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vcmi/server/CGameHandler.cpp
2017-08-12 14:36:37 +03:00

6539 lines
195 KiB
C++

/*
* CGameHandler.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "../lib/filesystem/Filesystem.h"
#include "../lib/filesystem/FileInfo.h"
#include "../lib/int3.h"
#include "../lib/mapping/CCampaignHandler.h"
#include "../lib/StartInfo.h"
#include "../lib/CModHandler.h"
#include "../lib/CArtHandler.h"
#include "../lib/CBuildingHandler.h"
#include "../lib/CHeroHandler.h"
#include "../lib/spells/CSpellHandler.h"
#include "../lib/spells/ISpellMechanics.h"
#include "../lib/CGeneralTextHandler.h"
#include "../lib/CTownHandler.h"
#include "../lib/CCreatureHandler.h"
#include "../lib/CGameState.h"
#include "../lib/CStack.h"
#include "../lib/battle/BattleInfo.h"
#include "../lib/CondSh.h"
#include "../lib/NetPacks.h"
#include "../lib/VCMI_Lib.h"
#include "../lib/mapping/CMap.h"
#include "../lib/rmg/CMapGenOptions.h"
#include "../lib/VCMIDirs.h"
#include "../lib/ScopeGuard.h"
#include "../lib/CSoundBase.h"
#include "CGameHandler.h"
#include "CVCMIServer.h"
#include "../lib/CCreatureSet.h"
#include "../lib/CThreadHelper.h"
#include "../lib/GameConstants.h"
#include "../lib/registerTypes/RegisterTypes.h"
#include "../lib/serializer/CTypeList.h"
#include "../lib/serializer/Connection.h"
#ifndef _MSC_VER
#include <boost/thread/xtime.hpp>
#endif
extern std::atomic<bool> serverShuttingDown;
#ifdef min
#undef min
#endif
#ifdef max
#undef max
#endif
#define COMPLAIN_RET_IF(cond, txt) do {if (cond){complain(txt); return;}} while(0)
#define COMPLAIN_RET_FALSE_IF(cond, txt) do {if (cond){complain(txt); return false;}} while(0)
#define COMPLAIN_RET(txt) {complain(txt); return false;}
#define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
class ServerSpellCastEnvironment: public SpellCastEnvironment
{
public:
ServerSpellCastEnvironment(CGameHandler * gh);
~ServerSpellCastEnvironment(){};
void sendAndApply(CPackForClient * info) const override;
CRandomGenerator & getRandomGenerator() const override;
void complain(const std::string & problem) const override;
const CMap * getMap() const override;
const CGameInfoCallback * getCb() const override;
bool moveHero(ObjectInstanceID hid, int3 dst, bool teleporting) const override;
void genericQuery(Query * request, PlayerColor color, std::function<void(const JsonNode &)> callback) const override;
private:
mutable CGameHandler * gh;
};
CondSh<bool> battleMadeAction(false);
CondSh<BattleResult *> battleResult(nullptr);
template <typename T> class CApplyOnGH;
class CBaseForGHApply
{
public:
virtual bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const =0;
virtual ~CBaseForGHApply(){}
template<typename U> static CBaseForGHApply *getApplier(const U * t=nullptr)
{
return new CApplyOnGH<U>();
}
};
template <typename T> class CApplyOnGH : public CBaseForGHApply
{
public:
bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const override
{
T *ptr = static_cast<T*>(pack);
ptr->c = c;
ptr->player = player;
return ptr->applyGh(gh);
}
};
template <>
class CApplyOnGH<CPack> : public CBaseForGHApply
{
public:
bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const override
{
logGlobal->error("Cannot apply on GH plain CPack!");
assert(0);
return false;
}
};
static CApplier<CBaseForGHApply> *applier = nullptr;
CMP_stack cmpst ;
static inline double distance(int3 a, int3 b)
{
return std::sqrt((double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y));
}
static void giveExp(BattleResult &r)
{
if (r.winner > 1)
{
// draw
return;
}
r.exp[0] = 0;
r.exp[1] = 0;
for (auto i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
{
r.exp[r.winner] += VLC->creh->creatures.at(i->first)->valOfBonuses(Bonus::STACK_HEALTH) * i->second;
}
}
static void summonGuardiansHelper(std::vector<BattleHex> & output, const BattleHex & targetPosition, ui8 side, bool targetIsTwoHex) //return hexes for summoning two hex monsters in output, target = unit to guard
{
int x = targetPosition.getX();
int y = targetPosition.getY();
const bool targetIsAttacker = side == BattleSide::ATTACKER;
if (targetIsAttacker) //handle front guardians, TODO: should we handle situation when units start battle near opposite side of the battlefield? Cannot happen in normal H3...
BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
else
BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
//guardian spawn locations for four default position cases for attacker and defender, non-default starting location for att and def is handled in first two if's
if (targetIsAttacker && ((y % 2 == 0) || (x > 1)))
{
if (targetIsTwoHex && (y % 2 == 1) && (x == 2)) //handle exceptional case
{
BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
}
else
{ //add back-side guardians for two-hex target, side guardians for one-hex
BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_LEFT : BattleHex::EDir::TOP_RIGHT, false), output);
BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_LEFT : BattleHex::EDir::BOTTOM_RIGHT, false), output);
if (!targetIsTwoHex && x > 2) //back guard for one-hex
BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false), output);
else if (targetIsTwoHex)//front-side guardians for two-hex target
{
BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
if (x > 3) //back guard for two-hex
BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
}
}
}
else if (!targetIsAttacker && ((y % 2 == 1) || (x < GameConstants::BFIELD_WIDTH - 2)))
{
if (targetIsTwoHex && (y % 2 == 0) && (x == GameConstants::BFIELD_WIDTH - 3)) //handle exceptional case... equivalent for above for defender side
{
BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
}
else
{
BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_RIGHT : BattleHex::EDir::TOP_LEFT, false), output);
BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_RIGHT : BattleHex::EDir::BOTTOM_LEFT, false), output);
if (!targetIsTwoHex && x < GameConstants::BFIELD_WIDTH - 3)
BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false), output);
else if (targetIsTwoHex)
{
BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
if (x < GameConstants::BFIELD_WIDTH - 4)
BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
}
}
}
else if (!targetIsAttacker && y % 2 == 0)
{
BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
}
else if (targetIsAttacker && y % 2 == 1)
{
BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
}
}
PlayerStatus PlayerStatuses::operator[](PlayerColor player)
{
boost::unique_lock<boost::mutex> l(mx);
if (players.find(player) != players.end())
{
return players.at(player);
}
else
{
throw std::runtime_error("No such player!");
}
}
void PlayerStatuses::addPlayer(PlayerColor player)
{
boost::unique_lock<boost::mutex> l(mx);
players[player];
}
bool PlayerStatuses::checkFlag(PlayerColor player, bool PlayerStatus::*flag)
{
boost::unique_lock<boost::mutex> l(mx);
if (players.find(player) != players.end())
{
return players[player].*flag;
}
else
{
throw std::runtime_error("No such player!");
}
}
void PlayerStatuses::setFlag(PlayerColor player, bool PlayerStatus::*flag, bool val)
{
boost::unique_lock<boost::mutex> l(mx);
if (players.find(player) != players.end())
{
players[player].*flag = val;
}
else
{
throw std::runtime_error("No such player!");
}
cv.notify_all();
}
template <typename T>
void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
{
fun(args[which]);
}
void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
{
changeSecSkill(hero, skill, 1, 0);
expGiven(hero);
}
void CGameHandler::levelUpHero(const CGHeroInstance * hero)
{
// required exp for at least 1 lvl-up hasn't been reached
if (!hero->gainsLevel())
{
return;
}
// give primary skill
logGlobal->trace("%s got level %d", hero->name, hero->level);
auto primarySkill = hero->nextPrimarySkill(getRandomGenerator());
SetPrimSkill sps;
sps.id = hero->id;
sps.which = primarySkill;
sps.abs = false;
sps.val = 1;
sendAndApply(&sps);
PrepareHeroLevelUp pre;
pre.hero = hero;
sendAndApply(&pre);
HeroLevelUp hlu;
hlu.hero = hero;
hlu.primskill = primarySkill;
hlu.skills = pre.skills;
if (hlu.skills.size() == 0)
{
sendAndApply(&hlu);
levelUpHero(hero);
}
else if (hlu.skills.size() == 1)
{
sendAndApply(&hlu);
levelUpHero(hero, pre.skills.front());
}
else if (hlu.skills.size() > 1)
{
auto levelUpQuery = std::make_shared<CHeroLevelUpDialogQuery>(this, hlu);
hlu.queryID = levelUpQuery->queryID;
queries.addQuery(levelUpQuery);
sendAndApply(&hlu);
//level up will be called on query reply
}
}
void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
{
SetCommanderProperty scp;
auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
if (hero)
scp.heroid = hero->id;
else
{
complain ("Commander is not led by hero!");
return;
}
scp.accumulatedBonus.subtype = 0;
scp.accumulatedBonus.additionalInfo = 0;
scp.accumulatedBonus.duration = Bonus::PERMANENT;
scp.accumulatedBonus.turnsRemain = 0;
scp.accumulatedBonus.source = Bonus::COMMANDER;
scp.accumulatedBonus.valType = Bonus::BASE_NUMBER;
if (skill <= ECommander::SPELL_POWER)
{
scp.which = SetCommanderProperty::BONUS;
auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
{
int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
return skillLevels.at(skill).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skill).at(secondarySkills.at(s)-1) : 0);
};
switch (skill)
{
case ECommander::ATTACK:
scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
scp.accumulatedBonus.subtype = PrimarySkill::ATTACK;
break;
case ECommander::DEFENSE:
scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
scp.accumulatedBonus.subtype = PrimarySkill::DEFENSE;
break;
case ECommander::HEALTH:
scp.accumulatedBonus.type = Bonus::STACK_HEALTH;
scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
break;
case ECommander::DAMAGE:
scp.accumulatedBonus.type = Bonus::CREATURE_DAMAGE;
scp.accumulatedBonus.subtype = 0;
scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
break;
case ECommander::SPEED:
scp.accumulatedBonus.type = Bonus::STACKS_SPEED;
break;
case ECommander::SPELL_POWER:
scp.accumulatedBonus.type = Bonus::MAGIC_RESISTANCE;
scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
sendAndApply (&scp); //additional pack
scp.accumulatedBonus.type = Bonus::CREATURE_SPELL_POWER;
scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
sendAndApply (&scp); //additional pack
scp.accumulatedBonus.type = Bonus::CASTS;
scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
sendAndApply (&scp); //additional pack
scp.accumulatedBonus.type = Bonus::CREATURE_ENCHANT_POWER; //send normally
break;
}
scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
sendAndApply (&scp);
scp.which = SetCommanderProperty::SECONDARY_SKILL;
scp.additionalInfo = skill;
scp.amount = c->secondarySkills.at(skill) + 1;
sendAndApply (&scp);
}
else if (skill >= 100)
{
scp.which = SetCommanderProperty::SPECIAL_SKILL;
scp.accumulatedBonus = *VLC->creh->skillRequirements.at(skill-100).first;
scp.additionalInfo = skill; //unnormalized
sendAndApply (&scp);
}
expGiven(hero);
}
void CGameHandler::levelUpCommander(const CCommanderInstance * c)
{
if (!c->gainsLevel())
{
return;
}
CommanderLevelUp clu;
auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
if (hero)
clu.hero = hero;
else
{
complain ("Commander is not led by hero!");
return;
}
//picking sec. skills for choice
for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
{
if (c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL)
clu.skills.push_back(i);
}
int i = 100;
for (auto specialSkill : VLC->creh->skillRequirements)
{
if (c->secondarySkills.at(specialSkill.second.first) == ECommander::MAX_SKILL_LEVEL
&& c->secondarySkills.at(specialSkill.second.second) == ECommander::MAX_SKILL_LEVEL
&& !vstd::contains (c->specialSKills, i))
clu.skills.push_back (i);
++i;
}
int skillAmount = clu.skills.size();
if (!skillAmount)
{
sendAndApply(&clu);
levelUpCommander(c);
}
else if (skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
{
sendAndApply(&clu);
levelUpCommander(c, *RandomGeneratorUtil::nextItem(clu.skills, getRandomGenerator()));
}
else if (skillAmount > 1) //apply and ask for secondary skill
{
auto commanderLevelUp = std::make_shared<CCommanderLevelUpDialogQuery>(this, clu);
clu.queryID = commanderLevelUp->queryID;
queries.addQuery(commanderLevelUp);
sendAndApply(&clu);
}
}
void CGameHandler::expGiven(const CGHeroInstance *hero)
{
if (hero->gainsLevel())
levelUpHero(hero);
else if (hero->commander && hero->commander->gainsLevel())
levelUpCommander(hero->commander);
//if (hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())
// levelUpCommander(hero->commander);
// else
// levelUpHero(hero);
}
void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs)
{
if (which == PrimarySkill::EXPERIENCE) // Check if scenario limit reached
{
if (gs->map->levelLimit != 0)
{
TExpType expLimit = VLC->heroh->reqExp(gs->map->levelLimit);
TExpType resultingExp = abs ? val : hero->exp + val;
if (resultingExp > expLimit)
{
// set given experience to max possible, but don't decrease if hero already over top
abs = true;
val = std::max(expLimit, hero->exp);
InfoWindow iw;
iw.player = hero->tempOwner;
iw.text.addTxt(MetaString::GENERAL_TXT, 1); //can gain no more XP
iw.text.addReplacement(hero->name);
sendAndApply(&iw);
}
}
}
SetPrimSkill sps;
sps.id = hero->id;
sps.which = which;
sps.abs = abs;
sps.val = val;
sendAndApply(&sps);
//only for exp - hero may level up
if (which == PrimarySkill::EXPERIENCE)
{
if (hero->commander && hero->commander->alive)
{
//FIXME: trim experience according to map limit?
SetCommanderProperty scp;
scp.heroid = hero->id;
scp.which = SetCommanderProperty::EXPERIENCE;
scp.amount = val;
sendAndApply (&scp);
CBonusSystemNode::treeHasChanged();
}
expGiven(hero);
}
}
void CGameHandler::changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs)
{
if(!hero)
{
logGlobal->error("changeSecSkill provided no hero");
return;
}
SetSecSkill sss;
sss.id = hero->id;
sss.which = which;
sss.val = val;
sss.abs = abs;
sendAndApply(&sss);
if (which == SecondarySkill::WISDOM)
{
if (hero->visitedTown)
giveSpells(hero->visitedTown, hero);
}
}
void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
{
LOG_TRACE(logGlobal);
//Fill BattleResult structure with exp info
giveExp(*battleResult.data);
if (battleResult.get()->result == BattleResult::NORMAL) // give 500 exp for defeating hero, unless he escaped
{
if (hero1)
battleResult.data->exp[1] += 500;
if (hero2)
battleResult.data->exp[0] += 500;
}
if (hero1)
battleResult.data->exp[0] = hero1->calculateXp(battleResult.data->exp[0]);//scholar skill
if (hero2)
battleResult.data->exp[1] = hero2->calculateXp(battleResult.data->exp[1]);
const CArmedInstance *bEndArmy1 = gs->curB->sides.at(0).armyObject;
const CArmedInstance *bEndArmy2 = gs->curB->sides.at(1).armyObject;
const BattleResult::EResult result = battleResult.get()->result;
auto findBattleQuery = [this]() -> std::shared_ptr<CBattleQuery>
{
for (auto &q : queries.allQueries())
{
if (auto bq = std::dynamic_pointer_cast<CBattleQuery>(q))
if (bq->bi == gs->curB)
return bq;
}
return std::shared_ptr<CBattleQuery>();
};
auto battleQuery = findBattleQuery();
if (!battleQuery)
{
logGlobal->error("Cannot find battle query!");
}
if (battleQuery != queries.topQuery(gs->curB->sides[0].color))
complain("Player " + boost::lexical_cast<std::string>(gs->curB->sides[0].color) + " although in battle has no battle query at the top!");
battleQuery->result = boost::make_optional(*battleResult.data);
//Check how many battle queries were created (number of players blocked by battle)
const int queriedPlayers = battleQuery ? boost::count(queries.allQueries(), battleQuery) : 0;
finishingBattle = make_unique<FinishingBattleHelper>(battleQuery, queriedPlayers);
CasualtiesAfterBattle cab1(bEndArmy1, gs->curB), cab2(bEndArmy2, gs->curB); //calculate casualties before deleting battle
ChangeSpells cs; //for Eagle Eye
if (finishingBattle->winnerHero)
{
if (int eagleEyeLevel = finishingBattle->winnerHero->getSecSkillLevel(SecondarySkill::EAGLE_EYE))
{
int maxLevel = eagleEyeLevel + 1;
double eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::EAGLE_EYE);
for (const CSpell *sp : gs->curB->sides.at(!battleResult.data->winner).usedSpellsHistory)
if (sp->level <= maxLevel && !vstd::contains(finishingBattle->winnerHero->spells, sp->id) && getRandomGenerator().nextInt(99) < eagleEyeChance)
cs.spells.insert(sp->id);
}
}
std::vector<const CArtifactInstance *> arts; //display them in window
if (result == BattleResult::NORMAL && finishingBattle->winnerHero)
{
auto sendMoveArtifact = [&](const CArtifactInstance *art, MoveArtifact *ma)
{
arts.push_back(art);
ma->dst = ArtifactLocation(finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
sendAndApply(ma);
};
if (finishingBattle->loserHero)
{
//TODO: wrap it into a function, somehow (boost::variant -_-)
auto artifactsWorn = finishingBattle->loserHero->artifactsWorn;
for (auto artSlot : artifactsWorn)
{
MoveArtifact ma;
ma.src = ArtifactLocation(finishingBattle->loserHero, artSlot.first);
const CArtifactInstance * art = ma.src.getArt();
if (art && !art->artType->isBig() &&
art->artType->id != ArtifactID::SPELLBOOK)
// don't move war machines or locked arts (spellbook)
{
sendMoveArtifact(art, &ma);
}
}
while(!finishingBattle->loserHero->artifactsInBackpack.empty())
{
//we assume that no big artifacts can be found
MoveArtifact ma;
ma.src = ArtifactLocation(finishingBattle->loserHero,
ArtifactPosition(GameConstants::BACKPACK_START)); //backpack automatically shifts arts to beginning
const CArtifactInstance * art = ma.src.getArt();
if (art->artType->id != ArtifactID::GRAIL) //grail may not be won
{
sendMoveArtifact(art, &ma);
}
}
if (finishingBattle->loserHero->commander) //TODO: what if commanders belong to no hero?
{
artifactsWorn = finishingBattle->loserHero->commander->artifactsWorn;
for (auto artSlot : artifactsWorn)
{
MoveArtifact ma;
ma.src = ArtifactLocation(finishingBattle->loserHero->commander.get(), artSlot.first);
const CArtifactInstance * art = ma.src.getArt();
if (art && !art->artType->isBig())
{
sendMoveArtifact(art, &ma);
}
}
}
}
for (auto armySlot : gs->curB->battleGetArmyObject(!battleResult.data->winner)->stacks)
{
auto artifactsWorn = armySlot.second->artifactsWorn;
for (auto artSlot : artifactsWorn)
{
MoveArtifact ma;
ma.src = ArtifactLocation(armySlot.second, artSlot.first);
const CArtifactInstance * art = ma.src.getArt();
if (art && !art->artType->isBig())
{
sendMoveArtifact(art, &ma);
}
}
}
}
sendAndApply(battleResult.data); //after this point casualties objects are destroyed
if (arts.size()) //display loot
{
InfoWindow iw;
iw.player = finishingBattle->winnerHero->tempOwner;
iw.text.addTxt (MetaString::GENERAL_TXT, 30); //You have captured enemy artifact
for (auto art : arts) //TODO; separate function to display loot for various ojects?
{
iw.components.push_back(Component(
Component::ARTIFACT, art->artType->id,
art->artType->id == ArtifactID::SPELL_SCROLL? art->getGivenSpellID() : 0, 0));
if (iw.components.size() >= 14)
{
sendAndApply(&iw);
iw.components.clear();
}
}
if (iw.components.size())
{
sendAndApply(&iw);
}
}
//Eagle Eye secondary skill handling
if (!cs.spells.empty())
{
cs.learn = 1;
cs.hid = finishingBattle->winnerHero->id;
InfoWindow iw;
iw.player = finishingBattle->winnerHero->tempOwner;
iw.text.addTxt(MetaString::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
iw.text.addReplacement(finishingBattle->winnerHero->name);
std::ostringstream names;
for (int i = 0; i < cs.spells.size(); i++)
{
names << "%s";
if (i < cs.spells.size() - 2)
names << ", ";
else if (i < cs.spells.size() - 1)
names << "%s";
}
names << ".";
iw.text.addReplacement(names.str());
auto it = cs.spells.begin();
for (int i = 0; i < cs.spells.size(); i++, it++)
{
iw.text.addReplacement(MetaString::SPELL_NAME, it->toEnum());
if (i == cs.spells.size() - 2) //we just added pre-last name
iw.text.addReplacement(MetaString::GENERAL_TXT, 141); // " and "
iw.components.push_back(Component(Component::SPELL, *it, 0, 0));
}
sendAndApply(&iw);
sendAndApply(&cs);
}
cab1.updateArmy(this);
cab2.updateArmy(this); //take casualties after battle is deleted
//if one hero has lost we will erase him
if (battleResult.data->winner!=0 && hero1)
{
RemoveObject ro(hero1->id);
sendAndApply(&ro);
}
if (battleResult.data->winner!=1 && hero2)
{
auto town = hero2->visitedTown;
RemoveObject ro(hero2->id);
sendAndApply(&ro);
if (town && !town->garrisonHero) // TODO: that must be called from CGHeroInstance or CGTownInstance
town->battleFinished(hero1, *battleResult.get());
}
//give exp
if (battleResult.data->exp[0] && hero1 && battleResult.get()->winner == 0)
changePrimSkill(hero1, PrimarySkill::EXPERIENCE, battleResult.data->exp[0]);
else if (battleResult.data->exp[1] && hero2 && battleResult.get()->winner == 1)
changePrimSkill(hero2, PrimarySkill::EXPERIENCE, battleResult.data->exp[1]);
queries.popIfTop(battleQuery);
//--> continuation (battleAfterLevelUp) occurs after level-up queries are handled or on removing query (above)
}
void CGameHandler::battleAfterLevelUp(const BattleResult &result)
{
LOG_TRACE(logGlobal);
finishingBattle->remainingBattleQueriesCount--;
logGlobal->trace("Decremented queries count to %d", finishingBattle->remainingBattleQueriesCount);
if (finishingBattle->remainingBattleQueriesCount > 0)
//Battle results will be handled when all battle queries are closed
return;
//TODO consider if we really want it to work like above. ATM each player as unblocked as soon as possible
// but the battle consequences are applied after final player is unblocked. Hard to abuse...
