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vcmi/lib/networkPacks/NetPacksLib.cpp
Ivan Savenko 39e5ba32f6
Merge pull request #4530 from IvanSavenko/town_fortifications
Support for configurable town fortifications
2024-08-31 13:59:40 +03:00

2479 lines
59 KiB
C++

/*
* NetPacksLib.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "ArtifactUtils.h"
#include "PacksForClient.h"
#include "PacksForClientBattle.h"
#include "PacksForServer.h"
#include "SetRewardableConfiguration.h"
#include "StackLocation.h"
#include "PacksForLobby.h"
#include "SetStackEffect.h"
#include "NetPackVisitor.h"
#include "texts/CGeneralTextHandler.h"
#include "CArtHandler.h"
#include "CHeroHandler.h"
#include "VCMI_Lib.h"
#include "mapping/CMap.h"
#include "spells/CSpellHandler.h"
#include "CCreatureHandler.h"
#include "gameState/CGameState.h"
#include "gameState/TavernHeroesPool.h"
#include "CStack.h"
#include "battle/BattleInfo.h"
#include "mapping/CMapInfo.h"
#include "StartInfo.h"
#include "CPlayerState.h"
#include "TerrainHandler.h"
#include "entities/building/CBuilding.h"
#include "entities/building/TownFortifications.h"
#include "mapObjects/CBank.h"
#include "mapObjects/CGCreature.h"
#include "mapObjects/CGMarket.h"
#include "mapObjects/TownBuildingInstance.h"
#include "mapObjects/CGTownInstance.h"
#include "mapObjects/CQuest.h"
#include "mapObjects/MiscObjects.h"
#include "mapObjectConstructors/AObjectTypeHandler.h"
#include "mapObjectConstructors/CObjectClassesHandler.h"
#include "campaign/CampaignState.h"
#include "GameSettings.h"
VCMI_LIB_NAMESPACE_BEGIN
void CPack::visit(ICPackVisitor & visitor)
{
visitBasic(visitor);
// visitBasic may destroy this and in such cases we do not want to call visitTyped
if(visitor.callTyped())
{
visitTyped(visitor);
}
}
void CPack::visitBasic(ICPackVisitor & visitor)
{
}
void CPack::visitTyped(ICPackVisitor & visitor)
{
}
void CPackForClient::visitBasic(ICPackVisitor & visitor)
{
visitor.visitForClient(*this);
}
void CPackForServer::visitBasic(ICPackVisitor & visitor)
{
visitor.visitForServer(*this);
}
void CPackForLobby::visitBasic(ICPackVisitor & visitor)
{
visitor.visitForLobby(*this);
}
bool CPackForLobby::isForServer() const
{
return false;
}
bool CLobbyPackToServer::isForServer() const
{
return true;
}
void PackageApplied::visitTyped(ICPackVisitor & visitor)
{
visitor.visitPackageApplied(*this);
}
void SystemMessage::visitTyped(ICPackVisitor & visitor)
{
visitor.visitSystemMessage(*this);
}
void PlayerBlocked::visitTyped(ICPackVisitor & visitor)
{
visitor.visitPlayerBlocked(*this);
}
void PlayerCheated::visitTyped(ICPackVisitor & visitor)
{
visitor.visitPlayerCheated(*this);
}
void PlayerStartsTurn::visitTyped(ICPackVisitor & visitor)
{
visitor.visitPlayerStartsTurn(*this);
}
void DaysWithoutTown::visitTyped(ICPackVisitor & visitor)
{
visitor.visitDaysWithoutTown(*this);
}
void EntitiesChanged::visitTyped(ICPackVisitor & visitor)
{
visitor.visitEntitiesChanged(*this);
}
void SetRewardableConfiguration::visitTyped(ICPackVisitor & visitor)
{
visitor.visitSetRewardableConfiguration(*this);
}
void SetBankConfiguration::visitTyped(ICPackVisitor & visitor)
{
visitor.visitSetBankConfiguration(*this);
}
void SetResources::visitTyped(ICPackVisitor & visitor)
{
visitor.visitSetResources(*this);
}
void SetPrimSkill::visitTyped(ICPackVisitor & visitor)
{
visitor.visitSetPrimSkill(*this);
}
void SetSecSkill::visitTyped(ICPackVisitor & visitor)
{
visitor.visitSetSecSkill(*this);
}
void HeroVisitCastle::visitTyped(ICPackVisitor & visitor)
{
visitor.visitHeroVisitCastle(*this);
}
void ChangeSpells::visitTyped(ICPackVisitor & visitor)
{
visitor.visitChangeSpells(*this);
}
void SetMana::visitTyped(ICPackVisitor & visitor)
{
visitor.visitSetMana(*this);
}
void SetMovePoints::visitTyped(ICPackVisitor & visitor)
{
visitor.visitSetMovePoints(*this);
}
void FoWChange::visitTyped(ICPackVisitor & visitor)
{
visitor.visitFoWChange(*this);
}
void SetAvailableHero::visitTyped(ICPackVisitor & visitor)
{
visitor.visitSetAvailableHeroes(*this);
}
void GiveBonus::visitTyped(ICPackVisitor & visitor)
{
visitor.visitGiveBonus(*this);
}
void ChangeObjPos::visitTyped(ICPackVisitor & visitor)
{
visitor.visitChangeObjPos(*this);
}
void PlayerEndsTurn::visitTyped(ICPackVisitor & visitor)
{
visitor.visitPlayerEndsTurn(*this);
}
void PlayerEndsGame::visitTyped(ICPackVisitor & visitor)
{
visitor.visitPlayerEndsGame(*this);
}
void PlayerReinitInterface::visitTyped(ICPackVisitor & visitor)
{
visitor.visitPlayerReinitInterface(*this);
}
void RemoveBonus::visitTyped(ICPackVisitor & visitor)
{
visitor.visitRemoveBonus(*this);
}
void SetCommanderProperty::visitTyped(ICPackVisitor & visitor)
{
visitor.visitSetCommanderProperty(*this);
}
void AddQuest::visitTyped(ICPackVisitor & visitor)
{
visitor.visitAddQuest(*this);
}
void UpdateArtHandlerLists::visitTyped(ICPackVisitor & visitor)
{
visitor.visitUpdateArtHandlerLists(*this);
}
void ChangeFormation::visitTyped(ICPackVisitor & visitor)
{
visitor.visitChangeFormation(*this);
}
void RemoveObject::visitTyped(ICPackVisitor & visitor)
{
visitor.visitRemoveObject(*this);
}
void TryMoveHero::visitTyped(ICPackVisitor & visitor)
{
visitor.visitTryMoveHero(*this);
}
void NewStructures::visitTyped(ICPackVisitor & visitor)
{
visitor.visitNewStructures(*this);
}
void RazeStructures::visitTyped(ICPackVisitor & visitor)
{
visitor.visitRazeStructures(*this);
}
void SetAvailableCreatures::visitTyped(ICPackVisitor & visitor)
{
visitor.visitSetAvailableCreatures(*this);
}
void SetHeroesInTown::visitTyped(ICPackVisitor & visitor)
{
visitor.visitSetHeroesInTown(*this);
}
void HeroRecruited::visitTyped(ICPackVisitor & visitor)
{
visitor.visitHeroRecruited(*this);
}
void GiveHero::visitTyped(ICPackVisitor & visitor)
{
visitor.visitGiveHero(*this);
}
void OpenWindow::visitTyped(ICPackVisitor & visitor)
{
visitor.visitOpenWindow(*this);
}
void NewObject::visitTyped(ICPackVisitor & visitor)
{
visitor.visitNewObject(*this);
}
void SetAvailableArtifacts::visitTyped(ICPackVisitor & visitor)
{
visitor.visitSetAvailableArtifacts(*this);
}
void NewArtifact::visitTyped(ICPackVisitor & visitor)
{
visitor.visitNewArtifact(*this);
}
void ChangeStackCount::visitTyped(ICPackVisitor & visitor)
{
visitor.visitChangeStackCount(*this);
}
void SetStackType::visitTyped(ICPackVisitor & visitor)
{
visitor.visitSetStackType(*this);
}
void EraseStack::visitTyped(ICPackVisitor & visitor)
{
visitor.visitEraseStack(*this);
}
void SwapStacks::visitTyped(ICPackVisitor & visitor)
{
visitor.visitSwapStacks(*this);
}
void InsertNewStack::visitTyped(ICPackVisitor & visitor)
{
visitor.visitInsertNewStack(*this);
}
void RebalanceStacks::visitTyped(ICPackVisitor & visitor)
{
visitor.visitRebalanceStacks(*this);
}
void BulkRebalanceStacks::visitTyped(ICPackVisitor & visitor)
{
visitor.visitBulkRebalanceStacks(*this);
}
void BulkSmartRebalanceStacks::visitTyped(ICPackVisitor & visitor)
{
visitor.visitBulkSmartRebalanceStacks(*this);
}
void PutArtifact::visitTyped(ICPackVisitor & visitor)
{
visitor.visitPutArtifact(*this);
}
void BulkEraseArtifacts::visitTyped(ICPackVisitor & visitor)
{
visitor.visitEraseArtifact(*this);
}
void BulkMoveArtifacts::visitTyped(ICPackVisitor & visitor)
{
visitor.visitBulkMoveArtifacts(*this);
}
void AssembledArtifact::visitTyped(ICPackVisitor & visitor)
{
visitor.visitAssembledArtifact(*this);
}
void DisassembledArtifact::visitTyped(ICPackVisitor & visitor)
{
