mirror of
https://github.com/vcmi/vcmi.git
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6919 lines
207 KiB
C++
6919 lines
207 KiB
C++
/*
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* CGameHandler.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "CGameHandler.h"
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#include "HeroPoolProcessor.h"
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#include "ServerNetPackVisitors.h"
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#include "ServerSpellCastEnvironment.h"
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#include "CVCMIServer.h"
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#include "PlayerMessageProcessor.h"
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#include "../lib/filesystem/Filesystem.h"
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#include "../lib/filesystem/FileInfo.h"
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#include "../lib/int3.h"
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#include "../lib/ArtifactUtils.h"
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#include "../lib/StartInfo.h"
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#include "../lib/CModHandler.h"
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#include "../lib/CArtHandler.h"
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#include "../lib/CBuildingHandler.h"
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#include "../lib/CHeroHandler.h"
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#include "../lib/pathfinder/CPathfinder.h"
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#include "../lib/pathfinder/PathfinderOptions.h"
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#include "../lib/pathfinder/TurnInfo.h"
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#include "../lib/spells/AbilityCaster.h"
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#include "../lib/spells/BonusCaster.h"
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#include "../lib/spells/CSpellHandler.h"
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#include "../lib/spells/ISpellMechanics.h"
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#include "../lib/spells/ObstacleCasterProxy.h"
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#include "../lib/spells/Problem.h"
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#include "../lib/CGeneralTextHandler.h"
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#include "../lib/CTownHandler.h"
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#include "../lib/CCreatureHandler.h"
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#include "../lib/gameState/CGameState.h"
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#include "../lib/CStack.h"
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#include "../lib/UnlockGuard.h"
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#include "../lib/GameSettings.h"
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#include "../lib/battle/BattleInfo.h"
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#include "../lib/CondSh.h"
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#include "../lib/VCMI_Lib.h"
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#include "../lib/mapping/CMap.h"
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#include "../lib/mapping/CMapService.h"
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#include "../lib/rmg/CMapGenOptions.h"
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#include "../lib/VCMIDirs.h"
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#include "../lib/ScopeGuard.h"
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#include "../lib/CSoundBase.h"
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#include "../lib/TerrainHandler.h"
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#include "../lib/CCreatureSet.h"
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#include "../lib/CThreadHelper.h"
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#include "../lib/GameConstants.h"
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#include "../lib/registerTypes/RegisterTypes.h"
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#include "../lib/serializer/CTypeList.h"
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#include "../lib/serializer/Connection.h"
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#include "../lib/serializer/Cast.h"
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#include "../lib/serializer/JsonSerializer.h"
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#include "../lib/ScriptHandler.h"
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#include "vstd/CLoggerBase.h"
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#include <memory>
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#include <vcmi/events/EventBus.h>
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#include <vcmi/events/GenericEvents.h>
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#include <vcmi/events/AdventureEvents.h>
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#ifndef _MSC_VER
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#include <boost/thread/xtime.hpp>
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#endif
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#define COMPLAIN_RET_IF(cond, txt) do {if (cond){complain(txt); return;}} while(0)
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#define COMPLAIN_RET_FALSE_IF(cond, txt) do {if (cond){complain(txt); return false;}} while(0)
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#define COMPLAIN_RET(txt) {complain(txt); return false;}
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#define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
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CondSh<bool> battleMadeAction(false);
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CondSh<BattleResult *> battleResult(nullptr);
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template <typename T> class CApplyOnGH;
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class CBaseForGHApply
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{
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public:
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virtual bool applyOnGH(CGameHandler * gh, CGameState * gs, void * pack) const =0;
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virtual ~CBaseForGHApply(){}
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template<typename U> static CBaseForGHApply *getApplier(const U * t=nullptr)
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{
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return new CApplyOnGH<U>();
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}
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};
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template <typename T> class CApplyOnGH : public CBaseForGHApply
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{
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public:
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bool applyOnGH(CGameHandler * gh, CGameState * gs, void * pack) const override
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{
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T *ptr = static_cast<T*>(pack);
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try
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{
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ApplyGhNetPackVisitor applier(*gh, *gs);
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ptr->visit(applier);
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return applier.getResult();
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}
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catch(ExceptionNotAllowedAction & e)
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{
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(void)e;
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return false;
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}
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}
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};
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template <>
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class CApplyOnGH<CPack> : public CBaseForGHApply
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{
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public:
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bool applyOnGH(CGameHandler * gh, CGameState * gs, void * pack) const override
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{
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logGlobal->error("Cannot apply on GH plain CPack!");
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assert(0);
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return false;
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}
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};
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static inline double distance(int3 a, int3 b)
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{
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return std::sqrt((double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y));
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}
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static void giveExp(BattleResult &r)
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{
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if (r.winner > 1)
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{
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// draw
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return;
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}
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r.exp[0] = 0;
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r.exp[1] = 0;
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for (auto i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
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{
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r.exp[r.winner] += VLC->creh->objects.at(i->first)->valOfBonuses(BonusType::STACK_HEALTH) * i->second;
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}
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}
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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
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{
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int x = targetPosition.getX();
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int y = targetPosition.getY();
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const bool targetIsAttacker = side == BattleSide::ATTACKER;
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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...
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BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
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else
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BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
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//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
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if (targetIsAttacker && ((y % 2 == 0) || (x > 1)))
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{
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if (targetIsTwoHex && (y % 2 == 1) && (x == 2)) //handle exceptional case
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{
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BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
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BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
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}
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else
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{ //add back-side guardians for two-hex target, side guardians for one-hex
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BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_LEFT : BattleHex::EDir::TOP_RIGHT, false), output);
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BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_LEFT : BattleHex::EDir::BOTTOM_RIGHT, false), output);
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if (!targetIsTwoHex && x > 2) //back guard for one-hex
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BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false), output);
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else if (targetIsTwoHex)//front-side guardians for two-hex target
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{
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BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
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BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
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if (x > 3) //back guard for two-hex
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BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
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}
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}
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}
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else if (!targetIsAttacker && ((y % 2 == 1) || (x < GameConstants::BFIELD_WIDTH - 2)))
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{
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if (targetIsTwoHex && (y % 2 == 0) && (x == GameConstants::BFIELD_WIDTH - 3)) //handle exceptional case... equivalent for above for defender side
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{
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BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
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BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
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}
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else
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{
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BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_RIGHT : BattleHex::EDir::TOP_LEFT, false), output);
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BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_RIGHT : BattleHex::EDir::BOTTOM_LEFT, false), output);
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if (!targetIsTwoHex && x < GameConstants::BFIELD_WIDTH - 3)
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BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false), output);
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else if (targetIsTwoHex)
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{
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BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
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BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
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if (x < GameConstants::BFIELD_WIDTH - 4)
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BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
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}
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}
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}
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else if (!targetIsAttacker && y % 2 == 0)
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{
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BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
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BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
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}
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else if (targetIsAttacker && y % 2 == 1)
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{
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BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
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BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
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}
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}
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PlayerStatus PlayerStatuses::operator[](PlayerColor player)
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{
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boost::unique_lock<boost::mutex> l(mx);
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if (players.find(player) != players.end())
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{
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return players.at(player);
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}
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else
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{
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throw std::runtime_error("No such player!");
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}
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}
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void PlayerStatuses::addPlayer(PlayerColor player)
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{
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boost::unique_lock<boost::mutex> l(mx);
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players[player];
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}
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bool PlayerStatuses::checkFlag(PlayerColor player, bool PlayerStatus::*flag)
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{
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boost::unique_lock<boost::mutex> l(mx);
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if (players.find(player) != players.end())
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{
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return players[player].*flag;
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}
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else
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{
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throw std::runtime_error("No such player!");
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}
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}
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void PlayerStatuses::setFlag(PlayerColor player, bool PlayerStatus::*flag, bool val)
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{
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boost::unique_lock<boost::mutex> l(mx);
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if (players.find(player) != players.end())
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{
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players[player].*flag = val;
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}
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else
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{
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throw std::runtime_error("No such player!");
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}
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cv.notify_all();
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}
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template <typename T>
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void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
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{
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fun(args[which]);
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}
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const Services * CGameHandler::services() const
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{
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return VLC;
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}
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const CGameHandler::BattleCb * CGameHandler::battle() const
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{
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return this;
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}
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const CGameHandler::GameCb * CGameHandler::game() const
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{
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return this;
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}
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vstd::CLoggerBase * CGameHandler::logger() const
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{
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return logGlobal;
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}
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events::EventBus * CGameHandler::eventBus() const
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{
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return serverEventBus.get();
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}
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CVCMIServer * CGameHandler::gameLobby() const
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{
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return lobby;
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}
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void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
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{
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changeSecSkill(hero, skill, 1, 0);
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expGiven(hero);
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}
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void CGameHandler::levelUpHero(const CGHeroInstance * hero)
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{
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// required exp for at least 1 lvl-up hasn't been reached
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if (!hero->gainsLevel())
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{
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return;
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}
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// give primary skill
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logGlobal->trace("%s got level %d", hero->getNameTranslated(), hero->level);
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auto primarySkill = hero->nextPrimarySkill(getRandomGenerator());
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SetPrimSkill sps;
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sps.id = hero->id;
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sps.which = primarySkill;
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sps.abs = false;
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sps.val = 1;
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sendAndApply(&sps);
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PrepareHeroLevelUp pre;
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pre.heroId = hero->id;
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sendAndApply(&pre);
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HeroLevelUp hlu;
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hlu.player = hero->tempOwner;
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hlu.heroId = hero->id;
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hlu.primskill = primarySkill;
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hlu.skills = pre.skills;
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if (hlu.skills.size() == 0)
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{
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sendAndApply(&hlu);
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levelUpHero(hero);
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}
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else if (hlu.skills.size() == 1)
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{
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sendAndApply(&hlu);
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levelUpHero(hero, pre.skills.front());
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}
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else if (hlu.skills.size() > 1)
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{
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auto levelUpQuery = std::make_shared<CHeroLevelUpDialogQuery>(this, hlu, hero);
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hlu.queryID = levelUpQuery->queryID;
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queries.addQuery(levelUpQuery);
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sendAndApply(&hlu);
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//level up will be called on query reply
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}
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}
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void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
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{
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SetCommanderProperty scp;
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auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
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if (hero)
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scp.heroid = hero->id;
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else
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{
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complain ("Commander is not led by hero!");
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return;
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}
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scp.accumulatedBonus.subtype = 0;
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scp.accumulatedBonus.additionalInfo = 0;
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scp.accumulatedBonus.duration = BonusDuration::PERMANENT;
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scp.accumulatedBonus.turnsRemain = 0;
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scp.accumulatedBonus.source = BonusSource::COMMANDER;
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scp.accumulatedBonus.valType = BonusValueType::BASE_NUMBER;
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if (skill <= ECommander::SPELL_POWER)
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{
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scp.which = SetCommanderProperty::BONUS;
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auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
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{
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int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
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return skillLevels.at(skill).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skill).at(secondarySkills.at(s)-1) : 0);
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};
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switch (skill)
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{
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case ECommander::ATTACK:
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scp.accumulatedBonus.type = BonusType::PRIMARY_SKILL;
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scp.accumulatedBonus.subtype = PrimarySkill::ATTACK;
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break;
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case ECommander::DEFENSE:
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scp.accumulatedBonus.type = BonusType::PRIMARY_SKILL;
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scp.accumulatedBonus.subtype = PrimarySkill::DEFENSE;
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break;
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case ECommander::HEALTH:
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scp.accumulatedBonus.type = BonusType::STACK_HEALTH;
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scp.accumulatedBonus.valType = BonusValueType::PERCENT_TO_BASE;
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break;
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case ECommander::DAMAGE:
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scp.accumulatedBonus.type = BonusType::CREATURE_DAMAGE;
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scp.accumulatedBonus.subtype = 0;
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scp.accumulatedBonus.valType = BonusValueType::PERCENT_TO_BASE;
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break;
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case ECommander::SPEED:
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scp.accumulatedBonus.type = BonusType::STACKS_SPEED;
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break;
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case ECommander::SPELL_POWER:
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scp.accumulatedBonus.type = BonusType::MAGIC_RESISTANCE;
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scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
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sendAndApply (&scp); //additional pack
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scp.accumulatedBonus.type = BonusType::CREATURE_SPELL_POWER;
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scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
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sendAndApply (&scp); //additional pack
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scp.accumulatedBonus.type = BonusType::CASTS;
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scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
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sendAndApply (&scp); //additional pack
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scp.accumulatedBonus.type = BonusType::CREATURE_ENCHANT_POWER; //send normally
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break;
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}
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scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
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sendAndApply (&scp);
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scp.which = SetCommanderProperty::SECONDARY_SKILL;
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scp.additionalInfo = skill;
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scp.amount = c->secondarySkills.at(skill) + 1;
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sendAndApply (&scp);
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}
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else if (skill >= 100)
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{
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scp.which = SetCommanderProperty::SPECIAL_SKILL;
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scp.accumulatedBonus = *VLC->creh->skillRequirements.at(skill-100).first;
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scp.additionalInfo = skill; //unnormalized
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sendAndApply (&scp);
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}
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expGiven(hero);
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}
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void CGameHandler::levelUpCommander(const CCommanderInstance * c)
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{
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if (!c->gainsLevel())
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{
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return;
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}
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CommanderLevelUp clu;
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auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
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if(hero)
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{
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clu.heroId = hero->id;
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clu.player = hero->tempOwner;
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}
|
|
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 - 1
|
|
&& c->secondarySkills.at(specialSkill.second.second) >= ECommander::MAX_SKILL_LEVEL - 1
|
|
&& !vstd::contains (c->specialSkills, i))
|
|
clu.skills.push_back (i);
|
|
++i;
|
|
}
|
|
int skillAmount = static_cast<int>(clu.skills.size());
|
|
|
|
if (!skillAmount)
|
|
{
|
|
sendAndApply(&clu);
|
|
levelUpCommander(c);
|
|
}
|
|
else if (skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
|
|
{
|
|
sendAndApply(&clu);
|
|
levelUpCommander(c, *RandomGeneratorUtil::nextItem(clu.skills, getRandomGenerator()));
|
|
}
|
|
else if (skillAmount > 1) //apply and ask for secondary skill
|
|
{
|
|
auto commanderLevelUp = std::make_shared<CCommanderLevelUpDialogQuery>(this, clu, hero);
|
|
clu.queryID = commanderLevelUp->queryID;
|
|
queries.addQuery(commanderLevelUp);
|
|
sendAndApply(&clu);
|
|
}
|
|
}
|
|
|
|
void CGameHandler::expGiven(const CGHeroInstance *hero)
|
|
{
|
|
if (hero->gainsLevel())
|
|
levelUpHero(hero);
|
|
else if (hero->commander && hero->commander->gainsLevel())
|
|
levelUpCommander(hero->commander);
|
|
|
|
//if (hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())
|
|
// levelUpCommander(hero->commander);
|
|
// else
|
|
// levelUpHero(hero);
|
|
}
|
|
|
|
void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs)
|
|
{
|
|
if (which == PrimarySkill::EXPERIENCE) // Check if scenario limit reached
|
|
{
|
|
if (gs->map->levelLimit != 0)
|
|
{
|
|
TExpType expLimit = VLC->heroh->reqExp(gs->map->levelLimit);
|
|
TExpType resultingExp = abs ? val : hero->exp + val;
|
|
if (resultingExp > expLimit)
|
|
{
|
|
// set given experience to max possible, but don't decrease if hero already over top
|
|
abs = true;
|
|
val = std::max(expLimit, hero->exp);
|
|
|
|
InfoWindow iw;
|
|
iw.player = hero->tempOwner;
|
|
iw.text.appendLocalString(EMetaText::GENERAL_TXT, 1); //can gain no more XP
|
|
iw.text.replaceRawString(hero->getNameTranslated());
|
|
sendAndApply(&iw);
|
|
}
|
|
}
|
|
}
|
|
|
|
SetPrimSkill sps;
|
|
sps.id = hero->id;
|
|
sps.which = which;
|
|
sps.abs = abs;
|
|
sps.val = val;
|
|
sendAndApply(&sps);
|
|
|
|
//only for exp - hero may level up
|
|
if (which == PrimarySkill::EXPERIENCE)
|
|
{
|
|
if (hero->commander && hero->commander->alive)
|
|
{
|
|
//FIXME: trim experience according to map limit?
