeInfo(obj, pos, ui);
|
|
PlayerColor player = obj->tempOwner;
|
|
const PlayerState *p = getPlayerState(player);
|
|
int crQuantity = obj->stacks.at(pos)->count;
|
|
int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
|
|
|
|
//check if upgrade is possible
|
|
if ((ui.oldID == CreatureID::NONE || newIDpos == -1) && complain("That upgrade is not possible!"))
|
|
{
|
|
return false;
|
|
}
|
|
TResources totalCost = ui.cost.at(newIDpos) * crQuantity;
|
|
|
|
//check if player has enough resources
|
|
if (!p->resources.canAfford(totalCost))
|
|
COMPLAIN_RET("Cannot upgrade, not enough resources!");
|
|
|
|
//take resources
|
|
giveResources(player, -totalCost);
|
|
gs->statistic.accumulatedValues[player].spentResourcesForArmy += totalCost;
|
|
|
|
//upgrade creature
|
|
changeStackType(StackLocation(obj, pos), upgID.toCreature());
|
|
return true;
|
|
}
|
|
|
|
bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c)
|
|
{
|
|
if (!sl.army->hasStackAtSlot(sl.slot))
|
|
COMPLAIN_RET("Cannot find a stack to change type");
|
|
|
|
SetStackType sst;
|
|
sst.army = sl.army->id;
|
|
sst.slot = sl.slot;
|
|
sst.type = c->getId();
|
|
sendAndApply(&sst);
|
|
return true;
|
|
}
|
|
|
|
void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
|
|
{
|
|
assert(src->canBeMergedWith(*dst, allowMerging));
|
|
while(src->stacksCount())//while there are unmoved creatures
|
|
{
|
|
auto i = src->Slots().begin(); //iterator to stack to move
|
|
StackLocation sl(src, i->first); //location of stack to move
|
|
|
|
SlotID pos = dst->getSlotFor(i->second->type);
|
|
if (!pos.validSlot())
|
|
{
|
|
//try to merge two other stacks to make place
|
|
std::pair<SlotID, SlotID> toMerge;
|
|
if (dst->mergeableStacks(toMerge, i->first) && allowMerging)
|
|
{
|
|
moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
|
|
assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
|
|
moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
|
|
}
|
|
else
|
|
{
|
|
complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
moveStack(sl, StackLocation(dst, pos));
|
|
}
|
|
}
|
|
}
|
|
|
|
bool CGameHandler::swapGarrisonOnSiege(ObjectInstanceID tid)
|
|
{
|
|
const CGTownInstance * town = getTown(tid);
|
|
|
|
if(!town->garrisonHero == !town->visitingHero)
|
|
return false;
|
|
|
|
SetHeroesInTown intown;
|
|
intown.tid = tid;
|
|
|
|
if(town->garrisonHero) //garrison -> vising
|
|
{
|
|
intown.garrison = ObjectInstanceID();
|
|
intown.visiting = town->garrisonHero->id;
|
|
}
|
|
else //visiting -> garrison
|
|
{
|
|
if(town->armedGarrison())
|
|
town->mergeGarrisonOnSiege();
|
|
|
|
intown.visiting = ObjectInstanceID();
|
|
intown.garrison = town->visitingHero->id;
|
|
}
|
|
sendAndApply(&intown);
|
|
return true;
|
|
}
|
|
|
|
bool CGameHandler::garrisonSwap(ObjectInstanceID tid)
|
|
{
|
|
const CGTownInstance * town = getTown(tid);
|
|
if (!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
|
|
{
|
|
|
|
if (!town->visitingHero->canBeMergedWith(*town))
|
|
{
|
|
complain("Cannot make garrison swap, not enough free slots!");
|
|
return false;
|
|
}
|
|
|
|
moveArmy(town, town->visitingHero, true);
|
|
|
|
SetHeroesInTown intown;
|
|
intown.tid = tid;
|
|
intown.visiting = ObjectInstanceID();
|
|
intown.garrison = town->visitingHero->id;
|
|
sendAndApply(&intown);
|
|
return true;
|
|
}
|
|
else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
|
|
{
|
|
int mapCap = getSettings().getInteger(EGameSettings::HEROES_PER_PLAYER_ON_MAP_CAP);
|
|
//check if moving hero out of town will break wandering heroes limit
|
|
if (getHeroCount(town->garrisonHero->tempOwner,false) >= mapCap)
|
|
{
|
|
complain("Cannot move hero out of the garrison, there are already " + std::to_string(mapCap) + " wandering heroes!");
|
|
return false;
|
|
}
|
|
|
|
SetHeroesInTown intown;
|
|
intown.tid = tid;
|
|
intown.garrison = ObjectInstanceID();
|
|
intown.visiting = town->garrisonHero->id;
|
|
sendAndApply(&intown);
|
|
return true;
|
|
}
|
|
else if (!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
|
|
{
|
|
SetHeroesInTown intown;
|
|
intown.tid = tid;
|
|
intown.garrison = town->visitingHero->id;
|
|
intown.visiting = town->garrisonHero->id;
|
|
sendAndApply(&intown);
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
complain("Cannot swap garrison hero!");
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// With the amount of changes done to the function, it's more like transferArtifacts.
|
|
// Function moves artifact from src to dst. If dst is not a backpack and is already occupied, old dst art goes to backpack and is replaced.
|
|
bool CGameHandler::moveArtifact(const PlayerColor & player, const ArtifactLocation & src, const ArtifactLocation & dst)
|
|
{
|
|
const auto srcArtSet = getArtSet(src);
|
|
const auto dstArtSet = getArtSet(dst);
|
|
assert(srcArtSet);
|
|
assert(dstArtSet);
|
|
|
|
// Make sure exchange is even possible between the two heroes.
|
|
if(!isAllowedExchange(src.artHolder, dst.artHolder))
|
|
COMPLAIN_RET("That heroes cannot make any exchange!");
|
|
|
|
COMPLAIN_RET_FALSE_IF(!ArtifactUtils::checkIfSlotValid(*srcArtSet, src.slot), "moveArtifact: wrong artifact source slot");
|
|
const auto srcArtifact = srcArtSet->getArt(src.slot);
|
|
auto dstSlot = dst.slot;
|
|
if(dstSlot == ArtifactPosition::FIRST_AVAILABLE)
|
|
dstSlot = ArtifactUtils::getArtAnyPosition(dstArtSet, srcArtifact->getTypeId());
|
|
if(!ArtifactUtils::checkIfSlotValid(*dstArtSet, dstSlot))
|
|
return true;
|
|
const auto dstArtifact = dstArtSet->getArt(dstSlot);
|
|
const bool isDstSlotOccupied = dstArtSet->bearerType() == ArtBearer::ALTAR ? false : dstArtifact != nullptr;
|
|
const bool isDstSlotBackpack = dstArtSet->bearerType() == ArtBearer::HERO ? ArtifactUtils::isSlotBackpack(dstSlot) : false;
|
|
|
|
if(srcArtifact == nullptr)
|
|
COMPLAIN_RET("No artifact to move!");
|
|
if(isDstSlotOccupied && getOwner(src.artHolder) != getOwner(dst.artHolder) && !isDstSlotBackpack)
|
|
COMPLAIN_RET("Can't touch artifact on hero of another player!");
|
|
|
|
// Check if src/dest slots are appropriate for the artifacts exchanged.
|
|
// Moving to the backpack is always allowed.