// Still, it looks like a hole.
// Necromancy if applicable.
const CStackBasicDescriptor raisedStack = finishingBattle->winnerHero ? finishingBattle->winnerHero->calculateNecromancy(*battleResult.data) : CStackBasicDescriptor();
// Give raised units to winner and show dialog, if any were raised,
// units will be given after casualties are taken
const SlotID necroSlot = raisedStack.type ? finishingBattle->winnerHero->getSlotFor(raisedStack.type) : SlotID();
if (necroSlot != SlotID())
{
finishingBattle->winnerHero->showNecromancyDialog(raisedStack, getRandomGenerator());
addToSlot(StackLocation(finishingBattle->winnerHero, necroSlot), raisedStack.type, raisedStack.count);
}
BattleResultsApplied resultsApplied;
resultsApplied.player1 = finishingBattle->victor;
resultsApplied.player2 = finishingBattle->loser;
sendAndApply(&resultsApplied);
setBattle(nullptr);
if (visitObjectAfterVictory && result.winner==0 && !finishingBattle->winnerHero->stacks.empty())
{
logGlobal->trace("post-victory visit");
visitObjectOnTile(*getTile(finishingBattle->winnerHero->getPosition()), finishingBattle->winnerHero);
}
visitObjectAfterVictory = false;
//handle victory/loss of engaged players
std::set<PlayerColor> playerColors = {finishingBattle->loser, finishingBattle->victor};
checkVictoryLossConditions(playerColors);
if (result.result == BattleResult::SURRENDER || result.result == BattleResult::ESCAPE) //loser has escaped or surrendered
{
SetAvailableHeroes sah;
sah.player = finishingBattle->loser;
sah.hid[0] = finishingBattle->loserHero->subID;
if (result.result == BattleResult::ESCAPE) //retreat
{
sah.army[0].clear();
sah.army[0].setCreature(SlotID(0), finishingBattle->loserHero->type->initialArmy.at(0).creature, 1);
}
if (const CGHeroInstance *another = getPlayer(finishingBattle->loser)->availableHeroes.at(0))
sah.hid[1] = another->subID;
else
sah.hid[1] = -1;
sendAndApply(&sah);
}
if (result.winner != 2 && finishingBattle->winnerHero && finishingBattle->winnerHero->stacks.empty())
{
RemoveObject ro(finishingBattle->winnerHero->id);
sendAndApply(&ro);
if (VLC->modh->settings.WINNING_HERO_WITH_NO_TROOPS_RETREATS)
{
SetAvailableHeroes sah;
sah.player = finishingBattle->victor;
sah.hid[0] = finishingBattle->winnerHero->subID;
sah.army[0].clear();
sah.army[0].setCreature(SlotID(0), finishingBattle->winnerHero->type->initialArmy.at(0).creature, 1);
if (const CGHeroInstance *another = getPlayer(finishingBattle->victor)->availableHeroes.at(0))
sah.hid[1] = another->subID;
else
sah.hid[1] = -1;
sendAndApply(&sah);
}
}
}
void CGameHandler::prepareAttack(BattleAttack &bat, const CStack *att, const CStack *def, int distance, int targetHex)
{
bat.bsa.clear();
bat.stackAttacking = att->ID;
const int attackerLuck = att->LuckVal();
auto sideHeroBlocksLuck = [](const SideInBattle &side){ return NBonus::hasOfType(side.hero, Bonus::BLOCK_LUCK); };
if (!vstd::contains_if (gs->curB->sides, sideHeroBlocksLuck))
{
if (attackerLuck > 0 && getRandomGenerator().nextInt(23) < attackerLuck)
{
bat.flags |= BattleAttack::LUCKY;
}
if (VLC->modh->settings.data["hardcodedFeatures"]["NEGATIVE_LUCK"].Bool()) // negative luck enabled
{
if (attackerLuck < 0 && getRandomGenerator().nextInt(23) < abs(attackerLuck))
{
bat.flags |= BattleAttack::UNLUCKY;
}
}
}
if (getRandomGenerator().nextInt(99) < att->valOfBonuses(Bonus::DOUBLE_DAMAGE_CHANCE))
{
bat.flags |= BattleAttack::DEATH_BLOW;
}
if (att->getCreature()->idNumber == CreatureID::BALLISTA)
{
static const int artilleryLvlToChance[] = {0, 50, 75, 100};
const CGHeroInstance * owner = gs->curB->getHero(att->owner);
int chance = artilleryLvlToChance[owner->getSecSkillLevel(SecondarySkill::ARTILLERY)];
if (chance > getRandomGenerator().nextInt(99))
{
bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG;
}
}
// only primary target
applyBattleEffects(bat, att, def, distance, false);
if (!bat.shot()) //multiple-hex attack - only in meele
{
std::set<const CStack*> attackedCreatures = gs->curB->getAttackedCreatures(att, targetHex); //creatures other than primary target
for (const CStack * stack : attackedCreatures)
{
if (stack != def) //do not hit same stack twice
{
applyBattleEffects(bat, att, stack, distance, true);
}
}
}
const std::shared_ptr<Bonus> bonus = att->getBonusLocalFirst(Selector::type(Bonus::SPELL_LIKE_ATTACK));
if (bonus && (bat.shot())) //TODO: make it work in melee?
{
//this is need for displaying hit animation
bat.flags |= BattleAttack::SPELL_LIKE;
bat.spellID = SpellID(bonus->subtype);
//TODO: should spell override creature`s projectile?
auto attackedCreatures = SpellID(bonus->subtype).toSpell()->getAffectedStacks(gs->curB, ECastingMode::SPELL_LIKE_ATTACK, att, bonus->val, targetHex);
//TODO: get exact attacked hex for defender
for (const CStack * stack : attackedCreatures)
{
if (stack != def) //do not hit same stack twice
{
applyBattleEffects(bat, att, stack, distance, true);
}
}
//now add effect info for all attacked stacks
for (BattleStackAttacked & bsa : bat.bsa)
{
if (bsa.attackerID == att->ID) //this is our attack and not f.e. fire shield
{
//this is need for displaying affect animation
bsa.flags |= BattleStackAttacked::SPELL_EFFECT;
bsa.spellID = SpellID(bonus->subtype);
}
}
}
}
void CGameHandler::applyBattleEffects(BattleAttack &bat, const CStack *att, const CStack *def, int distance, bool secondary) //helper function for prepareAttack
{
BattleStackAttacked bsa;
if (secondary)
bsa.flags |= BattleStackAttacked::SECONDARY; //all other targets do not suffer from spells & spell-like abilities
bsa.attackerID = att->ID;
bsa.stackAttacked = def->ID;
bsa.damageAmount = gs->curB->calculateDmg(att, def, bat.shot(), distance, bat.lucky(), bat.unlucky(), bat.deathBlow(), bat.ballistaDoubleDmg(), getRandomGenerator());
def->prepareAttacked(bsa, getRandomGenerator()); //calculate casualties
//life drain handling
if(att->hasBonusOfType(Bonus::LIFE_DRAIN) && def->isLiving())
{
StacksHealedOrResurrected shi;
shi.lifeDrain = true;
shi.tentHealing = false;
shi.cure = false;
shi.drainedFrom = def->ID;
int32_t toHeal = bsa.damageAmount * att->valOfBonuses(Bonus::LIFE_DRAIN) / 100;
CHealth health = att->healthAfterHealed(toHeal, EHealLevel::RESURRECT, EHealPower::PERMANENT);
CHealthInfo hi;
health.toInfo(hi);
hi.stackId = att->ID;
hi.delta = toHeal;
shi.healedStacks.push_back(hi);
if(hi.delta > 0)
bsa.healedStacks.push_back(shi);
}
//soul steal handling
if(att->hasBonusOfType(Bonus::SOUL_STEAL) && def->isLiving())
{
StacksHealedOrResurrected shi;
shi.lifeDrain = true;
shi.tentHealing = false;
shi.cure = false;
shi.drainedFrom = def->ID;
for(int i = 0; i < 2; i++) //we can have two bonuses - one with subtype 0 and another with subtype 1
{
if(att->hasBonusOfType(Bonus::SOUL_STEAL, i))
{
int32_t toHeal = bsa.killedAmount * att->valOfBonuses(Bonus::SOUL_STEAL, i) * att->MaxHealth();
CHealth health = att->healthAfterHealed(toHeal, EHealLevel::OVERHEAL, ((i == 0) ? EHealPower::ONE_BATTLE : EHealPower::PERMANENT));
CHealthInfo hi;
health.toInfo(hi);
hi.stackId = att->ID;
hi.delta = toHeal;
if(hi.delta > 0)
shi.healedStacks.push_back(hi);
}
}
if(!shi.healedStacks.empty())
bsa.healedStacks.push_back(shi);
}
bat.bsa.push_back(bsa); //add this stack to the list of victims after drain life has been calculated
//fire shield handling
if(!bat.shot() && !def->isClone() &&
def->hasBonusOfType(Bonus::FIRE_SHIELD) && !att->hasBonusOfType(Bonus::FIRE_IMMUNITY))
{
// TODO: Fire shield damage should be calculated separately after BattleAttack applied.
// Currently it looks like attacking stack damage itself with defenders fire shield.
// So no separate message on spell damage in log and experience calculation is likely wrong too.
BattleStackAttacked bsa2;
bsa2.stackAttacked = att->ID; //invert
bsa2.attackerID = def->ID;
bsa2.flags |= BattleStackAttacked::EFFECT; //FIXME: play animation upon efreet and not attacker
bsa2.effect = 11;
bsa2.damageAmount = (std::min<int64_t>(def->health.available(), bsa.damageAmount) * def->valOfBonuses(Bonus::FIRE_SHIELD)) / 100; //TODO: scale with attack/defense
att->prepareAttacked(bsa2, getRandomGenerator());
bat.bsa.push_back(bsa2);
}
}
void CGameHandler::handleConnection(std::set<PlayerColor> players, CConnection &c)
{
setThreadName("CGameHandler::handleConnection");
auto handleDisconnection = [&](const std::exception & e)
{
boost::unique_lock<boost::mutex> lock(*c.wmx);
assert(!c.connected); //make sure that connection has been marked as broken
logGlobal->error(e.what());
conns -= &c;
for(auto playerConn : connections)
{
if(!serverShuttingDown && playerConn.second == &c)
{
PlayerCheated pc;
pc.player = playerConn.first;
pc.losingCheatCode = true;
sendAndApply(&pc);
checkVictoryLossConditionsForPlayer(playerConn.first);
}
}
};
try
{
while(1)//server should never shut connection first //was: while(!end2)
{
CPack *pack = nullptr;
PlayerColor player = PlayerColor::NEUTRAL;
si32 requestID = -999;
int packType = 0;
{
boost::unique_lock<boost::mutex> lock(*c.rmx);
if(!c.connected)
throw clientDisconnectedException();
c >> player >> requestID >> pack; //get the package
if (!pack)
{
logGlobal->error("Received a null package marked as request %d from player %d", requestID, player);
}
else
{
packType = typeList.getTypeID(pack); //get the id of type
logGlobal->trace("Received client message (request %d by player %d (%s)) of type with ID=%d (%s).\n",
requestID, player, player.getStr(), packType, typeid(*pack).name());
}
}
//prepare struct informing that action was applied
auto sendPackageResponse = [&](bool succesfullyApplied)
{
//dont reply to disconnected client
//TODO: this must be implemented as option of CPackForServer
if(dynamic_cast<LeaveGame *>(pack) || dynamic_cast<CloseServer *>(pack))
return;
PackageApplied applied;
applied.player = player;
applied.result = succesfullyApplied;
applied.packType = packType;
applied.requestID = requestID;
boost::unique_lock<boost::mutex> lock(*c.wmx);
c << &applied;
};
CBaseForGHApply *apply = applier->getApplier(packType); //and appropriate applier object
if(isBlockedByQueries(pack, player))
{
sendPackageResponse(false);
}
else if (apply)
{
const bool result = apply->applyOnGH(this, &c, pack, player);
if (result)
logGlobal->trace("Message %s successfully applied!", typeid(*pack).name());
else
complain((boost::format("Got false in applying %s... that request must have been fishy!")
% typeid(*pack).name()).str());
sendPackageResponse(true);
}
else
{
logGlobal->error("Message cannot be applied, cannot find applier (unregistered type)!");
sendPackageResponse(false);
}
vstd::clear_pointer(pack);
}
}
catch(boost::system::system_error &e) //for boost errors just log, not crash - probably client shut down connection
{
handleDisconnection(e);
}
catch(clientDisconnectedException & e)
{
handleDisconnection(e);
}
catch(...)
{
serverShuttingDown = true;
handleException();
throw;
}
logGlobal->error("Ended handling connection");
}
int CGameHandler::moveStack(int stack, BattleHex dest)
{
int ret = 0;
const CStack *curStack = gs->curB->battleGetStackByID(stack),
*stackAtEnd = gs->curB->battleGetStackByPos(dest);
assert(curStack);
assert(dest < GameConstants::BFIELD_SIZE);
if (gs->curB->tacticDistance)
{
assert(gs->curB->isInTacticRange(dest));
}
auto start = curStack->position;
if (start == dest)
return 0;
//initing necessary tables
auto accessibility = getAccesibility(curStack);
//shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
if(!stackAtEnd && curStack->doubleWide() && !accessibility.accessible(dest, curStack))
{
BattleHex shifted = dest.cloneInDirection(curStack->destShiftDir(), false);
if(accessibility.accessible(shifted, curStack))
dest = shifted;
}
if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility.accessible(dest, curStack))
{
complain("Given destination is not accessible!");
return 0;
}
bool canUseGate = false;
auto dbState = gs->curB->si.gateState;
if(battleGetSiegeLevel() > 0 && curStack->side == BattleSide::DEFENDER &&
dbState != EGateState::DESTROYED &&
dbState != EGateState::BLOCKED)
{
canUseGate = true;
}
std::pair< std::vector<BattleHex>, int > path = gs->curB->getPath(start, dest, curStack);
ret = path.second;
int creSpeed = gs->curB->tacticDistance ? GameConstants::BFIELD_SIZE : curStack->Speed();
auto isGateDrawbridgeHex = [&](BattleHex hex) -> bool
{
if (gs->curB->town->subID == ETownType::FORTRESS && hex == ESiegeHex::GATE_BRIDGE)
return true;
if (hex == ESiegeHex::GATE_OUTER)
return true;
if (hex == ESiegeHex::GATE_INNER)
return true;
return false;
};
auto occupyGateDrawbridgeHex = [&](BattleHex hex) -> bool
{
if (isGateDrawbridgeHex(hex))
return true;
if (curStack->doubleWide())
{
BattleHex otherHex = curStack->occupiedHex(hex);
if (otherHex.isValid() && isGateDrawbridgeHex(otherHex))
return true;
}
return false;
};
if (curStack->hasBonusOfType(Bonus::FLYING))
{
if (path.second <= creSpeed && path.first.size() > 0)
{
if (canUseGate && dbState != EGateState::OPENED &&
occupyGateDrawbridgeHex(dest))
{
BattleUpdateGateState db;
db.state = EGateState::OPENED;
sendAndApply(&db);
}
//inform clients about move
BattleStackMoved sm;
sm.stack = curStack->ID;
std::vector<BattleHex> tiles;
tiles.push_back(path.first[0]);
sm.tilesToMove = tiles;
sm.distance = path.second;
sm.teleporting = false;
sendAndApply(&sm);
}
}
else //for non-flying creatures
{
std::vector<BattleHex> tiles;
const int tilesToMove = std::max((int)(path.first.size() - creSpeed), 0);
int v = path.first.size()-1;
path.first.push_back(start);
// check if gate need to be open or closed at some point
BattleHex openGateAtHex, gateMayCloseAtHex;
if (canUseGate)
{
for (int i = path.first.size()-1; i >= 0; i--)
{
auto needOpenGates = [&](BattleHex hex) -> bool
{
if (gs->curB->town->subID == ETownType::FORTRESS && hex == ESiegeHex::GATE_BRIDGE)
return true;
if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] == ESiegeHex::GATE_OUTER)
return true;
else if (hex == ESiegeHex::GATE_OUTER || hex == ESiegeHex::GATE_INNER)
return true;
return false;
};
auto hex = path.first[i];
if (!openGateAtHex.isValid() && dbState != EGateState::OPENED)
{
if (needOpenGates(hex))
openGateAtHex = path.first[i+1];
//TODO we need find batter way to handle double-wide stacks
//currently if only second occupied stack part is standing on gate / bridge hex then stack will start to wait for bridge to lower before it's needed. Though this is just a visual bug.
if (curStack->doubleWide())
{
BattleHex otherHex = curStack->occupiedHex(hex);
if (otherHex.isValid() && needOpenGates(otherHex))
openGateAtHex = path.first[i+2];
}
//gate may be opened and then closed during stack movement, but not other way around
if (openGateAtHex.isValid())
dbState = EGateState::OPENED;
}
if (!gateMayCloseAtHex.isValid() && dbState != EGateState::CLOSED)
{
if (hex == ESiegeHex::GATE_INNER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
{
gateMayCloseAtHex = path.first[i-1];
}
if (gs->curB->town->subID == ETownType::FORTRESS)
{
if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
{
gateMayCloseAtHex = path.first[i-1];
}
else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 &&
path.first[i-1] != ESiegeHex::GATE_INNER &&
path.first[i-1] != ESiegeHex::GATE_BRIDGE)
{
gateMayCloseAtHex = path.first[i-1];
}
}
else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_INNER)
{
gateMayCloseAtHex = path.first[i-1];
}
}
}
}
bool stackIsMoving = true;
while(stackIsMoving)
{
if (v<tilesToMove)
{
logGlobal->error("Movement terminated abnormally");
break;
}
bool gateStateChanging = false;
//special handling for opening gate on from starting hex
if (openGateAtHex.isValid() && openGateAtHex == start)
gateStateChanging = true;
else
{
for (bool obstacleHit = false; (!obstacleHit) && (!gateStateChanging) && (v >= tilesToMove); --v)
{
BattleHex hex = path.first[v];
tiles.push_back(hex);
if ((openGateAtHex.isValid() && openGateAtHex == hex) ||
(gateMayCloseAtHex.isValid() && gateMayCloseAtHex == hex))
{
gateStateChanging = true;
}
//if we walked onto something, finalize this portion of stack movement check into obstacle
if(!battleGetAllObstaclesOnPos(hex, false).empty())
obstacleHit = true;
if (curStack->doubleWide())
{
BattleHex otherHex = curStack->occupiedHex(hex);
//two hex creature hit obstacle by backside
auto obstacle2 = battleGetAllObstaclesOnPos(otherHex, false);
if(otherHex.isValid() && !obstacle2.empty())
obstacleHit = true;
}
}
}
if (tiles.size() > 0)
{
//commit movement
BattleStackMoved sm;
sm.stack = curStack->ID;
sm.distance = path.second;
sm.teleporting = false;
sm.tilesToMove = tiles;
sendAndApply(&sm);
tiles.clear();
}
//we don't handle obstacle at the destination tile -> it's handled separately in the if at the end
if (curStack->position != dest)
{
if(stackIsMoving && start != curStack->position)
stackIsMoving = handleDamageFromObstacle(curStack, stackIsMoving);
if (gateStateChanging)
{
if (curStack->position == openGateAtHex)
{
openGateAtHex = BattleHex();
//only open gate if stack is still alive
if (curStack->alive())
{
BattleUpdateGateState db;
db.state = EGateState::OPENED;
sendAndApply(&db);
}
}
else if (curStack->position == gateMayCloseAtHex)
{
gateMayCloseAtHex = BattleHex();
updateGateState();
}
}
}
else
//movement finished normally: we reached destination
stackIsMoving = false;
}
}
//handling obstacle on the final field (separate, because it affects both flying and walking stacks)
handleDamageFromObstacle(curStack);
return ret;
}
CGameHandler::CGameHandler(void)
{
QID = 1;
//gs = nullptr;
IObjectInterface::cb = this;
applier = new CApplier<CBaseForGHApply>();
registerTypesServerPacks(*applier);
visitObjectAfterVictory = false;
spellEnv = new ServerSpellCastEnvironment(this);
}
CGameHandler::~CGameHandler(void)
{
delete spellEnv;
delete applier;
applier = nullptr;
delete gs;
}
void CGameHandler::init(StartInfo *si)
{
if (si->seedToBeUsed == 0)
{
si->seedToBeUsed = std::time(nullptr);
}
gs = new CGameState();
logGlobal->info("Gamestate created!");
gs->init(si);
logGlobal->info("Gamestate initialized!");
// reset seed, so that clients can't predict any following random values
getRandomGenerator().resetSeed();
for (auto & elem : gs->players)
{
states.addPlayer(elem.first);
}
}
static bool evntCmp(const CMapEvent &a, const CMapEvent &b)
{
return a.earlierThan(b);
}
void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
{// bool forced = true - if creature should be replaced, if false - only if no creature was set
const PlayerState * p = getPlayer(town->tempOwner);
if (!p)
{
logGlobal->warn("There is no player owner of town %s at %s", town->name, town->pos.toString());
return;
}
if (forced || town->creatures.at(GameConstants::CREATURES_PER_TOWN).second.empty())//we need to change creature
{
SetAvailableCreatures ssi;
ssi.tid = town->id;
ssi.creatures = town->creatures;
ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear();//remove old one
const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
if (dwellings.empty())//no dwellings - just remove
{
sendAndApply(&ssi);
return;
}
auto dwelling = *RandomGeneratorUtil::nextItem(dwellings, getRandomGenerator());
// for multi-creature dwellings like Golem Factory
auto creatureId = RandomGeneratorUtil::nextItem(dwelling->creatures, getRandomGenerator())->second[0];
if (clear)
{
ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max((ui32)1, (VLC->creh->creatures.at(creatureId)->growth)/2);
}
else
{
ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->creatures.at(creatureId)->growth;
}
ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creatureId);
sendAndApply(&ssi);
}
}
void CGameHandler::newTurn()
{
logGlobal->trace("Turn %d", gs->day+1);
NewTurn n;
n.specialWeek = NewTurn::NO_ACTION;
n.creatureid = CreatureID::NONE;
n.day = gs->day + 1;
bool firstTurn = !getDate(Date::DAY);
bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
std::map<PlayerColor, si32> hadGold;//starting gold - for buildings like dwarven treasury
if (firstTurn)
{
for (auto obj : gs->map->objects)
{
if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
{
changePrimSkill (getHero(obj->id), PrimarySkill::EXPERIENCE, 0);
}
}
}
if (newWeek && !firstTurn)
{
n.specialWeek = NewTurn::NORMAL;
bool deityOfFireBuilt = false;
for (const CGTownInstance *t : gs->map->towns)
{
if (t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
{
deityOfFireBuilt = true;
break;
}
}
if (deityOfFireBuilt)
{
n.specialWeek = NewTurn::DEITYOFFIRE;
n.creatureid = CreatureID::IMP;
}
else
{
int monthType = getRandomGenerator().nextInt(99);
if (newMonth) //new month
{
if (monthType < 40) //double growth
{
n.specialWeek = NewTurn::DOUBLE_GROWTH;
if (VLC->modh->settings.ALL_CREATURES_GET_DOUBLE_MONTHS)
{
std::pair<int, CreatureID> newMonster(54, VLC->creh->pickRandomMonster(getRandomGenerator()));
n.creatureid = newMonster.second;
}
else if (VLC->creh->doubledCreatures.size())
{
const std::vector<CreatureID> doubledCreatures (VLC->creh->doubledCreatures.begin(), VLC->creh->doubledCreatures.end());
n.creatureid = *RandomGeneratorUtil::nextItem(doubledCreatures, getRandomGenerator());
}
else
{
complain("Cannot find creature that can be spawned!");
n.specialWeek = NewTurn::NORMAL;
}
}
else if (monthType < 50)
n.specialWeek = NewTurn::PLAGUE;
}
else //it's a week, but not full month
{
if (monthType < 25)
{
n.specialWeek = NewTurn::BONUS_GROWTH; //+5
std::pair<int, CreatureID> newMonster(54, VLC->creh->pickRandomMonster(getRandomGenerator()));
//TODO do not pick neutrals
n.creatureid = newMonster.second;
}
}
}
}
std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->hpool.heroesPool;
for (auto& hp : pool)
{
auto hero = hp.second;
if (hero->isInitialized() && hero->stacks.size())
{
// reset retreated or surrendered heroes
auto maxmove = hero->maxMovePoints(true);
// if movement is greater than maxmove, we should decrease it
if (hero->movement != maxmove || hero->mana < hero->manaLimit())
{
NewTurn::Hero hth;
hth.id = hero->id;
hth.move = maxmove;
hth.mana = hero->getManaNewTurn();
n.heroes.insert(hth);
}
}
}
for (auto & elem : gs->players)
{
if (elem.first == PlayerColor::NEUTRAL)
continue;
else if (elem.first >= PlayerColor::PLAYER_LIMIT)
assert(0); //illegal player number!