|
|
SetCommanderProperty scp;
|
|
scp.heroid = hero->id;
|
|
scp.which = SetCommanderProperty::EXPERIENCE;
|
|
scp.amount = val;
|
|
sendAndApply (&scp);
|
|
CBonusSystemNode::treeHasChanged();
|
|
}
|
|
|
|
expGiven(hero);
|
|
}
|
|
}
|
|
|
|
void CGameHandler::changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs)
|
|
{
|
|
if(!hero)
|
|
{
|
|
logGlobal->error("changeSecSkill provided no hero");
|
|
return;
|
|
}
|
|
SetSecSkill sss;
|
|
sss.id = hero->id;
|
|
sss.which = which;
|
|
sss.val = val;
|
|
sss.abs = abs;
|
|
sendAndApply(&sss);
|
|
|
|
if (hero->visitedTown)
|
|
giveSpells(hero->visitedTown, hero);
|
|
}
|
|
|
|
void CGameHandler::endBattle(int3 tile, const CGHeroInstance * heroAttacker, const CGHeroInstance * heroDefender)
|
|
{
|
|
LOG_TRACE(logGlobal);
|
|
|
|
//Fill BattleResult structure with exp info
|
|
giveExp(*battleResult.data);
|
|
|
|
if (battleResult.get()->result == BattleResult::NORMAL) // give 500 exp for defeating hero, unless he escaped
|
|
{
|
|
if(heroAttacker)
|
|
battleResult.data->exp[1] += 500;
|
|
if(heroDefender)
|
|
battleResult.data->exp[0] += 500;
|
|
}
|
|
|
|
// Give 500 exp to winner if a town was conquered during the battle
|
|
const auto * defendedTown = battleGetDefendedTown();
|
|
if (defendedTown && battleResult.data->winner == BattleSide::ATTACKER)
|
|
battleResult.data->exp[BattleSide::ATTACKER] += 500;
|
|
|
|
if(heroAttacker)
|
|
battleResult.data->exp[0] = heroAttacker->calculateXp(battleResult.data->exp[0]);//scholar skill
|
|
if(heroDefender)
|
|
battleResult.data->exp[1] = heroDefender->calculateXp(battleResult.data->exp[1]);
|
|
|
|
auto battleQuery = std::dynamic_pointer_cast<CBattleQuery>(queries.topQuery(gs->curB->sides[0].color));
|
|
if (!battleQuery)
|
|
{
|
|
logGlobal->error("Cannot find battle query!");
|
|
complain("Player " + boost::lexical_cast<std::string>(gs->curB->sides[0].color) + " has no battle query at the top!");
|
|
return;
|
|
}
|
|
|
|
battleQuery->result = std::make_optional(*battleResult.data);
|
|
|
|
//Check how many battle queries were created (number of players blocked by battle)
|
|
const int queriedPlayers = battleQuery ? (int)boost::count(queries.allQueries(), battleQuery) : 0;
|
|
finishingBattle = std::make_unique<FinishingBattleHelper>(battleQuery, queriedPlayers);
|
|
|
|
// in battles against neutrals, 1st player can ask to replay battle manually
|
|
if (!gs->curB->sides[1].color.isValidPlayer())
|
|
{
|
|
auto battleDialogQuery = std::make_shared<CBattleDialogQuery>(this, gs->curB);
|
|
battleResult.data->queryID = battleDialogQuery->queryID;
|
|
queries.addQuery(battleDialogQuery);
|
|
}
|
|
else
|
|
battleResult.data->queryID = -1;
|
|
|
|
//set same battle result for all queries
|
|
for(auto q : queries.allQueries())
|
|
{
|
|
auto otherBattleQuery = std::dynamic_pointer_cast<CBattleQuery>(q);
|
|
if(otherBattleQuery)
|
|
otherBattleQuery->result = battleQuery->result;
|
|
}
|
|
|
|
sendAndApply(battleResult.data); //after this point casualties objects are destroyed
|
|
|
|
if (battleResult.data->queryID == -1)
|
|
endBattleConfirm(gs->curB);
|
|
}
|
|
|
|
void CGameHandler::endBattleConfirm(const BattleInfo * battleInfo)
|
|
{
|
|
auto battleQuery = std::dynamic_pointer_cast<CBattleQuery>(queries.topQuery(battleInfo->sides.at(0).color));
|
|
if(!battleQuery)
|
|
{
|
|
logGlobal->trace("No battle query, battle end was confirmed by another player");
|
|
return;
|
|
}
|
|
|
|
const BattleResult::EResult result = battleResult.get()->result;
|
|
|
|
CasualtiesAfterBattle cab1(battleInfo->sides.at(0), battleInfo), cab2(battleInfo->sides.at(1), battleInfo); //calculate casualties before deleting battle
|
|
ChangeSpells cs; //for Eagle Eye
|
|
|
|
if(!finishingBattle->isDraw() && finishingBattle->winnerHero)
|
|
{
|
|
if (int eagleEyeLevel = finishingBattle->winnerHero->valOfBonuses(BonusType::LEARN_BATTLE_SPELL_LEVEL_LIMIT, -1))
|
|
{
|
|
double eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(BonusType::LEARN_BATTLE_SPELL_CHANCE, 0);
|
|
for(auto & spellId : battleInfo->sides.at(!battleResult.data->winner).usedSpellsHistory)
|
|
{
|
|
auto spell = spellId.toSpell(VLC->spells());
|
|
if(spell && spell->getLevel() <= eagleEyeLevel && !finishingBattle->winnerHero->spellbookContainsSpell(spell->getId()) && getRandomGenerator().nextInt(99) < eagleEyeChance)
|
|
cs.spells.insert(spell->getId());
|
|
}
|
|
}
|
|
}
|
|
std::vector<const CArtifactInstance *> arts; //display them in window
|
|
|
|
if(result == BattleResult::NORMAL && !finishingBattle->isDraw() && finishingBattle->winnerHero)
|
|
{
|
|
auto sendMoveArtifact = [&](const CArtifactInstance *art, MoveArtifact *ma)
|
|
{
|
|
const auto slot = ArtifactUtils::getArtAnyPosition(finishingBattle->winnerHero, art->getTypeId());
|
|
if(slot != ArtifactPosition::PRE_FIRST)
|
|
{
|
|
arts.push_back(art);
|
|
ma->dst = ArtifactLocation(finishingBattle->winnerHero, slot);
|
|
if(ArtifactUtils::isSlotBackpack(slot))
|
|
ma->askAssemble = false;
|
|
sendAndApply(ma);
|
|
}
|
|
};
|
|
|
|
if (finishingBattle->loserHero)
|
|
{
|
|
//TODO: wrap it into a function, somehow (std::variant -_-)
|
|
auto artifactsWorn = finishingBattle->loserHero->artifactsWorn;
|
|
for (auto artSlot : artifactsWorn)
|
|
{
|
|
MoveArtifact ma;
|
|
ma.src = ArtifactLocation(finishingBattle->loserHero, artSlot.first);
|
|
const CArtifactInstance * art = ma.src.getArt();
|
|
if (art && !art->artType->isBig() &&
|
|
art->artType->getId() != ArtifactID::SPELLBOOK)
|
|
// don't move war machines or locked arts (spellbook)
|
|
{
|
|
sendMoveArtifact(art, &ma);
|
|
}
|
|
}
|
|
for(int slotNumber = finishingBattle->loserHero->artifactsInBackpack.size() - 1; slotNumber >= 0; slotNumber--)
|
|
{
|
|
//we assume that no big artifacts can be found
|
|
MoveArtifact ma;
|
|
ma.src = ArtifactLocation(finishingBattle->loserHero,
|
|
ArtifactPosition(GameConstants::BACKPACK_START + slotNumber)); //backpack automatically shifts arts to beginning
|
|
const CArtifactInstance * art = ma.src.getArt();
|
|
if (art->artType->getId() != ArtifactID::GRAIL) //grail may not be won
|
|
{
|
|
sendMoveArtifact(art, &ma);
|
|
}
|
|
}
|
|
if (finishingBattle->loserHero->commander) //TODO: what if commanders belong to no hero?
|
|
{
|
|
artifactsWorn = finishingBattle->loserHero->commander->artifactsWorn;
|
|
for (auto artSlot : artifactsWorn)
|
|
{
|
|
MoveArtifact ma;
|
|
ma.src = ArtifactLocation(finishingBattle->loserHero->commander.get(), artSlot.first);
|
|
const CArtifactInstance * art = ma.src.getArt();
|
|
if (art && !art->artType->isBig())
|
|
{
|
|
sendMoveArtifact(art, &ma);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
for (auto armySlot : battleInfo->sides.at(!battleResult.data->winner).armyObject->stacks)
|
|
{
|
|
auto artifactsWorn = armySlot.second->artifactsWorn;
|
|
for (auto artSlot : artifactsWorn)
|
|
{
|
|
MoveArtifact ma;
|
|
ma.src = ArtifactLocation(armySlot.second, artSlot.first);
|
|
const CArtifactInstance * art = ma.src.getArt();
|
|
if (art && !art->artType->isBig())
|
|
{
|
|
sendMoveArtifact(art, &ma);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (arts.size()) //display loot
|
|
{
|
|
InfoWindow iw;
|
|
iw.player = finishingBattle->winnerHero->tempOwner;
|
|
|
|
iw.text.appendLocalString (EMetaText::GENERAL_TXT, 30); //You have captured enemy artifact
|
|
|
|
for (auto art : arts) //TODO; separate function to display loot for various ojects?