|
|
if((!srcArtifact || !isDstSlotBackpack) && !srcArtifact->canBePutAt(dstArtSet, dstSlot, true))
|
|
COMPLAIN_RET("Cannot move artifact!");
|
|
|
|
auto srcSlotInfo = srcArtSet->getSlot(src.slot);
|
|
auto dstSlotInfo = dstArtSet->getSlot(dstSlot);
|
|
|
|
if((srcSlotInfo && srcSlotInfo->locked) || (dstSlotInfo && dstSlotInfo->locked))
|
|
COMPLAIN_RET("Cannot move artifact locks.");
|
|
|
|
if(isDstSlotBackpack && srcArtifact->artType->isBig())
|
|
COMPLAIN_RET("Cannot put big artifacts in backpack!");
|
|
if(src.slot == ArtifactPosition::MACH4 || dstSlot == ArtifactPosition::MACH4)
|
|
COMPLAIN_RET("Cannot move catapult!");
|
|
if(isDstSlotBackpack && !ArtifactUtils::isBackpackFreeSlots(dstArtSet))
|
|
COMPLAIN_RET("Backpack is full!");
|
|
|
|
dstSlot = std::min(dstSlot, ArtifactPosition(ArtifactPosition::BACKPACK_START + dstArtSet->artifactsInBackpack.size()));
|
|
|
|
if(src.slot == dstSlot && src.artHolder == dst.artHolder)
|
|
COMPLAIN_RET("Won't move artifact: Dest same as source!");
|
|
|
|
BulkMoveArtifacts ma(player, src.artHolder, dst.artHolder, false);
|
|
ma.srcCreature = src.creature;
|
|
ma.dstCreature = dst.creature;
|
|
|
|
// Check if dst slot is occupied
|
|
if(!isDstSlotBackpack && isDstSlotOccupied)
|
|
{
|
|
// Previous artifact must be swapped
|
|
COMPLAIN_RET_FALSE_IF(!dstArtifact->canBePutAt(srcArtSet, src.slot, true), "Cannot swap artifacts!");
|
|
ma.artsPack1.push_back(BulkMoveArtifacts::LinkedSlots(dstSlot, src.slot));
|
|
}
|
|
|
|
auto hero = getHero(dst.artHolder);
|
|
if(ArtifactUtils::checkSpellbookIsNeeded(hero, srcArtifact->artType->getId(), dstSlot))
|
|
giveHeroNewArtifact(hero, ArtifactID::SPELLBOOK, ArtifactPosition::SPELLBOOK);
|
|
|
|
ma.artsPack0.push_back(BulkMoveArtifacts::LinkedSlots(src.slot, dstSlot));
|
|
if(src.artHolder != dst.artHolder)
|
|
ma.artsPack0.back().askAssemble = true;
|
|
sendAndApply(&ma);
|
|
return true;
|
|
}
|
|
|
|
bool CGameHandler::bulkMoveArtifacts(const PlayerColor & player, ObjectInstanceID srcId, ObjectInstanceID dstId, bool swap, bool equipped, bool backpack)
|
|
{
|
|
// Make sure exchange is even possible between the two heroes.
|
|
if(!isAllowedExchange(srcId, dstId))
|
|
COMPLAIN_RET("That heroes cannot make any exchange!");
|
|
|
|
auto psrcSet = getArtSet(srcId);
|
|
auto pdstSet = getArtSet(dstId);
|
|
if((!psrcSet) || (!pdstSet))
|
|
COMPLAIN_RET("bulkMoveArtifacts: wrong hero's ID");
|
|
|
|
BulkMoveArtifacts ma(player, srcId, dstId, swap);
|
|
auto & slotsSrcDst = ma.artsPack0;
|
|
auto & slotsDstSrc = ma.artsPack1;
|
|
|
|
// Temporary fitting set for artifacts. Used to select available slots before sending data.
|
|
CArtifactFittingSet artFittingSet(pdstSet->bearerType());
|
|
|
|
auto moveArtifact = [this, &artFittingSet, dstId](const CArtifactInstance * artifact,
|
|
ArtifactPosition srcSlot, std::vector<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));
|
|
|
|
// TODO Shouldn't be here. Possibly in callback after equipping the artifact
|
|
if(auto dstHero = getHero(dstId))
|
|
{
|
|
if(ArtifactUtils::checkSpellbookIsNeeded(dstHero, artifact->getTypeId(), dstSlot))
|
|
giveHeroNewArtifact(dstHero, ArtifactID::SPELLBOOK, ArtifactPosition::SPELLBOOK);
|
|
}
|
|
}
|
|
};
|
|
|
|
if(swap)
|
|
{
|
|
auto moveArtsWorn = [moveArtifact](const CArtifactSet * srcArtSet, std::vector<BulkMoveArtifacts::LinkedSlots> & slots)
|
|
{
|
|
for(auto & artifact : srcArtSet->artifactsWorn)
|
|
{
|
|
if(ArtifactUtils::isArtRemovable(artifact))
|
|
moveArtifact(artifact.second.getArt(), artifact.first, 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));
|
|
}
|
|
};
|
|
if(equipped)
|
|
{
|
|
// Move over artifacts that are worn srcHero -> dstHero
|
|
moveArtsWorn(psrcSet, slotsSrcDst);
|
|
artFittingSet.artifactsWorn.clear();
|
|
// Move over artifacts that are worn dstHero -> srcHero
|
|
moveArtsWorn(pdstSet, slotsDstSrc);
|
|
}
|
|
if(backpack)
|
|
{
|
|
// Move over artifacts that are in backpack srcHero -> dstHero
|
|
moveArtsInBackpack(psrcSet, slotsSrcDst);
|
|
// Move over artifacts that are in backpack dstHero -> srcHero
|
|
moveArtsInBackpack(pdstSet, slotsDstSrc);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
artFittingSet.artifactsInBackpack = pdstSet->artifactsInBackpack;
|
|
artFittingSet.artifactsWorn = pdstSet->artifactsWorn;
|
|
if(equipped)
|
|
{
|
|
// Move over artifacts that are worn
|
|
for(auto & artInfo : psrcSet->artifactsWorn)
|
|
{
|
|
if(ArtifactUtils::isArtRemovable(artInfo))
|
|
{
|
|
moveArtifact(psrcSet->getArt(artInfo.first), artInfo.first, slotsSrcDst);
|
|
}
|
|
}
|
|
}
|
|
if(backpack)
|
|
{
|
|
// Move over artifacts that are in backpack
|
|
for(auto & slotInfo : psrcSet->artifactsInBackpack)
|
|
{
|
|
moveArtifact(psrcSet->getArt(psrcSet->getArtPos(slotInfo.artifact)),
|
|
psrcSet->getArtPos(slotInfo.artifact), slotsSrcDst);
|
|
}
|
|
}
|
|
}
|
|
sendAndApply(&ma);
|
|
return true;
|
|
}
|
|
|
|
bool CGameHandler::scrollBackpackArtifacts(const PlayerColor & player, const ObjectInstanceID heroID, bool left)
|
|
{
|
|
const auto artSet = getArtSet(heroID);
|
|
COMPLAIN_RET_FALSE_IF(artSet == nullptr, "scrollBackpackArtifacts: wrong hero's ID");
|
|
|
|
BulkMoveArtifacts bma(player, heroID, heroID, false);
|
|
|
|
const auto backpackEnd = ArtifactPosition(ArtifactPosition::BACKPACK_START + artSet->artifactsInBackpack.size() - 1);
|
|
if(backpackEnd > ArtifactPosition::BACKPACK_START)
|
|
{
|
|
if(left)
|
|
bma.artsPack0.push_back(BulkMoveArtifacts::LinkedSlots(backpackEnd, ArtifactPosition::BACKPACK_START));
|
|
else
|
|
bma.artsPack0.push_back(BulkMoveArtifacts::LinkedSlots(ArtifactPosition::BACKPACK_START, backpackEnd));
|
|
sendAndApply(&bma);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