visitor.visitDisassembledArtifact(*this);
}
void HeroVisit::visitTyped(ICPackVisitor & visitor)
{
visitor.visitHeroVisit(*this);
}
void NewTurn::visitTyped(ICPackVisitor & visitor)
{
visitor.visitNewTurn(*this);
}
void InfoWindow::visitTyped(ICPackVisitor & visitor)
{
visitor.visitInfoWindow(*this);
}
void SetObjectProperty::visitTyped(ICPackVisitor & visitor)
{
visitor.visitSetObjectProperty(*this);
}
void ChangeObjectVisitors::visitTyped(ICPackVisitor & visitor)
{
visitor.visitChangeObjectVisitors(*this);
}
void ChangeArtifactsCostume::visitTyped(ICPackVisitor & visitor)
{
visitor.visitChangeArtifactsCostume(*this);
}
void HeroLevelUp::visitTyped(ICPackVisitor & visitor)
{
visitor.visitHeroLevelUp(*this);
}
void CommanderLevelUp::visitTyped(ICPackVisitor & visitor)
{
visitor.visitCommanderLevelUp(*this);
}
void BlockingDialog::visitTyped(ICPackVisitor & visitor)
{
visitor.visitBlockingDialog(*this);
}
void GarrisonDialog::visitTyped(ICPackVisitor & visitor)
{
visitor.visitGarrisonDialog(*this);
}
void ExchangeDialog::visitTyped(ICPackVisitor & visitor)
{
visitor.visitExchangeDialog(*this);
}
void TeleportDialog::visitTyped(ICPackVisitor & visitor)
{
visitor.visitTeleportDialog(*this);
}
void MapObjectSelectDialog::visitTyped(ICPackVisitor & visitor)
{
visitor.visitMapObjectSelectDialog(*this);
}
void BattleStart::visitTyped(ICPackVisitor & visitor)
{
visitor.visitBattleStart(*this);
}
void BattleNextRound::visitTyped(ICPackVisitor & visitor)
{
visitor.visitBattleNextRound(*this);
}
void BattleSetActiveStack::visitTyped(ICPackVisitor & visitor)
{
visitor.visitBattleSetActiveStack(*this);
}
void BattleResult::visitTyped(ICPackVisitor & visitor)
{
visitor.visitBattleResult(*this);
}
void BattleLogMessage::visitTyped(ICPackVisitor & visitor)
{
visitor.visitBattleLogMessage(*this);
}
void BattleStackMoved::visitTyped(ICPackVisitor & visitor)
{
visitor.visitBattleStackMoved(*this);
}
void BattleUnitsChanged::visitTyped(ICPackVisitor & visitor)
{
visitor.visitBattleUnitsChanged(*this);
}
void BattleAttack::visitTyped(ICPackVisitor & visitor)
{
visitor.visitBattleAttack(*this);
}
void StartAction::visitTyped(ICPackVisitor & visitor)
{
visitor.visitStartAction(*this);
}
void EndAction::visitTyped(ICPackVisitor & visitor)
{
visitor.visitEndAction(*this);
}
void BattleSpellCast::visitTyped(ICPackVisitor & visitor)
{
visitor.visitBattleSpellCast(*this);
}
void SetStackEffect::visitTyped(ICPackVisitor & visitor)
{
visitor.visitSetStackEffect(*this);
}
void StacksInjured::visitTyped(ICPackVisitor & visitor)
{
visitor.visitStacksInjured(*this);
}
void BattleResultsApplied::visitTyped(ICPackVisitor & visitor)
{
visitor.visitBattleResultsApplied(*this);
}
void BattleObstaclesChanged::visitTyped(ICPackVisitor & visitor)
{
visitor.visitBattleObstaclesChanged(*this);
}
void BattleSetStackProperty::visitTyped(ICPackVisitor & visitor)
{
visitor.visitBattleSetStackProperty(*this);
}
void BattleTriggerEffect::visitTyped(ICPackVisitor & visitor)
{
visitor.visitBattleTriggerEffect(*this);
}
void BattleUpdateGateState::visitTyped(ICPackVisitor & visitor)
{
visitor.visitBattleUpdateGateState(*this);
}
void AdvmapSpellCast::visitTyped(ICPackVisitor & visitor)
{
visitor.visitAdvmapSpellCast(*this);
}
void ShowWorldViewEx::visitTyped(ICPackVisitor & visitor)
{
visitor.visitShowWorldViewEx(*this);
}
void EndTurn::visitTyped(ICPackVisitor & visitor)
{
visitor.visitEndTurn(*this);
}
void GamePause::visitTyped(ICPackVisitor & visitor)
{
visitor.visitGamePause(*this);
}
void DismissHero::visitTyped(ICPackVisitor & visitor)
{
visitor.visitDismissHero(*this);
}
void MoveHero::visitTyped(ICPackVisitor & visitor)
{
visitor.visitMoveHero(*this);
}
void CastleTeleportHero::visitTyped(ICPackVisitor & visitor)
{
visitor.visitCastleTeleportHero(*this);
}
void ArrangeStacks::visitTyped(ICPackVisitor & visitor)
{
visitor.visitArrangeStacks(*this);
}
void BulkMoveArmy::visitTyped(ICPackVisitor & visitor)
{
visitor.visitBulkMoveArmy(*this);
}
void BulkSplitStack::visitTyped(ICPackVisitor & visitor)
{
visitor.visitBulkSplitStack(*this);
}
void BulkMergeStacks::visitTyped(ICPackVisitor & visitor)
{
visitor.visitBulkMergeStacks(*this);
}
void BulkSmartSplitStack::visitTyped(ICPackVisitor & visitor)
{
visitor.visitBulkSmartSplitStack(*this);
}
void DisbandCreature::visitTyped(ICPackVisitor & visitor)
{
visitor.visitDisbandCreature(*this);
}
void BuildStructure::visitTyped(ICPackVisitor & visitor)
{
visitor.visitBuildStructure(*this);
}
void TriggerTownSpecialBuildingAction::visitTyped(ICPackVisitor & visitor)
{
visitor.visitTriggerTownSpecialBuildingAction(*this);
}
void RazeStructure::visitTyped(ICPackVisitor & visitor)
{
visitor.visitRazeStructure(*this);
}
void RecruitCreatures::visitTyped(ICPackVisitor & visitor)
{
visitor.visitRecruitCreatures(*this);
}
void UpgradeCreature::visitTyped(ICPackVisitor & visitor)
{
visitor.visitUpgradeCreature(*this);
}
void GarrisonHeroSwap::visitTyped(ICPackVisitor & visitor)
{
visitor.visitGarrisonHeroSwap(*this);
}
void ExchangeArtifacts::visitTyped(ICPackVisitor & visitor)
{
visitor.visitExchangeArtifacts(*this);
}
void BulkExchangeArtifacts::visitTyped(ICPackVisitor & visitor)
{
visitor.visitBulkExchangeArtifacts(*this);
}
void ManageBackpackArtifacts::visitTyped(ICPackVisitor & visitor)
{
visitor.visitManageBackpackArtifacts(*this);
}
void ManageEquippedArtifacts::visitTyped(ICPackVisitor & visitor)
{
visitor.visitManageEquippedArtifacts(*this);
}
void AssembleArtifacts::visitTyped(ICPackVisitor & visitor)
{
visitor.visitAssembleArtifacts(*this);
}
void EraseArtifactByClient::visitTyped(ICPackVisitor & visitor)
{
visitor.visitEraseArtifactByClient(*this);
}
void BuyArtifact::visitTyped(ICPackVisitor & visitor)
{
visitor.visitBuyArtifact(*this);
}
void TradeOnMarketplace::visitTyped(ICPackVisitor & visitor)
{
visitor.visitTradeOnMarketplace(*this);
}
void SetFormation::visitTyped(ICPackVisitor & visitor)
{
visitor.visitSetFormation(*this);
}
void HireHero::visitTyped(ICPackVisitor & visitor)
{
visitor.visitHireHero(*this);
}
void BuildBoat::visitTyped(ICPackVisitor & visitor)
{
visitor.visitBuildBoat(*this);
}
void QueryReply::visitTyped(ICPackVisitor & visitor)
{
visitor.visitQueryReply(*this);
}
void MakeAction::visitTyped(ICPackVisitor & visitor)
{
visitor.visitMakeAction(*this);
}
void DigWithHero::visitTyped(ICPackVisitor & visitor)
{
visitor.visitDigWithHero(*this);
}
void CastAdvSpell::visitTyped(ICPackVisitor & visitor)
{
visitor.visitCastAdvSpell(*this);
}
void SaveGame::visitTyped(ICPackVisitor & visitor)
{
visitor.visitSaveGame(*this);
}
void PlayerMessage::visitTyped(ICPackVisitor & visitor)
{
visitor.visitPlayerMessage(*this);
}
void PlayerMessageClient::visitTyped(ICPackVisitor & visitor)
{
visitor.visitPlayerMessageClient(*this);
}
void CenterView::visitTyped(ICPackVisitor & visitor)
{
visitor.visitCenterView(*this);
}
void LobbyClientConnected::visitTyped(ICPackVisitor & visitor)
{
visitor.visitLobbyClientConnected(*this);
}
void LobbyClientDisconnected::visitTyped(ICPackVisitor & visitor)
{
visitor.visitLobbyClientDisconnected(*this);
}
void LobbyChatMessage::visitTyped(ICPackVisitor & visitor)
{
visitor.visitLobbyChatMessage(*this);
}
void LobbyGuiAction::visitTyped(ICPackVisitor & visitor)
{
visitor.visitLobbyGuiAction(*this);
}
void LobbyLoadProgress::visitTyped(ICPackVisitor & visitor)
{
visitor.visitLobbyLoadProgress(*this);
}