|
|
{
|
|
iw.components.emplace_back(
|
|
Component::EComponentType::ARTIFACT, art->artType->getId(),
|
|
art->artType->getId() == ArtifactID::SPELL_SCROLL? art->getScrollSpellID() : 0, 0);
|
|
if (iw.components.size() >= 14)
|
|
{
|
|
sendAndApply(&iw);
|
|
iw.components.clear();
|
|
}
|
|
}
|
|
if (iw.components.size())
|
|
{
|
|
sendAndApply(&iw);
|
|
}
|
|
}
|
|
//Eagle Eye secondary skill handling
|
|
if (!cs.spells.empty())
|
|
{
|
|
cs.learn = 1;
|
|
cs.hid = finishingBattle->winnerHero->id;
|
|
|
|
InfoWindow iw;
|
|
iw.player = finishingBattle->winnerHero->tempOwner;
|
|
iw.text.appendLocalString(EMetaText::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
|
|
iw.text.replaceRawString(finishingBattle->winnerHero->getNameTranslated());
|
|
|
|
std::ostringstream names;
|
|
for (int i = 0; i < cs.spells.size(); i++)
|
|
{
|
|
names << "%s";
|
|
if (i < cs.spells.size() - 2)
|
|
names << ", ";
|
|
else if (i < cs.spells.size() - 1)
|
|
names << "%s";
|
|
}
|
|
names << ".";
|
|
|
|
iw.text.replaceRawString(names.str());
|
|
|
|
auto it = cs.spells.begin();
|
|
for (int i = 0; i < cs.spells.size(); i++, it++)
|
|
{
|
|
iw.text.replaceLocalString(EMetaText::SPELL_NAME, it->toEnum());
|
|
if (i == cs.spells.size() - 2) //we just added pre-last name
|
|
iw.text.replaceLocalString(EMetaText::GENERAL_TXT, 141); // " and "
|
|
iw.components.emplace_back(Component::EComponentType::SPELL, *it, 0, 0);
|
|
}
|
|
sendAndApply(&iw);
|
|
sendAndApply(&cs);
|
|
}
|
|
cab1.updateArmy(this);
|
|
cab2.updateArmy(this); //take casualties after battle is deleted
|
|
|
|
if(finishingBattle->loserHero) //remove beaten hero
|
|
{
|
|
RemoveObject ro(finishingBattle->loserHero->id);
|
|
sendAndApply(&ro);
|
|
}
|
|
if(finishingBattle->isDraw() && finishingBattle->winnerHero) //for draw case both heroes should be removed
|
|
{
|
|
RemoveObject ro(finishingBattle->winnerHero->id);
|
|
sendAndApply(&ro);
|
|
}
|
|
|
|
if(battleResult.data->winner == BattleSide::DEFENDER
|
|
&& finishingBattle->winnerHero
|
|
&& finishingBattle->winnerHero->visitedTown
|
|
&& !finishingBattle->winnerHero->inTownGarrison
|
|
&& finishingBattle->winnerHero->visitedTown->garrisonHero == finishingBattle->winnerHero)
|
|
{
|
|
swapGarrisonOnSiege(finishingBattle->winnerHero->visitedTown->id); //return defending visitor from garrison to its rightful place
|
|
}
|
|
//give exp
|
|
if(!finishingBattle->isDraw() && battleResult.data->exp[finishingBattle->winnerSide] && finishingBattle->winnerHero)
|
|
changePrimSkill(finishingBattle->winnerHero, PrimarySkill::EXPERIENCE, battleResult.data->exp[finishingBattle->winnerSide]);
|
|
|
|
BattleResultAccepted raccepted;
|
|
raccepted.heroResult[0].army = const_cast<CArmedInstance*>(battleInfo->sides.at(0).armyObject);
|
|
raccepted.heroResult[1].army = const_cast<CArmedInstance*>(battleInfo->sides.at(1).armyObject);
|
|
raccepted.heroResult[0].hero = const_cast<CGHeroInstance*>(battleInfo->sides.at(0).hero);
|
|
raccepted.heroResult[1].hero = const_cast<CGHeroInstance*>(battleInfo->sides.at(1).hero);
|
|
raccepted.heroResult[0].exp = battleResult.data->exp[0];
|
|
raccepted.heroResult[1].exp = battleResult.data->exp[1];
|
|
raccepted.winnerSide = finishingBattle->winnerSide;
|
|
sendAndApply(&raccepted);
|
|
|
|
queries.popIfTop(battleQuery);
|
|
//--> continuation (battleAfterLevelUp) occurs after level-up queries are handled or on removing query
|
|
}
|
|
|
|
void CGameHandler::battleAfterLevelUp(const BattleResult &result)
|
|
{
|
|
LOG_TRACE(logGlobal);
|
|
|
|
if(!finishingBattle)
|
|
return;
|
|
|
|
finishingBattle->remainingBattleQueriesCount--;
|
|
logGlobal->trace("Decremented queries count to %d", finishingBattle->remainingBattleQueriesCount);
|
|
|
|
if (finishingBattle->remainingBattleQueriesCount > 0)
|
|
//Battle results will be handled when all battle queries are closed
|
|
return;
|
|
|
|
//TODO consider if we really want it to work like above. ATM each player as unblocked as soon as possible
|
|
// but the battle consequences are applied after final player is unblocked. Hard to abuse...
|
|
// Still, it looks like a hole.
|
|
|
|
// Necromancy if applicable.
|
|
const CStackBasicDescriptor raisedStack = finishingBattle->winnerHero ? finishingBattle->winnerHero->calculateNecromancy(*battleResult.data) : CStackBasicDescriptor();
|
|
// Give raised units to winner and show dialog, if any were raised,
|
|
// units will be given after casualties are taken
|
|
const SlotID necroSlot = raisedStack.type ? finishingBattle->winnerHero->getSlotFor(raisedStack.type) : SlotID();
|
|
|
|
if (necroSlot != SlotID())
|
|
{
|
|
finishingBattle->winnerHero->showNecromancyDialog(raisedStack, getRandomGenerator());
|
|
addToSlot(StackLocation(finishingBattle->winnerHero, necroSlot), raisedStack.type, raisedStack.count);
|
|
}
|
|
|
|
BattleResultsApplied resultsApplied;
|
|
resultsApplied.player1 = finishingBattle->victor;
|
|
resultsApplied.player2 = finishingBattle->loser;
|
|
sendAndApply(&resultsApplied);
|
|
|
|
setBattle(nullptr);
|
|
|
|
if (visitObjectAfterVictory && result.winner==0 && !finishingBattle->winnerHero->stacks.empty())
|
|
{
|
|
logGlobal->trace("post-victory visit");
|
|
visitObjectOnTile(*getTile(finishingBattle->winnerHero->visitablePos()), finishingBattle->winnerHero);
|
|
}
|
|
visitObjectAfterVictory = false;
|
|
|
|
//handle victory/loss of engaged players
|
|
std::set<PlayerColor> playerColors = {finishingBattle->loser, finishingBattle->victor};
|
|
checkVictoryLossConditions(playerColors);
|
|
|
|
if (result.result == BattleResult::SURRENDER)
|
|
heroPool->onHeroSurrendered(finishingBattle->loser, finishingBattle->loserHero);
|
|
|
|
if (result.result == BattleResult::ESCAPE)
|
|
heroPool->onHeroEscaped(finishingBattle->loser, finishingBattle->loserHero);
|
|
|
|
if (result.winner != 2 && finishingBattle->winnerHero && finishingBattle->winnerHero->stacks.empty()
|
|
&& (!finishingBattle->winnerHero->commander || !finishingBattle->winnerHero->commander->alive))
|
|
{
|
|
RemoveObject ro(finishingBattle->winnerHero->id);
|
|
sendAndApply(&ro);
|
|
|
|
if (VLC->settings()->getBoolean(EGameSettings::HEROES_RETREAT_ON_WIN_WITHOUT_TROOPS))
|
|
heroPool->onHeroEscaped(finishingBattle->victor, finishingBattle->winnerHero);
|
|
}
|
|
|
|
finishingBattle.reset();
|
|
}
|
|
|
|
void CGameHandler::makeAttack(const CStack * attacker, const CStack * defender, int distance, BattleHex targetHex, bool first, bool ranged, bool counter)
|
|
{
|
|
if(first && !counter)
|
|
handleAttackBeforeCasting(ranged, attacker, defender);
|
|
|
|
FireShieldInfo fireShield;
|
|
BattleAttack bat;
|
|
BattleLogMessage blm;
|
|
bat.stackAttacking = attacker->unitId();
|
|
bat.tile = targetHex;
|
|
|
|
std::shared_ptr<battle::CUnitState> attackerState = attacker->acquireState();
|
|
|
|
if(ranged)
|
|
bat.flags |= BattleAttack::SHOT;
|
|
if(counter)
|
|
bat.flags |= BattleAttack::COUNTER;
|
|
|
|
const int attackerLuck = attacker->luckVal();
|
|
|
|
if(attackerLuck > 0)
|
|
{
|
|
auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_GOOD_LUCK_DICE);
|
|
size_t diceIndex = std::min<size_t>(diceSize.size() - 1, attackerLuck);
|
|
|
|
if(diceSize.size() > 0 && getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
|
|
bat.flags |= BattleAttack::LUCKY;
|
|
}
|
|
|
|
if(attackerLuck < 0)
|
|
{
|
|
auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_BAD_LUCK_DICE);
|
|
size_t diceIndex = std::min<size_t>(diceSize.size() - 1, -attackerLuck);
|
|
|
|
if(diceSize.size() > 0 && getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
|
|
bat.flags |= BattleAttack::UNLUCKY;
|
|
}
|
|
|
|
if (getRandomGenerator().nextInt(99) < attacker->valOfBonuses(BonusType::DOUBLE_DAMAGE_CHANCE))
|
|
{
|
|
bat.flags |= BattleAttack::DEATH_BLOW;
|
|
}
|
|
|
|
const auto * owner = gs->curB->getHero(attacker->unitOwner());
|
|
if(owner)
|
|
{
|
|
int chance = owner->valOfBonuses(BonusType::BONUS_DAMAGE_CHANCE, attacker->creatureIndex());
|
|
if (chance > getRandomGenerator().nextInt(99))
|
|
bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG;
|
|
}
|
|
|
|
int64_t drainedLife = 0;
|
|
|
|
// only primary target
|
|
if(defender->alive())
|
|
drainedLife += applyBattleEffects(bat, attackerState, fireShield, defender, distance, false);
|
|
|
|
//multiple-hex normal attack
|
|
std::set<const CStack*> attackedCreatures = gs->curB->getAttackedCreatures(attacker, targetHex, bat.shot()); //creatures other than primary target
|
|
for(const CStack * stack : attackedCreatures)
|
|
{
|
|
if(stack != defender && stack->alive()) //do not hit same stack twice
|
|
drainedLife += applyBattleEffects(bat, attackerState, fireShield, stack, distance, true);
|
|
}
|
|
|
|
std::shared_ptr<const Bonus> bonus = attacker->getBonusLocalFirst(Selector::type()(BonusType::SPELL_LIKE_ATTACK));
|
|
if(bonus && ranged) //TODO: make it work in melee?
|
|
{
|
|
//this is need for displaying hit animation
|
|
bat.flags |= BattleAttack::SPELL_LIKE;
|
|
bat.spellID = SpellID(bonus->subtype);
|
|
|
|
//TODO: should spell override creature`s projectile?