bool CGameHandler::saveArtifactsCostume(const PlayerColor & player, const ObjectInstanceID heroID, uint32_t costumeIdx)
|
|
{
|
|
auto artSet = getArtSet(heroID);
|
|
COMPLAIN_RET_FALSE_IF(artSet == nullptr, "saveArtifactsCostume: wrong hero's ID");
|
|
|
|
ChangeArtifactsCostume costume(player, costumeIdx);
|
|
for(const auto & slot : ArtifactUtils::commonWornSlots())
|
|
{
|
|
if(const auto slotInfo = artSet->getSlot(slot); slotInfo != nullptr && !slotInfo->locked)
|
|
costume.costumeSet.emplace(slot, slotInfo->getArt()->getTypeId());
|
|
}
|
|
|
|
sendAndApply(&costume);
|
|
return true;
|
|
}
|
|
|
|
bool CGameHandler::switchArtifactsCostume(const PlayerColor & player, const ObjectInstanceID heroID, uint32_t costumeIdx)
|
|
{
|
|
const auto artSet = getArtSet(heroID);
|
|
COMPLAIN_RET_FALSE_IF(artSet == nullptr, "switchArtifactsCostume: wrong hero's ID");
|
|
const auto playerState = getPlayerState(player);
|
|
COMPLAIN_RET_FALSE_IF(playerState == nullptr, "switchArtifactsCostume: wrong player");
|
|
|
|
if(auto costume = playerState->costumesArtifacts.find(costumeIdx); costume != playerState->costumesArtifacts.end())
|
|
{
|
|
CArtifactFittingSet artFittingSet(*artSet);
|
|
BulkMoveArtifacts bma(player, heroID, heroID, false);
|
|
auto costumeArtMap = costume->second;
|
|
auto estimateBackpackSize = artSet->artifactsInBackpack.size();
|
|
|
|
// First, find those artifacts that are already in place
|
|
for(const auto & slot : ArtifactUtils::commonWornSlots())
|
|
{
|
|
if(const auto * slotInfo = artFittingSet.getSlot(slot); slotInfo != nullptr && !slotInfo->locked)
|
|
if(const auto artPos = costumeArtMap.find(slot); artPos != costumeArtMap.end() && artPos->second == slotInfo->getArt()->getTypeId())
|
|
{
|
|
costumeArtMap.erase(artPos);
|
|
artFittingSet.removeArtifact(slot);
|
|
}
|
|
}
|
|
|
|
// Second, find the necessary artifacts for the costume
|
|
for(const auto & artPos : costumeArtMap)
|
|
{
|
|
if(const auto availableArts = artFittingSet.getAllArtPositions(artPos.second, false, false, false); !availableArts.empty())
|
|
{
|
|
bma.artsPack0.emplace_back(BulkMoveArtifacts::LinkedSlots
|
|
{
|
|
artSet->getArtPos(artFittingSet.getArt(availableArts.front())),
|
|
artPos.first
|
|
});
|
|
artFittingSet.removeArtifact(availableArts.front());
|
|
if(ArtifactUtils::isSlotBackpack(availableArts.front()))
|
|
estimateBackpackSize--;
|
|
}
|
|
}
|
|
|
|
// Third, put unnecessary artifacts into backpack
|
|
for(const auto & slot : ArtifactUtils::commonWornSlots())
|
|
if(artFittingSet.getArt(slot))
|
|
{
|
|
bma.artsPack0.emplace_back(BulkMoveArtifacts::LinkedSlots{slot, ArtifactPosition::BACKPACK_START});
|
|
estimateBackpackSize++;
|
|
}
|
|
|
|
const auto backpackCap = getSettings().getInteger(EGameSettings::HEROES_BACKPACK_CAP);
|
|
if((backpackCap < 0 || estimateBackpackSize <= backpackCap) && !bma.artsPack0.empty())
|
|
sendAndApply(&bma);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* Assembles or disassembles a combination artifact.
|
|
* @param heroID ID of hero holding the artifact(s).
|
|
* @param artifactSlot The worn slot ID of the combination- or constituent artifact.
|
|
* @param assemble True for assembly operation, false for disassembly.
|
|
* @param assembleTo If assemble is true, this represents the artifact ID of the combination
|
|
* artifact to assemble to. Otherwise it's not used.
|
|
*/
|
|
bool CGameHandler::assembleArtifacts(ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
|
|
{
|
|
const CGHeroInstance * hero = getHero(heroID);
|
|
const CArtifactInstance * destArtifact = hero->getArt(artifactSlot);
|
|
|
|
if(!destArtifact)
|
|
COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
|
|
|
|
const auto dstLoc = ArtifactLocation(hero->id, artifactSlot);
|
|
if(assemble)
|
|
{
|
|
const CArtifact * combinedArt = assembleTo.toArtifact();
|
|
if(!combinedArt->isCombined())
|
|
COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
|
|
if(!vstd::contains(ArtifactUtils::assemblyPossibilities(hero, destArtifact->getTypeId()), combinedArt))
|
|
{
|
|
COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
|
|
}
|
|
if(!destArtifact->canBePutAt(hero, artifactSlot, true)
|
|
&& !destArtifact->canBePutAt(hero, ArtifactPosition::BACKPACK_START, true))
|
|
{
|
|
COMPLAIN_RET("assembleArtifacts: It's impossible to give the artholder requested artifact!");
|
|
}
|
|
|
|
if(ArtifactUtils::checkSpellbookIsNeeded(hero, assembleTo, artifactSlot))
|
|
giveHeroNewArtifact(hero, ArtifactID::SPELLBOOK, ArtifactPosition::SPELLBOOK);
|
|
|
|
AssembledArtifact aa;
|
|
aa.al = dstLoc;
|
|
aa.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 = dstLoc;
|
|
sendAndApply(&da);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool CGameHandler::eraseArtifactByClient(const ArtifactLocation & al)
|
|
{
|
|
const auto * hero = getHero(al.artHolder);
|
|
if(hero == nullptr)
|
|
COMPLAIN_RET("eraseArtifactByClient: wrong hero's ID");
|
|
|
|
const auto * art = hero->getArt(al.slot);
|
|
if(art == nullptr)
|
|
COMPLAIN_RET("Cannot remove artifact!");
|
|
|
|
if(art->canBePutAt(hero) || al.slot != ArtifactPosition::TRANSITION_POS)
|
|
COMPLAIN_RET("Illegal artifact removal request");
|
|
|
|
removeArtifact(al);
|
|
return true;
|
|
}
|
|
|
|
bool CGameHandler::buyArtifact(ObjectInstanceID hid, ArtifactID aid)
|
|
{
|
|
const CGHeroInstance * hero = getHero(hid);
|
|
COMPLAIN_RET_FALSE_IF(nullptr == hero, "Invalid hero index");
|
|
const CGTownInstance * town = hero->visitedTown;
|
|
COMPLAIN_RET_FALSE_IF(nullptr == town, "Hero not in town");
|
|
|
|
if (aid==ArtifactID::SPELLBOOK)
|
|
{
|
|
if ((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
|
|
|| (getResource(hero->getOwner(), EGameResID::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!"))