std::pair<PlayerColor, si32> playerGold(elem.first, elem.second.resources.at(Res::GOLD));
hadGold.insert(playerGold);
if (newWeek) //new heroes in tavern
{
SetAvailableHeroes sah;
sah.player = elem.first;
//pick heroes and their armies
CHeroClass *banned = nullptr;
for (int j = 0; j < GameConstants::AVAILABLE_HEROES_PER_PLAYER; j++)
{
//first hero - native if possible, second hero -> any other class
if (CGHeroInstance *h = gs->hpool.pickHeroFor(j == 0, elem.first, getNativeTown(elem.first), pool, getRandomGenerator(), banned))
{
sah.hid[j] = h->subID;
h->initArmy(getRandomGenerator(), &sah.army[j]);
banned = h->type->heroClass;
}
else
{
sah.hid[j] = -1;
}
}
sendAndApply(&sah);
}
n.res[elem.first] = elem.second.resources;
for (CGHeroInstance *h : (elem).second.heroes)
{
if (h->visitedTown)
giveSpells(h->visitedTown, h);
NewTurn::Hero hth;
hth.id = h->id;
auto ti = make_unique<TurnInfo>(h, 1);
// TODO: this code executed when bonuses of previous day not yet updated (this happen in NewTurn::applyGs). See issue 2356
hth.move = h->maxMovePoints(gs->map->getTile(h->getPosition(false)).terType != ETerrainType::WATER, ti.get());
hth.mana = h->getManaNewTurn();
n.heroes.insert(hth);
if (!firstTurn) //not first day
{
n.res[elem.first][Res::GOLD] += h->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ESTATES)); //estates
for (int k = 0; k < GameConstants::RESOURCE_QUANTITY; k++)
{
n.res[elem.first][k] += h->valOfBonuses(Bonus::GENERATE_RESOURCE, k);
}
}
}
}
for (CGTownInstance *t : gs->map->towns)
{
PlayerColor player = t->tempOwner;
handleTownEvents(t, n);
if (newWeek) //first day of week
{
if (t->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
if (!firstTurn)
if (t->hasBuilt(BuildingID::TREASURY, ETownType::RAMPART) && player < PlayerColor::PLAYER_LIMIT)
n.res[player][Res::GOLD] += hadGold.at(player)/10; //give 10% of starting gold
if (!vstd::contains(n.cres, t->id))
{
n.cres[t->id].tid = t->id;
n.cres[t->id].creatures = t->creatures;
}
auto & sac = n.cres.at(t->id);
for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths
{
if (!t->creatures.at(k).second.empty()) // there are creatures at this level
{
ui32 &availableCount = sac.creatures.at(k).first;
const CCreature *cre = VLC->creh->creatures.at(t->creatures.at(k).second.back());
if (n.specialWeek == NewTurn::PLAGUE)
availableCount = t->creatures.at(k).first / 2; //halve their number, no growth
else
{
if (firstTurn) //first day of game: use only basic growths
availableCount = cre->growth;
else
availableCount += t->creatureGrowth(k);
//Deity of fire week - upgrade both imps and upgrades
if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures.at(k).second, n.creatureid))
availableCount += 15;
if (cre->idNumber == n.creatureid) //bonus week, effect applies only to identical creatures
{
if (n.specialWeek == NewTurn::DOUBLE_GROWTH)
availableCount *= 2;
else if (n.specialWeek == NewTurn::BONUS_GROWTH)
availableCount += 5;
}
}
}
}
}
if (!firstTurn && player < PlayerColor::PLAYER_LIMIT)//not the first day and town not neutral
{
n.res[player] = n.res[player] + t->dailyIncome();
}
if (t->hasBuilt(BuildingID::GRAIL, ETownType::TOWER))
{
// Skyship, probably easier to handle same as Veil of darkness
//do it every new day after veils apply
if (player != PlayerColor::NEUTRAL) //do not reveal fow for neutral player
{
FoWChange fw;
fw.mode = 1;
fw.player = player;
// find all hidden tiles
const auto & fow = getPlayerTeam(player)->fogOfWarMap;
for (size_t i=0; i<fow.size(); i++)
for (size_t j=0; j<fow.at(i).size(); j++)
for (size_t k=0; k<fow.at(i).at(j).size(); k++)
if (!fow.at(i).at(j).at(k))
fw.tiles.insert(int3(i,j,k));
sendAndApply (&fw);
}
}
if (t->hasBonusOfType (Bonus::DARKNESS))
{
for (auto & player : gs->players)
{
if (getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES)
changeFogOfWar(t->visitablePos(), t->getBonusLocalFirst(Selector::type(Bonus::DARKNESS))->val, player.first, true);
}
}
}
if (newMonth)
{
SetAvailableArtifacts saa;
saa.id = -1;
pickAllowedArtsSet(saa.arts, getRandomGenerator());
sendAndApply(&saa);
}
sendAndApply(&n);
if (newWeek)
{
//spawn wandering monsters
if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
{
spawnWanderingMonsters(n.creatureid);
}
//new week info popup
if (!firstTurn)
{
InfoWindow iw;
switch (n.specialWeek)
{
case NewTurn::DOUBLE_GROWTH:
iw.text.addTxt(MetaString::ARRAY_TXT, 131);
iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
break;
case NewTurn::PLAGUE:
iw.text.addTxt(MetaString::ARRAY_TXT, 132);
break;
case NewTurn::BONUS_GROWTH:
iw.text.addTxt(MetaString::ARRAY_TXT, 134);
iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
break;
case NewTurn::DEITYOFFIRE:
iw.text.addTxt(MetaString::ARRAY_TXT, 135);
iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
iw.text.addReplacement2(15); //%+d 15
iw.text.addReplacement(MetaString::CRE_SING_NAMES, 43); //%s familiar
iw.text.addReplacement2(15); //%+d 15
break;
default:
if (newMonth)
{
iw.text.addTxt(MetaString::ARRAY_TXT, (130));
iw.text.addReplacement(MetaString::ARRAY_TXT, getRandomGenerator().nextInt(32, 41));
}
else
{
iw.text.addTxt(MetaString::ARRAY_TXT, (133));
iw.text.addReplacement(MetaString::ARRAY_TXT, getRandomGenerator().nextInt(43, 57));
}
}
for (auto & elem : gs->players)
{
iw.player = elem.first;
sendAndApply(&iw);
}
}
}
logGlobal->trace("Info about turn %d has been sent!", n.day);
handleTimeEvents();
//call objects
for (auto & elem : gs->map->objects)
{
if (elem)
elem->newTurn(getRandomGenerator());
}
synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
}
void CGameHandler::run(bool resume)
{
LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
using namespace boost::posix_time;
for (CConnection *cc : conns)
{
if (!resume)
{
(*cc) << gs->initialOpts; // gs->scenarioOps
}
std::set<PlayerColor> players;
(*cc) >> players; //how many players will be handled at that client
std::stringstream sbuffer;
sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
for (PlayerColor color : players)
{
sbuffer << color << " ";
{
boost::unique_lock<boost::recursive_mutex> lock(gsm);
if(!color.isSpectator()) // there can be more than one spectator
connections[color] = cc;
}
}
logGlobal->info(sbuffer.str());
cc->addStdVecItems(gs);
cc->enableStackSendingByID();
cc->disableSmartPointerSerialization();
}
for (auto & elem : conns)
{
std::set<PlayerColor> pom;
for (auto j = connections.cbegin(); j!=connections.cend();j++)
if (j->second == elem)
pom.insert(j->first);
boost::thread(std::bind(&CGameHandler::handleConnection,this,pom,std::ref(*elem)));
}
auto playerTurnOrder = generatePlayerTurnOrder();
while(!serverShuttingDown)
{
if (!resume) newTurn();
std::list<PlayerColor>::iterator it;
if (resume)
{
it = std::find(playerTurnOrder.begin(), playerTurnOrder.end(), gs->currentPlayer);
}
else
{
it = playerTurnOrder.begin();
}
resume = false;
for (; it != playerTurnOrder.end(); it++)
{
auto playerColor = *it;
PlayerState * playerState = &gs->players[playerColor]; //can't copy CBonusSystemNode by value
if (playerState->status == EPlayerStatus::INGAME)
{
//if player runs out of time, he shouldn't get the turn (especially AI)
checkVictoryLossConditionsForAll();
if (gs->players[playerColor].status != EPlayerStatus::INGAME)
{ //player lost at the beginning of his turn
continue;
}
else //give normal turn
{
states.setFlag(playerColor, &PlayerStatus::makingTurn, true);
YourTurn yt;
yt.player = playerColor;
//Change local daysWithoutCastle counter for local interface message //TODO: needed?
yt.daysWithoutCastle = playerState->daysWithoutCastle;
applyAndSend(&yt);
//wait till turn is done
boost::unique_lock<boost::mutex> lock(states.mx);
while(states.players.at(playerColor).makingTurn && !serverShuttingDown)
{
static time_duration p = milliseconds(100);
states.cv.timed_wait(lock, p);
}
}
}
}
//additional check that game is not finished
bool activePlayer = false;
for (auto player : playerTurnOrder)
{
if (gs->players[player].status == EPlayerStatus::INGAME)
activePlayer = true;
}
if (!activePlayer)
serverShuttingDown = true;
}
while(conns.size() && (*conns.begin())->isOpen())
boost::this_thread::sleep(boost::posix_time::milliseconds(5)); //give time client to close socket
}
std::list<PlayerColor> CGameHandler::generatePlayerTurnOrder() const
{
// Generate player turn order
std::list<PlayerColor> playerTurnOrder;
for (const auto & player : gs->players) // add human players first
{
if (player.second.human)
playerTurnOrder.push_back(player.first);
}
for (const auto & player : gs->players) // then add non-human players
{
if (!player.second.human)
playerTurnOrder.push_back(player.first);
}
return playerTurnOrder;
}
void CGameHandler::setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town)
{
battleResult.set(nullptr);
const auto t = getTile(tile);
ETerrainType terrain = t->terType;
if (gs->map->isCoastalTile(tile)) //coastal tile is always ground
terrain = ETerrainType::SAND;
BFieldType terType = gs->battleGetBattlefieldType(tile, getRandomGenerator());
if (heroes[0] && heroes[0]->boat && heroes[1] && heroes[1]->boat)
terType = BFieldType::SHIP_TO_SHIP;
//send info about battles
BattleStart bs;
bs.info = BattleInfo::setupBattle(tile, terrain, terType, armies, heroes, creatureBank, town);
sendAndApply(&bs);
}
void CGameHandler::checkBattleStateChanges()
{
//check if drawbridge state need to be changes
if (battleGetSiegeLevel() > 0)
updateGateState();
//check if battle ended
if (auto result = battleIsFinished())
{
setBattleResult(BattleResult::NORMAL, *result);
}
}
void CGameHandler::giveSpells(const CGTownInstance *t, const CGHeroInstance *h)
{
if (!h->hasSpellbook())
return; //hero hasn't spellbook
ChangeSpells cs;
cs.hid = h->id;
cs.learn = true;
if (t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX) && t->hasBuilt(BuildingID::MAGES_GUILD_1))
{
// Aurora Borealis give spells of all levels even if only level 1 mages guild built
for (int i = 0; i < h->getSecSkillLevel(SecondarySkill::WISDOM)+2; 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->getSecSkillLevel(SecondarySkill::WISDOM)+2); i++)
{
for (int j = 0; j < t->spellsAtLevel(i+1, true) && j < t->spells.at(i).size(); j++)
{
if (!vstd::contains(h->spells, t->spells.at(i).at(j)))
cs.spells.insert(t->spells.at(i).at(j));
}
}
}
if (!cs.spells.empty())
sendAndApply(&cs);
}
void CGameHandler::setBlockVis(ObjectInstanceID objid, bool bv)
{
SetObjectProperty sop(objid, ObjProperty::BLOCKVIS, bv);
sendAndApply(&sop);
}
bool CGameHandler::removeObject(const CGObjectInstance * obj)
{
if (!obj || !getObj(obj->id))
{
logGlobal->error("Something wrong, that object already has been removed or hasn't existed!");
return false;
}
RemoveObject ro;
ro.id = obj->id;
sendAndApply(&ro);
checkVictoryLossConditionsForAll(); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
return true;
}
void CGameHandler::setAmount(ObjectInstanceID objid, ui32 val)
{
SetObjectProperty sop(objid, ObjProperty::PRIMARY_STACK_COUNT, val);
sendAndApply(&sop);
}
bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit, PlayerColor asker)
{
const CGHeroInstance *h = getHero(hid);
// not turn of that hero or player can't simply teleport hero (at least not with this function)
if (!h || (asker != PlayerColor::NEUTRAL && (teleporting || h->getOwner() != gs->currentPlayer)))
{
logGlobal->error("Illegal call to move hero!");
return false;
}
logGlobal->trace("Player %d (%s) wants to move hero %d from %s to %s", asker, asker.getStr(), hid.getNum(), h->pos.toString(), dst.toString());
const int3 hmpos = CGHeroInstance::convertPosition(dst, false);
if (!gs->map->isInTheMap(hmpos))
{
logGlobal->error("Destination tile is outside the map!");
return false;
}
const TerrainTile t = *getTile(hmpos);
const int3 guardPos = gs->guardingCreaturePosition(hmpos);
const bool embarking = !h->boat && !t.visitableObjects.empty() && t.visitableObjects.back()->ID == Obj::BOAT;
const bool disembarking = h->boat && t.terType != ETerrainType::WATER && !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->movement;
//check if destination tile is available
auto ti = make_unique<TurnInfo>(h);
const bool canFly = ti->hasBonusOfType(Bonus::FLYING_MOVEMENT);
const bool canWalkOnSea = ti->hasBonusOfType(Bonus::WATER_WALKING);
const int cost = CPathfinderHelper::getMovementCost(h, h->getPosition(), hmpos, nullptr, nullptr, h->movement, ti.get());
//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 == ETerrainType::ROCK || (t.blocked && !t.visitable && !canFly))
&& complain("Cannot move hero, destination tile is blocked!"))
|| ((!h->boat && !canWalkOnSea && !canFly && t.terType == ETerrainType::WATER && (t.visitableObjects.size() < 1 || (t.visitableObjects.back()->ID != Obj::BOAT && t.visitableObjects.back()->ID != Obj::HERO))) //hero is not on boat/water walking and dst water tile doesn't contain boat/hero (objs visitable from land) -> we test back cause boat may be on top of another object (#276)
&& complain("Cannot move hero, destination tile is on water!"))
|| ((h->boat && t.terType != ETerrainType::WATER && t.blocked)
&& complain("Cannot disembark hero, tile is blocked!"))
|| ((distance(h->pos, dst) >= 1.5 && !teleporting)
&& complain("Tiles are not neighboring!"))
|| ((h->inTownGarrison)
&& complain("Can not move garrisoned hero!"))
|| ((h->movement < cost && dst != h->pos && !teleporting)
&& complain("Hero doesn't have any movement points left!"))
|| ((transit && !canFly && !CGTeleport::isTeleport(t.topVisitableObj()))
&& complain("Hero cannot transit over this tile!"))
/*|| (states.checkFlag(h->tempOwner, &PlayerStatus::engagedIntoBattle)
&& complain("Cannot move hero during the battle"))*/)
{
//send info about movement failure
sendAndApply(&tmh);
return false;
}
//several generic blocks of code
// should be called if hero changes tile but before applying TryMoveHero package
auto leaveTile = [&]()
{
for (CGObjectInstance *obj : gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects)
{
obj->onHeroLeave(h);
}
this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadius(), h->tempOwner, 1);
};
auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
EVisitDest visitDest, ELEaveTile leavingTile) -> bool
{
LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->name % tmh.start.toString() % tmh.end.toString());
auto moveQuery = std::make_shared<CHeroMovementQuery>(this, tmh, h);
queries.addQuery(moveQuery);
if (leavingTile == LEAVING_TILE)
leaveTile();
tmh.result = result;
sendAndApply(&tmh);
if (visitDest == VISIT_DEST && t.topVisitableObj() && t.topVisitableObj()->id == h->id)
{ // Hero should be always able to visit any object he staying on even if there guards around
visitObjectOnTile(t, h);
}
else if (lookForGuards == CHECK_FOR_GUARDS && this->isInTheMap(guardPos))
{
tmh.attackedFrom = boost::make_optional(guardPos);
const TerrainTile &guardTile = *gs->getTile(guardPos);
objectVisited(guardTile.visitableObjects.back(), h);
moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
}
else if (visitDest == VISIT_DEST)
{
visitObjectOnTile(t, h);
}
queries.popIfTop(moveQuery);
logGlobal->trace("Hero %s ends movement", h->name);
return result != TryMoveHero::FAILED;
};
//interaction with blocking object (like resources)
auto blockingVisit = [&]() -> bool
{
for (CGObjectInstance *obj : t.visitableObjects)
{
if (obj != h && obj->blockVisit && !obj->passableFor(h->tempOwner))
{
return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, VISIT_DEST, REMAINING_ON_TILE);
//this-> is needed for MVS2010 to recognize scope (?)
}
}
return false;
};
if (!transit && embarking)
{
tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, false, ti.get());
return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
// In H3 embark ignore guards
}
if (disembarking)
{
tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, true, ti.get());
return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
}
if (teleporting)
{
if (blockingVisit()) // e.g. hero on the other side of teleporter
return true;
doMove(TryMoveHero::TELEPORTATION, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
// visit town for town portal \ castle gates
// do not use generic visitObjectOnTile to avoid double-teleporting
// if this moveHero call was triggered by teleporter
if (!t.visitableObjects.empty())
{
if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(t.visitableObjects.back()))
town->onHeroVisit(h);
}
return true;
}
//still here? it is standard movement!