|
|
|
|
auto spell = bat.spellID.toSpell();
|
|
|
|
battle::Target target;
|
|
target.emplace_back(defender, targetHex);
|
|
|
|
spells::BattleCast event(gs->curB, attacker, spells::Mode::SPELL_LIKE_ATTACK, spell);
|
|
event.setSpellLevel(bonus->val);
|
|
|
|
auto attackedCreatures = spell->battleMechanics(&event)->getAffectedStacks(target);
|
|
|
|
//TODO: get exact attacked hex for defender
|
|
|
|
for(const CStack * stack : attackedCreatures)
|
|
{
|
|
if(stack != defender && stack->alive()) //do not hit same stack twice
|
|
{
|
|
drainedLife += applyBattleEffects(bat, attackerState, fireShield, stack, distance, true);
|
|
}
|
|
}
|
|
|
|
//now add effect info for all attacked stacks
|
|
for (BattleStackAttacked & bsa : bat.bsa)
|
|
{
|
|
if (bsa.attackerID == attacker->unitId()) //this is our attack and not f.e. fire shield
|
|
{
|
|
//this is need for displaying affect animation
|
|
bsa.flags |= BattleStackAttacked::SPELL_EFFECT;
|
|
bsa.spellID = SpellID(bonus->subtype);
|
|
}
|
|
}
|
|
}
|
|
|
|
attackerState->afterAttack(ranged, counter);
|
|
|
|
{
|
|
UnitChanges info(attackerState->unitId(), UnitChanges::EOperation::RESET_STATE);
|
|
attackerState->save(info.data);
|
|
bat.attackerChanges.changedStacks.push_back(info);
|
|
}
|
|
|
|
if (drainedLife > 0)
|
|
bat.flags |= BattleAttack::LIFE_DRAIN;
|
|
|
|
sendAndApply(&bat);
|
|
|
|
{
|
|
const bool multipleTargets = bat.bsa.size() > 1;
|
|
|
|
int64_t totalDamage = 0;
|
|
int32_t totalKills = 0;
|
|
|
|
for(const BattleStackAttacked & bsa : bat.bsa)
|
|
{
|
|
totalDamage += bsa.damageAmount;
|
|
totalKills += bsa.killedAmount;
|
|
}
|
|
|
|
{
|
|
MetaString text;
|
|
attacker->addText(text, EMetaText::GENERAL_TXT, 376);
|
|
attacker->addNameReplacement(text);
|
|
text.replaceNumber(totalDamage);
|
|
blm.lines.push_back(text);
|
|
}
|
|
|
|
addGenericKilledLog(blm, defender, totalKills, multipleTargets);
|
|
}
|
|
|
|
// drain life effect (as well as log entry) must be applied after the attack
|
|
if(drainedLife > 0)
|
|
{
|
|
MetaString text;
|
|
attackerState->addText(text, EMetaText::GENERAL_TXT, 361);
|
|
attackerState->addNameReplacement(text, false);
|
|
text.replaceNumber(drainedLife);
|
|
defender->addNameReplacement(text, true);
|
|
blm.lines.push_back(std::move(text));
|
|
}
|
|
|
|
if(!fireShield.empty())
|
|
{
|
|
//todo: this should be "virtual" spell instead, we only need fire spell school bonus here
|
|
const CSpell * fireShieldSpell = SpellID(SpellID::FIRE_SHIELD).toSpell();
|
|
int64_t totalDamage = 0;
|
|
|
|
for(const auto & item : fireShield)
|
|
{
|
|
const CStack * actor = item.first;
|
|
int64_t rawDamage = item.second;
|
|
|
|
const CGHeroInstance * actorOwner = gs->curB->getHero(actor->unitOwner());
|
|
|
|
if(actorOwner)
|
|
{
|
|
rawDamage = fireShieldSpell->adjustRawDamage(actorOwner, attacker, rawDamage);
|
|
}
|
|
else
|
|
{
|
|
rawDamage = fireShieldSpell->adjustRawDamage(actor, attacker, rawDamage);
|
|
}
|
|
|
|
totalDamage+=rawDamage;
|
|
//FIXME: add custom effect on actor
|
|
}
|
|
|
|
if (totalDamage > 0)
|
|
{
|
|
BattleStackAttacked bsa;
|
|
|
|
bsa.flags |= BattleStackAttacked::FIRE_SHIELD;
|
|
bsa.stackAttacked = attacker->unitId(); //invert
|
|
bsa.attackerID = defender->unitId();
|
|
bsa.damageAmount = totalDamage;
|
|
attacker->prepareAttacked(bsa, getRandomGenerator());
|
|
|
|
StacksInjured pack;
|
|
pack.stacks.push_back(bsa);
|
|
sendAndApply(&pack);
|
|
|
|
// TODO: this is already implemented in Damage::describeEffect()
|
|
{
|
|
MetaString text;
|
|
text.appendLocalString(EMetaText::GENERAL_TXT, 376);
|
|
text.replaceLocalString(EMetaText::SPELL_NAME, SpellID::FIRE_SHIELD);
|
|
text.replaceNumber(totalDamage);
|
|
blm.lines.push_back(std::move(text));
|
|
}
|
|
addGenericKilledLog(blm, attacker, bsa.killedAmount, false);
|
|
}
|
|
}
|
|
|
|
sendAndApply(&blm);
|
|
|
|
handleAfterAttackCasting(ranged, attacker, defender);
|
|
}
|
|
|
|
int64_t CGameHandler::applyBattleEffects(BattleAttack & bat, std::shared_ptr<battle::CUnitState> attackerState, FireShieldInfo & fireShield, const CStack * def, int distance, bool secondary)
|
|
{
|
|
BattleStackAttacked bsa;
|
|
if(secondary)
|
|
bsa.flags |= BattleStackAttacked::SECONDARY; //all other targets do not suffer from spells & spell-like abilities
|
|
|
|
bsa.attackerID = attackerState->unitId();
|
|
bsa.stackAttacked = def->unitId();
|
|
{
|
|
BattleAttackInfo bai(attackerState.get(), def, distance, bat.shot());
|
|
|
|
bai.deathBlow = bat.deathBlow();
|
|
bai.doubleDamage = bat.ballistaDoubleDmg();
|
|
bai.luckyStrike = bat.lucky();
|
|
bai.unluckyStrike = bat.unlucky();
|
|
|
|
auto range = gs->curB->calculateDmgRange(bai);
|
|
bsa.damageAmount = gs->curB->getActualDamage(range.damage, attackerState->getCount(), getRandomGenerator());
|
|
CStack::prepareAttacked(bsa, getRandomGenerator(), bai.defender->acquireState()); //calculate casualties
|
|
}
|
|
|
|
int64_t drainedLife = 0;
|
|
|
|
//life drain handling
|
|
if(attackerState->hasBonusOfType(BonusType::LIFE_DRAIN) && def->isLiving())
|
|
{
|
|
int64_t toHeal = bsa.damageAmount * attackerState->valOfBonuses(BonusType::LIFE_DRAIN) / 100;
|
|
attackerState->heal(toHeal, EHealLevel::RESURRECT, EHealPower::PERMANENT);
|
|
drainedLife += toHeal;
|
|
}
|
|
|
|
//soul steal handling
|
|
if(attackerState->hasBonusOfType(BonusType::SOUL_STEAL) && def->isLiving())
|
|
{
|
|
//we can have two bonuses - one with subtype 0 and another with subtype 1
|
|
//try to use permanent first, use only one of two
|
|
for(si32 subtype = 1; subtype >= 0; subtype--)
|
|
{
|
|
if(attackerState->hasBonusOfType(BonusType::SOUL_STEAL, subtype))
|
|
{
|
|
int64_t toHeal = bsa.killedAmount * attackerState->valOfBonuses(BonusType::SOUL_STEAL, subtype) * attackerState->getMaxHealth();
|
|
attackerState->heal(toHeal, EHealLevel::OVERHEAL, ((subtype == 0) ? EHealPower::ONE_BATTLE : EHealPower::PERMANENT));
|
|
drainedLife += toHeal;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
bat.bsa.push_back(bsa); //add this stack to the list of victims after drain life has been calculated
|
|
|
|
//fire shield handling
|
|
if(!bat.shot() &&
|
|
!def->isClone() &&
|
|
def->hasBonusOfType(BonusType::FIRE_SHIELD) &&
|
|
!attackerState->hasBonusOfType(BonusType::FIRE_IMMUNITY) &&
|
|
CStack::isMeleeAttackPossible(attackerState.get(), def) // attacked needs to be adjacent to defender for fire shield to trigger (e.g. Dragon Breath attack)
|
|
)
|
|
{
|
|
//TODO: use damage with bonus but without penalties
|
|
auto fireShieldDamage = (std::min<int64_t>(def->getAvailableHealth(), bsa.damageAmount) * def->valOfBonuses(BonusType::FIRE_SHIELD)) / 100;
|
|
fireShield.push_back(std::make_pair(def, fireShieldDamage));
|
|
}
|
|
|
|
return drainedLife;
|
|
}
|
|
|
|
void CGameHandler::sendGenericKilledLog(const CStack * defender, int32_t killed, bool multiple)
|
|
{
|
|
if(killed > 0)
|
|
{
|
|
BattleLogMessage blm;
|
|
addGenericKilledLog(blm, defender, killed, multiple);
|
|
sendAndApply(&blm);
|
|
}
|
|
}
|
|
|
|
void CGameHandler::addGenericKilledLog(BattleLogMessage & blm, const CStack * defender, int32_t killed, bool multiple)
|
|
{
|
|
if(killed > 0)
|
|
{
|
|
const int32_t txtIndex = (killed > 1) ? 379 : 378;
|
|
std::string formatString = VLC->generaltexth->allTexts[txtIndex];
|
|
|
|
// these default h3 texts have unnecessary new lines, so get rid of them before displaying (and trim just in case, trimming newlines does not works for some reason)
|
|
formatString.erase(std::remove(formatString.begin(), formatString.end(), '\n'), formatString.end());
|
|
formatString.erase(std::remove(formatString.begin(), formatString.end(), '\r'), formatString.end());
|
|
boost::algorithm::trim(formatString);
|
|
|
|
boost::format txt(formatString);
|
|
if(killed > 1)
|
|
{
|
|
txt % killed % (multiple ? VLC->generaltexth->allTexts[43] : defender->unitType()->getNamePluralTranslated()); // creatures perish
|
|
}
|
|
else //killed == 1
|
|
{
|
|
txt % (multiple ? VLC->generaltexth->allTexts[42] : defender->unitType()->getNameSingularTranslated()); // creature perishes
|
|
}
|
|
MetaString line;
|
|
line.appendRawString(txt.str());
|
|
blm.lines.push_back(std::move(line));
|
|
}
|
|
}
|
|
|
|
void CGameHandler::handleClientDisconnection(std::shared_ptr<CConnection> c)
|
|
{
|
|
if(lobby->state == EServerState::SHUTDOWN || !gs || !gs->scenarioOps)
|
|
return;
|
|
|
|
for(auto & playerConnections : connections)
|
|
{
|
|
PlayerColor playerId = playerConnections.first;
|
|
auto * playerSettings = gs->scenarioOps->getPlayersSettings(playerId.getNum());
|
|
if(!playerSettings)
|
|
continue;
|
|
|
|
auto playerConnection = vstd::find(playerConnections.second, c);
|
|
if(playerConnection != playerConnections.second.end())
|
|
{
|
|
std::string messageText = boost::str(boost::format("%s (cid %d) was disconnected") % playerSettings->name % c->connectionID);
|
|
playerMessages->broadcastMessage(playerId, messageText);
|
|
}
|
|
}
|
|
}
|
|
|
|
void CGameHandler::handleReceivedPack(CPackForServer * pack)
|
|
{
|
|
//prepare struct informing that action was applied
|
|
auto sendPackageResponse = [&](bool succesfullyApplied)
|
|
{
|
|
PackageApplied applied;
|
|
applied.player = pack->player;
|
|
applied.result = succesfullyApplied;
|
|
applied.packType = typeList.getTypeID(pack);
|
|
applied.requestID = pack->requestID;
|
|
pack->c->sendPack(&applied);
|
|
};
|
|
|
|
CBaseForGHApply * apply = applier->getApplier(typeList.getTypeID(pack)); //and appropriate applier object
|
|
if(isBlockedByQueries(pack, pack->player))
|
|
{
|
|
sendPackageResponse(false);
|
|
}
|
|
else if(apply)
|
|
{
|
|
const bool result = apply->applyOnGH(this, this->gs, pack);
|
|
if(result)
|
|
logGlobal->trace("Message %s successfully applied!", typeid(*pack).name());
|
|
else
|
|
complain((boost::format("Got false in applying %s... that request must have been fishy!")