|
|
|| (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
|
|
)
|
|
return false;
|
|
|
|
giveResource(hero->getOwner(),EGameResID::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
|
|
giveHeroNewArtifact(hero, ArtifactID::SPELLBOOK, ArtifactPosition::SPELLBOOK);
|
|
assert(hero->getArt(ArtifactPosition::SPELLBOOK));
|
|
giveSpells(town,hero);
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
const CArtifact * art = aid.toArtifact();
|
|
COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid artifact index to buy");
|
|
COMPLAIN_RET_FALSE_IF(art->getWarMachine() == CreatureID::NONE, "War machine artifact required");
|
|
COMPLAIN_RET_FALSE_IF(hero->hasArt(aid),"Hero already has this machine!");
|
|
const int price = art->getPrice();
|
|
COMPLAIN_RET_FALSE_IF(getPlayerState(hero->getOwner())->resources[EGameResID::GOLD] < price, "Not enough gold!");
|
|
|
|
if(town->isWarMachineAvailable(aid))
|
|
{
|
|
bool hasFreeSlot = false;
|
|
for(auto slot : art->getPossibleSlots().at(ArtBearer::HERO))
|
|
if (hero->getArt(slot) == nullptr)
|
|
hasFreeSlot = true;
|
|
|
|
if (!hasFreeSlot)
|
|
{
|
|
auto slot = art->getPossibleSlots().at(ArtBearer::HERO).front();
|
|
removeArtifact(ArtifactLocation(hero->id, slot));
|
|
}
|
|
|
|
giveResource(hero->getOwner(),EGameResID::GOLD,-price);
|
|
return giveHeroNewArtifact(hero, aid, ArtifactPosition::FIRST_AVAILABLE);
|
|
}
|
|
else
|
|
COMPLAIN_RET("This machine is unavailable here!");
|
|
}
|
|
}
|
|
|
|
bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, GameResID rid, ArtifactID aid)
|
|
{
|
|
if(!h)
|
|
COMPLAIN_RET("Only hero can buy artifacts!");
|
|
|
|
if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
|
|
COMPLAIN_RET("That artifact is unavailable!");
|
|
|
|
int b1;
|
|
int b2;
|
|
m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
|
|
|
|
if (getResource(h->tempOwner, rid) < b1)
|
|
COMPLAIN_RET("You can't afford to buy this artifact!");
|
|
|
|
giveResource(h->tempOwner, rid, -b1);
|
|
|
|
SetAvailableArtifacts saa;
|
|
if(dynamic_cast<const CGTownInstance *>(m))
|
|
{
|
|
saa.id = ObjectInstanceID::NONE;
|
|
saa.arts = gs->map->townMerchantArtifacts;
|
|
}
|
|
else if(const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m)) //black market
|
|
{
|
|
saa.id = bm->id;
|
|
saa.arts = bm->artifacts;
|
|
}
|
|
else
|
|
COMPLAIN_RET("Wrong marktet...");
|
|
|
|
bool found = false;
|
|
for (const CArtifact *&art : saa.arts)
|
|
{
|
|
if (art && art->getId() == aid)
|
|
{
|
|
art = nullptr;
|
|
found = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!found)
|
|
COMPLAIN_RET("Cannot find selected artifact on the list");
|
|
|
|
sendAndApply(&saa);
|
|
giveHeroNewArtifact(h, aid, ArtifactPosition::FIRST_AVAILABLE);
|
|
return true;
|
|
}
|
|
|
|
bool CGameHandler::sellArtifact(const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, GameResID rid)
|
|
{
|
|
COMPLAIN_RET_FALSE_IF((!h), "Only hero can sell artifacts!");
|
|
const CArtifactInstance *art = h->getArtByInstanceId(aid);
|
|
COMPLAIN_RET_FALSE_IF((!art), "There is no artifact to sell!");
|
|
COMPLAIN_RET_FALSE_IF((!art->artType->isTradable()), "Cannot sell a war machine or spellbook!");
|
|
|
|
int resVal = 0;
|
|
int dump = 1;
|
|
m->getOffer(art->artType->getId(), rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
|
|
|
|
removeArtifact(ArtifactLocation(h->id, h->getArtPos(art)));
|
|
giveResource(h->tempOwner, rid, resVal);
|
|
return true;
|
|
}
|
|
|
|
bool CGameHandler::buySecSkill(const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
|
|
{
|
|
if (!h)
|
|
COMPLAIN_RET("You need hero to buy a skill!");
|
|
|
|
if (h->getSecSkillLevel(SecondarySkill(skill)))
|
|
COMPLAIN_RET("Hero already know this skill");
|
|
|
|
if (!h->canLearnSkill())
|
|
COMPLAIN_RET("Hero can't learn any more skills");
|
|
|
|
if (!h->canLearnSkill(skill))
|
|
COMPLAIN_RET("The hero can't learn this skill!");
|
|
|
|
if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
|
|
COMPLAIN_RET("That skill is unavailable!");
|
|
|
|
if (getResource(h->tempOwner, EGameResID::GOLD) < GameConstants::SKILL_GOLD_COST)//TODO: remove hardcoded resource\summ?
|
|
COMPLAIN_RET("You can't afford to buy this skill");
|
|
|
|
giveResource(h->tempOwner, EGameResID::GOLD, -GameConstants::SKILL_GOLD_COST);
|
|
|
|
changeSecSkill(h, skill, 1, true);
|
|
return true;
|
|
}
|
|
|
|
bool CGameHandler::tradeResources(const IMarket *market, ui32 amountToSell, PlayerColor player, GameResID toSell, GameResID toBuy)
|
|
{
|
|
TResourceCap haveToSell = getPlayerState(player)->resources[toSell];
|
|
|
|
vstd::amin(amountToSell, haveToSell); //can't trade more resources than have
|
|
|
|
int b1; //base quantities for trade
|
|
int b2;
|
|
market->getOffer(toSell, toBuy, b1, b2, EMarketMode::RESOURCE_RESOURCE);
|
|
int amountToBoy = amountToSell / b1; //how many base quantities we trade
|
|
|
|
if (amountToSell % b1 != 0) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
|
|
{
|
|
COMPLAIN_RET("Invalid deal, not all offered units of resource were used.");
|
|
}
|
|
|
|
giveResource(player, toSell, -b1 * amountToBoy);
|
|
giveResource(player, toBuy, b2 * amountToBoy);
|
|
|
|
gs->statistic.accumulatedValues[player].tradeVolume[toSell] += -b1 * amountToBoy;
|
|
gs->statistic.accumulatedValues[player].tradeVolume[toBuy] += b2 * amountToBoy;
|
|
|
|
return true;
|
|
}
|
|
|
|
bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, GameResID resourceID)
|
|
{
|
|
if(!hero)
|
|
COMPLAIN_RET("Only hero can sell creatures!");
|
|
if (!vstd::contains(hero->Slots(), slot))
|
|
COMPLAIN_RET("Hero doesn't have any creature in that slot!");
|
|
|
|
const CStackInstance &s = hero->getStack(slot);
|
|
|
|
if (s.count < (TQuantity)count //can't sell more creatures than have
|
|
|| (hero->stacksCount() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
|
|
{
|
|
COMPLAIN_RET("Not enough creatures in army!");
|
|
}
|
|
|
|
int b1; //base quantities for trade
|
|
int b2;
|
|
market->getOffer(s.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, EArmyFormation formation)
|
|
{
|
|
const CGHeroInstance *h = getHero(hid);
|
|
if (!h)
|
|
{
|
|
logGlobal->error("Hero doesn't exist!");
|
|
return false;
|
|
}
|
|
|
|
ChangeFormation cf;
|
|
cf.hid = hid;
|
|
cf.formation = formation;
|
|
sendAndApply(&cf);
|
|
|
|
return true;
|
|
}
|
|
|
|
bool CGameHandler::queryReply(QueryID qid, std::optional<int32_t> answer, PlayerColor player)
|
|
{
|
|
logGlobal->trace("Player %s attempts answering query %d with answer:", player, qid);
|
|
if (answer)
|
|
logGlobal->trace("%d", *answer);
|
|
|
|
auto topQuery = queries->topQuery(player);
|
|
|
|
COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
|
|
|
|
if(topQuery->queryID != qid)
|
|
{
|
|
auto currentQuery = queries->getQuery(qid);
|
|
|
|
if(currentQuery != nullptr && currentQuery->endsByPlayerAnswer())
|
|
currentQuery->setReply(answer);
|
|
|
|