void LobbyRestartGame::visitTyped(ICPackVisitor & visitor)
{
visitor.visitLobbyRestartGame(*this);
}
void LobbyStartGame::visitTyped(ICPackVisitor & visitor)
{
visitor.visitLobbyStartGame(*this);
}
void LobbyPrepareStartGame::visitTyped(ICPackVisitor & visitor)
{
visitor.visitLobbyPrepareStartGame(*this);
}
void LobbyChangeHost::visitTyped(ICPackVisitor & visitor)
{
visitor.visitLobbyChangeHost(*this);
}
void LobbyUpdateState::visitTyped(ICPackVisitor & visitor)
{
visitor.visitLobbyUpdateState(*this);
}
void LobbySetMap::visitTyped(ICPackVisitor & visitor)
{
visitor.visitLobbySetMap(*this);
}
void LobbySetCampaign::visitTyped(ICPackVisitor & visitor)
{
visitor.visitLobbySetCampaign(*this);
}
void LobbySetCampaignMap::visitTyped(ICPackVisitor & visitor)
{
visitor.visitLobbySetCampaignMap(*this);
}
void LobbySetCampaignBonus::visitTyped(ICPackVisitor & visitor)
{
visitor.visitLobbySetCampaignBonus(*this);
}
void LobbyChangePlayerOption::visitTyped(ICPackVisitor & visitor)
{
visitor.visitLobbyChangePlayerOption(*this);
}
void LobbySetPlayer::visitTyped(ICPackVisitor & visitor)
{
visitor.visitLobbySetPlayer(*this);
}
void LobbySetPlayerName::visitTyped(ICPackVisitor & visitor)
{
visitor.visitLobbySetPlayerName(*this);
}
void LobbySetPlayerHandicap::visitTyped(ICPackVisitor & visitor)
{
visitor.visitLobbySetPlayerHandicap(*this);
}
void LobbySetSimturns::visitTyped(ICPackVisitor & visitor)
{
visitor.visitLobbySetSimturns(*this);
}
void LobbySetTurnTime::visitTyped(ICPackVisitor & visitor)
{
visitor.visitLobbySetTurnTime(*this);
}
void LobbySetExtraOptions::visitTyped(ICPackVisitor & visitor)
{
visitor.visitLobbySetExtraOptions(*this);
}
void LobbySetDifficulty::visitTyped(ICPackVisitor & visitor)
{
visitor.visitLobbySetDifficulty(*this);
}
void LobbyForceSetPlayer::visitTyped(ICPackVisitor & visitor)
{
visitor.visitLobbyForceSetPlayer(*this);
}
void LobbyShowMessage::visitTyped(ICPackVisitor & visitor)
{
visitor.visitLobbyShowMessage(*this);
}
void LobbyPvPAction::visitTyped(ICPackVisitor & visitor)
{
visitor.visitLobbyPvPAction(*this);
}
void SetResources::applyGs(CGameState *gs)
{
assert(player.isValidPlayer());
if(abs)
gs->getPlayerState(player)->resources = res;
else
gs->getPlayerState(player)->resources += res;
gs->getPlayerState(player)->resources.amin(GameConstants::PLAYER_RESOURCES_CAP);
//just ensure that player resources are not negative
//server is responsible to check if player can afford deal
//but events on server side are allowed to take more than player have
gs->getPlayerState(player)->resources.positive();
}
void SetPrimSkill::applyGs(CGameState *gs)
{
CGHeroInstance * hero = gs->getHero(id);
assert(hero);
hero->setPrimarySkill(which, val, abs);
}
void SetSecSkill::applyGs(CGameState *gs)
{
CGHeroInstance *hero = gs->getHero(id);
hero->setSecSkillLevel(which, val, abs);
}
void SetCommanderProperty::applyGs(CGameState *gs)
{
CCommanderInstance * commander = gs->getHero(heroid)->commander;
assert (commander);
switch (which)
{
case BONUS:
commander->accumulateBonus (std::make_shared<Bonus>(accumulatedBonus));
break;
case SPECIAL_SKILL:
commander->accumulateBonus (std::make_shared<Bonus>(accumulatedBonus));
commander->specialSkills.insert (additionalInfo);
break;
case SECONDARY_SKILL:
commander->secondarySkills[additionalInfo] = static_cast<ui8>(amount);
break;
case ALIVE:
if (amount)
commander->setAlive(true);
else
commander->setAlive(false);
break;
case EXPERIENCE:
commander->giveStackExp(amount); //TODO: allow setting exp for stacks via netpacks
break;
}
}
void AddQuest::applyGs(CGameState *gs)
{
assert (vstd::contains(gs->players, player));
auto * vec = &gs->players[player].quests;
if (!vstd::contains(*vec, quest))
vec->push_back (quest);
else
logNetwork->warn("Warning! Attempt to add duplicated quest");
}
void UpdateArtHandlerLists::applyGs(CGameState *gs)
{
gs->allocatedArtifacts = allocatedArtifacts;
}
void ChangeFormation::applyGs(CGameState *gs)
{
gs->getHero(hid)->setFormation(formation);
}
void HeroVisitCastle::applyGs(CGameState *gs)
{
CGHeroInstance *h = gs->getHero(hid);
CGTownInstance *t = gs->getTown(tid);
assert(h);
assert(t);
if(start())
t->setVisitingHero(h);
else
t->setVisitingHero(nullptr);
}
void ChangeSpells::applyGs(CGameState *gs)
{
CGHeroInstance *hero = gs->getHero(hid);
if(learn)
for(const auto & sid : spells)
hero->addSpellToSpellbook(sid);
else
for(const auto & sid : spells)
hero->removeSpellFromSpellbook(sid);
}
void SetMana::applyGs(CGameState *gs)
{
CGHeroInstance * hero = gs->getHero(hid);
assert(hero);
if(absolute)
hero->mana = val;
else
hero->mana += val;
vstd::amax(hero->mana, 0); //not less than 0
}
void SetMovePoints::applyGs(CGameState *gs)
{
CGHeroInstance *hero = gs->getHero(hid);
assert(hero);
if(absolute)
hero->setMovementPoints(val);
else
hero->setMovementPoints(hero->movementPointsRemaining() + val);
}
void FoWChange::applyGs(CGameState *gs)
{
TeamState * team = gs->getPlayerTeam(player);
auto & fogOfWarMap = team->fogOfWarMap;
for(const int3 & t : tiles)
fogOfWarMap[t.z][t.x][t.y] = mode != ETileVisibility::HIDDEN;
if (mode == ETileVisibility::HIDDEN) //do not hide too much
{
std::unordered_set<int3> tilesRevealed;
for (auto & elem : gs->map->objects)
{
const CGObjectInstance *o = elem;
if (o)
{
switch(o->ID.toEnum())
{
case Obj::HERO:
case Obj::MINE:
case Obj::TOWN:
case Obj::ABANDONED_MINE:
if(vstd::contains(team->players, o->tempOwner)) //check owned observators
gs->getTilesInRange(tilesRevealed, o->getSightCenter(), o->getSightRadius(), ETileVisibility::HIDDEN, o->tempOwner);
break;
}
}
}
for(const int3 & t : tilesRevealed) //probably not the most optimal solution ever
fogOfWarMap[t.z][t.x][t.y] = 1;
}
}
void SetAvailableHero::applyGs(CGameState *gs)
{
gs->heroesPool->setHeroForPlayer(player, slotID, hid, army, roleID, replenishPoints);
}
void GiveBonus::applyGs(CGameState *gs)
{
CBonusSystemNode *cbsn = nullptr;
switch(who)
{
case ETarget::OBJECT:
cbsn = dynamic_cast<CBonusSystemNode*>(gs->getObjInstance(id.as<ObjectInstanceID>()));
break;
case ETarget::PLAYER:
cbsn = gs->getPlayerState(id.as<PlayerColor>());
break;
case ETarget::BATTLE:
assert(Bonus::OneBattle(&bonus));
cbsn = dynamic_cast<CBonusSystemNode*>(gs->getBattle(id.as<BattleID>()));
break;
}
assert(cbsn);
if(Bonus::OneWeek(&bonus))
bonus.turnsRemain = 8 - gs->getDate(Date::DAY_OF_WEEK); // set correct number of days before adding bonus
auto b = std::make_shared<Bonus>(bonus);
cbsn->addNewBonus(b);
}
void ChangeObjPos::applyGs(CGameState *gs)
{
CGObjectInstance *obj = gs->getObjInstance(objid);
if(!obj)
{
logNetwork->error("Wrong ChangeObjPos: object %d doesn't exist!", objid.getNum());
return;
}
gs->map->removeBlockVisTiles(obj);
obj->pos = nPos + obj->getVisitableOffset();
gs->map->addBlockVisTiles(obj);
}
void ChangeObjectVisitors::applyGs(CGameState *gs)
{
switch (mode) {
case VISITOR_ADD:
gs->getHero(hero)->visitedObjects.insert(object);
gs->getPlayerState(gs->getHero(hero)->tempOwner)->visitedObjects.insert(object);
break;
case VISITOR_ADD_TEAM:
{
TeamState *ts = gs->getPlayerTeam(gs->getHero(hero)->tempOwner);
for(const auto & color : ts->players)
{
gs->getPlayerState(color)->visitedObjects.insert(object);
}
}
break;
case VISITOR_CLEAR:
for (CGHeroInstance * hero : gs->map->allHeroes)
{
if (hero)
{
hero->visitedObjects.erase(object); // remove visit info from all heroes, including those that are not present on map
}
}
for(auto &elem : gs->players)