{
tmh.movePoints = h->movement >= cost
? h->movement - cost
: 0;
EGuardLook lookForGuards = CHECK_FOR_GUARDS;
EVisitDest visitDest = VISIT_DEST;
if (transit)
{
if (CGTeleport::isTeleport(t.topVisitableObj()))
visitDest = DONT_VISIT_DEST;
if (canFly)
{
lookForGuards = IGNORE_GUARDS;
visitDest = DONT_VISIT_DEST;
}
}
else if (blockingVisit())
return true;
doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);
return true;
}
}
bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker)
{
const CGHeroInstance *h = getHero(hid);
const CGTownInstance *t = getTown(dstid);
if (!h || !t || h->getOwner() != gs->currentPlayer)
COMPLAIN_RET("Invalid call to teleportHero!");
const CGTownInstance *from = h->visitedTown;
if (((h->getOwner() != t->getOwner())
&& complain("Cannot teleport hero to another player"))
|| ((!from || !from->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO))
&& complain("Hero must be in town with Castle gate for teleporting"))
|| (!t->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO)
&& complain("Cannot teleport hero to town without Castle gate in it")))
return false;
int3 pos = t->visitablePos();
pos += h->getVisitableOffset();
moveHero(hid,pos,1);
return true;
}
void CGameHandler::setOwner(const CGObjectInstance * obj, PlayerColor owner)
{
PlayerColor oldOwner = getOwner(obj->id);
SetObjectProperty sop(obj->id, ObjProperty::OWNER, owner.getNum());
sendAndApply(&sop);
std::set<PlayerColor> playerColors = {owner, oldOwner};
checkVictoryLossConditions(playerColors);
const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
if (town) //town captured
{
if (owner < PlayerColor::PLAYER_LIMIT) //new owner is real player
{
if (town->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
setPortalDwelling(town, true, false);
}
if (oldOwner < PlayerColor::PLAYER_LIMIT) //old owner is real player
{
if (getPlayer(oldOwner)->towns.empty()) //previous player lost last last town
{
InfoWindow iw;
iw.player = oldOwner;
iw.text.addTxt(MetaString::GENERAL_TXT, 6); //%s, you have lost your last town. If you do not conquer another town in the next week, you will be eliminated.
iw.text.addReplacement(MetaString::COLOR, oldOwner.getNum());
sendAndApply(&iw);
}
}
}
const PlayerState * p = getPlayer(owner);
if ((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4) && p && p->dwellings.size()==1)//first dwelling captured
{
for (const CGTownInstance * t : getPlayer(owner)->towns)
{
if (t->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
setPortalDwelling(t);//set initial creatures for all portals of summoning
}
}
}
void CGameHandler::showBlockingDialog(BlockingDialog *iw)
{
auto dialogQuery = std::make_shared<CBlockingDialogQuery>(this, *iw);
queries.addQuery(dialogQuery);
iw->queryID = dialogQuery->queryID;
sendToAllClients(iw);
}
void CGameHandler::showTeleportDialog(TeleportDialog *iw)
{
auto dialogQuery = std::make_shared<CTeleportDialogQuery>(this, *iw);
queries.addQuery(dialogQuery);
iw->queryID = dialogQuery->queryID;
sendToAllClients(iw);
}
void CGameHandler::giveResource(PlayerColor player, Res::ERes which, int val) //TODO: cap according to Bersy's suggestion
{
if (!val) return; //don't waste time on empty call
TResources resources;
resources.at(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::showCompInfo(ShowInInfobox * comp)
{
sendToAllClients(comp);
}
void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
{
HeroVisitCastle vc;
vc.hid = hero->id;
vc.tid = obj->id;
vc.flags |= 1;
sendAndApply(&vc);
vistiCastleObjects (obj, hero);
giveSpells (obj, hero);
checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
}
void CGameHandler::vistiCastleObjects (const CGTownInstance *t, const CGHeroInstance *h)
{
std::vector<CGTownBuilding*>::const_iterator i;
for (i = t->bonusingBuildings.begin(); i != t->bonusingBuildings.end(); i++)
(*i)->onHeroVisit (h);
}
void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
{
HeroVisitCastle vc;
vc.hid = hero->id;
vc.tid = obj->id;
sendAndApply(&vc);
}
void CGameHandler::removeArtifact(const ArtifactLocation &al)
{
EraseArtifact ea;
ea.al = al;
sendAndApply(&ea);
}
void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank,
const CGTownInstance *town) //use hero=nullptr for no hero
{
engageIntoBattle(army1->tempOwner);
engageIntoBattle(army2->tempOwner);
static const CArmedInstance *armies[2];
armies[0] = army1;
armies[1] = army2;
static const CGHeroInstance*heroes[2];
heroes[0] = hero1;
heroes[1] = hero2;
setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
auto battleQuery = std::make_shared<CBattleQuery>(this, gs->curB);
queries.addQuery(battleQuery);
boost::thread(&CGameHandler::runBattle, this);
}
void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank)
{
startBattlePrimary(army1, army2, tile,
army1->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army1) : nullptr,
army2->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army2) : nullptr,
creatureBank);
}
void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank)
{
startBattleI(army1, army2, army2->visitablePos(), creatureBank);
}
void CGameHandler::changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells)
{
ChangeSpells cs;
cs.hid = hero->id;
cs.spells = spells;
cs.learn = give;
sendAndApply(&cs);
}
void CGameHandler::sendMessageTo(CConnection &c, const std::string &message)
{
SystemMessage sm;
sm.text = message;
boost::unique_lock<boost::mutex> lock(*c.wmx);
c << &sm;
}
void CGameHandler::giveHeroBonus(GiveBonus * bonus)
{
sendAndApply(bonus);
}
void CGameHandler::setMovePoints(SetMovePoints * smp)
{
sendAndApply(smp);
}
void CGameHandler::setManaPoints(ObjectInstanceID hid, int val)
{
SetMana sm;
sm.hid = hid;
sm.val = val;
sm.absolute = true;
sendAndApply(&sm);
}
void CGameHandler::giveHero(ObjectInstanceID id, PlayerColor player)
{
GiveHero gh;
gh.id = id;
gh.player = player;
sendAndApply(&gh);
}
void CGameHandler::changeObjPos(ObjectInstanceID objid, int3 newPos, ui8 flags)
{
ChangeObjPos cop;
cop.objid = objid;
cop.nPos = newPos;
cop.flags = flags;
sendAndApply(&cop);
}
void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
{
const CGHeroInstance * h1 = getHero(fromHero);
const CGHeroInstance * h2 = getHero(toHero);
if (h1->getSecSkillLevel(SecondarySkill::SCHOLAR) < h2->getSecSkillLevel(SecondarySkill::SCHOLAR))
{
std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
std::swap(fromHero, toHero);
}
int ScholarLevel = h1->getSecSkillLevel(SecondarySkill::SCHOLAR);//heroes can trade up to this level
if (!ScholarLevel || !h1->hasSpellbook() || !h2->hasSpellbook())
return;//no scholar skill or no spellbook
int h1Lvl = std::min(ScholarLevel+1, h1->getSecSkillLevel(SecondarySkill::WISDOM)+2),
h2Lvl = std::min(ScholarLevel+1, h2->getSecSkillLevel(SecondarySkill::WISDOM)+2);//heroes can receive this levels
ChangeSpells cs1;
cs1.learn = true;
cs1.hid = toHero;//giving spells to first hero
for (auto it : h1->spells)
if (h2Lvl >= it.toSpell()->level && !vstd::contains(h2->spells, 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->spells)
if (h1Lvl >= it.toSpell()->level && !vstd::contains(h1->spells, it))
cs2.spells.insert(it);
if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
{
InfoWindow iw;
iw.player = h1->tempOwner;
iw.components.push_back(Component(Component::SEC_SKILL, 18, ScholarLevel, 0));
iw.text.addTxt(MetaString::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
iw.text.addReplacement(h1->name);
if (!cs2.spells.empty())//if found new spell - apply
{
iw.text.addTxt(MetaString::GENERAL_TXT, 140);//learns
int size = cs2.spells.size();
for (auto it : cs2.spells)
{
iw.components.push_back(Component(Component::SPELL, it, 1, 0));
iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
switch (size--)
{
case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
case 1: break;
default: iw.text << ", ";
}
}
iw.text.addTxt(MetaString::GENERAL_TXT, 142);//from %s
iw.text.addReplacement(h2->name);
sendAndApply(&cs2);
}
if (!cs1.spells.empty() && !cs2.spells.empty())
{
iw.text.addTxt(MetaString::GENERAL_TXT, 141);//and
}
if (!cs1.spells.empty())
{
iw.text.addTxt(MetaString::GENERAL_TXT, 147);//teaches
int size = cs1.spells.size();
for (auto it : cs1.spells)
{
iw.components.push_back(Component(Component::SPELL, it, 1, 0));
iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
switch (size--)
{
case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
case 1: break;
default: iw.text << ", ";
} }
iw.text.addTxt(MetaString::GENERAL_TXT, 148);//from %s
iw.text.addReplacement(h2->name);
sendAndApply(&cs1);
}
sendAndApply(&iw);
}
}
void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
{
auto h1 = getHero(hero1), h2 = getHero(hero2);
if (getPlayerRelations(h1->getOwner(), h2->getOwner()))
{
auto exchange = std::make_shared<CGarrisonDialogQuery>(this, h1, h2);
ExchangeDialog hex;
hex.queryID = exchange->queryID;
hex.heroes[0] = getHero(hero1);
hex.heroes[1] = getHero(hero2);
sendAndApply(&hex);
useScholarSkill(hero1,hero2);
queries.addQuery(exchange);
}
}
void CGameHandler::sendToAllClients(CPackForClient * info)
{
logNetwork->trace("Sending to all clients a package of type %s", typeid(*info).name());
for (auto & elem : conns)
{
if(!elem->isOpen())
continue;
boost::unique_lock<boost::mutex> lock(*(elem)->wmx);
*elem << info;
}
}
void CGameHandler::sendAndApply(CPackForClient * info)
{
sendToAllClients(info);
gs->apply(info);
}
void CGameHandler::applyAndSend(CPackForClient * info)
{
gs->apply(info);
sendToAllClients(info);
}
void CGameHandler::sendAndApply(CGarrisonOperationPack * info)
{
sendAndApply(static_cast<CPackForClient*>(info));
checkVictoryLossConditionsForAll();
}
void CGameHandler::sendAndApply(SetResources * info)
{
sendAndApply(static_cast<CPackForClient*>(info));
checkVictoryLossConditionsForPlayer(info->player);
}
void CGameHandler::sendAndApply(NewStructures * info)
{
sendAndApply(static_cast<CPackForClient*>(info));
checkVictoryLossConditionsForPlayer(getTown(info->tid)->tempOwner);
}
void CGameHandler::save(const std::string & filename)
{
logGlobal->info("Saving to %s", filename);
const auto stem = FileInfo::GetPathStem(filename);
const auto savefname = stem.to_string() + ".vsgm1";
CResourceHandler::get("local")->createResource(savefname);
{
logGlobal->info("Ordering clients to serialize...");
SaveGame sg(savefname);
sendToAllClients(&sg);
}
try
{
{
CSaveFile save(*CResourceHandler::get("local")->getResourceName(ResourceID(stem.to_string(), EResType::SERVER_SAVEGAME)));
saveCommonState(save);
logGlobal->info("Saving server state");
save << *this;
}
logGlobal->info("Game has been successfully saved!");
}
catch(std::exception &e)
{
logGlobal->error("Failed to save game: %s", e.what());
}
}
void CGameHandler::close()
{
logGlobal->info("We have been requested to close.");
serverShuttingDown = true;
for (auto & elem : conns)
{
if(!elem->isOpen())
continue;
boost::unique_lock<boost::mutex> lock(*(elem)->wmx);
elem->close();
elem->connected = false;
}
}
void CGameHandler::playerLeftGame(int cid)
{
for (auto & elem : conns)
{
if(elem->isOpen() && elem->connectionID == cid)
{
boost::unique_lock<boost::mutex> lock(*(elem)->wmx);
elem->close();
elem->connected = false;
break;
}
}
}
bool CGameHandler::arrangeStacks(ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player)
{
const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id1)),
* s2 = static_cast<const CArmedInstance *>(getObjInstance(id2));
const CCreatureSet &S1 = *s1, &S2 = *s2;
StackLocation sl1(s1, p1), sl2(s2, p2);
if (!sl1.slot.validSlot() || !sl2.slot.validSlot())
{
complain("Invalid slot accessed!");
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("no creatures to split"))
|| (val<1 && complain("no creatures to split")) )
{
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("Cannot split that stack, not enough creatures!");
return false;
}
if (notRemovable(sl1.army))
return false;
moveStack(sl1, sl2, val);
}
}
return true;
}
PlayerColor CGameHandler::getPlayerAt(CConnection *c) const
{
std::set<PlayerColor> all;
for (auto i=connections.cbegin(); i!=connections.cend(); i++)
if (i->second == c)
all.insert(i->first);
switch(all.size())
{
case 0:
return PlayerColor::NEUTRAL;
case 1:
return *all.begin();
default:
{
//if we have more than one player at this connection, try to pick active one
if (vstd::contains(all, gs->currentPlayer))
return gs->currentPlayer;
else
return PlayerColor::CANNOT_DETERMINE; //cannot say which player is it
}
}
}
bool CGameHandler::disbandCreature(ObjectInstanceID id, SlotID pos)
{
const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id));
if (!vstd::contains(s1->stacks,pos))
{
complain("Illegal call to disbandCreature - no such stack in army!");
return false;
}
eraseStack(StackLocation(s1, pos));
return true;
}
bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID, bool force)
{
const CGTownInstance * t = getTown(tid);
if (!t)
COMPLAIN_RETF("No such town (ID=%s)!", tid);
if (!t->town->buildings.count(requestedID))
COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->name % tid);
if (t->hasBuilt(requestedID))
COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->Name() % t->name);
const CBuilding * requestedBuilding = t->town->buildings.at(requestedID);
//Vector with future list of built building and buildings in auto-mode that are not yet built.
std::vector<const CBuilding*> remainingAutoBuildings;
std::set<BuildingID> buildingsThatWillBe;
//Check validity of request
if (!force)
{
switch (requestedBuilding->mode)
{
case CBuilding::BUILD_NORMAL :
if (canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
COMPLAIN_RET("Cannot build that building!");
break;
case CBuilding::BUILD_AUTO :
case CBuilding::BUILD_SPECIAL:
COMPLAIN_RET("This building can not be constructed normally!");
case CBuilding::BUILD_GRAIL :
if (requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
{
if (!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
COMPLAIN_RET("Cannot build this without grail!")
else
removeArtifact(ArtifactLocation(t->visitingHero, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
}
break;
}
}
//Performs stuff that has to be done before new building is built
auto processBeforeBuiltStructure = [t, this](const BuildingID buildingID)
{
if (buildingID >= BuildingID::DWELL_FIRST) //dwelling
{
int level = (buildingID - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
int upgradeNumber = (buildingID - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
if (upgradeNumber >= t->town->creatures.at(level).size())
{
complain(boost::str(boost::format("Error ecountered when building dwelling (bid=%s):"
"no creature found (upgrade number %d, level %d!")
% buildingID % upgradeNumber % level));
return;
}
CCreature * crea = VLC->creh->creatures.at(t->town->creatures.at(level).at(upgradeNumber));
SetAvailableCreatures ssi;
ssi.tid = t->id;
ssi.creatures = t->creatures;
if (ssi.creatures[level].second.empty()) // first creature in a dwelling
ssi.creatures[level].first = crea->growth;
ssi.creatures[level].second.push_back(crea->idNumber);
sendAndApply(&ssi);
}
if (t->subID == ETownType::DUNGEON && buildingID == BuildingID::PORTAL_OF_SUMMON)
{
setPortalDwelling(t);
}
};
//Performs stuff that has to be done after new building is built
auto processAfterBuiltStructure = [t, this](const BuildingID buildingID)
{
if (buildingID <= BuildingID::MAGES_GUILD_5 || //it's mage guild
(t->subID == ETownType::TOWER && buildingID == BuildingID::LIBRARY) ||
(t->subID == ETownType::CONFLUX && buildingID == BuildingID::GRAIL))
{
if (t->visitingHero)
giveSpells(t,t->visitingHero);
if (t->garrisonHero)
giveSpells(t,t->garrisonHero);
}
};
//Checks if all requirements will be met with expected building list "buildingsThatWillBe"
auto areRequirementsFullfilled = [&](const BuildingID & buildID)
{
return buildingsThatWillBe.count(buildID);
};
//Init the vectors
for (auto & build : t->town->buildings)
{
if (t->hasBuilt(build.first))
buildingsThatWillBe.insert(build.first);
else
{
if (build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
remainingAutoBuildings.push_back(build.second);
}
}
//Prepare structure (list of building ids will be filled later)
NewStructures ns;
ns.tid = tid;
ns.builded = force ? t->builded : (t->builded+1);
std::queue<const CBuilding*> buildingsToAdd;
buildingsToAdd.push(requestedBuilding);
while(!buildingsToAdd.empty())
{
auto b = buildingsToAdd.front();
buildingsToAdd.pop();
ns.bid.insert(b->bid);
buildingsThatWillBe.insert(b->bid);
remainingAutoBuildings -= b;
for (auto autoBuilding : remainingAutoBuildings)
{
if (autoBuilding->requirements.test(areRequirementsFullfilled))
buildingsToAdd.push(autoBuilding);
}
}
// FIXME: it's done before NewStructures applied because otherwise town window wont be properly updated on client. That should be actually fixed on client and not on server.
for (auto builtID : ns.bid)
processBeforeBuiltStructure(builtID);
//Take cost
if (!force)
{
giveResources(t->tempOwner, -requestedBuilding->resources);
}
//We know what has been built, appluy changes. Do this as final step to properly update town window
sendAndApply(&ns);
//Other post-built events. To some logic like giving spells to work gamestate changes for new building must be already in place!
for (auto builtID : ns.bid)
processAfterBuiltStructure(builtID);
// now when everything is built - reveal tiles for lookout tower
FoWChange fw;
fw.player = t->tempOwner;
fw.mode = 1;
getTilesInRange(fw.tiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, 1);
sendAndApply(&fw);
if (t->visitingHero)
vistiCastleObjects (t, t->visitingHero);
if (t->garrisonHero)
vistiCastleObjects (t, t->garrisonHero);
checkVictoryLossConditionsForPlayer(t->tempOwner);
return true;
}
bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
{
///incomplete, simply erases target building
const CGTownInstance * t = getTown(tid);
if (!vstd::contains(t->builtBuildings, bid))
return false;
RazeStructures rs;
rs.tid = tid;
rs.bid.insert(bid);
rs.destroyed = t->destroyed + 1;
sendAndApply(&rs);
//TODO: Remove dwellers
// if (t->subID == 4 && bid == 17) //Veil of Darkness
// {
// RemoveBonus rb(RemoveBonus::TOWN);
// rb.whoID = t->id;
// rb.source = Bonus::TOWN_STRUCTURE;
// rb.id = 17;
// sendAndApply(&rb);
// }
return true;
}
void CGameHandler::sendMessageToAll(const std::string &message)
{
SystemMessage sm;
sm.text = message;
sendToAllClients(&sm);
}
bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl)
{
const CGDwelling * dw = static_cast<const CGDwelling *>(getObj(objid));
const CArmedInstance *dst = nullptr;
const CCreature *c = VLC->creh->creatures.at(crid);
const bool warMachine = c->warMachine != ArtifactID::NONE;
//TODO: test for owning
//TODO: check if dst can recruit objects (e.g. hero is actually visiting object, town and source are same, etc)
dst = dynamic_cast<const CArmedInstance*>(getObj(dstid));
assert(dw && dst);
//verify
bool found = false;
int level = 0;
for (; level < dw->creatures.size(); level++) //iterate through all levels
{
if ((fromLvl != -1) && (level !=fromLvl))
continue;
const auto &cur = dw->creatures.at(level); //current level info <amount, list of cr. ids>
int i = 0;
for (; i < cur.second.size(); i++) //look for crid among available creatures list on current level
if (cur.second.at(i) == crid)
break;
if (i < cur.second.size())
{
found = true;
cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
break;
}
}
SlotID slot = dst->getSlotFor(crid);
if ((!found && complain("Cannot recruit: no such creatures!"))
|| (cram > VLC->creh->creatures.at(crid)->maxAmount(getPlayer(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
|| (cram<=0 && complain("Cannot recruit: cram <= 0!"))
|| (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
{
return false;
}
//recruit
giveResources(dst->tempOwner, -(c->cost * cram));
SetAvailableCreatures sac;
sac.tid = objid;
sac.creatures = dw->creatures;
sac.creatures[level].first -= cram;
sendAndApply(&sac);
if (warMachine)
{
const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(dst);
COMPLAIN_RET_FALSE_IF(!h, "Only hero can buy war machines");
ArtifactID artId = c->warMachine;
COMPLAIN_RET_FALSE_IF(artId == ArtifactID::CATAPULT, "Catapult cannot be recruited!");
const CArtifact * art = artId.toArtifact();
COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid war machine artifact");
return giveHeroNewArtifact(h, art);
}
else
{
addToSlot(StackLocation(dst, slot), c, cram);
}
return true;
}
bool CGameHandler::upgradeCreature(ObjectInstanceID objid, SlotID pos, CreatureID upgID)
{
const CArmedInstance * obj = static_cast<const CArmedInstance *>(getObjInstance(objid));
if (!obj->hasStackAtSlot(pos))
{
COMPLAIN_RET("Cannot upgrade, no stack at slot " + boost::to_string(pos));
}
UpgradeInfo ui;
getUpgradeInfo(obj, pos, ui);
PlayerColor player = obj->tempOwner;
const PlayerState *p = getPlayer(player);
int crQuantity = obj->stacks.at(pos)->count;
int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
//check if upgrade is possible
if ((ui.oldID<0 || newIDpos == -1) && complain("That upgrade is not possible!"))
{
return false;
}
TResources totalCost = ui.cost.at(newIDpos) * crQuantity;
//check if player has enough resources
if (!p->resources.canAfford(totalCost))
COMPLAIN_RET("Cannot upgrade, not enough resources!");
//take resources
giveResources(player, -totalCost);
//upgrade creature
changeStackType(StackLocation(obj, pos), VLC->creh->creatures.at(upgID));
return true;
}
bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c)
{
if (!sl.army->hasStackAtSlot(sl.slot))
COMPLAIN_RET("Cannot find a stack to change type");
SetStackType sst;
sst.sl = sl;
sst.type = c;
sendAndApply(&sst);
return true;
}
void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
{
assert(src->canBeMergedWith(*dst, allowMerging));
while(src->stacksCount())//while there are unmoved creatures
{
auto i = src->Slots().begin(); //iterator to stack to move
StackLocation sl(src, i->first); //location of stack to move
SlotID pos = dst->getSlotFor(i->second->type);
if (!pos.validSlot())
{
//try to merge two other stacks to make place
std::pair<SlotID, SlotID> toMerge;
if (dst->mergableStacks(toMerge, i->first) && allowMerging)
{
moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
}
else
{
complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
return;
}
}
else
{
moveStack(sl, StackLocation(dst, pos));
}
}
}
bool CGameHandler::garrisonSwap(ObjectInstanceID tid)
{
const CGTownInstance * town = getTown(tid);
if (!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
{
if (!town->visitingHero->canBeMergedWith(*town))
{
complain("Cannot make garrison swap, not enough free slots!");
return false;
}
moveArmy(town, town->visitingHero, true);
SetHeroesInTown intown;
intown.tid = tid;
intown.visiting = ObjectInstanceID();
intown.garrison = town->visitingHero->id;
sendAndApply(&intown);
return true;
}
else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
{
//check if moving hero out of town will break 8 wandering heroes limit
if (getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
{
complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
return false;
}
SetHeroesInTown intown;
intown.tid = tid;
intown.garrison = ObjectInstanceID();
intown.visiting = town->garrisonHero->id;
sendAndApply(&intown);
return true;
}
else if (!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
{
SetHeroesInTown intown;
intown.tid = tid;
intown.garrison = town->visitingHero->id;
intown.visiting = town->garrisonHero->id;
sendAndApply(&intown);
return true;
}
else
{
complain("Cannot swap garrison hero!");
return false;
}
}
// With the amount of changes done to the function, it's more like transferArtifacts.
// Function moves artifact from src to dst. If dst is not a backpack and is already occupied, old dst art goes to backpack and is replaced.
bool CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2)
{
ArtifactLocation src = al1, dst = al2;
const PlayerColor srcPlayer = src.owningPlayer(), dstPlayer = dst.owningPlayer();
const CArmedInstance *srcObj = src.relatedObj(), *dstObj = dst.relatedObj();
// Make sure exchange is even possible between the two heroes.
if (!isAllowedExchange(srcObj->id, dstObj->id))
COMPLAIN_RET("That heroes cannot make any exchange!");
const CArtifactInstance *srcArtifact = src.getArt();
const CArtifactInstance *destArtifact = dst.getArt();
if (srcArtifact == nullptr)
COMPLAIN_RET("No artifact to move!");
if (destArtifact && srcPlayer != dstPlayer)
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 || dst.slot < GameConstants::BACKPACK_START)
&& srcArtifact && !srcArtifact->canBePutAt(dst, true))
COMPLAIN_RET("Cannot move artifact!");
auto srcSlot = src.getSlot();
auto dstSlot = dst.getSlot();
if ((srcSlot && srcSlot->locked) || (dstSlot && dstSlot->locked))
COMPLAIN_RET("Cannot move artifact locks.");
if (dst.slot >= GameConstants::BACKPACK_START && srcArtifact->artType->isBig())
COMPLAIN_RET("Cannot put big artifacts in backpack!");
if (src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)
COMPLAIN_RET("Cannot move catapult!");
if (dst.slot >= GameConstants::BACKPACK_START)
vstd::amin(dst.slot, ArtifactPosition(GameConstants::BACKPACK_START + dst.getHolderArtSet()->artifactsInBackpack.size()));
if (src.slot == dst.slot && src.artHolder == dst.artHolder)
COMPLAIN_RET("Won't move artifact: Dest same as source!");
if (dst.slot < GameConstants::BACKPACK_START && destArtifact) //moving art to another slot
{
//old artifact must be removed first
moveArtifact(dst, ArtifactLocation(dst.artHolder, ArtifactPosition(
dst.getHolderArtSet()->artifactsInBackpack.size() + GameConstants::BACKPACK_START)));
}
MoveArtifact ma;
ma.src = src;
ma.dst = dst;
sendAndApply(&ma);
return true;
}
/**
* Assembles or disassembles a combination artifact.