COMPLAIN_RET("This player top query has different ID!"); //topQuery->queryID != qid
|
|
}
|
|
COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
|
|
|
|
topQuery->setReply(answer);
|
|
queries->popQuery(topQuery);
|
|
return true;
|
|
}
|
|
|
|
bool CGameHandler::complain(const std::string &problem)
|
|
{
|
|
#ifndef ENABLE_GOLDMASTER
|
|
playerMessages->broadcastSystemMessage("Server encountered a problem: " + problem);
|
|
#endif
|
|
logGlobal->error(problem);
|
|
return true;
|
|
}
|
|
|
|
void CGameHandler::showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
|
|
{
|
|
//PlayerColor player = getOwner(hid);
|
|
auto upperArmy = dynamic_cast<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::showObjectWindow(const CGObjectInstance * object, EOpenWindowMode window, const CGHeroInstance * visitor, bool addQuery)
|
|
{
|
|
OpenWindow pack;
|
|
pack.window = window;
|
|
pack.object = object->id;
|
|
pack.visitor = visitor->id;
|
|
|
|
if (addQuery)
|
|
{
|
|
auto windowQuery = std::make_shared<OpenWindowQuery>(this, visitor, window);
|
|
pack.queryID = windowQuery->queryID;
|
|
queries->addQuery(windowQuery);
|
|
}
|
|
sendAndApply(&pack);
|
|
}
|
|
|
|
bool CGameHandler::isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2)
|
|
{
|
|
if (id1 == id2)
|
|
return true;
|
|
|
|
const CGObjectInstance *o1 = getObj(id1);
|
|
const CGObjectInstance *o2 = getObj(id2);
|
|
if (!o1 || !o2)
|
|
return true; //arranging stacks within an object should be always allowed
|
|
|
|
if (o1 && o2)
|
|
{
|
|
if (o1->ID == Obj::TOWN)
|
|
{
|
|
const CGTownInstance *t = static_cast<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;
|
|
}
|
|
|
|
auto market = getMarket(id1);
|
|
if(market == nullptr)
|
|
market = getMarket(id2);
|
|
if(market)
|
|
return market->allowsTrade(EMarketMode::ARTIFACT_EXP);
|
|
|
|
if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
|
|
{
|
|
const CGHeroInstance *h1 = static_cast<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)", h->nodeName(), obj->getObjectName(), obj->ID);
|
|
|
|
if (getVisitingHero(obj) != nullptr)
|
|
{
|
|
logGlobal->error("Attempt to visit object that is being visited by another hero!");
|
|
throw std::runtime_error("Can not visit object that is being visited");
|
|
}
|
|
|
|
std::shared_ptr<MapObjectVisitQuery> 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<MapObjectVisitQuery>(this, visitedObject, h);
|
|
queries->addQuery(visitQuery); //TODO real visit pos
|
|
|
|
HeroVisit hv;
|
|
hv.objId = obj->id;
|
|
hv.heroId = h->id;
|
|
hv.player = h->tempOwner;
|
|
hv.starting = true;
|
|
sendAndApply(&hv);
|
|
|
|
obj->onHeroVisit(h);
|
|
};
|
|
|
|
ObjectVisitStarted::defaultExecute(serverEventBus.get(), startVisit, h->tempOwner, h->id, obj->id);
|
|
|
|
if(visitQuery)
|
|
queries->popIfTop(visitQuery); //visit ends here if no queries were created
|
|
}
|
|
|
|
void CGameHandler::objectVisitEnded(const CGHeroInstance *h, PlayerColor player)
|
|
{
|
|
using events::ObjectVisitEnded;
|
|
|
|
logGlobal->debug("%s visit ends.\n", h->nodeName());
|
|
|
|
auto endVisit = [&](ObjectVisitEnded & event)
|
|
{
|
|
HeroVisit hv;
|
|
hv.player = event.getPlayer();
|
|
hv.heroId = event.getHero();
|
|
hv.starting = false;
|
|
sendAndApply(&hv);
|
|
};
|
|
|
|
//TODO: ObjectVisitEnded should also have id of visited object,
|
|
//but this requires object being deleted only by `removeAfterVisit()` but not `removeObject()`
|
|
ObjectVisitEnded::defaultExecute(serverEventBus.get(), endVisit, player, h->id);
|
|
}
|
|
|
|
bool CGameHandler::buildBoat(ObjectInstanceID objid, PlayerColor playerID)
|
|
{
|
|
const auto *obj = dynamic_cast<const IShipyard *>(getObj(objid));
|
|
|
|
if (obj->shipyardStatus() != IBoatGenerator::GOOD)
|
|
{
|
|
complain("Cannot build boat in this shipyard!");
|
|
return false;
|
|
}
|
|
|
|
TResources boatCost;
|
|
obj->getBoatCost(boatCost);
|
|
TResources available = getPlayerState(playerID)->resources;
|
|
|
|
if (!available.canAfford(boatCost))
|
|
{
|
|
complain("Not enough resources to build a boat!");
|
|
return false;
|
|
}
|
|
|
|
int3 tile = obj->bestLocation();
|
|
if (!gs->map->isInTheMap(tile))
|
|
{
|
|
complain("Cannot find appropriate tile for a boat!");
|
|
return false;
|
|
}
|
|
|
|
giveResources(playerID, -boatCost);
|
|
createBoat(tile, obj->getBoatType(), playerID);
|
|
return true;
|
|
}
|
|
|
|
void CGameHandler::checkVictoryLossConditions(const std::set<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;
|
|
peg.statistic = StatisticDataSet(gameState()->statistic);
|
|
addStatistics(peg.statistic); // add last turn befor win / loss
|
|
sendAndApply(&peg);
|
|
|
|
turnOrder->onPlayerEndsGame(player);
|
|
|
|
if (victoryLossCheckResult.victory())
|
|
{
|
|
//one player won -> all enemies lost
|
|
for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
|
|
{
|
|
if (i->first != player && getPlayerState(i->first)->status == EPlayerStatus::INGAME)
|
|
{
|
|
peg.player = i->first;
|
|
peg.victoryLossCheckResult = getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ?
|
|
victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner
|
|
|
|
InfoWindow iw;
|
|
getVictoryLossMessage(player, peg.victoryLossCheckResult, iw);
|
|
iw.player = i->first;
|
|
|
|
sendAndApply(&iw);
|
|
sendAndApply(&peg);
|
|
}
|
|
}
|
|
|
|
if(p->human)
|
|
{
|
|
lobby->setState(EServerState::SHUTDOWN);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
//copy heroes vector to avoid iterator invalidation as removal change PlayerState
|
|
auto hlp = p->getHeroes();
|
|
for (auto h : hlp) //eliminate heroes
|
|
{
|
|
if (h)
|
|
removeObject(h, player);
|
|
}
|
|
|
|
//player lost -> all his objects become unflagged (neutral)
|
|
for (auto obj : gs->map->objects) //unflag objs
|
|
{
|
|
if (obj.get() && obj->tempOwner == player)
|
|
setOwner(obj, PlayerColor::NEUTRAL);
|
|
}
|
|
|
|
//eliminating one player may cause victory of another:
|
|
std::set<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);
|
|
}
|
|
}
|
|
}
|
|
|
|
void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const
|
|
{
|
|
out.player = player;
|
|
out.text = victoryLossCheckResult.messageToSelf;
|
|
out.text.replaceName(player);
|
|
out.components.emplace_back(ComponentType::FLAG, player);
|
|
}
|
|
|
|
bool CGameHandler::dig(const CGHeroInstance *h)
|
|
{
|
|
if (h->diggingStatus() != EDiggingStatus::CAN_DIG) //checks for terrain and movement
|
|
COMPLAIN_RETF("Hero cannot dig (error code %d)!", static_cast<int>(h->diggingStatus()));
|
|
|
|
createHole(h->visitablePos(), h->getOwner());
|
|
|
|
//take MPs
|
|
SetMovePoints smp;
|
|
smp.hid = h->id;
|
|
smp.val = 0;
|
|
sendAndApply(&smp);
|
|
|
|
InfoWindow iw;
|
|
iw.type = EInfoWindowMode::AUTO;
|
|
iw.player = h->tempOwner;
|
|
if (gs->map->grailPos == h->visitablePos())
|
|
{
|
|
ArtifactID grail = ArtifactID::GRAIL;
|
|
|
|
iw.text.appendLocalString(EMetaText::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the " ...