|
|
% typeid(*pack).name()).str());
|
|
|
|
sendPackageResponse(true);
|
|
}
|
|
else
|
|
{
|
|
logGlobal->error("Message cannot be applied, cannot find applier (unregistered type)!");
|
|
sendPackageResponse(false);
|
|
}
|
|
|
|
vstd::clear_pointer(pack);
|
|
}
|
|
|
|
int CGameHandler::moveStack(int stack, BattleHex dest)
|
|
{
|
|
int ret = 0;
|
|
|
|
const CStack *curStack = gs->curB->battleGetStackByID(stack),
|
|
*stackAtEnd = gs->curB->battleGetStackByPos(dest);
|
|
|
|
assert(curStack);
|
|
assert(dest < GameConstants::BFIELD_SIZE);
|
|
|
|
if (gs->curB->tacticDistance)
|
|
{
|
|
assert(gs->curB->isInTacticRange(dest));
|
|
}
|
|
|
|
auto start = curStack->getPosition();
|
|
if (start == dest)
|
|
return 0;
|
|
|
|
//initing necessary tables
|
|
auto accessibility = getAccesibility(curStack);
|
|
std::set<BattleHex> passed;
|
|
//Ignore obstacles on starting position
|
|
passed.insert(curStack->getPosition());
|
|
if(curStack->doubleWide())
|
|
passed.insert(curStack->occupiedHex());
|
|
|
|
//shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
|
|
if(!stackAtEnd && curStack->doubleWide() && !accessibility.accessible(dest, curStack))
|
|
{
|
|
BattleHex shifted = dest.cloneInDirection(curStack->destShiftDir(), false);
|
|
|
|
if(accessibility.accessible(shifted, curStack))
|
|
dest = shifted;
|
|
}
|
|
|
|
if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility.accessible(dest, curStack))
|
|
{
|
|
complain("Given destination is not accessible!");
|
|
return 0;
|
|
}
|
|
|
|
bool canUseGate = false;
|
|
auto dbState = gs->curB->si.gateState;
|
|
if(battleGetSiegeLevel() > 0 && curStack->unitSide() == BattleSide::DEFENDER &&
|
|
dbState != EGateState::DESTROYED &&
|
|
dbState != EGateState::BLOCKED)
|
|
{
|
|
canUseGate = true;
|
|
}
|
|
|
|
std::pair< std::vector<BattleHex>, int > path = gs->curB->getPath(start, dest, curStack);
|
|
|
|
ret = path.second;
|
|
|
|
int creSpeed = curStack->speed(0, true);
|
|
|
|
if (gs->curB->tacticDistance > 0 && creSpeed > 0)
|
|
creSpeed = GameConstants::BFIELD_SIZE;
|
|
|
|
bool hasWideMoat = vstd::contains_if(battleGetAllObstaclesOnPos(BattleHex(ESiegeHex::GATE_BRIDGE), false), [](const std::shared_ptr<const CObstacleInstance> & obst)
|
|
{
|
|
return obst->obstacleType == CObstacleInstance::MOAT;
|
|
});
|
|
|
|
auto isGateDrawbridgeHex = [&](BattleHex hex) -> bool
|
|
{
|
|
if (hasWideMoat && hex == ESiegeHex::GATE_BRIDGE)
|
|
return true;
|
|
if (hex == ESiegeHex::GATE_OUTER)
|
|
return true;
|
|
if (hex == ESiegeHex::GATE_INNER)
|
|
return true;
|
|
|
|
return false;
|
|
};
|
|
|
|
auto occupyGateDrawbridgeHex = [&](BattleHex hex) -> bool
|
|
{
|
|
if (isGateDrawbridgeHex(hex))
|
|
return true;
|
|
|
|
if (curStack->doubleWide())
|
|
{
|
|
BattleHex otherHex = curStack->occupiedHex(hex);
|
|
if (otherHex.isValid() && isGateDrawbridgeHex(otherHex))
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
};
|
|
|
|
if (curStack->hasBonusOfType(BonusType::FLYING))
|
|
{
|
|
if (path.second <= creSpeed && path.first.size() > 0)
|
|
{
|
|
if (canUseGate && dbState != EGateState::OPENED &&
|
|
occupyGateDrawbridgeHex(dest))
|
|
{
|
|
BattleUpdateGateState db;
|
|
db.state = EGateState::OPENED;
|
|
sendAndApply(&db);
|
|
}
|
|
|
|
//inform clients about move
|
|
BattleStackMoved sm;
|
|
sm.stack = curStack->unitId();
|
|
std::vector<BattleHex> tiles;
|
|
tiles.push_back(path.first[0]);
|
|
sm.tilesToMove = tiles;
|
|
sm.distance = path.second;
|
|
sm.teleporting = false;
|
|
sendAndApply(&sm);
|
|
}
|
|
}
|
|
else //for non-flying creatures
|
|
{
|
|
std::vector<BattleHex> tiles;
|
|
const int tilesToMove = std::max((int)(path.first.size() - creSpeed), 0);
|
|
int v = (int)path.first.size()-1;
|
|
path.first.push_back(start);
|
|
|
|
// check if gate need to be open or closed at some point
|
|
BattleHex openGateAtHex, gateMayCloseAtHex;
|
|
if (canUseGate)
|
|
{
|
|
for (int i = (int)path.first.size()-1; i >= 0; i--)
|
|
{
|
|
auto needOpenGates = [&](BattleHex hex) -> bool
|
|
{
|
|
if (hasWideMoat && hex == ESiegeHex::GATE_BRIDGE)
|
|
return true;
|
|
if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] == ESiegeHex::GATE_OUTER)
|
|
return true;
|
|
else if (hex == ESiegeHex::GATE_OUTER || hex == ESiegeHex::GATE_INNER)
|
|
return true;
|
|
|
|
return false;
|
|
};
|
|
|
|
auto hex = path.first[i];
|
|
if (!openGateAtHex.isValid() && dbState != EGateState::OPENED)
|
|
{
|
|
if (needOpenGates(hex))
|
|
openGateAtHex = path.first[i+1];
|
|
|
|
//TODO we need find batter way to handle double-wide stacks
|
|
//currently if only second occupied stack part is standing on gate / bridge hex then stack will start to wait for bridge to lower before it's needed. Though this is just a visual bug.
|
|
if (curStack->doubleWide())
|
|
{
|
|
BattleHex otherHex = curStack->occupiedHex(hex);
|
|
if (otherHex.isValid() && needOpenGates(otherHex))
|
|
openGateAtHex = path.first[i+2];
|
|
}
|
|
|
|
//gate may be opened and then closed during stack movement, but not other way around
|
|
if (openGateAtHex.isValid())
|
|
dbState = EGateState::OPENED;
|
|
}
|
|
|
|
if (!gateMayCloseAtHex.isValid() && dbState != EGateState::CLOSED)
|
|
{
|
|
if (hex == ESiegeHex::GATE_INNER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
|
|
{
|
|
gateMayCloseAtHex = path.first[i-1];
|
|
}
|
|
if (hasWideMoat)
|
|
{
|
|
if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
|
|
{
|
|
gateMayCloseAtHex = path.first[i-1];
|
|
}
|
|
else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 &&
|
|
path.first[i-1] != ESiegeHex::GATE_INNER &&
|
|
path.first[i-1] != ESiegeHex::GATE_BRIDGE)
|
|
{
|
|
gateMayCloseAtHex = path.first[i-1];
|
|
}
|
|
}
|
|
else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_INNER)
|
|
{
|
|
gateMayCloseAtHex = path.first[i-1];
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
bool stackIsMoving = true;
|
|
|
|
while(stackIsMoving)
|
|
{
|
|
if (v<tilesToMove)
|
|
{
|
|
logGlobal->error("Movement terminated abnormally");
|
|
break;
|
|
}
|
|
|
|
bool gateStateChanging = false;
|
|
//special handling for opening gate on from starting hex
|
|
if (openGateAtHex.isValid() && openGateAtHex == start)
|
|
gateStateChanging = true;
|
|
else
|
|
{
|
|
for (bool obstacleHit = false; (!obstacleHit) && (!gateStateChanging) && (v >= tilesToMove); --v)
|
|
{
|
|
BattleHex hex = path.first[v];
|
|
tiles.push_back(hex);
|
|
|
|
if ((openGateAtHex.isValid() && openGateAtHex == hex) ||
|
|
(gateMayCloseAtHex.isValid() && gateMayCloseAtHex == hex))
|
|
{
|
|
gateStateChanging = true;
|
|
}
|
|
|
|
//if we walked onto something, finalize this portion of stack movement check into obstacle
|
|
if(!battleGetAllObstaclesOnPos(hex, false).empty())
|
|
obstacleHit = true;
|
|
|
|
if (curStack->doubleWide())
|
|
{
|
|
BattleHex otherHex = curStack->occupiedHex(hex);
|
|
//two hex creature hit obstacle by backside
|
|
auto obstacle2 = battleGetAllObstaclesOnPos(otherHex, false);
|
|
if(otherHex.isValid() && !obstacle2.empty())
|
|
obstacleHit = true;
|
|
}
|
|
if(!obstacleHit)
|
|
passed.insert(hex);
|
|
}
|
|
}
|
|
|
|
if (!tiles.empty())
|
|
{
|
|
//commit movement
|
|
BattleStackMoved sm;
|
|
sm.stack = curStack->unitId();
|
|
sm.distance = path.second;
|
|
sm.teleporting = false;
|
|
sm.tilesToMove = tiles;
|
|
sendAndApply(&sm);
|
|
tiles.clear();
|
|
}
|
|
|
|
//we don't handle obstacle at the destination tile -> it's handled separately in the if at the end
|
|
if (curStack->getPosition() != dest)
|
|
{
|
|
if(stackIsMoving && start != curStack->getPosition())
|
|
{
|
|
stackIsMoving = handleObstacleTriggersForUnit(*spellEnv, *curStack, passed);
|
|
passed.insert(curStack->getPosition());
|
|
if(curStack->doubleWide())
|
|
passed.insert(curStack->occupiedHex());
|
|
}
|
|
if (gateStateChanging)
|
|
{
|
|
if (curStack->getPosition() == openGateAtHex)
|
|
{
|
|
openGateAtHex = BattleHex();
|
|
//only open gate if stack is still alive
|
|
if (curStack->alive())
|
|
{
|
|
BattleUpdateGateState db;
|
|
db.state = EGateState::OPENED;
|
|
sendAndApply(&db);
|
|
}
|
|
}
|
|
else if (curStack->getPosition() == gateMayCloseAtHex)
|
|
{
|
|
gateMayCloseAtHex = BattleHex();
|
|
updateGateState();
|
|
}
|
|
}
|
|
}
|
|
else
|
|
//movement finished normally: we reached destination
|
|
stackIsMoving = false;
|
|
}
|
|
}
|
|
//handle last hex separately for deviation
|
|
if (VLC->settings()->getBoolean(EGameSettings::COMBAT_ONE_HEX_TRIGGERS_OBSTACLES))
|
|
{
|
|
if (dest == battle::Unit::occupiedHex(start, curStack->doubleWide(), curStack->unitSide())
|
|
|| start == battle::Unit::occupiedHex(dest, curStack->doubleWide(), curStack->unitSide()))
|
|
passed.clear(); //Just empty passed, obstacles will handled automatically
|
|
}
|
|
//handling obstacle on the final field (separate, because it affects both flying and walking stacks)
|
|
handleObstacleTriggersForUnit(*spellEnv, *curStack, passed);
|
|
|
|
return ret;
|
|
}
|
|
|
|
CGameHandler::CGameHandler(CVCMIServer * lobby)
|
|
: lobby(lobby)
|
|
, heroPool(std::make_unique<HeroPoolProcessor>(this))
|
|
, playerMessages(std::make_unique<PlayerMessageProcessor>(this))
|
|
, complainNoCreatures("No creatures to split")
|
|
, complainNotEnoughCreatures("Cannot split that stack, not enough creatures!")
|
|
, complainInvalidSlot("Invalid slot accessed!")