* @param heroID ID of hero holding the artifact(s).
* @param artifactSlot The worn slot ID of the combination- or constituent artifact.
* @param assemble True for assembly operation, false for disassembly.
* @param assembleTo If assemble is true, this represents the artifact ID of the combination
* artifact to assemble to. Otherwise it's not used.
*/
bool CGameHandler::assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
{
const CGHeroInstance * hero = getHero(heroID);
const CArtifactInstance *destArtifact = hero->getArt(artifactSlot);
if (!destArtifact)
COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
if (assemble)
{
CArtifact *combinedArt = VLC->arth->artifacts[assembleTo];
if (!combinedArt->constituents)
COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
if (!vstd::contains(destArtifact->assemblyPossibilities(hero), combinedArt))
COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
AssembledArtifact aa;
aa.al = ArtifactLocation(hero, artifactSlot);
aa.builtArt = combinedArt;
sendAndApply(&aa);
}
else
{
if (!destArtifact->artType->constituents)
COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
DisassembledArtifact da;
da.al = ArtifactLocation(hero, artifactSlot);
sendAndApply(&da);
}
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(), Res::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(),Res::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
giveHeroNewArtifact(hero, VLC->arth->artifacts[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->warMachine == CreatureID::NONE, "War machine artifact required");
COMPLAIN_RET_FALSE_IF(hero->hasArt(aid),"Hero already has this machine!");
const int price = art->price;
COMPLAIN_RET_FALSE_IF(getPlayer(hero->getOwner())->resources.at(Res::GOLD) < price, "Not enough gold!");
if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid)
|| ((town->hasBuilt(BuildingID::BALLISTA_YARD, ETownType::STRONGHOLD)) && aid == ArtifactID::BALLISTA))
{
giveResource(hero->getOwner(),Res::GOLD,-price);
return giveHeroNewArtifact(hero, art);
}
else
COMPLAIN_RET("This machine is unavailable here!");
}
}
bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, Res::ERes rid, ArtifactID aid)
{
if(!h)
COMPLAIN_RET("Only hero can buy artifacts!");
if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
COMPLAIN_RET("That artifact is unavailable!");
int b1, b2;
m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
if (getResource(h->tempOwner, rid) < b1)
COMPLAIN_RET("You can't afford to buy this artifact!");
giveResource(h->tempOwner, rid, -b1);
SetAvailableArtifacts saa;
if (m->o->ID == Obj::TOWN)
{
saa.id = -1;
saa.arts = CGTownInstance::merchantArtifacts;
}
else if (const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m->o)) //black market
{
saa.id = bm->id.getNum();
saa.arts = bm->artifacts;
}
else
COMPLAIN_RET("Wrong marktet...");
bool found = false;
for (const CArtifact *&art : saa.arts)
{
if (art && art->id == aid)
{
art = nullptr;
found = true;
break;
}
}
if (!found)
COMPLAIN_RET("Cannot find selected artifact on the list");
sendAndApply(&saa);
giveHeroNewArtifact(h, VLC->arth->artifacts[aid], ArtifactPosition::FIRST_AVAILABLE);
return true;
}
bool CGameHandler::sellArtifact(const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, Res::ERes rid)
{
COMPLAIN_RET_FALSE_IF((!h), "Only hero can sell artifacts!");
const CArtifactInstance *art = h->getArtByInstanceId(aid);
COMPLAIN_RET_FALSE_IF((!art), "There is no artifact to sell!");
COMPLAIN_RET_FALSE_IF((!art->artType->isTradable()), "Cannot sell a war machine or spellbook!");
int resVal = 0, dump = 1;
m->getOffer(art->artType->id, rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
removeArtifact(ArtifactLocation(h, h->getArtPos(art)));
giveResource(h->tempOwner, rid, resVal);
return true;
}
bool CGameHandler::buySecSkill(const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
{
if (!h)
COMPLAIN_RET("You need hero to buy a skill!");
if (h->getSecSkillLevel(SecondarySkill(skill)))
COMPLAIN_RET("Hero already know this skill");
if (!h->canLearnSkill())
COMPLAIN_RET("Hero can't learn any more skills");
if (h->type->heroClass->secSkillProbability.at(skill)==0)//can't learn this skill (like necromancy for most of non-necros)
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, Res::GOLD) < GameConstants::SKILL_GOLD_COST)//TODO: remove hardcoded resource\summ?
COMPLAIN_RET("You can't afford to buy this skill");
giveResource(h->tempOwner, Res::GOLD, -GameConstants::SKILL_GOLD_COST);
changeSecSkill(h, skill, 1, true);
return true;
}
bool CGameHandler::tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2)
{
TResourceCap r1 = getPlayer(player)->resources.at(id1);
vstd::amin(val, r1); //can't trade more resources than have
int b1, b2; //base quantities for trade
market->getOffer(id1, id2, b1, b2, EMarketMode::RESOURCE_RESOURCE);
int units = val / b1; //how many base quantities we trade
if (val%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
{
COMPLAIN_RET("Invalid deal, not all offered units of resource were used.");
}
giveResource(player, static_cast<Res::ERes>(id1), - b1 * units);
giveResource(player, static_cast<Res::ERes>(id2), b2 * units);
return true;
}
bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, Res::ERes 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 < count //can't sell more creatures than have
|| (hero->stacksCount() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
{
COMPLAIN_RET("Not enough creatures in army!");
}
int b1, b2; //base quantities for trade
market->getOffer(s.type->idNumber, 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), -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->o);
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(Bonus::DRAGON_NATURE)
|| (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, Res::ERes r1, PlayerColor r2)
{
const PlayerState *p2 = getPlayer(r2, false);
if (!p2 || p2->status != EPlayerStatus::INGAME)
{
complain("Dest player must be in game!");
return false;
}
TResourceCap curRes1 = getPlayer(player)->resources.at(r1);
vstd::amin(val, curRes1);
giveResource(player, r1, -val);
giveResource(r2, r1, val);
return true;
}
bool CGameHandler::setFormation(ObjectInstanceID hid, ui8 formation)
{
const CGHeroInstance *h = getHero(hid);
if (!h)
{
logGlobal->error("Hero doesn't exist!");
return false;
}
ChangeFormation cf;
cf.hid = hid;
cf.formation = formation;
sendAndApply(&cf);
return true;
}
bool CGameHandler::hireHero(const CGObjectInstance *obj, ui8 hid, PlayerColor player)
{
const PlayerState * p = getPlayer(player);
const CGTownInstance * t = getTown(obj->id);
//common preconditions
// if ((p->resources.at(Res::GOLD)<GOLD_NEEDED && complain("Not enough gold for buying hero!"))
// || (getHeroCount(player, false) >= GameConstants::MAX_HEROES_PER_PLAYER && complain("Cannot hire hero, only 8 wandering heroes are allowed!")))
if ((p->resources.at(Res::GOLD) < GameConstants::HERO_GOLD_COST && complain("Not enough gold for buying hero!"))
|| ((!t) && (getHeroCount(player, false) >= VLC->modh->settings.MAX_HEROES_ON_MAP_PER_PLAYER && complain("Cannot hire hero, too many wandering heroes already!")))
|| ((t) && (getHeroCount(player, true) >= VLC->modh->settings.MAX_HEROES_AVAILABLE_PER_PLAYER && complain("Cannot hire hero, too many heroes garrizoned and wandering already!"))))
{
return false;
}
if (t) //tavern in town
{
if ((!t->hasBuilt(BuildingID::TAVERN) && complain("No tavern!"))
|| (t->visitingHero && complain("There is visiting hero - no place!")))
{
return false;
}
}
else if (obj->ID == Obj::TAVERN)
{
if (getTile(obj->visitablePos())->visitableObjects.back() != obj && complain("Tavern entry must be unoccupied!"))
{
return false;
}
}
const CGHeroInstance *nh = p->availableHeroes.at(hid);
if (!nh)
{
complain ("Hero is not available for hiring!");
return false;
}
HeroRecruited hr;
hr.tid = obj->id;
hr.hid = nh->subID;
hr.player = player;
hr.tile = obj->visitablePos() + nh->getVisitableOffset();
sendAndApply(&hr);
std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->unusedHeroesFromPool();
const CGHeroInstance *theOtherHero = p->availableHeroes.at(!hid);
const CGHeroInstance *newHero = nullptr;
if (theOtherHero) //on XXL maps all heroes can be imprisoned :(
{
newHero = gs->hpool.pickHeroFor(false, player, getNativeTown(player), pool, getRandomGenerator(), theOtherHero->type->heroClass);
}
SetAvailableHeroes sah;
sah.player = player;
if (newHero)
{
sah.hid[hid] = newHero->subID;
sah.army[hid].clear();
sah.army[hid].setCreature(SlotID(0), newHero->type->initialArmy[0].creature, 1);
}
else
{
sah.hid[hid] = -1;
}
sah.hid[!hid] = theOtherHero ? theOtherHero->subID : -1;
sendAndApply(&sah);
giveResource(player, Res::GOLD, -GameConstants::HERO_GOLD_COST);
if (t)
{
vistiCastleObjects (t, nh);
giveSpells (t,nh);
}
return true;
}
bool CGameHandler::queryReply(QueryID qid, const JsonNode & answer, PlayerColor player)
{
boost::unique_lock<boost::recursive_mutex> lock(gsm);
logGlobal->trace("Player %s attempts answering query %d with answer:", player, qid);
logGlobal->trace(answer.toJson());
auto topQuery = queries.topQuery(player);
COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
COMPLAIN_RET_FALSE_IF(topQuery->queryID != qid, "This player top query has different ID!");
COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
topQuery->setReply(answer);
queries.popQuery(topQuery);
return true;
}
static EndAction end_action;
void CGameHandler::updateGateState()
{
BattleUpdateGateState db;
db.state = gs->curB->si.gateState;
if (gs->curB->si.wallState[EWallPart::GATE] == EWallState::DESTROYED)
{
db.state = EGateState::DESTROYED;
}
else if (db.state == EGateState::OPENED)
{
if (!gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_OUTER), false) &&
!gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_INNER), false))
{
if (gs->curB->town->subID == ETownType::FORTRESS)
{
if (!gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false))
db.state = EGateState::CLOSED;
}
else if (gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE)))
db.state = EGateState::BLOCKED;
else
db.state = EGateState::CLOSED;
}
}
else if (gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false))
db.state = EGateState::BLOCKED;
else
db.state = EGateState::CLOSED;
if (db.state != gs->curB->si.gateState)
sendAndApply(&db);
}
bool CGameHandler::makeBattleAction(BattleAction &ba)
{
bool ok = true;
const CStack *stack = battleGetStackByID(ba.stackNumber); //may be nullptr if action is not about stack
const CStack *destinationStack = ba.actionType == Battle::WALK_AND_ATTACK ? gs->curB->battleGetStackByPos(ba.additionalInfo)
: ba.actionType == Battle::SHOOT ? gs->curB->battleGetStackByPos(ba.destinationTile)
: nullptr;
const bool isAboutActiveStack = stack && (stack == battleActiveStack());
logGlobal->trace(
"Making action: type=%d; side=%d; stack=%s; dst=%s; additionalInfo=%d; stackAtDst=%s",
ba.actionType, (int)ba.side, (stack ? stack->getName() : std::string("none")),
ba.destinationTile, ba.additionalInfo, (destinationStack ? destinationStack->getName() : std::string("none")));
switch(ba.actionType)
{
case Battle::WALK: //walk
case Battle::DEFEND: //defend
case Battle::WAIT: //wait
case Battle::WALK_AND_ATTACK: //walk or attack
case Battle::SHOOT: //shoot
case Battle::CATAPULT: //catapult
case Battle::STACK_HEAL: //healing with First Aid Tent
case Battle::DAEMON_SUMMONING:
case Battle::MONSTER_SPELL:
if (!stack)
{
complain("No such stack!");
return false;
}
if (!stack->alive())
{
complain("This stack is dead: " + stack->nodeName());
return false;
}
if (battleTacticDist())
{
if (stack && stack->side != battleGetTacticsSide())
{
complain("This is not a stack of side that has tactics!");
return false;
}
}
else if (!isAboutActiveStack)
{
complain("Action has to be about active stack!");
return false;
}
}
auto wrapAction = [this](BattleAction &ba)
{
StartAction startAction(ba);
sendAndApply(&startAction);
return vstd::makeScopeGuard([&]()
{
sendAndApply(&end_action);
});
};
switch(ba.actionType)
{
case Battle::END_TACTIC_PHASE: //wait
case Battle::BAD_MORALE:
case Battle::NO_ACTION:
{
auto wrapper = wrapAction(ba);
break;
}
case Battle::WALK:
{
auto wrapper = wrapAction(ba);
int walkedTiles = moveStack(ba.stackNumber,ba.destinationTile); //move
if (!walkedTiles)
complain("Stack failed movement!");
break;
}
case Battle::DEFEND:
{
//defensive stance
SetStackEffect sse;
Bonus bonus1(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 20, -1, PrimarySkill::DEFENSE, Bonus::PERCENT_TO_ALL);
Bonus bonus2(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, stack->valOfBonuses(Bonus::DEFENSIVE_STANCE),
-1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE);
BonusList defence = *stack->getBonuses(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE));
int oldDefenceValue = defence.totalValue();
defence.push_back(std::make_shared<Bonus>(bonus1));
defence.push_back(std::make_shared<Bonus>(bonus2));
int difference = defence.totalValue() - oldDefenceValue;
MetaString text;
stack->addText(text, MetaString::GENERAL_TXT, 120);
stack->addNameReplacement(text);
text.addReplacement(difference);
sse.battleLog.push_back(text);
sse.effect.push_back(bonus1);
sse.effect.push_back(bonus2);
sse.stacks.push_back(ba.stackNumber);
sendAndApply(&sse);
//don't break - we share code with next case
}
case Battle::WAIT:
{
auto wrapper = wrapAction(ba);
break;
}
case Battle::RETREAT: //retreat/flee
{
if (!gs->curB->battleCanFlee(gs->curB->sides.at(ba.side).color))
complain("Cannot retreat!");
else
setBattleResult(BattleResult::ESCAPE, !ba.side); //surrendering side loses
break;
}
case Battle::SURRENDER:
{
PlayerColor player = gs->curB->sides.at(ba.side).color;
int cost = gs->curB->battleGetSurrenderCost(player);
if (cost < 0)
complain("Cannot surrender!");
else if (getResource(player, Res::GOLD) < cost)
complain("Not enough gold to surrender!");
else
{
giveResource(player, Res::GOLD, -cost);
setBattleResult(BattleResult::SURRENDER, !ba.side); //surrendering side loses
}
break;
}
case Battle::WALK_AND_ATTACK: //walk or attack
{
auto wrapper = wrapAction(ba);
if (!stack || !destinationStack)
{
break;
}
BattleHex startingPos = stack->position;
int distance = moveStack(ba.stackNumber, ba.destinationTile);
logGlobal->trace("%s will attack %s", stack->nodeName(), destinationStack->nodeName());
if(stack->position != ba.destinationTile //we wasn't able to reach destination tile
&& !(stack->doubleWide() && (stack->position == ba.destinationTile.cloneInDirection(stack->destShiftDir(), false))) //nor occupy specified hex
)
{
complain("We cannot move this stack to its destination " + stack->getCreature()->namePl);
ok = false;
break;
}
if (destinationStack && stack && stack->ID == destinationStack->ID) //we should just move, it will be handled by following check
{
destinationStack = nullptr;
}
if (!destinationStack)
{
complain(boost::str(boost::format("walk and attack error: no stack at additionalInfo tile (%d)!\n") % ba.additionalInfo));
ok = false;
break;
}
if (!CStack::isMeleeAttackPossible(stack, destinationStack))
{
complain("Attack cannot be performed!");
ok = false;
break;
}
//attack
int totalAttacks = 1 + stack->getBonuses(Selector::type (Bonus::ADDITIONAL_ATTACK),
(Selector::effectRange(Bonus::NO_LIMIT).Or(Selector::effectRange(Bonus::ONLY_MELEE_FIGHT))))->totalValue(); //all unspicified attacks + melee attacks
for (int i = 0; i < totalAttacks; ++i)
{
if (stack &&
stack->alive() && //move can cause death, eg. by walking into the moat
destinationStack->alive())
{
BattleAttack bat;
prepareAttack(bat, stack, destinationStack, (i ? 0 : distance), ba.additionalInfo); //no distance travelled on second attack
//prepareAttack(bat, stack, stackAtEnd, 0, ba.additionalInfo);
handleAttackBeforeCasting(&bat); //only before first attack
sendAndApply(&bat);
handleAfterAttackCasting(bat);
}
//counterattack
if (i == 0 && destinationStack
&& !stack->hasBonusOfType(Bonus::BLOCKS_RETALIATION)
&& destinationStack->ableToRetaliate()
&& stack->alive()) //attacker may have died (fire shield)
{
BattleAttack bat;
prepareAttack(bat, destinationStack, stack, 0, stack->position);
bat.flags |= BattleAttack::COUNTER;
sendAndApply(&bat);
handleAfterAttackCasting(bat);
}
}
//return
if (stack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE) && startingPos != stack->position && stack->alive())
{
moveStack(ba.stackNumber, startingPos);
//NOTE: curStack->ID == ba.stackNumber (rev 1431)
}
break;
}
case Battle::SHOOT:
{
if (!gs->curB->battleCanShoot(stack, ba.destinationTile))
{
complain("Cannot shoot!");
break;
}
if (!destinationStack)
{
complain("No target to shoot!");
break;
}
auto wrapper = wrapAction(ba);
{
BattleAttack bat;
bat.flags |= BattleAttack::SHOT;
prepareAttack(bat, stack, destinationStack, 0, ba.destinationTile);
handleAttackBeforeCasting(&bat);
sendAndApply(&bat);
handleAfterAttackCasting(bat);
}
//ranged counterattack
if (destinationStack->hasBonusOfType(Bonus::RANGED_RETALIATION)
&& !stack->hasBonusOfType(Bonus::BLOCKS_RANGED_RETALIATION)
&& destinationStack->ableToRetaliate()
&& stack->alive()) //attacker may have died (fire shield)
{
BattleAttack bat;
prepareAttack(bat, destinationStack, stack, 0, stack->position);
bat.flags |= BattleAttack::COUNTER | BattleAttack::SHOT;
sendAndApply(&bat);
handleAfterAttackCasting(bat);
}
//second shot for ballista, only if hero has advanced artillery
const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
if(destinationStack->alive()
&& (stack->getCreature()->idNumber == CreatureID::BALLISTA)
&& (attackingHero->getSecSkillLevel(SecondarySkill::ARTILLERY) >= SecSkillLevel::ADVANCED)
)
{
BattleAttack bat2;
bat2.flags |= BattleAttack::SHOT;
prepareAttack(bat2, stack, destinationStack, 0, ba.destinationTile);
sendAndApply(&bat2);
}
//allow more than one additional attack
int additionalAttacks = stack->getBonuses(Selector::type (Bonus::ADDITIONAL_ATTACK),
(Selector::effectRange(Bonus::NO_LIMIT).Or(Selector::effectRange(Bonus::ONLY_DISTANCE_FIGHT))))->totalValue();
for(int i = 0; i < additionalAttacks; ++i)
{
if (
stack->alive()
&& destinationStack->alive()
&& stack->shots.canUse()
)
{
BattleAttack bat;
bat.flags |= BattleAttack::SHOT;
prepareAttack(bat, stack, destinationStack, 0, ba.destinationTile);
sendAndApply(&bat);
handleAfterAttackCasting(bat);
}
}
break;
}
case Battle::CATAPULT:
{
auto getCatapultHitChance = [&](EWallPart::EWallPart part, const CHeroHandler::SBallisticsLevelInfo & sbi) -> int
{
switch(part)
{
case EWallPart::GATE:
return sbi.gate;
case EWallPart::KEEP:
return sbi.keep;
case EWallPart::BOTTOM_TOWER:
case EWallPart::UPPER_TOWER:
return sbi.tower;
case EWallPart::BOTTOM_WALL:
case EWallPart::BELOW_GATE:
case EWallPart::OVER_GATE:
case EWallPart::UPPER_WALL:
return sbi.wall;
default:
return 0;
}
};
auto wrapper = wrapAction(ba);
const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
CHeroHandler::SBallisticsLevelInfo sbi;
if(stack->getCreature()->idNumber == CreatureID::CATAPULT)
sbi = VLC->heroh->ballistics.at(attackingHero->getSecSkillLevel(SecondarySkill::BALLISTICS));
else //may need to use higher ballistics level for creatures in future for some cases to match original H3 (upgraded cyclops etc)
{
sbi = VLC->heroh->ballistics.at(1);
sbi.shots += std::max(stack->valOfBonuses(Bonus::CATAPULT_EXTRA_SHOTS), 0);
}
auto wallPart = gs->curB->battleHexToWallPart(ba.destinationTile);
if (!gs->curB->isWallPartPotentiallyAttackable(wallPart))
{
complain("catapult tried to attack non-catapultable hex!");
break;
}
//in successive iterations damage is dealt but not yet subtracted from wall's HPs
auto &currentHP = gs->curB->si.wallState;
if (currentHP.at(wallPart) == EWallState::DESTROYED || currentHP.at(wallPart) == EWallState::NONE)
{
complain("catapult tried to attack already destroyed wall part!");
break;
}
for (int g=0; g<sbi.shots; ++g)
{
bool hitSuccessfull = false;
auto attackedPart = wallPart;
do // catapult has chance to attack desired target. Othervice - attacks randomly
{
if (currentHP.at(attackedPart) != EWallState::DESTROYED && // this part can be hit
currentHP.at(attackedPart) != EWallState::NONE &&
getRandomGenerator().nextInt(99) < getCatapultHitChance(attackedPart, sbi))//hit is successful
{
hitSuccessfull = true;
}
else // select new target
{
std::vector<EWallPart::EWallPart> allowedTargets;
for (size_t i=0; i< currentHP.size(); i++)
{
if(currentHP.at(i) != EWallState::DESTROYED &&
currentHP.at(i) != EWallState::NONE)
allowedTargets.push_back(EWallPart::EWallPart(i));
}
if (allowedTargets.empty())
break;
attackedPart = *RandomGeneratorUtil::nextItem(allowedTargets, getRandomGenerator());
}
}
while (!hitSuccessfull);
if (!hitSuccessfull) // break triggered - no target to shoot at
break;
CatapultAttack ca; //package for clients
CatapultAttack::AttackInfo attack;
attack.attackedPart = attackedPart;
attack.destinationTile = ba.destinationTile;
attack.damageDealt = 0;
int dmgChance[] = { sbi.noDmg, sbi.oneDmg, sbi.twoDmg }; //dmgChance[i] - chance for doing i dmg when hit is successful
int dmgRand = getRandomGenerator().nextInt(99);
//accumulating dmgChance
dmgChance[1] += dmgChance[0];
dmgChance[2] += dmgChance[1];
//calculating dealt damage
for (int damage = 0; damage < ARRAY_COUNT(dmgChance); ++damage)
{
if (dmgRand <= dmgChance[damage])
{
attack.damageDealt = damage;
break;
}
}
// attacked tile may have changed - update destination
attack.destinationTile = gs->curB->wallPartToBattleHex(EWallPart::EWallPart(attack.attackedPart));
logGlobal->trace("Catapult attacks %d dealing %d damage", (int)attack.attackedPart, (int)attack.damageDealt);
//removing creatures in turrets / keep if one is destroyed
if (attack.damageDealt > 0 && (attackedPart == EWallPart::KEEP ||
attackedPart == EWallPart::BOTTOM_TOWER || attackedPart == EWallPart::UPPER_TOWER))
{
int posRemove = -1;
switch(attackedPart)
{
case EWallPart::KEEP:
posRemove = -2;
break;
case EWallPart::BOTTOM_TOWER:
posRemove = -3;
break;
case EWallPart::UPPER_TOWER:
posRemove = -4;
break;
}
BattleStacksRemoved bsr;
for (auto & elem : gs->curB->stacks)
{
if (elem->position == posRemove)
{
bsr.stackIDs.insert(elem->ID);
break;
}
}
sendAndApply(&bsr);
}
ca.attacker = ba.stackNumber;
ca.attackedParts.push_back(attack);
sendAndApply(&ca);
}
//finish by scope guard
break;
}
case Battle::STACK_HEAL: //healing with First Aid Tent
{
auto wrapper = wrapAction(ba);
const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
const CStack *healer = gs->curB->battleGetStackByID(ba.stackNumber),
*destStack = gs->curB->battleGetStackByPos(ba.destinationTile);
if(healer == nullptr || destStack == nullptr || !healer->hasBonusOfType(Bonus::HEALER))
{
complain("There is either no healer, no destination, or healer cannot heal :P");
}
else
{
int32_t toHeal = healer->getCount() * std::max(10, attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::FIRST_AID));
//TODO: allow resurrection for mods
CHealth health = destStack->healthAfterHealed(toHeal, EHealLevel::HEAL, EHealPower::PERMANENT);
if(toHeal == 0)
{
logGlobal->warn("Nothing to heal");
}
else
{
StacksHealedOrResurrected shr;
shr.lifeDrain = false;
shr.tentHealing = true;
shr.cure = false;
shr.drainedFrom = ba.stackNumber;
CHealthInfo hi;
health.toInfo(hi);
hi.stackId = destStack->ID;
hi.delta = toHeal;
shr.healedStacks.push_back(hi);
sendAndApply(&shr);
}
}
break;
}
case Battle::DAEMON_SUMMONING:
//TODO: From Strategija:
//Summon Demon is a level 2 spell.