|
|
iw.text.appendName(grail); // ... " The Grail"
|
|
iw.soundID = soundBase::ULTIMATEARTIFACT;
|
|
giveHeroNewArtifact(h, grail, ArtifactPosition::FIRST_AVAILABLE); //give grail
|
|
sendAndApply(&iw);
|
|
|
|
iw.soundID = soundBase::invalid;
|
|
iw.components.emplace_back(ComponentType::ARTIFACT, grail);
|
|
iw.text.clear();
|
|
iw.text.appendTextID(grail.toArtifact()->getDescriptionTextID());
|
|
sendAndApply(&iw);
|
|
}
|
|
else
|
|
{
|
|
iw.text.appendLocalString(EMetaText::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
|
|
iw.soundID = soundBase::Dig;
|
|
sendAndApply(&iw);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
|
|
{
|
|
if (!t.visitableObjects.empty())
|
|
{
|
|
//to prevent self-visiting heroes on space press
|
|
if (t.visitableObjects.back() != h)
|
|
objectVisited(t.visitableObjects.back(), h);
|
|
else if (t.visitableObjects.size() > 1)
|
|
objectVisited(*(t.visitableObjects.end()-2),h);
|
|
}
|
|
}
|
|
|
|
bool CGameHandler::sacrificeCreatures(const IMarket * market, const CGHeroInstance * hero, const std::vector<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]()
|
|
{
|
|
giveExperience(hero, hero->calculateXp(expSum));
|
|
};
|
|
|
|
for(int i = 0; i < slot.size(); ++i)
|
|
{
|
|
int oldCount = hero->getStackCount(slot[i]);
|
|
|
|
if(oldCount < (int)count[i])
|
|
{
|
|
finish();
|
|
COMPLAIN_RET("Not enough creatures to sacrifice!")
|
|
}
|
|
else if(oldCount == count[i] && hero->stacksCount() == 1 && hero->needsLastStack())
|
|
{
|
|
finish();
|
|
COMPLAIN_RET("Cannot sacrifice last creature!");
|
|
}
|
|
|
|
int crid = hero->getStack(slot[i]).type->getId();
|
|
|
|
changeStackCount(StackLocation(hero, slot[i]), -(TQuantity)count[i]);
|
|
|
|
int dump;
|
|
int exp;
|
|
market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
|
|
exp *= count[i];
|
|
expSum += exp;
|
|
}
|
|
|
|
finish();
|
|
|
|
return true;
|
|
}
|
|
|
|
bool CGameHandler::sacrificeArtifact(const IMarket * market, const CGHeroInstance * hero, const std::vector<ArtifactInstanceID> & arts)
|
|
{
|
|
if (!hero)
|
|
COMPLAIN_RET("You need hero to sacrifice artifact!");
|
|
if(hero->getAlignment() == EAlignment::EVIL)
|
|
COMPLAIN_RET("Evil hero can't sacrifice artifact!");
|
|
|
|
assert(market);
|
|
const auto artSet = market->getArtifactsStorage();
|
|
|
|
int expSum = 0;
|
|
std::vector<ArtifactPosition> artPack;
|
|
auto finish = [this, &hero, &expSum, &artPack, market]()
|
|
{
|
|
removeArtifact(market->getObjInstanceID(), artPack);
|
|
giveExperience(hero, hero->calculateXp(expSum));
|
|
};
|
|
|
|
for(const auto & artInstId : arts)
|
|
{
|
|
if(auto art = artSet->getArtByInstanceId(artInstId))
|
|
{
|
|
if(art->artType->isTradable())
|
|
{
|
|
int dmp;
|
|
int expToGive;
|
|
market->getOffer(art->getTypeId(), 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
|
|
expSum += expToGive;
|
|
artPack.push_back(artSet->getArtPos(art));
|
|
}
|
|
else
|
|
{
|
|
COMPLAIN_RET("Cannot sacrifice not tradable artifact!");
|
|
}
|
|
}
|
|
else
|
|
{
|
|
finish();
|
|
COMPLAIN_RET("Cannot find artifact to sacrifice!");
|
|
}
|
|
}
|
|
|
|
finish();
|
|
|
|
return true;
|
|
}
|
|
|
|
bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
|
|
{
|
|
if (sl.army->hasStackAtSlot(sl.slot))
|
|
COMPLAIN_RET("Slot is already taken!");
|
|
|
|
if (!sl.slot.validSlot())
|
|
COMPLAIN_RET("Cannot insert stack to that slot!");
|
|
|
|
InsertNewStack ins;
|
|
ins.army = sl.army->id;
|
|
ins.slot = sl.slot;
|
|
ins.type = c->getId();
|
|
ins.count = count;
|
|
sendAndApply(&ins);
|
|
return true;
|
|
}
|
|
|
|
bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval)
|
|
{
|
|
if (!sl.army->hasStackAtSlot(sl.slot))
|
|
COMPLAIN_RET("Cannot find a stack to erase");
|
|
|
|
if (sl.army->stacksCount() == 1 //from the last stack
|
|
&& sl.army->needsLastStack() //that must be left
|
|
&& !forceRemoval) //ignore above conditions if we are forcing removal
|
|
{
|
|
COMPLAIN_RET("Cannot erase the last stack!");
|
|
}
|
|
|
|
EraseStack es;
|
|
es.army = sl.army->id;
|
|
es.slot = sl.slot;
|
|
sendAndApply(&es);
|
|
return true;
|
|
}
|
|
|
|
bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue)
|
|
{
|
|
TQuantity currentCount = sl.army->getStackCount(sl.slot);
|
|
if ((absoluteValue && count < 0)
|
|
|| (!absoluteValue && -count > currentCount))
|
|
{
|
|
COMPLAIN_RET("Cannot take more stacks than present!");
|
|
}
|
|
|
|
if ((currentCount == -count && !absoluteValue)
|
|
|| (!count && absoluteValue))
|
|
{
|
|
eraseStack(sl);
|
|
}
|
|
else
|
|
{
|
|
ChangeStackCount csc;
|
|
csc.army = sl.army->id;
|
|
csc.slot = sl.slot;
|
|
csc.count = count;
|
|
csc.absoluteValue = absoluteValue;
|
|
sendAndApply(&csc);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
|
|
{
|
|
const CCreature *slotC = sl.army->getCreature(sl.slot);
|
|
if (!slotC) //slot is empty
|
|
insertNewStack(sl, c, count);
|
|
else if (c == slotC)
|
|
changeStackCount(sl, count);
|
|
else
|
|
{
|
|
COMPLAIN_RET("Cannot add " + c->getNamePluralTranslated() + " to slot " + boost::lexical_cast<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)
|
|
{
|
|
if (!spellID.hasValue())
|
|
return;
|
|
|
|
AdventureSpellCastParameters p;
|
|
p.caster = caster;
|
|
p.pos = pos;
|
|
|
|
const CSpell * s = spellID.toSpell();
|
|
s->adventureCast(spellEnv, p);
|
|
}
|
|
|
|
bool CGameHandler::swapStacks(const StackLocation & sl1, const StackLocation & sl2)
|
|
{
|
|
if(!sl1.army->hasStackAtSlot(sl1.slot))
|
|
{
|
|
return moveStack(sl2, sl1);
|
|
}
|
|
else if(!sl2.army->hasStackAtSlot(sl2.slot))
|
|
{
|
|
return moveStack(sl1, sl2);
|
|
}
|
|
else
|
|
{
|
|
SwapStacks ss;
|
|
ss.srcArmy = sl1.army->id;
|
|
ss.dstArmy = sl2.army->id;
|
|
ss.srcSlot = sl1.slot;
|
|
ss.dstSlot = sl2.slot;
|
|
sendAndApply(&ss);
|
|
return true;
|
|
}
|
|
}
|
|
|
|
bool CGameHandler::putArtifact(const ArtifactLocation & al, const CArtifactInstance * art, std::optional<bool> askAssemble)