{
elem.second.visitedObjects.erase(object);
}
break;
case VISITOR_GLOBAL:
{
CGObjectInstance * objectPtr = gs->getObjInstance(object);
gs->getPlayerState(gs->getHero(hero)->tempOwner)->visitedObjectsGlobal.insert({objectPtr->ID, objectPtr->subID});
break;
}
case VISITOR_REMOVE:
gs->getHero(hero)->visitedObjects.erase(object);
break;
}
}
void ChangeArtifactsCostume::applyGs(CGameState *gs)
{
auto & allCostumes = gs->getPlayerState(player)->costumesArtifacts;
if(const auto & costume = allCostumes.find(costumeIdx); costume != allCostumes.end())
costume->second = costumeSet;
else
allCostumes.try_emplace(costumeIdx, costumeSet);
}
void PlayerEndsGame::applyGs(CGameState *gs)
{
PlayerState *p = gs->getPlayerState(player);
if(victoryLossCheckResult.victory())
{
p->status = EPlayerStatus::WINNER;
// TODO: Campaign-specific code might as well go somewhere else
// keep all heroes from the winning player
if(p->human && gs->scenarioOps->campState)
{
std::vector<CGHeroInstance *> crossoverHeroes;
for (CGHeroInstance * hero : gs->map->heroesOnMap)
if (hero->tempOwner == player)
crossoverHeroes.push_back(hero);
gs->scenarioOps->campState->setCurrentMapAsConquered(crossoverHeroes);
}
}
else
{
p->status = EPlayerStatus::LOSER;
}
// defeated player may be making turn right now
gs->actingPlayers.erase(player);
}
void PlayerReinitInterface::applyGs(CGameState *gs)
{
if(!gs || !gs->scenarioOps)
return;
//TODO: what does mean if more that one player connected?
if(playerConnectionId == PlayerSettings::PLAYER_AI)
{
for(const auto & player : players)
gs->scenarioOps->getIthPlayersSettings(player).connectedPlayerIDs.clear();
}
}
void RemoveBonus::applyGs(CGameState *gs)
{
CBonusSystemNode *node = nullptr;
switch(who)
{
case GiveBonus::ETarget::OBJECT:
node = dynamic_cast<CBonusSystemNode*>(gs->getObjInstance(whoID.as<ObjectInstanceID>()));
break;
case GiveBonus::ETarget::PLAYER:
node = gs->getPlayerState(whoID.as<PlayerColor>());
break;
case GiveBonus::ETarget::BATTLE:
assert(Bonus::OneBattle(&bonus));
node = dynamic_cast<CBonusSystemNode*>(gs->getBattle(whoID.as<BattleID>()));
break;
}
BonusList &bonuses = node->getExportedBonusList();
for(const auto & b : bonuses)
{
if(b->source == source && b->sid == id)
{
bonus = *b; //backup bonus (to show to interfaces later)
node->removeBonus(b);
break;
}
}
}
void RemoveObject::applyGs(CGameState *gs)
{
CGObjectInstance *obj = gs->getObjInstance(objectID);
logGlobal->debug("removing object id=%d; address=%x; name=%s", objectID, (intptr_t)obj, obj->getObjectName());
//unblock tiles
gs->map->removeBlockVisTiles(obj);
if (initiator.isValidPlayer())
gs->getPlayerState(initiator)->destroyedObjects.insert(objectID);
if(obj->ID == Obj::HERO) //remove beaten hero
{
auto * beatenHero = dynamic_cast<CGHeroInstance *>(obj);
assert(beatenHero);
PlayerState * p = gs->getPlayerState(beatenHero->tempOwner);
gs->map->heroesOnMap -= beatenHero;
p->removeOwnedObject(beatenHero);
auto * siegeNode = beatenHero->whereShouldBeAttachedOnSiege(gs);
// FIXME: workaround:
// hero should be attached to siegeNode after battle
// however this code might also be called on dismissing hero while in town
if (siegeNode && vstd::contains(beatenHero->getParentNodes(), siegeNode))
beatenHero->detachFrom(*siegeNode);
beatenHero->tempOwner = PlayerColor::NEUTRAL; //no one owns beaten hero
vstd::erase_if(beatenHero->artifactsInBackpack, [](const ArtSlotInfo& asi)
{
return asi.artifact->artType->getId() == ArtifactID::GRAIL;
});
if(beatenHero->visitedTown)
{
if(beatenHero->visitedTown->garrisonHero == beatenHero)
beatenHero->visitedTown->garrisonHero = nullptr;
else
beatenHero->visitedTown->visitingHero = nullptr;
beatenHero->visitedTown = nullptr;
beatenHero->inTownGarrison = false;
}
//return hero to the pool, so he may reappear in tavern
gs->heroesPool->addHeroToPool(beatenHero);
gs->map->objects[objectID.getNum()] = nullptr;
//If hero on Boat is removed, the Boat disappears
if(beatenHero->boat)
{
beatenHero->detachFrom(const_cast<CGBoat&>(*beatenHero->boat));
gs->map->instanceNames.erase(beatenHero->boat->instanceName);
gs->map->objects[beatenHero->boat->id.getNum()].dellNull();
beatenHero->boat = nullptr;
}
return;
}
const auto * quest = dynamic_cast<const IQuestObject *>(obj);
if (quest)
{
gs->map->quests[quest->quest->qid] = nullptr;
for (auto &player : gs->players)
{
vstd::erase_if(player.second.quests, [obj](const QuestInfo & q){
return q.obj == obj;
});
}
}
gs->map->instanceNames.erase(obj->instanceName);
gs->map->objects[objectID.getNum()].dellNull();
gs->map->calculateGuardingGreaturePositions();//FIXME: excessive, update only affected tiles
}
static int getDir(const int3 & src, const int3 & dst)
{
int ret = -1;
if(dst.x+1 == src.x && dst.y+1 == src.y) //tl
{
ret = 1;
}
else if(dst.x == src.x && dst.y+1 == src.y) //t
{
ret = 2;
}
else if(dst.x-1 == src.x && dst.y+1 == src.y) //tr
{
ret = 3;
}
else if(dst.x-1 == src.x && dst.y == src.y) //r
{
ret = 4;
}
else if(dst.x-1 == src.x && dst.y-1 == src.y) //br
{
ret = 5;
}
else if(dst.x == src.x && dst.y-1 == src.y) //b
{
ret = 6;
}
else if(dst.x+1 == src.x && dst.y-1 == src.y) //bl
{
ret = 7;
}
else if(dst.x+1 == src.x && dst.y == src.y) //l
{
ret = 8;
}
return ret;
}
void TryMoveHero::applyGs(CGameState *gs)
{
CGHeroInstance *h = gs->getHero(id);
if (!h)
{
logGlobal->error("Attempt ot move unavailable hero %d", id.getNum());
return;
}
h->setMovementPoints(movePoints);
if((result == SUCCESS || result == BLOCKING_VISIT || result == EMBARK || result == DISEMBARK) && start != end)
{
auto dir = getDir(start,end);
if(dir > 0 && dir <= 8)
h->moveDir = dir;
//else don`t change move direction - hero might have traversed the subterranean gate, direction should be kept
}
if(result == EMBARK) //hero enters boat at destination tile
{
const TerrainTile &tt = gs->map->getTile(h->convertToVisitablePos(end));
assert(tt.visitableObjects.size() >= 1 && tt.visitableObjects.back()->ID == Obj::BOAT); //the only visitable object at destination is Boat
auto * boat = dynamic_cast<CGBoat *>(tt.visitableObjects.back());
assert(boat);
gs->map->removeBlockVisTiles(boat); //hero blockvis mask will be used, we don't need to duplicate it with boat
h->boat = boat;
h->attachTo(*boat);
boat->hero = h;
}
else if(result == DISEMBARK) //hero leaves boat to destination tile
{
auto * b = const_cast<CGBoat *>(h->boat);
b->direction = h->moveDir;
b->pos = start;
b->hero = nullptr;
gs->map->addBlockVisTiles(b);
h->detachFrom(*b);
h->boat = nullptr;
}
if(start!=end && (result == SUCCESS || result == TELEPORTATION || result == EMBARK || result == DISEMBARK))
{
gs->map->removeBlockVisTiles(h);
h->pos = end;
if(auto * b = const_cast<CGBoat *>(h->boat))
b->pos = end;
gs->map->addBlockVisTiles(h);
}
auto & fogOfWarMap = gs->getPlayerTeam(h->getOwner())->fogOfWarMap;
for(const int3 & t : fowRevealed)
fogOfWarMap[t.z][t.x][t.y] = 1;
}
void NewStructures::applyGs(CGameState *gs)
{
CGTownInstance *t = gs->getTown(tid);
for(const auto & id : bid)
{
assert(t->town->buildings.at(id) != nullptr);
t->addBuilding(id);
}
t->updateAppearance();
t->built = built;
t->recreateBuildingsBonuses();
}
void RazeStructures::applyGs(CGameState *gs)
{
CGTownInstance *t = gs->getTown(tid);
for(const auto & id : bid)
{
t->removeBuilding(id);
t->updateAppearance();
}
t->destroyed = destroyed; //yeaha
t->recreateBuildingsBonuses();
}
void SetAvailableCreatures::applyGs(CGameState *gs)
{