{
const CStack *summoner = gs->curB->battleGetStackByID(ba.stackNumber),
*destStack = gs->curB->battleGetStackByPos(ba.destinationTile, false);
CreatureID summonedType(summoner->getBonusLocalFirst(Selector::type(Bonus::DAEMON_SUMMONING))->subtype);//in case summoner can summon more than one type of monsters... scream!
BattleStackAdded bsa;
bsa.side = summoner->side;
bsa.creID = summonedType;
ui64 risedHp = summoner->getCount() * summoner->valOfBonuses(Bonus::DAEMON_SUMMONING, bsa.creID.toEnum());
ui64 targetHealth = destStack->getCreature()->MaxHealth() * destStack->baseAmount;
ui64 canRiseHp = std::min(targetHealth, risedHp);
ui32 canRiseAmount = canRiseHp / VLC->creh->creatures.at(bsa.creID)->MaxHealth();
bsa.amount = std::min(canRiseAmount, destStack->baseAmount);
bsa.pos = gs->curB->getAvaliableHex(bsa.creID, bsa.side, destStack->position);
bsa.summoned = false;
if (bsa.amount) //there's rare possibility single creature cannot rise desired type
{
auto wrapper = wrapAction(ba);
BattleStacksRemoved bsr; //remove body
bsr.stackIDs.insert(destStack->ID);
sendAndApply(&bsr);
sendAndApply(&bsa);
BattleSetStackProperty ssp;
ssp.stackID = ba.stackNumber;
ssp.which = BattleSetStackProperty::CASTS; //reduce number of casts
ssp.val = -1;
ssp.absolute = false;
sendAndApply(&ssp);
}
break;
}
case Battle::MONSTER_SPELL:
{
auto wrapper = wrapAction(ba);
const CStack * stack = gs->curB->battleGetStackByID(ba.stackNumber);
SpellID spellID = SpellID(ba.additionalInfo);
BattleHex destination(ba.destinationTile);
const std::shared_ptr<Bonus> randSpellcaster = stack->getBonusLocalFirst(Selector::type(Bonus::RANDOM_SPELLCASTER));
const std::shared_ptr<Bonus> spellcaster = stack->getBonusLocalFirst(Selector::typeSubtype(Bonus::SPELLCASTER, spellID));
//TODO special bonus for genies ability
if (randSpellcaster && battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_AIMED) < 0)
spellID = battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_GENIE);
if (spellID < 0)
complain("That stack can't cast spells!");
else
{
const CSpell * spell = SpellID(spellID).toSpell();
BattleSpellCastParameters parameters(gs->curB, stack, spell);
parameters.spellLvl = 0;
if (spellcaster)
vstd::amax(parameters.spellLvl, spellcaster->val);
if (randSpellcaster)
vstd::amax(parameters.spellLvl, randSpellcaster->val);
vstd::amin(parameters.spellLvl, 3);
parameters.effectLevel = parameters.spellLvl;
parameters.mode = ECastingMode::CREATURE_ACTIVE_CASTING;
parameters.aimToHex(destination);//todo: allow multiple destinations
parameters.cast(spellEnv);
}
break;
}
}
if(ba.actionType == Battle::DAEMON_SUMMONING || ba.actionType == Battle::WAIT || ba.actionType == Battle::DEFEND
|| ba.actionType == Battle::SHOOT || ba.actionType == Battle::MONSTER_SPELL)
handleDamageFromObstacle(stack);
if(ba.stackNumber == gs->curB->activeStack || battleResult.get()) //active stack has moved or battle has finished
battleMadeAction.setn(true);
return ok;
}
void CGameHandler::playerMessage(PlayerColor player, const std::string &message, ObjectInstanceID currObj)
{
bool cheated = true;
PlayerMessage temp_message(player, message, ObjectInstanceID(-1)); // don't inform other client on selected object
sendAndApply(&temp_message);
std::vector<std::string> cheat;
boost::split(cheat, message, boost::is_any_of(" "));
int obj = 0;
if (cheat.size() == 2)
{
obj = std::atoi(cheat[1].c_str());
if (obj)
currObj = ObjectInstanceID(obj);
}
const CGHeroInstance * hero = getHero(currObj);
const CGTownInstance * town = getTown(currObj);
if (!town && hero)
town = hero->visitedTown;
if (cheat.size() == 1 || obj)
handleCheatCode(cheat[0], player, hero, town, cheated);
else
{
for (const auto & i : gs->players)
{
if (i.first == PlayerColor::NEUTRAL)
continue;
if (cheat[1] == "ai")
{
if (i.second.human)
continue;
}
else if (cheat[1] != "all" && cheat[1] != i.first.getStr())
continue;
if (cheat[0] == "vcmiformenos" || cheat[0] == "vcmieagles" || cheat[0] == "vcmiungoliant")
{
handleCheatCode(cheat[0], i.first, nullptr, nullptr, cheated);
}
else if (cheat[0] == "vcmiarmenelos")
{
for (const auto & t : i.second.towns)
{
handleCheatCode(cheat[0], i.first, nullptr, t, cheated);
}
}
else
{
for (const auto & h : i.second.heroes)
{
handleCheatCode(cheat[0], i.first, h, nullptr, cheated);
}
}
}
}
if (cheated)
{
SystemMessage temp_message(VLC->generaltexth->allTexts.at(260));
sendAndApply(&temp_message);
if(!player.isSpectator())
checkVictoryLossConditionsForPlayer(player);//Player enter win code or got required art\creature
}
}
bool CGameHandler::makeCustomAction(BattleAction &ba)
{
switch(ba.actionType)
{
case Battle::HERO_SPELL:
{
COMPLAIN_RET_FALSE_IF(ba.side > 1, "Side must be 0 or 1!");
const CGHeroInstance *h = gs->curB->battleGetFightingHero(ba.side);
COMPLAIN_RET_FALSE_IF((!h), "Wrong caster!");
const CSpell * s = SpellID(ba.additionalInfo).toSpell();
if (!s)
{
logGlobal->error("Wrong spell id (%d)!", ba.additionalInfo);
return false;
}
BattleSpellCastParameters parameters(gs->curB, h, s);
parameters.aimToHex(ba.destinationTile);//todo: allow multiple destinations
parameters.mode = ECastingMode::HERO_CASTING;
if (ba.selectedStack >= 0)
parameters.aimToStack(gs->curB->battleGetStackByID(ba.selectedStack, false));
ESpellCastProblem::ESpellCastProblem escp = s->canBeCast(gs->curB, ECastingMode::HERO_CASTING, h);//todo: should we check aimed cast?
if (escp != ESpellCastProblem::OK)
{
logGlobal->warn("Spell cannot be cast! Problem: %d", escp);
return false;
}
StartAction start_action(ba);
sendAndApply(&start_action); //start spell casting
parameters.cast(spellEnv);
sendAndApply(&end_action);
if (!gs->curB->battleGetStackByID(gs->curB->activeStack))
{
battleMadeAction.setn(true);
}
checkBattleStateChanges();
if (battleResult.get())
{
battleMadeAction.setn(true);
//battle will be ended by startBattle function
//endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
}
return true;
}
}
return false;
}
void CGameHandler::stackEnchantedTrigger(const CStack * st)
{
auto bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTED)));
for(auto b : bl)
{
SetStackEffect sse;
int val = bl.valOfBonuses(Selector::typeSubtype(b->type, b->subtype));
if(val > 3)
{
for(auto s : gs->curB->battleGetAllStacks())
{
if(battleMatchOwner(st, s, true) && s->isValidTarget()) //all allied
sse.stacks.push_back (s->ID);
}
}
else
sse.stacks.push_back (st->ID);
const CSpell * sp = SpellID(b->subtype).toSpell();
const int level = ((val > 3) ? (val - 3) : val);
sp->getEffects(sse.effect, level, false, 50);
//this makes effect accumulate for at most 50 turns by default, but effect may be permanent and last till the end of battle
sp->getEffects(sse.cumulativeEffects, level, true, 50);
if(!sse.effect.empty() || !sse.cumulativeEffects.empty())
sendAndApply(&sse);
}
}
void CGameHandler::stackTurnTrigger(const CStack *st)
{
BattleTriggerEffect bte;
bte.stackID = st->ID;
bte.effect = -1;
bte.val = 0;
bte.additionalInfo = 0;
if (st->alive())
{
//unbind
if (st->hasBonus(Selector::type(Bonus::BIND_EFFECT)))
{
bool unbind = true;
BonusList bl = *(st->getBonuses(Selector::type(Bonus::BIND_EFFECT)));
std::set<const CStack*> stacks = gs->curB-> batteAdjacentCreatures(st);
for (auto b : bl)
{
const CStack * stack = gs->curB->battleGetStackByID(b->additionalInfo); //binding stack must be alive and adjacent
if (stack)
{
if (vstd::contains(stacks, stack)) //binding stack is still present
{
unbind = false;
}
}
}
if (unbind)
{
BattleSetStackProperty ssp;
ssp.which = BattleSetStackProperty::UNBIND;
ssp.stackID = st->ID;
sendAndApply(&ssp);
}
}
//regeneration
if (st->hasBonusOfType(Bonus::HP_REGENERATION))
{
bte.effect = Bonus::HP_REGENERATION;
bte.val = std::min((int)(st->MaxHealth() - st->getFirstHPleft()), st->valOfBonuses(Bonus::HP_REGENERATION));
}
if (st->hasBonusOfType(Bonus::FULL_HP_REGENERATION))
{
bte.effect = Bonus::HP_REGENERATION;
bte.val = st->MaxHealth() - st->getFirstHPleft();
}
if (bte.val) //anything to heal
sendAndApply(&bte);
if (st->hasBonusOfType(Bonus::POISON))
{
const std::shared_ptr<Bonus> b = st->getBonusLocalFirst(Selector::source(Bonus::SPELL_EFFECT, SpellID::POISON).And(Selector::type(Bonus::STACK_HEALTH)));
if (b) //TODO: what if not?...
{
bte.val = std::max (b->val - 10, -(st->valOfBonuses(Bonus::POISON)));
if (bte.val < b->val) //(negative) poison effect increases - update it
{
bte.effect = Bonus::POISON;
sendAndApply(&bte);
}
}
}
if (st->hasBonusOfType(Bonus::MANA_DRAIN) && !vstd::contains(st->state, EBattleStackState::DRAINED_MANA))
{
const PlayerColor opponent = gs->curB->theOtherPlayer(gs->curB->battleGetOwner(st));
const CGHeroInstance * opponentHero = gs->curB->getHero(opponent);
if (opponentHero)
{
ui32 manaDrained = st->valOfBonuses(Bonus::MANA_DRAIN);
vstd::amin(manaDrained, opponentHero->mana);
if (manaDrained)
{
bte.effect = Bonus::MANA_DRAIN;
bte.val = manaDrained;
bte.additionalInfo = opponentHero->id.getNum(); //for sanity
sendAndApply(&bte);
}
}
}
if (st->isLiving() && !st->hasBonusOfType(Bonus::FEARLESS))
{
bool fearsomeCreature = false;
for (CStack * stack : gs->curB->stacks)
{
if (battleMatchOwner(st, stack) && stack->alive() && stack->hasBonusOfType(Bonus::FEAR))
{
fearsomeCreature = true;
break;
}
}
if (fearsomeCreature)
{
if (getRandomGenerator().nextInt(99) < 10) //fixed 10%
{
bte.effect = Bonus::FEAR;
sendAndApply(&bte);
}
}
}
BonusList bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTER)));
int side = gs->curB->whatSide(st->owner);
if(st->canCast() && !gs->curB->sides.at(side).enchanterCounter)
{
bool cast = false;
while (!bl.empty() && !cast)
{
auto bonus = *RandomGeneratorUtil::nextItem(bl, getRandomGenerator());
auto spellID = SpellID(bonus->subtype);
const CSpell * spell = SpellID(spellID).toSpell();
bl.remove_if([&bonus](const Bonus* b){return b==bonus.get();});
BattleSpellCastParameters parameters(gs->curB, st, spell);
parameters.spellLvl = bonus->val;
parameters.effectLevel = bonus->val;//todo: recheck
parameters.mode = ECastingMode::ENCHANTER_CASTING;
cast = parameters.castIfPossible(spellEnv);
if(cast)
{
//todo: move to mechanics
BattleSetStackProperty ssp;
ssp.which = BattleSetStackProperty::ENCHANTER_COUNTER;
ssp.absolute = false;
ssp.val = bonus->additionalInfo; //increase cooldown counter
ssp.stackID = st->ID;
sendAndApply(&ssp);
}
}
}
}
}
bool CGameHandler::handleDamageFromObstacle(const CStack * curStack, bool stackIsMoving)
{
if(!curStack->alive())
return false;
bool containDamageFromMoat = false;
for(auto & obstacle : getAllAffectedObstaclesByStack(curStack))
{
if(!curStack->alive() || obstacle->stopsMovement() && stackIsMoving == true)
return false;
//we want to determine following vars depending on obstacle type
int damage = -1;
int effect = -1;
bool oneTimeObstacle = false;
//helper info
const SpellCreatedObstacle * spellObstacle = dynamic_cast<const SpellCreatedObstacle *>(obstacle.get()); //not nice but we may need spell params
const ui8 side = curStack->side; //if enemy is defending (false = 0), side of enemy hero is 1 (true)
const CGHeroInstance * hero = gs->curB->battleGetFightingHero(side);//FIXME: there may be no hero - landmines in Tower
if(obstacle->obstacleType == CObstacleInstance::MOAT)
{
damage = battleGetMoatDmg();
if(!containDamageFromMoat)
containDamageFromMoat = true;
else
continue;
}
else if(obstacle->obstacleType == CObstacleInstance::LAND_MINE)
{
if(!spellObstacle)
COMPLAIN_RET("Invalid obstacle instance");
//You don't get hit by a Mine you can see.