|
|
{
|
|
assert(art && art->artType);
|
|
ArtifactLocation dst(al.artHolder, ArtifactPosition::PRE_FIRST);
|
|
dst.creature = al.creature;
|
|
auto putTo = getArtSet(al);
|
|
assert(putTo);
|
|
|
|
if(al.slot == ArtifactPosition::FIRST_AVAILABLE)
|
|
{
|
|
dst.slot = ArtifactUtils::getArtAnyPosition(putTo, art->getTypeId());
|
|
}
|
|
else if(ArtifactUtils::isSlotBackpack(al.slot) && !al.creature.has_value())
|
|
{
|
|
dst.slot = ArtifactUtils::getArtBackpackPosition(putTo, art->getTypeId());
|
|
}
|
|
else
|
|
{
|
|
dst.slot = al.slot;
|
|
}
|
|
|
|
if(!askAssemble.has_value())
|
|
{
|
|
if(!dst.creature.has_value() && ArtifactUtils::isSlotEquipment(dst.slot))
|
|
askAssemble = true;
|
|
else
|
|
askAssemble = false;
|
|
}
|
|
|
|
if(art->canBePutAt(putTo, dst.slot))
|
|
{
|
|
PutArtifact pa(dst, askAssemble.value());
|
|
pa.art = art;
|
|
sendAndApply(&pa);
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
bool CGameHandler::giveHeroNewArtifact(
|
|
const CGHeroInstance * h, const CArtifact * artType, const SpellID & spellId, const ArtifactPosition & pos)
|
|
{
|
|
assert(artType);
|
|
|
|
NewArtifact na;
|
|
na.artHolder = h->id;
|
|
na.artId = artType->getId();
|
|
na.spellId = spellId;
|
|
na.pos = pos;
|
|
|
|
if(pos == ArtifactPosition::FIRST_AVAILABLE)
|
|
{
|
|
na.pos = ArtifactUtils::getArtAnyPosition(h, artType->getId());
|
|
if(!artType->canBePutAt(h, na.pos))
|
|
COMPLAIN_RET("Cannot put artifact in that slot!");
|
|
}
|
|
else if(ArtifactUtils::isSlotBackpack(pos))
|
|
{
|
|
if(!artType->canBePutAt(h, ArtifactUtils::getArtBackpackPosition(h, artType->getId())))
|
|
COMPLAIN_RET("Cannot put artifact in that slot!");
|
|
}
|
|
else
|
|
{
|
|
COMPLAIN_RET_FALSE_IF(!artType->canBePutAt(h, pos, false), "Cannot put artifact in that slot!");
|
|
}
|
|
sendAndApply(&na);
|
|
return true;
|
|
}
|
|
|
|
bool CGameHandler::giveHeroNewArtifact(const CGHeroInstance * h, const ArtifactID & artId, const ArtifactPosition & pos)
|
|
{
|
|
return giveHeroNewArtifact(h, artId.toArtifact(), SpellID::NONE, pos);
|
|
}
|
|
|
|
bool CGameHandler::giveHeroNewScroll(const CGHeroInstance * h, const SpellID & spellId, const ArtifactPosition & pos)
|
|
{
|
|
return giveHeroNewArtifact(h, ArtifactID(ArtifactID::SPELL_SCROLL).toArtifact(), spellId, pos);
|
|
}
|
|
|
|
void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
|
|
{
|
|
std::vector<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 = creatureID.toCreature();
|
|
for (int i = 0; i < (int)amount; ++i)
|
|
{
|
|
tile = tiles.begin();
|
|
logGlobal->trace("\tSpawning monster at %s", tile->toString());
|
|
{
|
|
auto count = cre->getRandomAmount(std::rand);
|
|
|
|
createWanderingMonster(*tile, creatureID);
|
|
auto monsterId = getTopObj(*tile)->id;
|
|
|
|
setObjPropertyValue(monsterId, ObjProperty::MONSTER_COUNT, count);
|
|
setObjPropertyValue(monsterId, ObjProperty::MONSTER_POWER, (si64)1000*count);
|
|
}
|
|
tiles.erase(tile); //not use it again
|
|
}
|
|
}
|
|
|
|
void CGameHandler::synchronizeArtifactHandlerLists()
|
|
{
|
|
UpdateArtHandlerLists uahl;
|
|
uahl.allocatedArtifacts = gs->allocatedArtifacts;
|
|
sendAndApply(&uahl);
|
|
}
|
|
|
|
bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
|
|
{
|
|
return vstd::contains(gs->map->objects, obj);
|
|
}
|
|
|
|
bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
|
|
{
|
|
if (dynamic_cast<const PlayerMessage *>(pack) != nullptr)
|
|
return false;
|
|
|
|
auto query = queries->topQuery(player);
|
|
if (query && query->blocksPack(pack))
|
|
{
|
|
complain(boost::str(boost::format(
|
|
"\r\n| Player \"%s\" has to answer queries before attempting any further actions.\r\n| Top Query: \"%s\"\r\n")
|
|
% boost::to_upper_copy<std::string>(player.toString())
|
|
% query->toString()
|
|
));
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
|
|
{
|
|
//If the object is being visited, there must be a matching query
|
|
for (const auto &query : queries->allQueries())
|
|
{
|
|
if (auto someVistQuery = std::dynamic_pointer_cast<MapObjectVisitQuery>(query))
|
|
{
|
|
if (someVistQuery->visitedObject == object)
|
|
{
|
|
someVistQuery->removeObjectAfterVisit = true;
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
//If we haven't returned so far, there is no query and no visit, call was wrong
|
|
assert("This function needs to be called during the object visit!");
|
|
}
|
|
|
|
void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, ETileVisibility mode)
|
|
{
|
|
std::unordered_set<int3> tiles;
|
|
|
|
if (mode == ETileVisibility::HIDDEN)
|
|
{
|
|
getTilesInRange(tiles, center, radius, ETileVisibility::REVEALED, player);
|
|
}
|
|
else
|
|
{
|
|
getTilesInRange(tiles, center, radius, ETileVisibility::HIDDEN, player);
|
|
}
|
|
changeFogOfWar(tiles, player, mode);
|
|
}
|
|
|
|
void CGameHandler::changeFogOfWar(const std::unordered_set<int3> &tiles, PlayerColor player, ETileVisibility mode)
|
|
{
|
|
if (tiles.empty())
|
|
return;
|
|
|
|
FoWChange fow;
|
|
fow.tiles = tiles;
|
|
fow.player = player;
|
|
fow.mode = mode;
|
|
|
|
if (mode == ETileVisibility::HIDDEN)
|
|
{
|
|
// do not hide tiles observed by owned objects. May lead to disastrous AI problems
|
|
// FIXME: this leads to a bug - shroud of darkness from Necropolis does can not override Skyship from Tower
|
|
std::unordered_set<int3> observedTiles;
|
|
auto p = getPlayerState(player);
|
|
for (auto obj : p->getOwnedObjects())
|
|
getTilesInRange(observedTiles, obj->getSightCenter(), obj->getSightRadius(), ETileVisibility::REVEALED, obj->getOwner());
|
|
|
|
for (auto tile : observedTiles)
|
|
vstd::erase_if_present (fow.tiles, tile);
|
|
|
|
if (fow.tiles.empty())
|
|
return;
|
|
}
|
|
|
|
sendAndApply(&fow);
|
|
}
|
|
|
|
const CGHeroInstance * CGameHandler::getVisitingHero(const CGObjectInstance *obj)
|
|
{
|
|
assert(obj);