auto * dw = dynamic_cast<CGDwelling *>(gs->getObjInstance(tid));
assert(dw);
dw->creatures = creatures;
}
void SetHeroesInTown::applyGs(CGameState *gs)
{
CGTownInstance *t = gs->getTown(tid);
CGHeroInstance * v = gs->getHero(visiting);
CGHeroInstance * g = gs->getHero(garrison);
bool newVisitorComesFromGarrison = v && v == t->garrisonHero;
bool newGarrisonComesFromVisiting = g && g == t->visitingHero;
if(newVisitorComesFromGarrison)
t->setGarrisonedHero(nullptr);
if(newGarrisonComesFromVisiting)
t->setVisitingHero(nullptr);
if(!newGarrisonComesFromVisiting || v)
t->setVisitingHero(v);
if(!newVisitorComesFromGarrison || g)
t->setGarrisonedHero(g);
if(v)
{
gs->map->addBlockVisTiles(v);
}
if(g)
{
gs->map->removeBlockVisTiles(g);
}
}
void HeroRecruited::applyGs(CGameState *gs)
{
CGHeroInstance *h = gs->heroesPool->takeHeroFromPool(hid);
CGTownInstance *t = gs->getTown(tid);
PlayerState *p = gs->getPlayerState(player);
if (boatId != ObjectInstanceID::NONE)
{
CGObjectInstance *obj = gs->getObjInstance(boatId);
auto * boat = dynamic_cast<CGBoat *>(obj);
if (boat)
{
gs->map->removeBlockVisTiles(boat);
h->attachToBoat(boat);
}
}
h->setOwner(player);
h->pos = tile;
if(h->id == ObjectInstanceID())
{
h->id = ObjectInstanceID(static_cast<si32>(gs->map->objects.size()));
gs->map->objects.emplace_back(h);
}
else
gs->map->objects[h->id.getNum()] = h;
gs->map->heroesOnMap.emplace_back(h);
p->addOwnedObject(h);
h->attachTo(*p);
gs->map->addBlockVisTiles(h);
if(t)
t->setVisitingHero(h);
}
void GiveHero::applyGs(CGameState *gs)
{
CGHeroInstance *h = gs->getHero(id);
if (boatId != ObjectInstanceID::NONE)
{
CGObjectInstance *obj = gs->getObjInstance(boatId);
auto * boat = dynamic_cast<CGBoat *>(obj);
if (boat)
{
gs->map->removeBlockVisTiles(boat);
h->attachToBoat(boat);
}
}
//bonus system
h->detachFrom(gs->globalEffects);
h->attachTo(*gs->getPlayerState(player));
auto oldVisitablePos = h->visitablePos();
gs->map->removeBlockVisTiles(h,true);
h->appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, h->type->heroClass->getIndex())->getTemplates().front();
h->setOwner(player);
h->setMovementPoints(h->movementPointsLimit(true));
h->pos = h->convertFromVisitablePos(oldVisitablePos);
gs->map->heroesOnMap.emplace_back(h);
gs->getPlayerState(h->getOwner())->addOwnedObject(h);
gs->map->addBlockVisTiles(h);
h->inTownGarrison = false;
}
void NewObject::applyGs(CGameState *gs)
{
newObject->id = ObjectInstanceID(static_cast<si32>(gs->map->objects.size()));
gs->map->objects.emplace_back(newObject);
gs->map->addBlockVisTiles(newObject);
gs->map->calculateGuardingGreaturePositions();
logGlobal->debug("Added object id=%d; name=%s", newObject->id, newObject->getObjectName());
}
void NewArtifact::applyGs(CGameState *gs)
{
assert(!vstd::contains(gs->map->artInstances, art));
assert(!art->getParentNodes().size());
assert(art->artType);
art->setType(art->artType);
if(art->isCombined())
{
for(const auto & part : art->artType->getConstituents())
art->addPart(ArtifactUtils::createNewArtifactInstance(part), ArtifactPosition::PRE_FIRST);
}
gs->map->addNewArtifactInstance(art);
}
const CStackInstance * StackLocation::getStack()
{
if(!army->hasStackAtSlot(slot))
{
logNetwork->warn("%s don't have a stack at slot %d", army->nodeName(), slot.getNum());
return nullptr;
}
return &army->getStack(slot);
}
struct ObjectRetriever
{
const CArmedInstance * operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
{
return h;
}
const CArmedInstance * operator()(const ConstTransitivePtr<CStackInstance> &s) const
{
return s->armyObj;
}
};
template<typename T>
struct GetBase
{
template <typename TArg>
T * operator()(TArg &arg) const
{
return arg;
}
};
void ChangeStackCount::applyGs(CGameState *gs)
{
auto * srcObj = gs->getArmyInstance(army);
if(!srcObj)
throw std::runtime_error("ChangeStackCount: invalid army object " + std::to_string(army.getNum()) + ", possible game state corruption.");
if(absoluteValue)
srcObj->setStackCount(slot, count);
else
srcObj->changeStackCount(slot, count);
}
void SetStackType::applyGs(CGameState *gs)
{
auto * srcObj = gs->getArmyInstance(army);
if(!srcObj)
throw std::runtime_error("SetStackType: invalid army object " + std::to_string(army.getNum()) + ", possible game state corruption.");
srcObj->setStackType(slot, type);
}
void EraseStack::applyGs(CGameState *gs)
{
auto * srcObj = gs->getArmyInstance(army);
if(!srcObj)
throw std::runtime_error("EraseStack: invalid army object " + std::to_string(army.getNum()) + ", possible game state corruption.");
srcObj->eraseStack(slot);
}
void SwapStacks::applyGs(CGameState *gs)
{
auto * srcObj = gs->getArmyInstance(srcArmy);
if(!srcObj)
throw std::runtime_error("SwapStacks: invalid army object " + std::to_string(srcArmy.getNum()) + ", possible game state corruption.");
auto * dstObj = gs->getArmyInstance(dstArmy);
if(!dstObj)
throw std::runtime_error("SwapStacks: invalid army object " + std::to_string(dstArmy.getNum()) + ", possible game state corruption.");
CStackInstance * s1 = srcObj->detachStack(srcSlot);
CStackInstance * s2 = dstObj->detachStack(dstSlot);
srcObj->putStack(srcSlot, s2);
dstObj->putStack(dstSlot, s1);
}
void InsertNewStack::applyGs(CGameState *gs)
{
if(auto * obj = gs->getArmyInstance(army))
obj->putStack(slot, new CStackInstance(type, count));
else
throw std::runtime_error("InsertNewStack: invalid army object " + std::to_string(army.getNum()) + ", possible game state corruption.");
}
void RebalanceStacks::applyGs(CGameState *gs)
{
auto * srcObj = gs->getArmyInstance(srcArmy);
if(!srcObj)
throw std::runtime_error("RebalanceStacks: invalid army object " + std::to_string(srcArmy.getNum()) + ", possible game state corruption.");
auto * dstObj = gs->getArmyInstance(dstArmy);
if(!dstObj)
throw std::runtime_error("RebalanceStacks: invalid army object " + std::to_string(dstArmy.getNum()) + ", possible game state corruption.");
StackLocation src(srcObj, srcSlot);
StackLocation dst(dstObj, dstSlot);
const CCreature * srcType = src.army->getCreature(src.slot);
TQuantity srcCount = src.army->getStackCount(src.slot);
bool stackExp = VLC->settings()->getBoolean(EGameSettings::MODULE_STACK_EXPERIENCE);
if(srcCount == count) //moving whole stack
{
const auto c = dst.army->getCreature(dst.slot);
if(c) //stack at dest -> merge
{
assert(c == srcType);
const auto srcHero = dynamic_cast<CGHeroInstance*>(src.army.get());
const auto dstHero = dynamic_cast<CGHeroInstance*>(dst.army.get());
auto srcStack = const_cast<CStackInstance*>(src.getStack());
auto dstStack = const_cast<CStackInstance*>(dst.getStack());
if(auto srcArt = srcStack->getArt(ArtifactPosition::CREATURE_SLOT))
{
if(auto dstArt = dstStack->getArt(ArtifactPosition::CREATURE_SLOT))
{
auto dstSlot = ArtifactUtils::getArtBackpackPosition(srcHero, dstArt->getTypeId());
if(srcHero && dstSlot != ArtifactPosition::PRE_FIRST)
{
dstArt->move(*dstStack, ArtifactPosition::CREATURE_SLOT, *srcHero, dstSlot);
}
//else - artifact can be lost :/
else
{
BulkEraseArtifacts ea;
ea.artHolder = dstHero->id;
ea.posPack.emplace_back(ArtifactPosition::CREATURE_SLOT);
ea.creature = dst.slot;
ea.applyGs(gs);
logNetwork->warn("Cannot move artifact! No free slots");
}
srcArt->move(*srcStack, ArtifactPosition::CREATURE_SLOT, *dstStack, ArtifactPosition::CREATURE_SLOT);
//TODO: choose from dialog
}
else //just move to the other slot before stack gets erased
{
srcArt->move(*srcStack, ArtifactPosition::CREATURE_SLOT, *dstStack, ArtifactPosition::CREATURE_SLOT);