if(gs->curB->battleIsObstacleVisibleForSide(*obstacle, (BattlePerspective::BattlePerspective)side))
continue;
oneTimeObstacle = true;
effect = 82;
const CSpell * sp = SpellID(SpellID::LAND_MINE).toSpell();
if(sp->isImmuneByStack(hero, curStack))
continue;
damage = sp->calculateDamage(hero, curStack, spellObstacle->spellLevel, spellObstacle->casterSpellPower);
//TODO even if obstacle wasn't created by hero (Tower "moat") it should deal dmg as if cast by hero,
//if it is bigger than default dmg. Or is it just irrelevant H3 implementation quirk
}
else if(obstacle->obstacleType == CObstacleInstance::FIRE_WALL)
{
if(!spellObstacle)
COMPLAIN_RET("Invalid obstacle instance");
const CSpell * sp = SpellID(SpellID::FIRE_WALL).toSpell();
if(sp->isImmuneByStack(hero, curStack))
continue;
damage = sp->calculateDamage(hero, curStack,
spellObstacle->spellLevel, spellObstacle->casterSpellPower);
}
else
continue;
BattleStackAttacked bsa;
if(effect >= 0)
{
bsa.flags |= BattleStackAttacked::EFFECT;
bsa.effect = effect; //makes POOF
}
bsa.damageAmount = damage;
bsa.stackAttacked = curStack->ID;
bsa.attackerID = -1;
curStack->prepareAttacked(bsa, getRandomGenerator());
StacksInjured si;
si.stacks.push_back(bsa);
sendAndApply(&si);
if(oneTimeObstacle)
removeObstacle(*obstacle);
}
if(!curStack->alive())
return false;
return true;
}
void CGameHandler::handleTimeEvents()
{
gs->map->events.sort(evntCmp);
while(gs->map->events.size() && gs->map->events.front().firstOccurence+1 == gs->day)
{
CMapEvent ev = gs->map->events.front();
for (int player = 0; player < PlayerColor::PLAYER_LIMIT_I; player++)
{
auto color = PlayerColor(player);
const PlayerState * pinfo = getPlayer(color, false); //do not output error if player does not exist
if (pinfo //player exists
&& (ev.players & 1<<player) //event is enabled to this player
&& ((ev.computerAffected && !pinfo->human)
|| (ev.humanAffected && pinfo->human)
)
)
{
//give resources
giveResources(color, ev.resources);
//prepare dialog
InfoWindow iw;
iw.player = color;
iw.text << ev.message;
for (int i=0; i<ev.resources.size(); i++)
{
if (ev.resources.at(i)) //if resource is changed, we add it to the dialog
iw.components.push_back(Component(Component::RESOURCE,i,ev.resources.at(i),0));
}
sendAndApply(&iw); //show dialog
}
} //PLAYERS LOOP
if (ev.nextOccurence)
{
gs->map->events.pop_front();
ev.firstOccurence += ev.nextOccurence;
auto it = gs->map->events.begin();
while(it != gs->map->events.end() && it->earlierThanOrEqual(ev))
it++;
gs->map->events.insert(it, ev);
}
else
{
gs->map->events.pop_front();
}
}
//TODO send only if changed
UpdateMapEvents ume;
ume.events = gs->map->events;
sendAndApply(&ume);
}
void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
{
town->events.sort(evntCmp);
while(town->events.size() && town->events.front().firstOccurence == gs->day)
{
PlayerColor player = town->tempOwner;
CCastleEvent ev = town->events.front();
const PlayerState * pinfo = getPlayer(player, false);
if (pinfo //player exists
&& (ev.players & 1<<player.getNum()) //event is enabled to this player
&& ((ev.computerAffected && !pinfo->human)
|| (ev.humanAffected && pinfo->human)))
{
// dialog
InfoWindow iw;
iw.player = player;
iw.text << ev.message;
if (ev.resources.nonZero())
{
TResources was = n.res[player];
n.res[player] += ev.resources;
n.res[player].amax(0);
for (int i=0; i<ev.resources.size(); i++)
if (ev.resources.at(i) && pinfo->resources.at(i) != n.res.at(player).at(i)) //if resource had changed, we add it to the dialog
iw.components.push_back(Component(Component::RESOURCE,i,n.res.at(player).at(i)-was.at(i),0));
}
for (auto & i : ev.buildings)
{
if (!town->hasBuilt(i))
{
buildStructure(town->id, i, true);
iw.components.push_back(Component(Component::BUILDING, town->subID, i, 0));
}
}
if (!ev.creatures.empty() && !vstd::contains(n.cres, town->id))
{
n.cres[town->id].tid = town->id;
n.cres[town->id].creatures = town->creatures;
}
auto & sac = n.cres[town->id];
for (si32 i=0;i<ev.creatures.size();i++) //creature growths
{
if (!town->creatures.at(i).second.empty() && ev.creatures.at(i) > 0)//there is dwelling
{
sac.creatures[i].first += ev.creatures.at(i);
iw.components.push_back(Component(Component::CREATURE,
town->creatures.at(i).second.back(), ev.creatures.at(i), 0));
}
}
sendAndApply(&iw); //show dialog
}
if (ev.nextOccurence)
{
town->events.pop_front();
ev.firstOccurence += ev.nextOccurence;
auto it = town->events.begin();
while(it != town->events.end() && it->earlierThanOrEqual(ev))
it++;
town->events.insert(it, ev);
}
else
{
town->events.pop_front();
}
}
//TODO send only if changed
UpdateCastleEvents uce;
uce.town = town->id;
uce.events = town->events;
sendAndApply(&uce);
}
bool CGameHandler::complain(const std::string &problem)
{
sendMessageToAll("Server encountered a problem: " + problem);
logGlobal->error(problem);
return true;
}
void CGameHandler::showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
{
//PlayerColor player = getOwner(hid);
auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
assert(lowerArmy);
assert(upperArmy);
auto garrisonQuery = std::make_shared<CGarrisonDialogQuery>(this, upperArmy, lowerArmy);
queries.addQuery(garrisonQuery);
GarrisonDialog gd;
gd.hid = hid;
gd.objid = upobj;
gd.removableUnits = removableUnits;
gd.queryID = garrisonQuery->queryID;
sendAndApply(&gd);
}
void CGameHandler::showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId)
{
OpenWindow ow;
ow.window = OpenWindow::THIEVES_GUILD;
ow.id1 = player.getNum();
ow.id2 = requestingObjId.getNum();
sendAndApply(&ow);
}
bool CGameHandler::isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2)
{
if (id1 == id2)
return true;
const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
if (!o1 || !o2)
return true; //arranging stacks within an object should be always allowed
if (o1 && o2)
{
if (o1->ID == Obj::TOWN)
{
const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
if (t->visitingHero == o2 || t->garrisonHero == o2)
return true;
}
if (o2->ID == Obj::TOWN)
{
const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
if (t->visitingHero == o1 || t->garrisonHero == o1)
return true;
}
if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
{
const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
// two heroes in same town (garrisoned and visiting)
if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
return true;
}
//Ongoing garrison exchange
if (auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o1->tempOwner)))
{
if (dialog->exchangingArmies.at(0) == o1 && dialog->exchangingArmies.at(1) == o2)
return true;
if (dialog->exchangingArmies.at(1) == o1 && dialog->exchangingArmies.at(0) == o2)
return true;
}
}
return false;
}
void CGameHandler::objectVisited(const CGObjectInstance * obj, const CGHeroInstance * h)
{
logGlobal->debug("%s visits %s (%d:%d)", h->nodeName(), obj->getObjectName(), obj->ID, obj->subID);
auto visitQuery = std::make_shared<CObjectVisitQuery>(this, obj, h, obj->visitablePos());
queries.addQuery(visitQuery); //TODO real visit pos
HeroVisit hv;
hv.obj = obj;
hv.hero = h;
hv.player = h->tempOwner;
hv.starting = true;
sendAndApply(&hv);
obj->onHeroVisit(h);
queries.popIfTop(visitQuery); //visit ends here if no queries were created
}
void CGameHandler::objectVisitEnded(const CObjectVisitQuery &query)
{
logGlobal->debug("%s visit ends.\n", query.visitingHero->nodeName());
HeroVisit hv;
hv.player = query.players.front();
hv.obj = nullptr; //not necessary, moreover may have been deleted in the meantime
hv.hero = query.visitingHero;
assert(hv.hero);
hv.starting = false;
sendAndApply(&hv);
}
bool CGameHandler::buildBoat(ObjectInstanceID objid)
{
const IShipyard *obj = IShipyard::castFrom(getObj(objid));
if (obj->shipyardStatus() != IBoatGenerator::GOOD)
{
complain("Cannot build boat in this shipyard!");
return false;
}
else if (obj->o->ID == Obj::TOWN
&& !static_cast<const CGTownInstance*>(obj)->hasBuilt(BuildingID::SHIPYARD))
{
complain("Cannot build boat in the town - no shipyard!");
return false;
}
const PlayerColor playerID = obj->o->tempOwner;
TResources boatCost;
obj->getBoatCost(boatCost);
TResources aviable = getPlayer(playerID)->resources;
if (!aviable.canAfford(boatCost))
{
complain("Not enough resources to build a boat!");
return false;
}
int3 tile = obj->bestLocation();
if (!gs->map->isInTheMap(tile))
{
complain("Cannot find appropriate tile for a boat!");
return false;
}
//take boat cost
giveResources(playerID, -boatCost);
//create boat
NewObject no;
no.ID = Obj::BOAT;
no.subID = obj->getBoatType();
no.pos = tile + int3(1,0,0);
sendAndApply(&no);
return true;
}
void CGameHandler::engageIntoBattle(PlayerColor player)
{
//notify interfaces
PlayerBlocked pb;
pb.player = player;
pb.reason = PlayerBlocked::UPCOMING_BATTLE;
pb.startOrEnd = PlayerBlocked::BLOCKADE_STARTED;
sendAndApply(&pb);
}
void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
{
for (auto playerColor : playerColors)
{
if (getPlayer(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 = getPlayer(player);
if (p->status != EPlayerStatus::INGAME) return;
auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player);
if (victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
{
InfoWindow iw;
getVictoryLossMessage(player, victoryLossCheckResult, iw);
sendAndApply(&iw);
PlayerEndsGame peg;
peg.player = player;
peg.victoryLossCheckResult = victoryLossCheckResult;
sendAndApply(&peg);
if (victoryLossCheckResult.victory())
{
//one player won -> all enemies lost
for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
{
if (i->first != player && getPlayer(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)
{
serverShuttingDown = true;
if (gs->scenarioOps->campState)
{
std::vector<CGHeroInstance *> crossoverHeroes;
for (CGHeroInstance * hero : gs->map->heroesOnMap)
{
if (hero->tempOwner == player)
{
// keep all heroes from the winning player
crossoverHeroes.push_back(hero);
}
else if (vstd::contains(gs->scenarioOps->campState->getCurrentScenario().keepHeroes, HeroTypeID(hero->subID)))
{
// keep hero whether lost or won (like Xeron in AB campaign)
crossoverHeroes.push_back(hero);
}
}
// keep lost heroes which are in heroes pool
for (auto & heroPair : gs->hpool.heroesPool)
{
if (vstd::contains(gs->scenarioOps->campState->getCurrentScenario().keepHeroes, HeroTypeID(heroPair.first)))
{
crossoverHeroes.push_back(heroPair.second.get());
}
}
gs->scenarioOps->campState->setCurrentMapAsConquered(crossoverHeroes);
//Request clients to change connection mode
PrepareForAdvancingCampaign pfac;
sendAndApply(&pfac);
//Change connection mode
if (getPlayer(player)->human && getStartInfo()->campState)
{
for (auto connection : conns)
connection->prepareForSendingHeroes();
}
UpdateCampaignState ucs;
ucs.camp = gs->scenarioOps->campState;
sendAndApply(&ucs);
}
}
}
else
{
//copy heroes vector to avoid iterator invalidation as removal change PlayerState
auto hlp = p->heroes;
for (auto h : hlp) //eliminate heroes
{
if (h.get())
removeObject(h);
}
//player lost -> all his objects become unflagged (neutral)
for (auto obj : gs->map->objects) //unflag objs
{
if (obj.get() && obj->tempOwner == player)
setOwner(obj, PlayerColor::NEUTRAL);
}
//eliminating one player may cause victory of another:
std::set<PlayerColor> playerColors;
//do not copy player state (CBonusSystemNode) by value
for (auto &p : gs->players) //players may have different colors, iterate over players and not integers
{
if (p.first != player)
playerColors.insert(p.first);
}
//notify all players
for (auto pc : playerColors)
{
if (getPlayer(pc)->status == EPlayerStatus::INGAME)
{
InfoWindow iw;
getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw);
iw.player = pc;
sendAndApply(&iw);
}
}
checkVictoryLossConditions(playerColors);
}
auto playerInfo = getPlayer(gs->currentPlayer, false);
// If we are called before the actual game start, there might be no current player
if (playerInfo && playerInfo->status != EPlayerStatus::INGAME)
{
// If player making turn has lost his turn must be over as well
states.setFlag(gs->currentPlayer, &PlayerStatus::makingTurn, false);
}
}
}
void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const
{
out.player = player;
out.text.clear();
out.text << victoryLossCheckResult.messageToSelf;
// hackish, insert one player-specific string, if applicable
if (victoryLossCheckResult.messageToSelf.find("%s") != std::string::npos)
out.text.addReplacement(MetaString::COLOR, player.getNum());
out.components.push_back(Component(Component::FLAG, player.getNum(), 0, 0));
}
bool CGameHandler::dig(const CGHeroInstance *h)
{
for (auto i = gs->map->objects.cbegin(); i != gs->map->objects.cend(); i++) //unflag objs
{
if (*i && (*i)->ID == Obj::HOLE && (*i)->pos == h->getPosition())
{
complain("Cannot dig - there is already a hole under the hero!");
return false;
}
}
if (h->diggingStatus() != EDiggingStatus::CAN_DIG) //checks for terrain and movement
COMPLAIN_RETF("Hero cannot dig (error code %d)!", h->diggingStatus());
//create a hole
NewObject no;
no.ID = Obj::HOLE;
no.pos = h->getPosition();
no.subID = 0;
sendAndApply(&no);
//take MPs
SetMovePoints smp;
smp.hid = h->id;
smp.val = 0;
sendAndApply(&smp);
InfoWindow iw;
iw.player = h->tempOwner;
if (gs->map->grailPos == h->getPosition())
{
iw.text.addTxt(MetaString::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
iw.text.addTxt(MetaString::ART_NAMES, ArtifactID::GRAIL);
iw.soundID = soundBase::ULTIMATEARTIFACT;
giveHeroNewArtifact(h, VLC->arth->artifacts[ArtifactID::GRAIL], ArtifactPosition::PRE_FIRST); //give grail
sendAndApply(&iw);
iw.soundID = soundBase::invalid;
iw.text.clear();
iw.text.addTxt(MetaString::ART_DESCR, ArtifactID::GRAIL);
sendAndApply(&iw);
}
else
{
iw.text.addTxt(MetaString::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
iw.soundID = soundBase::Dig;
sendAndApply(&iw);
}
return true;
}
void CGameHandler::attackCasting(const BattleAttack & bat, Bonus::BonusType attackMode, const CStack * attacker)
{
if (attacker->hasBonusOfType(attackMode))
{
std::set<SpellID> spellsToCast;
TBonusListPtr spells = attacker->getBonuses(Selector::type(attackMode));
for (const std::shared_ptr<Bonus> sf : *spells)
{
spellsToCast.insert(SpellID(sf->subtype));
}
for (SpellID spellID : spellsToCast)
{
const CStack * oneOfAttacked = nullptr;
for (auto & elem : bat.bsa)
{
if ((elem.newHealth.fullUnits > 0 || elem.newHealth.firstHPleft > 0) && !elem.isSecondary()) //apply effects only to first target stack if it's alive
{
oneOfAttacked = gs->curB->battleGetStackByID(elem.stackAttacked);
break;
}
}
bool castMe = false;
if (oneOfAttacked == nullptr)
{
logGlobal->debug("attackCasting: all attacked creatures have been killed");
return;
}
int spellLevel = 0;
TBonusListPtr spellsByType = attacker->getBonuses(Selector::typeSubtype(attackMode, spellID));
for (const std::shared_ptr<Bonus> sf : *spellsByType)
{
vstd::amax(spellLevel, sf->additionalInfo % 1000); //pick highest level
int meleeRanged = sf->additionalInfo / 1000;
if (meleeRanged == 0 || (meleeRanged == 1 && bat.shot()) || (meleeRanged == 2 && !bat.shot()))
castMe = true;
}
int chance = attacker->valOfBonuses((Selector::typeSubtype(attackMode, spellID)));
vstd::amin(chance, 100);
const CSpell * spell = SpellID(spellID).toSpell();
if(spell->canBeCastAt(gs->curB, ECastingMode::AFTER_ATTACK_CASTING, attacker, oneOfAttacked->position) != ESpellCastProblem::OK)
continue;
//check if spell should be cast (probability handling)
if (getRandomGenerator().nextInt(99) >= chance)
continue;
//casting
if (castMe) //stacks use 0 spell power. If needed, default = 3 or custom value is used
{
logGlobal->debug("battle spell cast");
BattleSpellCastParameters parameters(gs->curB, attacker, spell);
parameters.spellLvl = spellLevel;
parameters.effectLevel = spellLevel;
parameters.aimToStack(oneOfAttacked);
parameters.mode = ECastingMode::AFTER_ATTACK_CASTING;
parameters.cast(spellEnv);
}
}
}
}
void CGameHandler::handleAttackBeforeCasting(BattleAttack *bat)
{
const CStack * attacker = gs->curB->battleGetStackByID(bat->stackAttacking);
attackCasting(*bat, Bonus::SPELL_BEFORE_ATTACK, attacker); //no death stare / acid breath needed?
// filter possibly dead stacks
bat->bsa.erase(std::remove_if(bat->bsa.begin(), bat->bsa.end(),
[this](const BattleStackAttacked &bsa)
{
return battleGetStackByID(bsa.stackAttacked) == nullptr;
}),
bat->bsa.end());
}
void CGameHandler::handleAfterAttackCasting(const BattleAttack & bat)
{
const CStack * attacker = gs->curB->battleGetStackByID(bat.stackAttacking);
if (!attacker || bat.bsa.empty()) // can be already dead
return;
const CStack * defender = gs->curB->battleGetStackByID(bat.bsa.at(0).stackAttacked);
if(!defender)
return;//already dead
auto cast = [=](SpellID spellID, int power)
{
const CSpell * spell = SpellID(spellID).toSpell();
BattleSpellCastParameters parameters(gs->curB, attacker, spell);
parameters.spellLvl = 0;
parameters.effectLevel = 0;
parameters.aimToStack(defender);
parameters.effectPower = power;
parameters.mode = ECastingMode::AFTER_ATTACK_CASTING;
parameters.cast(spellEnv);
};
attackCasting(bat, Bonus::SPELL_AFTER_ATTACK, attacker);
if(!defender->alive())
{
//don't try death stare or acid breath on dead stack (crash!)
return;
}
if(attacker->hasBonusOfType(Bonus::DEATH_STARE))
{
// mechanics of Death Stare as in H3:
// each gorgon have 10% chance to kill (counted separately in H3) -> binomial distribution
//original formula x = min(x, (gorgons_count + 9)/10);
double chanceToKill = attacker->valOfBonuses(Bonus::DEATH_STARE, 0) / 100.0f;
vstd::amin(chanceToKill, 1); //cap at 100%
std::binomial_distribution<> distribution(attacker->getCount(), chanceToKill);
int staredCreatures = distribution(getRandomGenerator().getStdGenerator());
double cap = 1 / std::max(chanceToKill, (double)(0.01));//don't divide by 0
int maxToKill = (attacker->getCount() + cap - 1) / cap; //not much more than chance * count
vstd::amin(staredCreatures, maxToKill);
staredCreatures += (attacker->level() * attacker->valOfBonuses(Bonus::DEATH_STARE, 1)) / defender->level();
if(staredCreatures)
{
//TODO: death stare was not originally available for multiple-hex attacks, but...
cast(SpellID::DEATH_STARE, staredCreatures);
}
}
if(!defender->alive())
return;
int acidDamage = 0;
TBonusListPtr acidBreath = attacker->getBonuses(Selector::type(Bonus::ACID_BREATH));
for(const std::shared_ptr<Bonus> b : *acidBreath)
{
if(b->additionalInfo > getRandomGenerator().nextInt(99))
acidDamage += b->val;
}
if(acidDamage)
cast(SpellID::ACID_BREATH_DAMAGE, acidDamage * attacker->getCount());
if(!defender->alive())
return;
if(attacker->hasBonusOfType(Bonus::TRANSMUTATION) && defender->isLiving()) //transmutation mechanics, similar to WoG werewolf ability
{
double chanceToTrigger = attacker->valOfBonuses(Bonus::TRANSMUTATION) / 100.0f;
vstd::amin(chanceToTrigger, 1); //cap at 100%
if(getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
return;
int bonusAdditionalInfo = attacker->getBonus(Selector::type(Bonus::TRANSMUTATION))->additionalInfo;
if(defender->getCreature()->idNumber == bonusAdditionalInfo ||
(bonusAdditionalInfo == -1 && defender->getCreature()->idNumber == attacker->getCreature()->idNumber))
return;
BattleStackAdded resurrectInfo;
resurrectInfo.pos = defender->position;
resurrectInfo.side = defender->side;
if(bonusAdditionalInfo != -1)
resurrectInfo.creID = (CreatureID)bonusAdditionalInfo;
else
resurrectInfo.creID = attacker->getCreature()->idNumber;
if(attacker->hasBonusOfType((Bonus::TRANSMUTATION), 0))
resurrectInfo.amount = std::max((defender->getCount() * defender->MaxHealth()) / resurrectInfo.creID.toCreature()->MaxHealth(), 1u);
else if (attacker->hasBonusOfType((Bonus::TRANSMUTATION), 1))
resurrectInfo.amount = defender->getCount();
else
return; //wrong subtype
BattleStacksRemoved victimInfo;
victimInfo.stackIDs.insert(bat.bsa.at(0).stackAttacked);
sendAndApply(&victimInfo);
sendAndApply(&resurrectInfo);
}
}
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, SlotID slot, ui32 count)
{
if (!hero)
COMPLAIN_RET("You need hero to sacrifice creature!");
int oldCount = hero->getStackCount(slot);
if (oldCount < count)
COMPLAIN_RET("Not enough creatures to sacrifice!")
else if (oldCount == count && hero->stacksCount() == 1 && hero->needsLastStack())
COMPLAIN_RET("Cannot sacrifice last creature!");
int crid = hero->getStack(slot).type->idNumber;
changeStackCount(StackLocation(hero, slot), -count);
int dump, exp;
market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
exp *= count;
changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(exp));
return true;
}
bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, ArtifactPosition slot)
{
if (!hero)
COMPLAIN_RET("You need hero to sacrifice artifact!");
ArtifactLocation al(hero, slot);
const CArtifactInstance *a = al.getArt();
COMPLAIN_RET_FALSE_IF(!a,"Cannot find artifact to sacrifice!");
int dmp, expToGive;
const CArtifactInstance * art = hero->getArt(slot);
COMPLAIN_RET_FALSE_IF((!art), "No artifact at position to sacrifice!");
si32 typId = art->artType->id;
m->getOffer(typId, 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
removeArtifact(al);
changePrimSkill(hero, PrimarySkill::EXPERIENCE, expToGive);
return true;
}
void CGameHandler::makeStackDoNothing(const CStack * next)
{
BattleAction doNothing;
doNothing.actionType = Battle::NO_ACTION;
doNothing.additionalInfo = 0;
doNothing.destinationTile = -1;
doNothing.side = next->side;
doNothing.stackNumber = next->ID;
makeAutomaticAction(next, doNothing);
}
bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
{
if (sl.army->hasStackAtSlot(sl.slot))
COMPLAIN_RET("Slot is already taken!");
if (!sl.slot.validSlot())
COMPLAIN_RET("Cannot insert stack to that slot!");
InsertNewStack ins;
ins.sl = sl;
ins.stack = CStackBasicDescriptor(c, 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.sl = sl;
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.sl = sl;
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->namePl + " 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.src = src;
rs.dst = dst;
rs.count = count;
sendAndApply(&rs);
return true;
}
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.sl1 = sl1;
ss.sl2 = sl2;
sendAndApply(&ss);
return true;
}
}
void CGameHandler::runBattle()
{
setBattle(gs->curB);
assert(gs->curB);
//TODO: pre-tactic stuff, call scripts etc.
//tactic round
{
while (gs->curB->tacticDistance && !battleResult.get())
boost::this_thread::sleep(boost::posix_time::milliseconds(50));
}
//initial stacks appearance triggers, e.g. built-in bonus spells
auto initialStacks = gs->curB->stacks; //use temporary variable to outclude summoned stacks added to gs->curB->stacks from processing
for (CStack * stack : initialStacks)
{
if (stack->hasBonusOfType(Bonus::SUMMON_GUARDIANS))
{
const std::shared_ptr<Bonus> summonInfo = stack->getBonus(Selector::type(Bonus::SUMMON_GUARDIANS));
auto accessibility = getAccesibility();
CreatureID creatureData = CreatureID(summonInfo->subtype);
std::vector<BattleHex> targetHexes;
const bool targetIsBig = stack->getCreature()->isDoubleWide(); //target = creature to guard
const bool guardianIsBig = creatureData.toCreature()->isDoubleWide();
/*Chosen idea for two hex units was to cover all possible surrounding hexes of target unit with as small number of stacks as possible.
For one-hex targets there are four guardians - front, back and one per side (up + down).
Two-hex targets are wider and the difference is there are two guardians per side to cover 3 hexes + extra hex in the front
Additionally, there are special cases for starting positions etc., where guardians would be outside of battlefield if spawned normally*/
if (!guardianIsBig)
targetHexes = stack->getSurroundingHexes();
else
summonGuardiansHelper(targetHexes, stack->position, stack->side, targetIsBig);
for (auto hex : targetHexes)
{
if (accessibility.accessible(hex, guardianIsBig, stack->side)) //without this multiple creatures can occupy one hex
{
BattleStackAdded newStack;
newStack.amount = std::max(1, (int)(stack->getCount() * 0.01 * summonInfo->val));
newStack.creID = creatureData.num;
newStack.side = stack->side;
newStack.summoned = true;
newStack.pos = hex.hex;
sendAndApply(&newStack);
}
}
}
stackEnchantedTrigger(stack);
}
//spells opening battle
for (int i = 0; i < 2; ++i)
{
auto h = gs->curB->battleGetFightingHero(i);
if (h)
{
TBonusListPtr bl = h->getBonuses(Selector::type(Bonus::OPENING_BATTLE_SPELL));
for (auto b : *bl)
{
const CSpell * spell = SpellID(b->subtype).toSpell();
BattleSpellCastParameters parameters(gs->curB, h, spell);
parameters.spellLvl = 3;
parameters.effectLevel = 3;
parameters.mode = ECastingMode::PASSIVE_CASTING;
parameters.enchantPower = b->val;
parameters.castIfPossible(spellEnv);
}
}
}
bool firstRound = true;//FIXME: why first round is -1?