|
|
|
|
for(const auto & query : queries->allQueries())
|
|
{
|
|
auto visit = std::dynamic_pointer_cast<const VisitQuery>(query);
|
|
if (visit && visit->visitedObject == obj)
|
|
return visit->visitingHero;
|
|
}
|
|
return nullptr;
|
|
}
|
|
|
|
const CGObjectInstance * CGameHandler::getVisitingObject(const CGHeroInstance *hero)
|
|
{
|
|
assert(hero);
|
|
|
|
for(const auto & query : queries->allQueries())
|
|
{
|
|
auto visit = std::dynamic_pointer_cast<const VisitQuery>(query);
|
|
if (visit && visit->visitingHero == hero)
|
|
return visit->visitedObject;
|
|
}
|
|
return nullptr;
|
|
}
|
|
|
|
bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
|
|
{
|
|
assert(obj);
|
|
assert(hero);
|
|
assert(getVisitingHero(obj) == hero);
|
|
// Check top query of targeted player:
|
|
// If top query is NOT visit to targeted object then we assume that
|
|
// visitation query is covered by other query that must be answered first
|
|
|
|
if (auto topQuery = queries->topQuery(hero->getOwner()))
|
|
if (auto visit = std::dynamic_pointer_cast<const VisitQuery>(topQuery))
|
|
return !(visit->visitedObject == obj && visit->visitingHero == hero);
|
|
|
|
return true;
|
|
}
|
|
|
|
void CGameHandler::setObjPropertyValue(ObjectInstanceID objid, ObjProperty prop, int32_t value)
|
|
{
|
|
SetObjectProperty sob;
|
|
sob.id = objid;
|
|
sob.what = prop;
|
|
sob.identifier = NumericID(value);
|
|
sendAndApply(&sob);
|
|
}
|
|
|
|
void CGameHandler::setObjPropertyID(ObjectInstanceID objid, ObjProperty prop, ObjPropertyID identifier)
|
|
{
|
|
SetObjectProperty sob;
|
|
sob.id = objid;
|
|
sob.what = prop;
|
|
sob.identifier = identifier;
|
|
sendAndApply(&sob);
|
|
}
|
|
|
|
void CGameHandler::setBankObjectConfiguration(ObjectInstanceID objid, const BankConfig & configuration)
|
|
{
|
|
SetBankConfiguration srb;
|
|
srb.objectID = objid;
|
|
srb.configuration = configuration;
|
|
sendAndApply(&srb);
|
|
}
|
|
|
|
void CGameHandler::setRewardableObjectConfiguration(ObjectInstanceID objid, const Rewardable::Configuration & configuration)
|
|
{
|
|
SetRewardableConfiguration srb;
|
|
srb.objectID = objid;
|
|
srb.configuration = configuration;
|
|
sendAndApply(&srb);
|
|
}
|
|
|
|
void CGameHandler::setRewardableObjectConfiguration(ObjectInstanceID townInstanceID, BuildingID buildingID, const Rewardable::Configuration & configuration)
|
|
{
|
|
SetRewardableConfiguration srb;
|
|
srb.objectID = townInstanceID;
|
|
srb.buildingID = buildingID;
|
|
srb.configuration = configuration;
|
|
sendAndApply(&srb);
|
|
}
|
|
|
|
void CGameHandler::showInfoDialog(InfoWindow * iw)
|
|
{
|
|
sendAndApply(iw);
|
|
}
|
|
|
|
vstd::RNG & CGameHandler::getRandomGenerator()
|
|
{
|
|
return *randomNumberGenerator;
|
|
}
|
|
|
|
#if SCRIPTING_ENABLED
|
|
scripting::Pool * CGameHandler::getGlobalContextPool() const
|
|
{
|
|
return serverScripts.get();
|
|
}
|
|
|
|
//scripting::Pool * CGameHandler::getContextPool() const
|
|
//{
|
|
// return serverScripts.get();
|
|
//}
|
|
#endif
|
|
|
|
|
|
CGObjectInstance * CGameHandler::createNewObject(const int3 & visitablePosition, MapObjectID objectID, MapObjectSubID subID)
|
|
{
|
|
TerrainId terrainType = ETerrainId::NONE;
|
|
|
|
if (!gs->isInTheMap(visitablePosition))
|
|
throw std::runtime_error("Attempt to create object outside map at " + visitablePosition.toString());
|
|
|
|
const TerrainTile & t = gs->map->getTile(visitablePosition);
|
|
terrainType = t.terType->getId();
|
|
|
|
auto handler = VLC->objtypeh->getHandlerFor(objectID, subID);
|
|
|
|
CGObjectInstance * o = handler->create(gs->callback, nullptr);
|
|
handler->configureObject(o, getRandomGenerator());
|
|
assert(o->ID == objectID);
|
|
|
|
assert(!handler->getTemplates(terrainType).empty());
|
|
if (handler->getTemplates().empty())
|
|
throw std::runtime_error("Attempt to create object (" + std::to_string(objectID) + ", " + std::to_string(subID.getNum()) + ") with no templates!");
|
|
|
|
if (!handler->getTemplates(terrainType).empty())
|
|
o->appearance = handler->getTemplates(terrainType).front();
|
|
else
|
|
o->appearance = handler->getTemplates().front();
|
|
|
|
|
|
o->pos = visitablePosition + o->getVisitableOffset();
|
|
return o;
|
|
}
|
|
|
|
void CGameHandler::createWanderingMonster(const int3 & visitablePosition, CreatureID creature)
|
|
{
|
|
auto createdObject = createNewObject(visitablePosition, Obj::MONSTER, creature);
|
|
|
|
auto * cre = dynamic_cast<CGCreature *>(createdObject);
|
|
assert(cre);
|
|
cre->notGrowingTeam = cre->neverFlees = false;
|
|
cre->character = 2;
|
|
cre->gainedArtifact = ArtifactID::NONE;
|
|
cre->identifier = -1;
|
|
cre->addToSlot(SlotID(0), new CStackInstance(creature, -1)); //add placeholder stack
|
|
|
|
newObject(createdObject, PlayerColor::NEUTRAL);
|
|
}
|
|
|
|
void CGameHandler::createBoat(const int3 & visitablePosition, BoatId type, PlayerColor initiator)
|
|
{
|
|
auto createdObject = createNewObject(visitablePosition, Obj::BOAT, type);
|
|
newObject(createdObject, initiator);
|
|
}
|
|
|
|
void CGameHandler::createHole(const int3 & visitablePosition, PlayerColor initiator)
|
|
{
|
|
auto createdObject = createNewObject(visitablePosition, Obj::HOLE, 0);
|
|
newObject(createdObject, initiator);
|
|
}
|
|
|
|
void CGameHandler::newObject(CGObjectInstance * object, PlayerColor initiator)
|
|
{
|
|
object->initObj(gs->getRandomGenerator());
|
|
|
|
NewObject no;
|
|
no.newObject = object;
|
|
no.initiator = initiator;
|
|
sendAndApply(&no);
|
|
}
|
|
|
|
void CGameHandler::startBattle(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, const BattleLayout & layout, const CGTownInstance *town)
|
|
{
|
|
battles->startBattle(army1, army2, tile, hero1, hero2, layout, town);
|
|
}
|
|
|
|
void CGameHandler::startBattle(const CArmedInstance *army1, const CArmedInstance *army2 )
|
|
{
|
|
battles->startBattle(army1, army2);
|
|
}
|