}
}
if (stackExp)
{
ui64 totalExp = srcCount * src.army->getStackExperience(src.slot) + dst.army->getStackCount(dst.slot) * dst.army->getStackExperience(dst.slot);
src.army->eraseStack(src.slot);
dst.army->changeStackCount(dst.slot, count);
dst.army->setStackExp(dst.slot, totalExp /(dst.army->getStackCount(dst.slot))); //mean
}
else
{
src.army->eraseStack(src.slot);
dst.army->changeStackCount(dst.slot, count);
}
}
else //move stack to an empty slot, no exp change needed
{
CStackInstance *stackDetached = src.army->detachStack(src.slot);
dst.army->putStack(dst.slot, stackDetached);
}
}
else
{
[[maybe_unused]] const CCreature *c = dst.army->getCreature(dst.slot);
if(c) //stack at dest -> rebalance
{
assert(c == srcType);
if (stackExp)
{
ui64 totalExp = srcCount * src.army->getStackExperience(src.slot) + dst.army->getStackCount(dst.slot) * dst.army->getStackExperience(dst.slot);
src.army->changeStackCount(src.slot, -count);
dst.army->changeStackCount(dst.slot, count);
dst.army->setStackExp(dst.slot, totalExp /(src.army->getStackCount(src.slot) + dst.army->getStackCount(dst.slot))); //mean
}
else
{
src.army->changeStackCount(src.slot, -count);
dst.army->changeStackCount(dst.slot, count);
}
}
else //split stack to an empty slot
{
src.army->changeStackCount(src.slot, -count);
dst.army->addToSlot(dst.slot, srcType->getId(), count, false);
if (stackExp)
dst.army->setStackExp(dst.slot, src.army->getStackExperience(src.slot));
}
}
CBonusSystemNode::treeHasChanged();
}
void BulkRebalanceStacks::applyGs(CGameState *gs)
{
for(auto & move : moves)
move.applyGs(gs);
}
void BulkSmartRebalanceStacks::applyGs(CGameState *gs)
{
for(auto & move : moves)
move.applyGs(gs);
for(auto & change : changes)
change.applyGs(gs);
}
void PutArtifact::applyGs(CGameState *gs)
{
// Ensure that artifact has been correctly added via NewArtifact pack
assert(vstd::contains(gs->map->artInstances, art));
assert(!art->getParentNodes().empty());
auto hero = gs->getHero(al.artHolder);
assert(hero);
assert(art && art->canBePutAt(hero, al.slot));
art->putAt(*hero, al.slot);
}
void BulkEraseArtifacts::applyGs(CGameState *gs)
{
const auto artSet = gs->getArtSet(artHolder);
assert(artSet);
std::sort(posPack.begin(), posPack.end(), [](const ArtifactPosition & slot0, const ArtifactPosition & slot1) -> bool
{
return slot0.num > slot1.num;
});
for(const auto & slot : posPack)
{
const auto slotInfo = artSet->getSlot(slot);
if(slotInfo->locked)
{
logGlobal->debug("Erasing locked artifact: %s", slotInfo->artifact->artType->getNameTranslated());
DisassembledArtifact dis;
dis.al.artHolder = artHolder;
for(auto & slotInfoWorn : artSet->artifactsWorn)
{
auto art = slotInfoWorn.second.artifact;
if(art->isCombined() && art->isPart(slotInfo->getArt()))
{
dis.al.slot = artSet->getArtPos(art);
break;
}
}
assert((dis.al.slot != ArtifactPosition::PRE_FIRST) && "Failed to determine the assembly this locked artifact belongs to");
logGlobal->debug("Found the corresponding assembly: %s", artSet->getArt(dis.al.slot)->artType->getNameTranslated());
dis.applyGs(gs);
}
else
{
logGlobal->debug("Erasing artifact %s", slotInfo->artifact->artType->getNameTranslated());
}
auto art = artSet->getArt(slot);
assert(art);
art->removeFrom(*artSet, slot);
}
}
void BulkMoveArtifacts::applyGs(CGameState *gs)
{
const auto bulkArtsRemove = [](std::vector<LinkedSlots> & artsPack, CArtifactSet & artSet)
{
std::vector<ArtifactPosition> packToRemove;
for(const auto & slotsPair : artsPack)
packToRemove.push_back(slotsPair.srcPos);
std::sort(packToRemove.begin(), packToRemove.end(), [](const ArtifactPosition & slot0, const ArtifactPosition & slot1) -> bool
{
return slot0.num > slot1.num;
});
for(const auto & slot : packToRemove)
{
auto * art = artSet.getArt(slot);
assert(art);
art->removeFrom(artSet, slot);
}
};
const auto bulkArtsPut = [](std::vector<LinkedSlots> & artsPack, CArtifactSet & initArtSet, CArtifactSet & dstArtSet)
{
for(const auto & slotsPair : artsPack)
{
auto * art = initArtSet.getArt(slotsPair.srcPos);
assert(art);
art->putAt(dstArtSet, slotsPair.dstPos);
}
};
auto * leftSet = gs->getArtSet(ArtifactLocation(srcArtHolder, srcCreature));
assert(leftSet);
auto * rightSet = gs->getArtSet(ArtifactLocation(dstArtHolder, dstCreature));
assert(rightSet);
CArtifactFittingSet artInitialSetLeft(*leftSet);
bulkArtsRemove(artsPack0, *leftSet);
if(!artsPack1.empty())
{
CArtifactFittingSet artInitialSetRight(*rightSet);
bulkArtsRemove(artsPack1, *rightSet);
bulkArtsPut(artsPack1, artInitialSetRight, *leftSet);
}
bulkArtsPut(artsPack0, artInitialSetLeft, *rightSet);
}
void AssembledArtifact::applyGs(CGameState *gs)
{
auto hero = gs->getHero(al.artHolder);
assert(hero);
const auto transformedArt = hero->getArt(al.slot);
assert(transformedArt);
assert(vstd::contains_if(ArtifactUtils::assemblyPossibilities(hero, transformedArt->getTypeId()), [=](const CArtifact * art)->bool
{
return art->getId() == builtArt->getId();
}));
const auto transformedArtSlot = hero->getArtPos(transformedArt);
auto * combinedArt = new CArtifactInstance(builtArt);
gs->map->addNewArtifactInstance(combinedArt);
// Find slots for all involved artifacts
std::vector<ArtifactPosition> slotsInvolved;
for(const auto constituent : builtArt->getConstituents())
{
ArtifactPosition slot;
if(transformedArt->getTypeId() == constituent->getId())
slot = transformedArtSlot;
else
slot = hero->getArtPos(constituent->getId(), false, false);
assert(slot != ArtifactPosition::PRE_FIRST);
slotsInvolved.emplace_back(slot);
}
std::sort(slotsInvolved.begin(), slotsInvolved.end(), std::greater<>());
// Find a slot for combined artifact
al.slot = transformedArtSlot;
for(const auto slot : slotsInvolved)
{
if(ArtifactUtils::isSlotEquipment(transformedArtSlot))
{
if(ArtifactUtils::isSlotBackpack(slot))
{
al.slot = ArtifactPosition::BACKPACK_START;
break;
}
if(!vstd::contains(combinedArt->artType->getPossibleSlots().at(hero->bearerType()), al.slot)
&& vstd::contains(combinedArt->artType->getPossibleSlots().at(hero->bearerType()), slot))
al.slot = slot;
}
else
{
if(ArtifactUtils::isSlotBackpack(slot))
al.slot = std::min(al.slot, slot);
}
}
// Delete parts from hero
for(const auto slot : slotsInvolved)
{
const auto constituentInstance = hero->getArt(slot);
constituentInstance->removeFrom(*hero, slot);
if(ArtifactUtils::isSlotEquipment(al.slot) && slot != al.slot)
combinedArt->addPart(constituentInstance, slot);
else
combinedArt->addPart(constituentInstance, ArtifactPosition::PRE_FIRST);
}
// Put new combined artifacts
combinedArt->putAt(*hero, al.slot);
}
void DisassembledArtifact::applyGs(CGameState *gs)
{
auto hero = gs->getHero(al.artHolder);
assert(hero);
auto disassembledArt = hero->getArt(al.slot);
assert(disassembledArt);
auto parts = disassembledArt->getPartsInfo();
disassembledArt->removeFrom(*hero, al.slot);
for(auto & part : parts)
{
// ArtifactPosition::PRE_FIRST is value of main part slot -> it'll replace combined artifact in its pos
auto slot = (ArtifactUtils::isSlotEquipment(part.slot) ? part.slot : al.slot);
disassembledArt->detachFrom(*part.art);
part.art->putAt(*hero, slot);
}
gs->map->eraseArtifactInstance(disassembledArt);
}
void HeroVisit::applyGs(CGameState *gs)
{
}
void SetAvailableArtifacts::applyGs(CGameState *gs)
{
if(id != ObjectInstanceID::NONE)
{
if(auto * bm = dynamic_cast<CGBlackMarket *>(gs->getObjInstance(id)))
{
bm->artifacts = arts;
}
else
{