|
|
{
|
|
QID = 1;
|
|
IObjectInterface::cb = this;
|
|
applier = std::make_shared<CApplier<CBaseForGHApply>>();
|
|
registerTypesServerPacks(*applier);
|
|
visitObjectAfterVictory = false;
|
|
|
|
spellEnv = new ServerSpellCastEnvironment(this);
|
|
}
|
|
|
|
CGameHandler::~CGameHandler()
|
|
{
|
|
if (battleThread)
|
|
{
|
|
//Setting battleMadeAction is needed because battleThread waits for the action to continue the main loop
|
|
battleMadeAction.setn(true);
|
|
battleThread->join();
|
|
}
|
|
delete spellEnv;
|
|
delete gs;
|
|
}
|
|
|
|
void CGameHandler::reinitScripting()
|
|
{
|
|
serverEventBus = std::make_unique<events::EventBus>();
|
|
#if SCRIPTING_ENABLED
|
|
serverScripts.reset(new scripting::PoolImpl(this, spellEnv));
|
|
#endif
|
|
}
|
|
|
|
void CGameHandler::init(StartInfo *si)
|
|
{
|
|
if (si->seedToBeUsed == 0)
|
|
{
|
|
si->seedToBeUsed = static_cast<ui32>(std::time(nullptr));
|
|
}
|
|
CMapService mapService;
|
|
gs = new CGameState();
|
|
gs->preInit(VLC);
|
|
logGlobal->info("Gamestate created!");
|
|
gs->init(&mapService, si);
|
|
logGlobal->info("Gamestate initialized!");
|
|
|
|
// reset seed, so that clients can't predict any following random values
|
|
getRandomGenerator().resetSeed();
|
|
|
|
for (auto & elem : gs->players)
|
|
{
|
|
states.addPlayer(elem.first);
|
|
}
|
|
|
|
reinitScripting();
|
|
}
|
|
|
|
static bool evntCmp(const CMapEvent &a, const CMapEvent &b)
|
|
{
|
|
return a.earlierThan(b);
|
|
}
|
|
|
|
void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
|
|
{// bool forced = true - if creature should be replaced, if false - only if no creature was set
|
|
|
|
const PlayerState * p = getPlayerState(town->tempOwner);
|
|
if (!p)
|
|
{
|
|
assert(town->tempOwner == PlayerColor::NEUTRAL);
|
|
return;
|
|
}
|
|
|
|
if (forced || town->creatures.at(GameConstants::CREATURES_PER_TOWN).second.empty())//we need to change creature
|
|
{
|
|
SetAvailableCreatures ssi;
|
|
ssi.tid = town->id;
|
|
ssi.creatures = town->creatures;
|
|
ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear();//remove old one
|
|
|
|
const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
|
|
if (dwellings.empty())//no dwellings - just remove
|
|
{
|
|
sendAndApply(&ssi);
|
|
return;
|
|
}
|
|
|
|
auto dwelling = *RandomGeneratorUtil::nextItem(dwellings, getRandomGenerator());
|
|
|
|
// for multi-creature dwellings like Golem Factory
|
|
auto creatureId = RandomGeneratorUtil::nextItem(dwelling->creatures, getRandomGenerator())->second[0];
|
|
|
|
if (clear)
|
|
{
|
|
ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max(1, (VLC->creh->objects.at(creatureId)->getGrowth())/2);
|
|
}
|
|
else
|
|
{
|
|
ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->objects.at(creatureId)->getGrowth();
|
|
}
|
|
ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creatureId);
|
|
sendAndApply(&ssi);
|
|
}
|
|
}
|
|
|
|
void CGameHandler::newTurn()
|
|
{
|
|
logGlobal->trace("Turn %d", gs->day+1);
|
|
NewTurn n;
|
|
n.specialWeek = NewTurn::NO_ACTION;
|
|
n.creatureid = CreatureID::NONE;
|
|
n.day = gs->day + 1;
|
|
|
|
bool firstTurn = !getDate(Date::DAY);
|
|
bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
|
|
bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
|
|
|
|
std::map<PlayerColor, si32> hadGold;//starting gold - for buildings like dwarven treasury
|
|
|
|
if (firstTurn)
|
|
{
|
|
for (auto obj : gs->map->objects)
|
|
{
|
|
if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
|
|
{
|
|
changePrimSkill (getHero(obj->id), PrimarySkill::EXPERIENCE, 0);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (newWeek && !firstTurn)
|
|
{
|
|
n.specialWeek = NewTurn::NORMAL;
|
|
bool deityOfFireBuilt = false;
|
|
for (const CGTownInstance *t : gs->map->towns)
|
|
{
|
|
if (t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
|
|
{
|
|
deityOfFireBuilt = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (deityOfFireBuilt)
|
|
{
|
|
n.specialWeek = NewTurn::DEITYOFFIRE;
|
|
n.creatureid = CreatureID::IMP;
|
|
}
|
|
else if(VLC->settings()->getBoolean(EGameSettings::CREATURES_ALLOW_RANDOM_SPECIAL_WEEKS))
|
|
{
|
|
int monthType = getRandomGenerator().nextInt(99);
|
|
if (newMonth) //new month
|
|
{
|
|
if (monthType < 40) //double growth
|
|
{
|
|
n.specialWeek = NewTurn::DOUBLE_GROWTH;
|
|
if (VLC->settings()->getBoolean(EGameSettings::CREATURES_ALLOW_ALL_FOR_DOUBLE_MONTH))
|
|
{
|
|
n.creatureid = VLC->creh->pickRandomMonster(getRandomGenerator());
|
|
}
|
|
else if (VLC->creh->doubledCreatures.size())
|
|
{
|
|
n.creatureid = *RandomGeneratorUtil::nextItem(VLC->creh->doubledCreatures, getRandomGenerator());
|
|
}
|
|
else
|
|
{
|
|
complain("Cannot find creature that can be spawned!");
|
|
n.specialWeek = NewTurn::NORMAL;
|
|
}
|
|
}
|
|
else if (monthType < 50)
|
|
n.specialWeek = NewTurn::PLAGUE;
|
|
}
|
|
else //it's a week, but not full month
|
|
{
|
|
if (monthType < 25)
|
|
{
|
|
n.specialWeek = NewTurn::BONUS_GROWTH; //+5
|
|
std::pair<int, CreatureID> newMonster(54, CreatureID());
|
|
do
|
|
{
|
|
newMonster.second = VLC->creh->pickRandomMonster(getRandomGenerator());
|
|
} while (VLC->creh->objects[newMonster.second] &&
|
|
(*VLC->townh)[VLC->creatures()->getById(newMonster.second)->getFaction()]->town == nullptr); // find first non neutral creature
|
|
n.creatureid = newMonster.second;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
for (auto & elem : gs->players)
|
|
{
|
|
if (elem.first == PlayerColor::NEUTRAL)
|
|
continue;
|
|
else if (elem.first >= PlayerColor::PLAYER_LIMIT)
|
|
assert(0); //illegal player number!
|
|
|
|
std::pair<PlayerColor, si32> playerGold(elem.first, elem.second.resources[EGameResID::GOLD]);
|
|
hadGold.insert(playerGold);
|
|
|
|
if (newWeek) //new heroes in tavern
|
|
heroPool->onNewWeek(elem.first);
|
|
|
|
n.res[elem.first] = elem.second.resources;
|
|
|
|
if(!firstTurn && newWeek) //weekly crystal generation if 1 or more crystal dragons in any hero army or town garrison
|
|
{
|
|
bool hasCrystalGenCreature = false;
|
|
for(CGHeroInstance * hero : elem.second.heroes)
|
|
{
|
|
for(auto stack : hero->stacks)
|
|
{
|
|
if(stack.second->hasBonusOfType(BonusType::SPECIAL_CRYSTAL_GENERATION))
|
|
{
|
|
hasCrystalGenCreature = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
if(!hasCrystalGenCreature) //not found in armies, check towns
|
|
{
|
|
for(CGTownInstance * town : elem.second.towns)
|
|
{
|
|
for(auto stack : town->stacks)
|
|
{
|
|
if(stack.second->hasBonusOfType(BonusType::SPECIAL_CRYSTAL_GENERATION))
|
|
{
|
|
hasCrystalGenCreature = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if(hasCrystalGenCreature)
|
|
n.res[elem.first][EGameResID::CRYSTAL] += 3;
|
|
}
|
|
|
|
for (CGHeroInstance *h : (elem).second.heroes)
|
|
{
|
|
if (h->visitedTown)
|
|
giveSpells(h->visitedTown, h);
|
|
|
|
NewTurn::Hero hth;
|
|
hth.id = h->id;
|
|
auto ti = std::make_unique<TurnInfo>(h, 1);
|
|
// TODO: this code executed when bonuses of previous day not yet updated (this happen in NewTurn::applyGs). See issue 2356
|
|
hth.move = h->movementPointsLimitCached(gs->map->getTile(h->visitablePos()).terType->isLand(), ti.get());
|
|
hth.mana = h->getManaNewTurn();
|
|
|
|
n.heroes.insert(hth);
|
|
|
|
if (!firstTurn) //not first day
|
|
{
|
|
for (int k = 0; k < GameConstants::RESOURCE_QUANTITY; k++)
|
|
{
|
|
n.res[elem.first][k] += h->valOfBonuses(BonusType::GENERATE_RESOURCE, k);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
for (CGTownInstance *t : gs->map->towns)
|
|
{
|
|
PlayerColor player = t->tempOwner;
|
|
handleTownEvents(t, n);
|
|
if (newWeek) //first day of week
|
|
{
|
|
if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
|
|
setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
|
|
|
|
if (!firstTurn)
|
|
if (t->hasBuilt(BuildingSubID::TREASURY) && player < PlayerColor::PLAYER_LIMIT)
|
|
n.res[player][EGameResID::GOLD] += hadGold.at(player)/10; //give 10% of starting gold
|
|
|
|
if (!vstd::contains(n.cres, t->id))
|
|
{
|
|
n.cres[t->id].tid = t->id;
|
|
n.cres[t->id].creatures = t->creatures;
|
|
}
|
|
auto & sac = n.cres.at(t->id);
|
|
|
|
for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths
|
|
{
|
|
if (!t->creatures.at(k).second.empty()) // there are creatures at this level
|
|
{
|
|
ui32 &availableCount = sac.creatures.at(k).first;
|
|
const CCreature *cre = VLC->creh->objects.at(t->creatures.at(k).second.back());
|
|
|
|
if (n.specialWeek == NewTurn::PLAGUE)
|
|
availableCount = t->creatures.at(k).first / 2; //halve their number, no growth
|
|
else
|
|
{
|
|
if (firstTurn) //first day of game: use only basic growths
|
|
availableCount = cre->getGrowth();
|
|
else
|
|
availableCount += t->creatureGrowth(k);
|
|
|
|
//Deity of fire week - upgrade both imps and upgrades
|
|
if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures.at(k).second, n.creatureid))
|
|
availableCount += 15;
|
|
|
|
if (cre->getId() == n.creatureid) //bonus week, effect applies only to identical creatures
|
|
{
|
|
if (n.specialWeek == NewTurn::DOUBLE_GROWTH)
|
|
availableCount *= 2;
|
|
else if (n.specialWeek == NewTurn::BONUS_GROWTH)
|
|
availableCount += 5;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (!firstTurn && player < PlayerColor::PLAYER_LIMIT)//not the first day and town not neutral
|
|
{
|
|
n.res[player] = n.res[player] + t->dailyIncome();
|
|
}
|
|
if(t->hasBuilt(BuildingID::GRAIL)
|
|
&& t->town->buildings.at(BuildingID::GRAIL)->height == CBuilding::HEIGHT_SKYSHIP)
|
|
{
|
|
// Skyship, probably easier to handle same as Veil of darkness
|
|
//do it every new day after veils apply
|
|
if (player != PlayerColor::NEUTRAL) //do not reveal fow for neutral player
|
|
{
|
|
FoWChange fw;
|
|
fw.mode = 1;
|
|
fw.player = player;
|
|
// find all hidden tiles
|
|
const auto fow = getPlayerTeam(player)->fogOfWarMap;
|
|
|
|
auto shape = fow->shape();
|
|
for(size_t z = 0; z < shape[0]; z++)
|
|
for(size_t x = 0; x < shape[1]; x++)
|
|
for(size_t y = 0; y < shape[2]; y++)
|
|
if (!(*fow)[z][x][y])
|
|
fw.tiles.insert(int3(x, y, z));
|
|
|
|
sendAndApply (&fw);
|
|
}
|
|
}
|
|
if (t->hasBonusOfType (BonusType::DARKNESS))
|
|
{
|
|
for (auto & player : gs->players)
|
|
{
|
|
if (getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
|
|
getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES)
|
|
changeFogOfWar(t->visitablePos(), t->getBonusLocalFirst(Selector::type()(BonusType::DARKNESS))->val, player.first, true);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (newMonth)
|
|
{
|
|
SetAvailableArtifacts saa;
|
|
saa.id = -1;
|
|
pickAllowedArtsSet(saa.arts, getRandomGenerator());
|
|
sendAndApply(&saa);
|
|
}
|
|
sendAndApply(&n);
|
|
|
|
if (newWeek)
|
|
{
|
|
//spawn wandering monsters
|
|
if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
|
|
{
|
|
spawnWanderingMonsters(n.creatureid);
|
|
}
|
|
|
|
//new week info popup
|
|
if (!firstTurn)
|
|
{
|
|
InfoWindow iw;
|
|
switch (n.specialWeek)
|
|
{
|
|
case NewTurn::DOUBLE_GROWTH:
|
|
iw.text.appendLocalString(EMetaText::ARRAY_TXT, 131);
|
|
iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, n.creatureid);
|
|
iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, n.creatureid);
|
|
break;
|
|
case NewTurn::PLAGUE:
|
|
iw.text.appendLocalString(EMetaText::ARRAY_TXT, 132);
|
|
break;
|
|
case NewTurn::BONUS_GROWTH:
|
|
iw.text.appendLocalString(EMetaText::ARRAY_TXT, 134);
|
|
iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, n.creatureid);
|
|
iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, n.creatureid);
|
|
break;
|
|
case NewTurn::DEITYOFFIRE:
|
|
iw.text.appendLocalString(EMetaText::ARRAY_TXT, 135);
|
|
iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, 42); //%s imp
|
|
iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, 42); //%s imp
|
|
iw.text.replacePositiveNumber(15); //%+d 15
|
|
iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, 43); //%s familiar
|
|
iw.text.replacePositiveNumber(15); //%+d 15
|
|
break;
|
|
default:
|
|
if (newMonth)
|
|
{
|
|
iw.text.appendLocalString(EMetaText::ARRAY_TXT, (130));
|
|
iw.text.replaceLocalString(EMetaText::ARRAY_TXT, getRandomGenerator().nextInt(32, 41));
|
|
}
|
|
else
|
|
{
|
|
iw.text.appendLocalString(EMetaText::ARRAY_TXT, (133));
|
|
iw.text.replaceLocalString(EMetaText::ARRAY_TXT, getRandomGenerator().nextInt(43, 57));
|
|
}
|
|
}
|
|
for (auto & elem : gs->players)
|
|
{
|
|
iw.player = elem.first;
|
|
sendAndApply(&iw);
|
|
}
|
|
}
|
|
}
|
|
|
|
logGlobal->trace("Info about turn %d has been sent!", n.day);
|
|
handleTimeEvents();
|
|
//call objects
|
|
for (auto & elem : gs->map->objects)
|
|
{
|
|
if (elem)
|
|
elem->newTurn(getRandomGenerator());
|
|
}
|
|
|
|
synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
|
|
}
|
|
void CGameHandler::run(bool resume)
|
|
{
|
|
LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
|
|
|
|
using namespace boost::posix_time;
|
|
for (auto cc : lobby->connections)
|
|
{
|
|
auto players = lobby->getAllClientPlayers(cc->connectionID);
|
|
std::stringstream sbuffer;
|
|
sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
|
|
for (PlayerColor color : players)
|
|
{
|
|
sbuffer << color << " ";
|
|
{
|
|
boost::unique_lock<boost::recursive_mutex> lock(gsm);
|
|
connections[color].insert(cc);
|
|
}
|
|
}
|
|
logGlobal->info(sbuffer.str());
|
|
}
|
|
|
|
#if SCRIPTING_ENABLED
|
|
services()->scripts()->run(serverScripts);
|
|
#endif
|
|
|
|
if(resume)
|
|
events::GameResumed::defaultExecute(serverEventBus.get());
|
|
|
|
auto playerTurnOrder = generatePlayerTurnOrder();
|
|
|
|
while(lobby->state == EServerState::GAMEPLAY)
|
|
{
|
|
if(!resume)
|
|
{
|
|
newTurn();
|
|
events::TurnStarted::defaultExecute(serverEventBus.get());
|
|
}
|
|
|
|
std::list<PlayerColor>::iterator it;
|
|
if (resume)
|
|
{
|
|
it = std::find(playerTurnOrder.begin(), playerTurnOrder.end(), gs->currentPlayer);
|
|
}
|
|
else
|
|
{
|
|
it = playerTurnOrder.begin();
|
|
}
|
|
|
|
resume = false;
|
|
for (; (it != playerTurnOrder.end()) && (lobby->state == EServerState::GAMEPLAY) ; it++)
|
|
{
|
|
auto playerColor = *it;
|
|
|
|
auto onGetTurn = [&](events::PlayerGotTurn & event)
|
|
{
|
|
//if player runs out of time, he shouldn't get the turn (especially AI)
|
|
//pre-trigger may change anything, should check before each player
|
|
//TODO: is it enough to check only one player?