//main loop
while (!battleResult.get()) //till the end of the battle ;]
{
BattleNextRound bnr;
bnr.round = gs->curB->round + 1;
logGlobal->debug("Round %d", bnr.round);
sendAndApply(&bnr);
auto obstacles = gs->curB->obstacles; //we copy container, because we're going to modify it
for (auto &obstPtr : obstacles)
{
if (const SpellCreatedObstacle *sco = dynamic_cast<const SpellCreatedObstacle *>(obstPtr.get()))
if (sco->turnsRemaining == 0)
removeObstacle(*obstPtr);
}
const BattleInfo & curB = *gs->curB;
for(auto stack : curB.stacks)
{
if(stack->alive() && !firstRound)
stackEnchantedTrigger(stack);
}
//stack loop
const CStack *next;
while (!battleResult.get() && (next = curB.getNextStack()) && next->willMove())
{
std::set <const CStack *> stacksToRemove;
for (auto stack : curB.stacks)
{
if (vstd::contains(stack->state, EBattleStackState::GHOST_PENDING))
stacksToRemove.insert(stack);
}
for (auto stack : stacksToRemove)
{
BattleStacksRemoved bsr;
bsr.stackIDs.insert(stack->ID);
sendAndApply(&bsr);
}
//check for bad morale => freeze
int nextStackMorale = next->MoraleVal();
if (nextStackMorale < 0 &&
!(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
|| NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses)
)
{
if (getRandomGenerator().nextInt(23) < -2 * nextStackMorale)
{
//unit loses its turn - empty freeze action
BattleAction ba;
ba.actionType = Battle::BAD_MORALE;
ba.additionalInfo = 1;
ba.side = next->side;
ba.stackNumber = next->ID;
makeAutomaticAction(next, ba);
continue;
}
}
if (next->hasBonusOfType(Bonus::ATTACKS_NEAREST_CREATURE)) //while in berserk
{
logGlobal->debug("Handle Berserk effect");
std::pair<const CStack *, int> attackInfo = curB.getNearestStack(next, boost::none);
if (attackInfo.first != nullptr)
{
BattleAction attack;
attack.actionType = Battle::WALK_AND_ATTACK;
attack.side = next->side;
attack.stackNumber = next->ID;
attack.additionalInfo = attackInfo.first->position;
attack.destinationTile = attackInfo.second;
makeAutomaticAction(next, attack);
logGlobal->debug("Attacked nearest target %s", attackInfo.first->nodeName());
}
else
{
makeStackDoNothing(next);
logGlobal->debug("No target found");
}
continue;
}
const CGHeroInstance * curOwner = battleGetOwnerHero(next);
if ((next->position < 0 || next->getCreature()->idNumber == CreatureID::BALLISTA) //arrow turret or ballista
&& (!curOwner || curOwner->getSecSkillLevel(SecondarySkill::ARTILLERY) == 0)) //hero has no artillery
{
BattleAction attack;
attack.actionType = Battle::SHOOT;
attack.side = next->side;
attack.stackNumber = next->ID;
for (auto & elem : gs->curB->stacks)
{
if (elem->owner != next->owner && elem->isValidTarget())
{
attack.destinationTile = elem->position;
break;
}
}
makeAutomaticAction(next, attack);
continue;
}
if (next->getCreature()->idNumber == CreatureID::CATAPULT)
{
const auto & attackableBattleHexes = curB.getAttackableBattleHexes();
if (attackableBattleHexes.empty())
{
makeStackDoNothing(next);
continue;
}
if (!curOwner || curOwner->getSecSkillLevel(SecondarySkill::BALLISTICS) == 0)
{
BattleAction attack;
attack.destinationTile = *RandomGeneratorUtil::nextItem(attackableBattleHexes,
getRandomGenerator());
attack.actionType = Battle::CATAPULT;
attack.additionalInfo = 0;
attack.side = next->side;
attack.stackNumber = next->ID;
makeAutomaticAction(next, attack);
continue;
}
}
if (next->getCreature()->idNumber == CreatureID::FIRST_AID_TENT)
{
TStacks possibleStacks = battleGetStacksIf([=](const CStack * s)
{
return s->owner == next->owner && s->canBeHealed();
});
if (!possibleStacks.size())
{
makeStackDoNothing(next);
continue;
}
if (!curOwner || curOwner->getSecSkillLevel(SecondarySkill::FIRST_AID) == 0) //no hero or hero has no first aid
{
RandomGeneratorUtil::randomShuffle(possibleStacks, getRandomGenerator());
const CStack * toBeHealed = possibleStacks.front();
BattleAction heal;
heal.actionType = Battle::STACK_HEAL;
heal.additionalInfo = 0;
heal.destinationTile = toBeHealed->position;
heal.side = next->side;
heal.stackNumber = next->ID;
makeAutomaticAction(next, heal);
continue;
}
}
int numberOfAsks = 1;
bool breakOuter = false;
do
{//ask interface and wait for answer
if (!battleResult.get())
{
stackTurnTrigger(next); //various effects
if (vstd::contains(next->state, EBattleStackState::FEAR))
{
makeStackDoNothing(next); //end immediately if stack was affected by fear
}
else
{
logGlobal->trace("Activating %s", next->nodeName());
auto nextId = next->ID;
BattleSetActiveStack sas;
sas.stack = nextId;
sendAndApply(&sas);
auto actionWasMade = [&]() -> bool
{
if (battleMadeAction.data)//active stack has made its action
return true;
if (battleResult.get())// battle is finished
return true;
if (next == nullptr)//active stack was been removed
return true;
return !next->alive();//active stack is dead
};
boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
battleMadeAction.data = false;
while (!actionWasMade())
{
battleMadeAction.cond.wait(lock);
if (battleGetStackByID(nextId, false) != next)
next = nullptr; //it may be removed, while we wait
}
}
}
if (battleResult.get()) //don't touch it, battle could be finished while waiting got action
{
breakOuter = true;
break;
}
//we're after action, all results applied
checkBattleStateChanges(); //check if this action ended the battle
if (next != nullptr)
{
//check for good morale
nextStackMorale = next->MoraleVal();
if (!vstd::contains(next->state,EBattleStackState::HAD_MORALE) //only one extra move per turn possible
&& !vstd::contains(next->state,EBattleStackState::DEFENDING)
&& !next->waited()
&& !vstd::contains(next->state, EBattleStackState::FEAR)
&& next->alive()
&& nextStackMorale > 0
&& !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
|| NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses
)
{
if (getRandomGenerator().nextInt(23) < nextStackMorale) //this stack hasn't got morale this turn
{
BattleTriggerEffect bte;
bte.stackID = next->ID;
bte.effect = Bonus::MORALE;
bte.val = 1;
bte.additionalInfo = 0;
sendAndApply(&bte); //play animation
++numberOfAsks; //move this stack once more
}
}
}
--numberOfAsks;
} while (numberOfAsks > 0);
if (breakOuter)
{
break;
}
}
firstRound = false;
}
endBattle(gs->curB->tile, gs->curB->battleGetFightingHero(0), gs->curB->battleGetFightingHero(1));
}
bool CGameHandler::makeAutomaticAction(const CStack *stack, BattleAction &ba)
{
BattleSetActiveStack bsa;
bsa.stack = stack->ID;
bsa.askPlayerInterface = false;
sendAndApply(&bsa);
bool ret = makeBattleAction(ba);
checkBattleStateChanges();
return ret;
}
void CGameHandler::giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, ArtifactPosition pos)
{
assert(a->artType);
ArtifactLocation al;
al.artHolder = const_cast<CGHeroInstance*>(h);
ArtifactPosition slot = ArtifactPosition::PRE_FIRST;
if (pos < 0)
{
if (pos == ArtifactPosition::FIRST_AVAILABLE)
slot = a->firstAvailableSlot(h);
else
slot = a->firstBackpackSlot(h);
}
else
{
slot = pos;
}
al.slot = slot;
if (slot < 0 || !a->canBePutAt(al))
{
complain("Cannot put artifact in that slot!");
return;
}
putArtifact(al, a);
}
void CGameHandler::putArtifact(const ArtifactLocation &al, const CArtifactInstance *a)
{
PutArtifact pa;
pa.art = a;
pa.al = al;
sendAndApply(&pa);
}
bool CGameHandler::giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * art)
{
COMPLAIN_RET_FALSE_IF(art->possibleSlots.at(ArtBearer::HERO).empty(), "Not a hero artifact!");
ArtifactPosition slot = art->possibleSlots.at(ArtBearer::HERO).front();
COMPLAIN_RET_FALSE_IF(nullptr != h->getArt(slot, false), "Hero already has artifact in slot");
giveHeroNewArtifact(h, art, slot);
return true;
}
void CGameHandler::giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, ArtifactPosition pos)
{
CArtifactInstance *a = nullptr;
if (!artType->constituents)
{
a = new CArtifactInstance();
}
else
{
a = new CCombinedArtifactInstance();
}
a->artType = artType; //*NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
NewArtifact na;
na.art = a;
sendAndApply(&na); // -> updates a!!!, will create a on other machines
giveHeroArtifact(h, a, pos);
}
void CGameHandler::setBattleResult(BattleResult::EResult resultType, int victoriusSide)
{
boost::unique_lock<boost::mutex> guard(battleResult.mx);
if (battleResult.data)
{
complain((boost::format("The battle result has been already set (to %d, asked to %d)")
% battleResult.data->result % resultType).str());
return;
}
auto br = new BattleResult();
br->result = resultType;
br->winner = victoriusSide; //surrendering side loses
gs->curB->calculateCasualties(br->casualties);
battleResult.data = br;
}
void CGameHandler::commitPackage(CPackForClient *pack)
{
sendAndApply(pack);
}
void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
{
std::vector<int3>::iterator tile;
std::vector<int3> tiles;
getFreeTiles(tiles);
ui32 amount = tiles.size() / 200; //Chance is 0.5% for each tile
RandomGeneratorUtil::randomShuffle(tiles, getRandomGenerator());
logGlobal->trace("Spawning wandering monsters. Found %d free tiles. Creature type: %d", tiles.size(), creatureID.num);
const CCreature *cre = VLC->creh->creatures.at(creatureID);
for (int i = 0; i < amount; ++i)
{
tile = tiles.begin();
logGlobal->trace("\tSpawning monster at %s", tile->toString());
putNewMonster(creatureID, cre->getRandomAmount(std::rand), *tile);
tiles.erase(tile); //not use it again
}
}
void CGameHandler::handleCheatCode(std::string & cheat, PlayerColor player, const CGHeroInstance * hero, const CGTownInstance * town, bool & cheated)
{
if (cheat == "vcmiistari")
{
if (!hero) return;
///Give hero spellbook
if (!hero->hasSpellbook())
giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
///Give all spells with bonus (to allow banned spells)
GiveBonus giveBonus(GiveBonus::HERO);
giveBonus.id = hero->id.getNum();
giveBonus.bonus = Bonus(Bonus::PERMANENT, Bonus::SPELLS_OF_LEVEL, Bonus::OTHER, 0, 0);
//start with level 0 to skip abilities
for (int level = 1; level <= GameConstants::SPELL_LEVELS; level++)
{
giveBonus.bonus.subtype = level;
sendAndApply(&giveBonus);
}
///Give mana
SetMana sm;
sm.hid = hero->id;
sm.val = 999;
sm.absolute = true;
sendAndApply(&sm);
}
else if (cheat == "vcmiarmenelos")
{
if (!town) return;
///Build all buildings in selected town
for (auto & build : town->town->buildings)
{
if (!town->hasBuilt(build.first)
&& !build.second->Name().empty()
&& build.first != BuildingID::SHIP)
{
buildStructure(town->id, build.first, true);
}
}
}
else if (cheat == "vcmiainur" || cheat == "vcmiangband" || cheat == "vcmiglaurung")
{
if (!hero) return;
///Gives N creatures into each slot
std::map<std::string, std::pair<int, int>> creatures;
creatures.insert(std::make_pair("vcmiainur", std::make_pair(13, 5))); //5 archangels
creatures.insert(std::make_pair("vcmiangband", std::make_pair(66, 10))); //10 black knights
creatures.insert(std::make_pair("vcmiglaurung", std::make_pair(133, 5000))); //5000 crystal dragons
const CCreature * creature = VLC->creh->creatures.at(creatures[cheat].first);
for (int i = 0; i < GameConstants::ARMY_SIZE; i++)
if (!hero->hasStackAtSlot(SlotID(i)))
insertNewStack(StackLocation(hero, SlotID(i)), creature, creatures[cheat].second);
}
else if (cheat == "vcminoldor")
{
if (!hero) return;
///Give all war machines to hero
if (!hero->getArt(ArtifactPosition::MACH1))
giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::BALLISTA], ArtifactPosition::MACH1);
if (!hero->getArt(ArtifactPosition::MACH2))
giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::AMMO_CART], ArtifactPosition::MACH2);
if (!hero->getArt(ArtifactPosition::MACH3))
giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::FIRST_AID_TENT], ArtifactPosition::MACH3);
}
else if (cheat == "vcmiforgeofnoldorking")
{
if (!hero) return;
///Give hero all artifacts except war machines, spell scrolls and spell book
for (int g = 7; g < VLC->arth->artifacts.size(); ++g) //including artifacts from mods
giveHeroNewArtifact(hero, VLC->arth->artifacts[g], ArtifactPosition::PRE_FIRST);
}
else if (cheat == "vcmiglorfindel")
{
if (!hero) return;
///selected hero gains a new level
changePrimSkill(hero, PrimarySkill::EXPERIENCE, VLC->heroh->reqExp(hero->level + 1) - VLC->heroh->reqExp(hero->level));
}
else if (cheat == "vcminahar")
{
if (!hero) return;
///Give 1000000 movement points to hero
SetMovePoints smp;
smp.hid = hero->id;
smp.val = 1000000;
sendAndApply(&smp);
GiveBonus gb(GiveBonus::HERO);
gb.bonus.type = Bonus::FREE_SHIP_BOARDING;
gb.bonus.duration = Bonus::ONE_DAY;
gb.bonus.source = Bonus::OTHER;
gb.id = hero->id.getNum();
giveHeroBonus(&gb);
}
else if (cheat == "vcmiformenos")
{
///Give resources to player
TResources resources;
resources[Res::GOLD] = 100000;
for (Res::ERes i = Res::WOOD; i < Res::GOLD; vstd::advance(i, 1))
resources[i] = 100;
giveResources(player, resources);
}
else if (cheat == "vcmisilmaril")
{
///Player wins
PlayerCheated pc;
pc.player = player;
pc.winningCheatCode = true;
sendAndApply(&pc);
}
else if (cheat == "vcmimelkor")
{
///Player looses
PlayerCheated pc;
pc.player = player;
pc.losingCheatCode = true;
sendAndApply(&pc);
}
else if (cheat == "vcmieagles" || cheat == "vcmiungoliant")
{
///Reveal or conceal FoW
FoWChange fc;
fc.mode = (cheat == "vcmieagles" ? 1 : 0);
fc.player = player;
const auto & fowMap = gs->getPlayerTeam(player)->fogOfWarMap;
auto hlp_tab = new int3[gs->map->width * gs->map->height * (gs->map->twoLevel ? 2 : 1)];
int lastUnc = 0;
for (int i = 0; i < gs->map->width; i++)
for (int j = 0; j < gs->map->height; j++)
for (int k = 0; k < (gs->map->twoLevel ? 2 : 1); k++)
if (!fowMap.at(i).at(j).at(k) || !fc.mode)
hlp_tab[lastUnc++] = int3(i, j, k);
fc.tiles.insert(hlp_tab, hlp_tab + lastUnc);
delete [] hlp_tab;
sendAndApply(&fc);
}
else
cheated = false;
}
void CGameHandler::removeObstacle(const CObstacleInstance &obstacle)
{
ObstaclesRemoved obsRem;
obsRem.obstacles.insert(obstacle.uniqueID);
sendAndApply(&obsRem);
}
void CGameHandler::synchronizeArtifactHandlerLists()
{
UpdateArtHandlerLists uahl;
uahl.treasures = VLC->arth->treasures;
uahl.minors = VLC->arth->minors;
uahl.majors = VLC->arth->majors;
uahl.relics = VLC->arth->relics;
sendAndApply(&uahl);
}
bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
{
return vstd::contains(gs->map->objects, obj);
}
bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
{
if (!strcmp(typeid(*pack).name(), typeid(PlayerMessage).name()))
return false;
auto query = queries.topQuery(player);
if (query && query->blocksPack(pack))
{
complain(boost::str(boost::format("Player %s has to answer queries before attempting any further actions. Top query is %s!") % player % query->toString()));
return true;
}
return false;
}
void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
{
//If the object is being visited, there must be a matching query
for (const auto &query : queries.allQueries())
{
if (auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))
{
if (someVistQuery->visitedObject == object)
{
someVistQuery->removeObjectAfterVisit = true;
return;
}
}
}
//If we haven't returned so far, there is no query and no visit, call was wrong
assert("This function needs to be called during the object visit!");
}
void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide)
{
std::unordered_set<int3, ShashInt3> tiles;
getTilesInRange(tiles, center, radius, player, hide? -1 : 1);
if (hide)
{
std::unordered_set<int3, ShashInt3> observedTiles; //do not hide tiles observed by heroes. May lead to disastrous AI problems
auto p = getPlayer(player);
for (auto h : p->heroes)
{
getTilesInRange(observedTiles, h->getSightCenter(), h->getSightRadius(), h->tempOwner, -1);
}
for (auto t : p->towns)
{
getTilesInRange(observedTiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, -1);
}
for (auto tile : observedTiles)
vstd::erase_if_present (tiles, tile);
}
changeFogOfWar(tiles, player, hide);
}
void CGameHandler::changeFogOfWar(std::unordered_set<int3, ShashInt3> &tiles, PlayerColor player, bool hide)
{
FoWChange fow;
fow.tiles = tiles;
fow.player = player;
fow.mode = hide? 0 : 1;
sendAndApply(&fow);
}
bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
{
if (auto topQuery = queries.topQuery(hero->getOwner()))
if (auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
return !(visit->visitedObject == obj && visit->visitingHero == hero);
return true;
}
CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance * _army, BattleInfo *bat):
army(_army)
{
heroWithDeadCommander = ObjectInstanceID();
PlayerColor color = army->tempOwner;
if(color == PlayerColor::UNFLAGGABLE)
color = PlayerColor::NEUTRAL;
for(CStack * st : bat->stacks)
{
if(vstd::contains(st->state, EBattleStackState::SUMMONED)) //don't take into account temporary summoned stacks
continue;
if(st->owner != color) //remove only our stacks
continue;
logGlobal->debug("Calculating casualties for %s", st->nodeName());
st->health.takeResurrected();
if(st->slot == SlotID::ARROW_TOWERS_SLOT)
{
logGlobal->debug("Ignored arrow towers stack.");
}
else if(st->slot == SlotID::WAR_MACHINES_SLOT)
{
auto warMachine = st->type->warMachine;
if(warMachine == ArtifactID::NONE)
{
logGlobal->error("Invalid creature in war machine virtual slot. Stack: %s", st->nodeName());
}
//catapult artifact remain even if "creature" killed in siege
else if(warMachine != ArtifactID::CATAPULT && st->getCount() <= 0)
{
logGlobal->debug("War machine has been destroyed");
auto hero = dynamic_ptr_cast<CGHeroInstance> (army);
if (hero)
removedWarMachines.push_back (ArtifactLocation(hero, hero->getArtPos(warMachine, true)));
else
logGlobal->error("War machine in army without hero");
}
}
else if(st->slot == SlotID::SUMMONED_SLOT_PLACEHOLDER)
{
if(st->alive() && st->getCount() > 0)
{
logGlobal->debug("Permanently summoned %d units.", st->getCount());
const CreatureID summonedType = st->type->idNumber;
summoned[summonedType] += st->getCount();
}
}
else if(st->slot == SlotID::COMMANDER_SLOT_PLACEHOLDER)
{
if (nullptr == st->base)
{
logGlobal->error("Stack with no base in commander slot. Stack: %s", st->nodeName());
}
else
{
auto c = dynamic_cast <const CCommanderInstance *>(st->base);
if(c)
{
auto h = dynamic_cast <const CGHeroInstance *>(army);
if(h && h->commander == c && (st->getCount() == 0 || !st->alive()))
{
logGlobal->debug("Commander is dead.");
heroWithDeadCommander = army->id; //TODO: unify commander handling
}
}
else
logGlobal->error("Stack with invalid instance in commander slot. Stack: %s", st->nodeName());
}
}
else if(st->base && !army->slotEmpty(st->slot))
{
logGlobal->debug("Count: %d; base count: %d", st->getCount(), army->getStackCount(st->slot));
if(st->getCount() == 0 || !st->alive())
{
logGlobal->debug("Stack has been destroyed.");
StackLocation sl(army, st->slot);
newStackCounts.push_back(TStackAndItsNewCount(sl, 0));
}
else if(st->getCount() < army->getStackCount(st->slot))
{
logGlobal->debug("Stack lost %d units.", army->getStackCount(st->slot) - st->getCount());
StackLocation sl(army, st->slot);
newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
}
else if(st->getCount() > army->getStackCount(st->slot))
{
logGlobal->debug("Stack gained %d units.", st->getCount() - army->getStackCount(st->slot));
StackLocation sl(army, st->slot);
newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
}
}
else
{
logGlobal->warn("Unable to process stack: %s", st->nodeName());
}
}
}
void CasualtiesAfterBattle::updateArmy(CGameHandler *gh)
{
for (TStackAndItsNewCount &ncount : newStackCounts)
{
if (ncount.second > 0)
gh->changeStackCount(ncount.first, ncount.second, true);
else
gh->eraseStack(ncount.first, true);
}
for (auto summoned_iter : summoned)
{
SlotID slot = army->getSlotFor(summoned_iter.first);
if (slot.validSlot())
{
StackLocation location(army, slot);
gh->addToSlot(location, summoned_iter.first.toCreature(), summoned_iter.second);
}
else
{
//even if it will be possible to summon anything permanently it should be checked for free slot
//necromancy is handled separately
gh->complain("No free slot to put summoned creature");
}
}
for (auto al : removedWarMachines)
{
gh->removeArtifact(al);
}
if (heroWithDeadCommander != ObjectInstanceID())
{
SetCommanderProperty scp;
scp.heroid = heroWithDeadCommander;
scp.which = SetCommanderProperty::ALIVE;
scp.amount = 0;
gh->sendAndApply(&scp);
}
}
CGameHandler::FinishingBattleHelper::FinishingBattleHelper(std::shared_ptr<const CBattleQuery> Query, int RemainingBattleQueriesCount)
{
assert(Query->result);
assert(Query->bi);
auto &result = *Query->result;
auto &info = *Query->bi;
winnerHero = result.winner != 0 ? info.sides[1].hero : info.sides[0].hero;
loserHero = result.winner != 0 ? info.sides[0].hero : info.sides[1].hero;
victor = info.sides[result.winner].color;
loser = info.sides[!result.winner].color;
remainingBattleQueriesCount = RemainingBattleQueriesCount;
}
CGameHandler::FinishingBattleHelper::FinishingBattleHelper()
{
winnerHero = loserHero = nullptr;
remainingBattleQueriesCount = 0;
}
CRandomGenerator & CGameHandler::getRandomGenerator()
{
return CRandomGenerator::getDefault();
}
///ServerSpellCastEnvironment
ServerSpellCastEnvironment::ServerSpellCastEnvironment(CGameHandler * gh): gh(gh)
{
}
void ServerSpellCastEnvironment::sendAndApply(CPackForClient * info) const
{
gh->sendAndApply(info);
}
CRandomGenerator & ServerSpellCastEnvironment::getRandomGenerator() const
{
return gh->getRandomGenerator();
}
void ServerSpellCastEnvironment::complain(const std::string& problem) const
{
gh->complain(problem);
}
const CGameInfoCallback * ServerSpellCastEnvironment::getCb() const
{
return gh;
}
const CMap * ServerSpellCastEnvironment::getMap() const
{
return gh->gameState()->map;
}
bool ServerSpellCastEnvironment::moveHero(ObjectInstanceID hid, int3 dst, bool teleporting) const
{
return gh->moveHero(hid, dst, teleporting, false);
}
void ServerSpellCastEnvironment::genericQuery(Query * request, PlayerColor color, std::function<void(const JsonNode&)> callback) const
{
auto query = std::make_shared<CGenericQuery>(&gh->queries, color, callback);
request->queryID = query->queryID;
gh->queries.addQuery(query);
gh->sendAndApply(request);
}