logNetwork->error("Wrong black market id!");
}
}
else
{
gs->map->townMerchantArtifacts = arts;
}
}
void NewTurn::applyGs(CGameState *gs)
{
gs->day = day;
// Update bonuses before doing anything else so hero don't get more MP than needed
gs->globalEffects.removeBonusesRecursive(Bonus::OneDay); //works for children -> all game objs
gs->globalEffects.reduceBonusDurations(Bonus::NDays);
gs->globalEffects.reduceBonusDurations(Bonus::OneWeek);
//TODO not really a single root hierarchy, what about bonuses placed elsewhere? [not an issue with H3 mechanics but in the future...]
for(auto & manaPack : heroesMana)
manaPack.applyGs(gs);
for(auto & movePack : heroesMovement)
movePack.applyGs(gs);
gs->heroesPool->onNewDay();
for(auto & entry : playerIncome)
{
gs->getPlayerState(entry.first)->resources += entry.second;
gs->getPlayerState(entry.first)->resources.amin(GameConstants::PLAYER_RESOURCES_CAP);
}
for(auto & creatureSet : availableCreatures) //set available creatures in towns
creatureSet.applyGs(gs);
for(CGTownInstance* t : gs->map->towns)
t->built = 0;
if(newRumor)
gs->currentRumor = *newRumor;
}
void SetObjectProperty::applyGs(CGameState *gs)
{
CGObjectInstance *obj = gs->getObjInstance(id);
if(!obj)
{
logNetwork->error("Wrong object ID - property cannot be set!");
return;
}
auto * cai = dynamic_cast<CArmedInstance *>(obj);
if(what == ObjProperty::OWNER && obj->asOwnable())
{
PlayerColor oldOwner = obj->getOwner();
PlayerColor newOwner = identifier.as<PlayerColor>();
if(oldOwner.isValidPlayer())
gs->getPlayerState(oldOwner)->removeOwnedObject(obj);;
if(newOwner.isValidPlayer())
gs->getPlayerState(newOwner)->addOwnedObject(obj);;
}
if(what == ObjProperty::OWNER && cai)
{
if(obj->ID == Obj::TOWN)
{
auto * t = dynamic_cast<CGTownInstance *>(obj);
assert(t);
PlayerColor oldOwner = t->tempOwner;
if(oldOwner.isValidPlayer())
{
auto * state = gs->getPlayerState(oldOwner);
if(state->getTowns().empty())
state->daysWithoutCastle = 0;
}
if(identifier.as<PlayerColor>().isValidPlayer())
{
//reset counter before NewTurn to avoid no town message if game loaded at turn when one already captured
PlayerState * p = gs->getPlayerState(identifier.as<PlayerColor>());
if(p->daysWithoutCastle)
p->daysWithoutCastle = std::nullopt;
}
}
CBonusSystemNode & nodeToMove = cai->whatShouldBeAttached();
nodeToMove.detachFrom(cai->whereShouldBeAttached(gs));
obj->setProperty(what, identifier);
nodeToMove.attachTo(cai->whereShouldBeAttached(gs));
}
else //not an armed instance
{
obj->setProperty(what, identifier);
}
}
void HeroLevelUp::applyGs(CGameState *gs)
{
auto * hero = gs->getHero(heroId);
assert(hero);
hero->levelUp(skills);
}
void CommanderLevelUp::applyGs(CGameState *gs)
{
auto * hero = gs->getHero(heroId);
assert(hero);
auto commander = hero->commander;
assert(commander);
commander->levelUp();
}
void BattleStart::applyGs(CGameState *gs)
{
assert(battleID == gs->nextBattleID);
gs->currentBattles.emplace_back(info);
info->battleID = gs->nextBattleID;
info->localInit();
gs->nextBattleID = BattleID(gs->nextBattleID.getNum() + 1);
}
void BattleNextRound::applyGs(CGameState *gs)
{
gs->getBattle(battleID)->nextRound();
}
void BattleSetActiveStack::applyGs(CGameState *gs)
{
gs->getBattle(battleID)->nextTurn(stack);
}
void BattleTriggerEffect::applyGs(CGameState *gs)
{
CStack * st = gs->getBattle(battleID)->getStack(stackID);
assert(st);
switch(static_cast<BonusType>(effect))
{
case BonusType::HP_REGENERATION:
{
int64_t toHeal = val;
st->heal(toHeal, EHealLevel::HEAL, EHealPower::PERMANENT);
break;
}
case BonusType::MANA_DRAIN:
{
CGHeroInstance * h = gs->getHero(ObjectInstanceID(additionalInfo));
st->drainedMana = true;
h->mana -= val;
vstd::amax(h->mana, 0);
break;
}
case BonusType::POISON:
{
auto b = st->getLocalBonus(Selector::source(BonusSource::SPELL_EFFECT, SpellID(SpellID::POISON))
.And(Selector::type()(BonusType::STACK_HEALTH)));
if (b)
b->val = val;
break;
}
case BonusType::ENCHANTER:
case BonusType::MORALE:
break;
case BonusType::FEAR:
st->fear = true;
break;
default:
logNetwork->error("Unrecognized trigger effect type %d", effect);
}
}
void BattleUpdateGateState::applyGs(CGameState *gs)
{
if(gs->getBattle(battleID))
gs->getBattle(battleID)->si.gateState = state;
}
void BattleCancelled::applyGs(CGameState *gs)
{
auto currentBattle = boost::range::find_if(gs->currentBattles, [&](const auto & battle)
{
return battle->battleID == battleID;
});
assert(currentBattle != gs->currentBattles.end());
gs->currentBattles.erase(currentBattle);
}
void BattleResultAccepted::applyGs(CGameState *gs)
{
// Remove any "until next battle" bonuses
for(auto & res : heroResult)
{
if(res.hero)
res.hero->removeBonusesRecursive(Bonus::OneBattle);
}
if(winnerSide != BattleSide::NONE)
{
// Grow up growing artifacts
const auto hero = heroResult[winnerSide].hero;
if (hero)
{
if(hero->commander && hero->commander->alive)
{
for(auto & art : hero->commander->artifactsWorn)
art.second.artifact->growingUp();
}
for(auto & art : hero->artifactsWorn)
{
art.second.artifact->growingUp();
}
}
}
if(VLC->settings()->getBoolean(EGameSettings::MODULE_STACK_EXPERIENCE))
{
if(heroResult[BattleSide::ATTACKER].army)
heroResult[BattleSide::ATTACKER].army->giveStackExp(heroResult[BattleSide::ATTACKER].exp);
if(heroResult[BattleSide::DEFENDER].army)
heroResult[BattleSide::DEFENDER].army->giveStackExp(heroResult[BattleSide::DEFENDER].exp);
CBonusSystemNode::treeHasChanged();
}
auto currentBattle = boost::range::find_if(gs->currentBattles, [&](const auto & battle)
{
return battle->battleID == battleID;
});
assert(currentBattle != gs->currentBattles.end());
gs->currentBattles.erase(currentBattle);
}
void BattleLogMessage::applyGs(CGameState *gs)
{
//nothing
}
void BattleLogMessage::applyBattle(IBattleState * battleState)
{
//nothing
}
void BattleStackMoved::applyGs(CGameState *gs)
{
applyBattle(gs->getBattle(battleID));
}
void BattleStackMoved::applyBattle(IBattleState * battleState)
{
battleState->moveUnit(stack, tilesToMove.back());
}
void BattleStackAttacked::applyGs(CGameState *gs)
{
applyBattle(gs->getBattle(battleID));
}
void BattleStackAttacked::applyBattle(IBattleState * battleState)
{
battleState->setUnitState(newState.id, newState.data, newState.healthDelta);
}
void BattleAttack::applyGs(CGameState *gs)
{
CStack * attacker = gs->getBattle(battleID)->getStack(stackAttacking);
assert(attacker);
attackerChanges.applyGs(gs);
for(BattleStackAttacked & stackAttacked : bsa)
stackAttacked.applyGs(gs);
attacker->removeBonusesRecursive(Bonus::UntilAttack);
if(!this->counter())
attacker->removeBonusesRecursive(Bonus::UntilOwnAttack);
}
void StartAction::applyGs(CGameState *gs)
{
CStack *st = gs->getBattle(battleID)->getStack(ba.stackNumber);
if(ba.actionType == EActionType::END_TACTIC_PHASE)
{
gs->getBattle(battleID)->tacticDistance = 0;
return;
}
if(gs->getBattle(battleID)->tacticDistance)
{
// moves in tactics phase do not affect creature status
// (tactics stack queue is managed by client)
return;
}
if (ba.isUnitAction())
{
assert(st); // stack must exists for all non-hero actions
switch(ba.actionType)
{
case EActionType::DEFEND:
st->waiting = false;
st->defending = true;
st->defendingAnim = true;
break;
case EActionType::WAIT:
st->defendingAnim = false;
st->waiting = true;
st->waitedThisTurn = true;
break;
case EActionType::HERO_SPELL: //no change in current stack state
break;
default: //any active stack action - attack, catapult, heal, spell...