|
|
checkVictoryLossConditionsForAll();
|
|
|
|
auto player = event.getPlayer();
|
|
|
|
const PlayerState * playerState = &gs->players[player];
|
|
|
|
if(playerState->status != EPlayerStatus::INGAME)
|
|
{
|
|
event.setPlayer(PlayerColor::CANNOT_DETERMINE);
|
|
}
|
|
else
|
|
{
|
|
states.setFlag(player, &PlayerStatus::makingTurn, true);
|
|
|
|
YourTurn yt;
|
|
yt.player = player;
|
|
//Change local daysWithoutCastle counter for local interface message //TODO: needed?
|
|
yt.daysWithoutCastle = playerState->daysWithoutCastle;
|
|
applyAndSend(&yt);
|
|
}
|
|
};
|
|
|
|
events::PlayerGotTurn::defaultExecute(serverEventBus.get(), onGetTurn, playerColor);
|
|
|
|
if(playerColor != PlayerColor::CANNOT_DETERMINE)
|
|
{
|
|
//wait till turn is done
|
|
boost::unique_lock<boost::mutex> lock(states.mx);
|
|
while(states.players.at(playerColor).makingTurn && lobby->state == EServerState::GAMEPLAY)
|
|
{
|
|
static time_duration p = milliseconds(100);
|
|
states.cv.timed_wait(lock, p);
|
|
}
|
|
}
|
|
}
|
|
//additional check that game is not finished
|
|
bool activePlayer = false;
|
|
for (auto player : playerTurnOrder)
|
|
{
|
|
if (gs->players[player].status == EPlayerStatus::INGAME)
|
|
activePlayer = true;
|
|
}
|
|
if(!activePlayer)
|
|
lobby->state = EServerState::GAMEPLAY_ENDED;
|
|
}
|
|
}
|
|
|
|
std::list<PlayerColor> CGameHandler::generatePlayerTurnOrder() const
|
|
{
|
|
// Generate player turn order
|
|
std::list<PlayerColor> playerTurnOrder;
|
|
|
|
for (const auto & player : gs->players) // add human players first
|
|
{
|
|
if (player.second.human)
|
|
playerTurnOrder.push_back(player.first);
|
|
}
|
|
for (const auto & player : gs->players) // then add non-human players
|
|
{
|
|
if (!player.second.human)
|
|
playerTurnOrder.push_back(player.first);
|
|
}
|
|
return playerTurnOrder;
|
|
}
|
|
|
|
void CGameHandler::setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town)
|
|
{
|
|
battleResult.set(nullptr);
|
|
|
|
const auto & t = *getTile(tile);
|
|
TerrainId terrain = t.terType->getId();
|
|
if (gs->map->isCoastalTile(tile)) //coastal tile is always ground
|
|
terrain = ETerrainId::SAND;
|
|
|
|
BattleField terType = gs->battleGetBattlefieldType(tile, getRandomGenerator());
|
|
if (heroes[0] && heroes[0]->boat && heroes[1] && heroes[1]->boat)
|
|
terType = BattleField(*VLC->modh->identifiers.getIdentifier("core", "battlefield.ship_to_ship"));
|
|
|
|
//send info about battles
|
|
BattleStart bs;
|
|
bs.info = BattleInfo::setupBattle(tile, terrain, terType, armies, heroes, creatureBank, town);
|
|
|
|
engageIntoBattle(bs.info->sides[0].color);
|
|
engageIntoBattle(bs.info->sides[1].color);
|
|
|
|
auto lastBattleQuery = std::dynamic_pointer_cast<CBattleQuery>(queries.topQuery(bs.info->sides[0].color));
|
|
bs.info->replayAllowed = lastBattleQuery == nullptr && !bs.info->sides[1].color.isValidPlayer();
|
|
|
|
sendAndApply(&bs);
|
|
}
|
|
|
|
void CGameHandler::checkBattleStateChanges()
|
|
{
|
|
//check if drawbridge state need to be changes
|
|
if (battleGetSiegeLevel() > 0)
|
|
updateGateState();
|
|
|
|
//check if battle ended
|
|
if (auto result = battleIsFinished())
|
|
{
|
|
setBattleResult(BattleResult::NORMAL, *result);
|
|
}
|
|
}
|
|
|
|
void CGameHandler::giveSpells(const CGTownInstance *t, const CGHeroInstance *h)
|
|
{
|
|
if (!h->hasSpellbook())
|
|
return; //hero hasn't spellbook
|
|
ChangeSpells cs;
|
|
cs.hid = h->id;
|
|
cs.learn = true;
|
|
if (t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX) && t->hasBuilt(BuildingID::MAGES_GUILD_1))
|
|
{
|
|
// Aurora Borealis give spells of all levels even if only level 1 mages guild built
|
|
for (int i = 0; i < h->maxSpellLevel(); i++)
|
|
{
|
|
std::vector<SpellID> spells;
|
|
getAllowedSpells(spells, i+1);
|
|
for (auto & spell : spells)
|
|
cs.spells.insert(spell);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (int i = 0; i < std::min(t->mageGuildLevel(), h->maxSpellLevel()); i++)
|
|
{
|
|
for (int j = 0; j < t->spellsAtLevel(i+1, true) && j < t->spells.at(i).size(); j++)
|
|
{
|
|
if (!h->spellbookContainsSpell(t->spells.at(i).at(j)))
|
|
cs.spells.insert(t->spells.at(i).at(j));
|
|
}
|
|
}
|
|
}
|
|
if (!cs.spells.empty())
|
|
sendAndApply(&cs);
|
|
}
|
|
|
|
bool CGameHandler::removeObject(const CGObjectInstance * obj)
|
|
{
|
|
if (!obj || !getObj(obj->id))
|
|
{
|
|
logGlobal->error("Something wrong, that object already has been removed or hasn't existed!");
|
|
return false;
|
|
}
|
|
|
|
RemoveObject ro;
|
|
ro.id = obj->id;
|
|
sendAndApply(&ro);
|
|
|
|
checkVictoryLossConditionsForAll(); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
|
|
return true;
|
|
}
|
|
|
|
bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit, PlayerColor asker)
|
|
{
|
|
const CGHeroInstance *h = getHero(hid);
|
|
// not turn of that hero or player can't simply teleport hero (at least not with this function)
|
|
if (!h || (asker != PlayerColor::NEUTRAL && (teleporting || h->getOwner() != gs->currentPlayer)))
|
|
{
|
|
logGlobal->error("Illegal call to move hero!");
|
|
return false;
|
|
}
|
|
|
|
logGlobal->trace("Player %d (%s) wants to move hero %d from %s to %s", asker, asker.getStr(), hid.getNum(), h->pos.toString(), dst.toString());
|
|
const int3 hmpos = h->convertToVisitablePos(dst);
|
|
|
|
if (!gs->map->isInTheMap(hmpos))
|
|
{
|
|
logGlobal->error("Destination tile is outside the map!");
|
|
return false;
|
|
}
|
|
|
|
const TerrainTile t = *getTile(hmpos);
|
|
const int3 guardPos = gs->guardingCreaturePosition(hmpos);
|
|
|
|
const bool embarking = !h->boat && !t.visitableObjects.empty() && t.visitableObjects.back()->ID == Obj::BOAT;
|
|
const bool disembarking = h->boat
|
|
&& t.terType->isLand()
|
|
&& (dst == h->pos
|
|
|| (h->boat->layer == EPathfindingLayer::SAIL && !t.blocked));
|
|
|
|
//result structure for start - movement failed, no move points used
|
|
TryMoveHero tmh;
|
|
tmh.id = hid;
|
|
tmh.start = h->pos;
|
|
tmh.end = dst;
|
|
tmh.result = TryMoveHero::FAILED;
|
|
tmh.movePoints = h->movementPointsRemaining();
|
|
|
|
//check if destination tile is available
|
|
auto pathfinderHelper = std::make_unique<CPathfinderHelper>(gs, h, PathfinderOptions());
|
|
auto ti = pathfinderHelper->getTurnInfo();
|
|
|
|
const bool canFly = pathfinderHelper->hasBonusOfType(BonusType::FLYING_MOVEMENT) || (h->boat && h->boat->layer == EPathfindingLayer::AIR);
|
|
const bool canWalkOnSea = pathfinderHelper->hasBonusOfType(BonusType::WATER_WALKING) || (h->boat && h->boat->layer == EPathfindingLayer::WATER);
|
|
const int cost = pathfinderHelper->getMovementCost(h->visitablePos(), hmpos, nullptr, nullptr, h->movementPointsRemaining());
|
|
|
|
//it's a rock or blocked and not visitable tile
|
|
//OR hero is on land and dest is water and (there is not present only one object - boat)
|
|
if (((!t.terType->isPassable() || (t.blocked && !t.visitable && !canFly))
|
|
&& complain("Cannot move hero, destination tile is blocked!"))
|
|
|| ((!h->boat && !canWalkOnSea && !canFly && t.terType->isWater() && (t.visitableObjects.size() < 1 || !t.visitableObjects.back()->isCoastVisitable())) //hero is not on boat/water walking and dst water tile doesn't contain boat/hero (objs visitable from land) -> we test back cause boat may be on top of another object (#276)
|
|
&& complain("Cannot move hero, destination tile is on water!"))
|
|
|| ((h->boat && h->boat->layer == EPathfindingLayer::SAIL && t.terType->isLand() && t.blocked)
|
|
&& complain("Cannot disembark hero, tile is blocked!"))
|
|
|| ((distance(h->pos, dst) >= 1.5 && !teleporting)
|
|
&& complain("Tiles are not neighboring!"))
|
|
|| ((h->inTownGarrison)
|
|
&& complain("Can not move garrisoned hero!"))
|
|
|| (((int)h->movementPointsRemaining() < cost && dst != h->pos && !teleporting)
|
|
&& complain("Hero doesn't have any movement points left!"))
|
|
|| ((transit && !canFly && !CGTeleport::isTeleport(t.topVisitableObj()))
|
|
&& complain("Hero cannot transit over this tile!"))