st->waiting = false;
st->defendingAnim = false;
st->movedThisRound = true;
break;
}
}
else
{
if(ba.actionType == EActionType::HERO_SPELL)
gs->getBattle(battleID)->getSide(ba.side).usedSpellsHistory.push_back(ba.spell);
}
}
void BattleSpellCast::applyGs(CGameState *gs)
{
if(castByHero && side != BattleSide::NONE)
gs->getBattle(battleID)->getSide(side).castSpellsCount++;
}
void SetStackEffect::applyGs(CGameState *gs)
{
applyBattle(gs->getBattle(battleID));
}
void SetStackEffect::applyBattle(IBattleState * battleState)
{
for(const auto & stackData : toRemove)
battleState->removeUnitBonus(stackData.first, stackData.second);
for(const auto & stackData : toUpdate)
battleState->updateUnitBonus(stackData.first, stackData.second);
for(const auto & stackData : toAdd)
battleState->addUnitBonus(stackData.first, stackData.second);
}
void StacksInjured::applyGs(CGameState *gs)
{
applyBattle(gs->getBattle(battleID));
}
void StacksInjured::applyBattle(IBattleState * battleState)
{
for(BattleStackAttacked stackAttacked : stacks)
stackAttacked.applyBattle(battleState);
}
void BattleUnitsChanged::applyGs(CGameState *gs)
{
applyBattle(gs->getBattle(battleID));
}
void BattleUnitsChanged::applyBattle(IBattleState * battleState)
{
for(auto & elem : changedStacks)
{
switch(elem.operation)
{
case BattleChanges::EOperation::RESET_STATE:
battleState->setUnitState(elem.id, elem.data, elem.healthDelta);
break;
case BattleChanges::EOperation::REMOVE:
battleState->removeUnit(elem.id);
break;
case BattleChanges::EOperation::ADD:
battleState->addUnit(elem.id, elem.data);
break;
case BattleChanges::EOperation::UPDATE:
battleState->updateUnit(elem.id, elem.data);
break;
default:
logNetwork->error("Unknown unit operation %d", static_cast<int>(elem.operation));
break;
}
}
}
void BattleObstaclesChanged::applyGs(CGameState *gs)
{
applyBattle(gs->getBattle(battleID));
}
void BattleObstaclesChanged::applyBattle(IBattleState * battleState)
{
for(const auto & change : changes)
{
switch(change.operation)
{
case BattleChanges::EOperation::REMOVE:
battleState->removeObstacle(change.id);
break;
case BattleChanges::EOperation::ADD:
battleState->addObstacle(change);
break;
case BattleChanges::EOperation::UPDATE:
battleState->updateObstacle(change);
break;
default:
logNetwork->error("Unknown obstacle operation %d", static_cast<int>(change.operation));
break;
}
}
}
CatapultAttack::CatapultAttack() = default;
CatapultAttack::~CatapultAttack() = default;
void CatapultAttack::applyGs(CGameState *gs)
{
applyBattle(gs->getBattle(battleID));
}
void CatapultAttack::visitTyped(ICPackVisitor & visitor)
{
visitor.visitCatapultAttack(*this);
}
void CatapultAttack::applyBattle(IBattleState * battleState)
{
const auto * town = battleState->getDefendedTown();
if(!town)
return;
if(town->fortificationsLevel().wallsHealth == 0)
return;
for(const auto & part : attackedParts)
{
auto newWallState = SiegeInfo::applyDamage(battleState->getWallState(part.attackedPart), part.damageDealt);
battleState->setWallState(part.attackedPart, newWallState);
}
}
void BattleSetStackProperty::applyGs(CGameState *gs)
{
CStack * stack = gs->getBattle(battleID)->getStack(stackID, false);
switch(which)
{
case CASTS:
{
if(absolute)
logNetwork->error("Can not change casts in absolute mode");
else
stack->casts.use(-val);
break;
}
case ENCHANTER_COUNTER:
{
auto & counter = gs->getBattle(battleID)->getSide(gs->getBattle(battleID)->whatSide(stack->unitOwner())).enchanterCounter;
if(absolute)
counter = val;
else
counter += val;
vstd::amax(counter, 0);
break;
}
case UNBIND:
{
stack->removeBonusesRecursive(Selector::type()(BonusType::BIND_EFFECT));
break;
}
case CLONED:
{
stack->cloned = true;
break;
}
case HAS_CLONE:
{
stack->cloneID = val;
break;
}
}
}
void PlayerCheated::applyGs(CGameState *gs)
{
if(!player.isValidPlayer())
return;
gs->getPlayerState(player)->enteredLosingCheatCode = losingCheatCode;
gs->getPlayerState(player)->enteredWinningCheatCode = winningCheatCode;
gs->getPlayerState(player)->cheated = true;
}
void PlayerStartsTurn::applyGs(CGameState *gs)
{
//assert(gs->actingPlayers.count(player) == 0);//Legal - may happen after loading of deserialized map state
gs->actingPlayers.insert(player);
}
void PlayerEndsTurn::applyGs(CGameState *gs)
{
assert(gs->actingPlayers.count(player) == 1);
gs->actingPlayers.erase(player);
}
void DaysWithoutTown::applyGs(CGameState *gs)
{
auto & playerState = gs->players[player];
playerState.daysWithoutCastle = daysWithoutCastle;
}
void TurnTimeUpdate::applyGs(CGameState *gs)
{
auto & playerState = gs->players[player];
playerState.turnTimer = turnTimer;
}
void EntitiesChanged::applyGs(CGameState *gs)
{
for(const auto & change : changes)
gs->updateEntity(change.metatype, change.entityIndex, change.data);
}
void SetRewardableConfiguration::applyGs(CGameState *gs)
{
auto * objectPtr = gs->getObjInstance(objectID);
if (!buildingID.hasValue())
{
auto * rewardablePtr = dynamic_cast<CRewardableObject *>(objectPtr);
assert(rewardablePtr);
rewardablePtr->configuration = configuration;
}
else
{
auto * townPtr = dynamic_cast<CGTownInstance*>(objectPtr);
TownBuildingInstance * buildingPtr = nullptr;
for (auto & building : townPtr->rewardableBuildings)
if (building.second->getBuildingType() == buildingID)
buildingPtr = building.second;
auto * rewardablePtr = dynamic_cast<TownRewardableBuildingInstance *>(buildingPtr);
assert(rewardablePtr);
rewardablePtr->configuration = configuration;
}
}
void SetBankConfiguration::applyGs(CGameState *gs)
{
auto * objectPtr = gs->getObjInstance(objectID);
auto * bankPtr = dynamic_cast<CBank *>(objectPtr);
assert(bankPtr);
bankPtr->setConfig(configuration);
}
const CArtifactInstance * ArtSlotInfo::getArt() const
{
if(locked)
{
logNetwork->warn("ArtifactLocation::getArt: This location is locked!");
return nullptr;
}
return artifact;
}
VCMI_LIB_NAMESPACE_END