|
|
/*|| (states.checkFlag(h->tempOwner, &PlayerStatus::engagedIntoBattle)
|
|
&& complain("Cannot move hero during the battle"))*/)
|
|
{
|
|
//send info about movement failure
|
|
sendAndApply(&tmh);
|
|
return false;
|
|
}
|
|
|
|
//several generic blocks of code
|
|
|
|
// should be called if hero changes tile but before applying TryMoveHero package
|
|
auto leaveTile = [&]()
|
|
{
|
|
for (CGObjectInstance *obj : gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects)
|
|
{
|
|
obj->onHeroLeave(h);
|
|
}
|
|
this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadius(), h->tempOwner, 1);
|
|
};
|
|
|
|
auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
|
|
EVisitDest visitDest, ELEaveTile leavingTile) -> bool
|
|
{
|
|
LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->getNameTranslated() % tmh.start.toString() % tmh.end.toString());
|
|
|
|
auto moveQuery = std::make_shared<CHeroMovementQuery>(this, tmh, h);
|
|
queries.addQuery(moveQuery);
|
|
|
|
if (leavingTile == LEAVING_TILE)
|
|
leaveTile();
|
|
|
|
if (isInTheMap(guardPos))
|
|
tmh.attackedFrom = std::make_optional(guardPos);
|
|
|
|
tmh.result = result;
|
|
sendAndApply(&tmh);
|
|
|
|
if (visitDest == VISIT_DEST && t.topVisitableObj() && t.topVisitableObj()->id == h->id)
|
|
{ // Hero should be always able to visit any object he staying on even if there guards around
|
|
visitObjectOnTile(t, h);
|
|
}
|
|
else if (lookForGuards == CHECK_FOR_GUARDS && isInTheMap(guardPos))
|
|
{
|
|
const TerrainTile &guardTile = *gs->getTile(guardPos);
|
|
objectVisited(guardTile.visitableObjects.back(), h);
|
|
|
|
moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
|
|
}
|
|
else if (visitDest == VISIT_DEST)
|
|
{
|
|
visitObjectOnTile(t, h);
|
|
}
|
|
|
|
queries.popIfTop(moveQuery);
|
|
logGlobal->trace("Hero %s ends movement", h->getNameTranslated());
|
|
return result != TryMoveHero::FAILED;
|
|
};
|
|
|
|
//interaction with blocking object (like resources)
|
|
auto blockingVisit = [&]() -> bool
|
|
{
|
|
for (CGObjectInstance *obj : t.visitableObjects)
|
|
{
|
|
if(h->boat && !obj->isBlockedVisitable() && !h->boat->onboardVisitAllowed)
|
|
return doMove(TryMoveHero::SUCCESS, this->IGNORE_GUARDS, DONT_VISIT_DEST, REMAINING_ON_TILE);
|
|
|
|
if (obj != h && obj->isBlockedVisitable() && !obj->passableFor(h->tempOwner))
|
|
{
|
|
EVisitDest visitDest = VISIT_DEST;
|
|
if(h->boat && !h->boat->onboardVisitAllowed)
|
|
visitDest = DONT_VISIT_DEST;
|
|
|
|
return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, visitDest, REMAINING_ON_TILE);
|
|
}
|
|
}
|
|
return false;
|
|
};
|
|
|
|
|
|
if (!transit && embarking)
|
|
{
|
|
tmh.movePoints = h->movementPointsAfterEmbark(h->movementPointsRemaining(), cost, false, ti);
|
|
return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
|
|
// In H3 embark ignore guards
|
|
}
|
|
|
|
if (disembarking)
|
|
{
|
|
tmh.movePoints = h->movementPointsAfterEmbark(h->movementPointsRemaining(), cost, true, ti);
|
|
return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
|
|
}
|
|
|
|
if (teleporting)
|
|
{
|
|
if (blockingVisit()) // e.g. hero on the other side of teleporter
|
|
return true;
|
|
|
|
doMove(TryMoveHero::TELEPORTATION, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
|
|
|
|
// visit town for town portal \ castle gates
|
|
// do not use generic visitObjectOnTile to avoid double-teleporting
|
|
// if this moveHero call was triggered by teleporter
|
|
if (!t.visitableObjects.empty())
|
|
{
|
|
if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(t.visitableObjects.back()))
|
|
town->onHeroVisit(h);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
//still here? it is standard movement!
|
|
{
|
|
tmh.movePoints = (int)h->movementPointsRemaining() >= cost
|
|
? h->movementPointsRemaining() - cost
|
|
: 0;
|
|
|
|
EGuardLook lookForGuards = CHECK_FOR_GUARDS;
|
|
EVisitDest visitDest = VISIT_DEST;
|
|
if (transit)
|
|
{
|
|
if (CGTeleport::isTeleport(t.topVisitableObj()))
|
|
visitDest = DONT_VISIT_DEST;
|
|
|
|
if (canFly)
|
|
{
|
|
lookForGuards = IGNORE_GUARDS;
|
|
visitDest = DONT_VISIT_DEST;
|
|
}
|
|
}
|
|
else if (blockingVisit())
|
|
return true;
|
|
|
|
if(h->boat && !h->boat->onboardAssaultAllowed)
|
|
lookForGuards = IGNORE_GUARDS;
|
|
|
|
doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);
|
|
return true;
|
|
}
|
|
}
|
|
|
|
bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker)
|
|
{
|
|
const CGHeroInstance *h = getHero(hid);
|
|
const CGTownInstance *t = getTown(dstid);
|
|
|
|
if (!h || !t || h->getOwner() != gs->currentPlayer)
|
|
COMPLAIN_RET("Invalid call to teleportHero!");
|
|
|
|
const CGTownInstance *from = h->visitedTown;
|
|
if (((h->getOwner() != t->getOwner())
|
|
&& complain("Cannot teleport hero to another player"))
|
|
|
|
|| (from->town->faction->getId() != t->town->faction->getId()
|
|
&& complain("Source town and destination town should belong to the same faction"))
|
|
|
|
|| ((!from || !from->hasBuilt(BuildingSubID::CASTLE_GATE))
|
|
&& complain("Hero must be in town with Castle gate for teleporting"))
|
|
|
|
|| (!t->hasBuilt(BuildingSubID::CASTLE_GATE)
|
|
&& complain("Cannot teleport hero to town without Castle gate in it")))
|
|
return false;
|
|
|
|
int3 pos = h->convertFromVisitablePos(t->visitablePos());
|
|
moveHero(hid,pos,1);
|
|
return true;
|
|
}
|
|
|
|
void CGameHandler::setOwner(const CGObjectInstance * obj, const PlayerColor owner)
|
|
{
|
|
PlayerColor oldOwner = getOwner(obj->id);
|
|
SetObjectProperty sop(obj->id, ObjProperty::OWNER, owner.getNum());
|
|
sendAndApply(&sop);
|
|
|
|
std::set<PlayerColor> playerColors = {owner, oldOwner};
|
|
checkVictoryLossConditions(playerColors);
|
|
|
|
const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
|
|
if (town) //town captured
|
|
{
|
|
if (owner < PlayerColor::PLAYER_LIMIT) //new owner is real player
|
|
{
|
|
if (town->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
|
|
setPortalDwelling(town, true, false);
|
|
}
|
|
|
|
if (oldOwner < PlayerColor::PLAYER_LIMIT) //old owner is real player
|
|
{
|
|
if (getPlayerState(oldOwner)->towns.empty() && getPlayerState(oldOwner)->status != EPlayerStatus::LOSER) //previous player lost last last town
|
|
{
|
|
InfoWindow iw;
|
|
iw.player = oldOwner;
|
|
iw.text.appendLocalString(EMetaText::GENERAL_TXT, 6); //%s, you have lost your last town. If you do not conquer another town in the next week, you will be eliminated.
|
|
iw.text.replaceLocalString(EMetaText::COLOR, oldOwner.getNum());
|
|
sendAndApply(&iw);
|
|
}
|
|
}
|
|
}
|
|
|
|
const PlayerState * p = getPlayerState(owner);
|
|
|
|
if ((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4) && p && p->dwellings.size()==1)//first dwelling captured
|
|
{
|
|
for (const CGTownInstance * t : getPlayerState(owner)->towns)
|
|
{
|
|
if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
|
|
setPortalDwelling(t);//set initial creatures for all portals of summoning
|
|
}
|
|
}
|
|
}
|
|
|
|
void CGameHandler::showBlockingDialog(BlockingDialog *iw)
|
|
{
|
|
auto dialogQuery = std::make_shared<CBlockingDialogQuery>(this, *iw);
|
|
queries.addQuery(dialogQuery);
|
|
iw->queryID = dialogQuery->queryID;
|
|
sendToAllClients(iw);
|
|
}
|
|
|
|
void CGameHandler::showTeleportDialog(TeleportDialog *iw)
|
|
{
|
|
auto dialogQuery = std::make_shared<CTeleportDialogQuery>(this, *iw);
|
|
queries.addQuery(dialogQuery);
|
|
iw->queryID = dialogQuery->queryID;
|
|
sendToAllClients(iw);
|
|
}
|
|
|
|
void CGameHandler::giveResource(PlayerColor player, GameResID which, int val) //TODO: cap according to Bersy's suggestion
|
|
{
|
|
if (!val) return; //don't waste time on empty call
|
|
|
|
TResources resources;
|
|
resources[which] = val;
|
|
giveResources(player, resources);
|
|
}
|
|
|
|
void CGameHandler::giveResources(PlayerColor player, TResources resources)
|
|
{
|
|
SetResources sr;
|
|
sr.abs = false;
|
|
sr.player = player;
|
|
sr.res = resources;
|
|
sendAndApply(&sr);
|
|
}
|
|
|
|
void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
|
|
{
|
|
COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
|
|
COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
|
|
COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
|
|
|
|
//first we move creatures to give to make them army of object-source
|
|
for (auto & elem : creatures.Slots())
|
|
{
|
|
addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->type)), elem.second->type, elem.second->count);
|
|
}
|
|
|
|
tryJoiningArmy(obj, h, remove, true);
|
|
}
|
|
|
|
void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures)
|
|
{
|
|
std::vector<CStackBasicDescriptor> cres = creatures;
|
|
if (cres.size() <= 0)
|
|
return;
|
|
const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
|
|
|
|
for (CStackBasicDescriptor &sbd : cres)
|
|
{
|
|
TQuantity collected = 0;
|
|
while(collected < sbd.count)
|
|
{
|
|
bool foundSth = false;
|
|
for (auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
|
|
{
|
|
if (i->second->type == sbd.type)
|
|
{
|
|
TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
|
|
changeStackCount(StackLocation(obj, i->first), -take, false);
|
|
collected += take;
|
|
foundSth = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!foundSth) //we went through the whole loop and haven't found appropriate cres
|
|
{
|
|
complain("Unexpected failure during taking creatures!");
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
|
|
{
|
|
HeroVisitCastle vc;
|
|
vc.hid = hero->id;
|
|
vc.tid = obj->id;
|
|
vc.flags |= 1;
|
|
sendAndApply(&vc);
|
|
visitCastleObjects(obj, hero);
|
|
giveSpells (obj, hero);
|
|
checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
|
|
}
|
|
|
|
void CGameHandler::visitCastleObjects(const CGTownInstance * t, const CGHeroInstance * h)
|
|
{
|
|
for (auto building : t->bonusingBuildings)
|
|
building->onHeroVisit(h);
|
|
}
|
|
|
|
void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
|
|
{
|
|
HeroVisitCastle vc;
|
|
vc.hid = hero->id;
|
|
vc.tid = obj->id;
|
|
sendAndApply(&vc);
|
|
}
|
|
|
|
void CGameHandler::removeArtifact(const ArtifactLocation &al)
|
|
{
|
|
EraseArtifact ea;
|
|
ea.al = al;
|
|
sendAndApply(&ea);
|
|
}
|
|
void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
|
|
const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank,
|
|
const CGTownInstance *town) //use hero=nullptr for no hero
|
|
{
|
|
if(gs->curB)
|
|
gs->curB.dellNull();
|
|
|
|
static const CArmedInstance *armies[2];
|
|
armies[0] = army1;
|
|
armies[1] = army2;
|
|
static const CGHeroInstance*heroes[2];
|
|
heroes[0] = hero1;
|
|
heroes[1] = hero2;
|
|
|
|
setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
|
|
|
|
auto lastBattleQuery = std::dynamic_pointer_cast<CBattleQuery>(queries.topQuery(gs->curB->sides[0].color));
|
|
|
|
//existing battle query for retying auto-combat
|
|
if(lastBattleQuery)
|
|
{
|
|
for(int i : {0, 1})
|
|
{
|
|
if(heroes[i])
|
|
{
|
|
SetMana restoreInitialMana;
|
|
restoreInitialMana.val = lastBattleQuery->initialHeroMana[i];
|
|
restoreInitialMana.hid = heroes[i]->id;
|
|
sendAndApply(&restoreInitialMana);
|
|
}
|
|
}
|
|
|
|
lastBattleQuery->bi = gs->curB;
|
|
lastBattleQuery->result = std::nullopt;
|
|
lastBattleQuery->belligerents[0] = gs->curB->sides[0].armyObject;
|
|
lastBattleQuery->belligerents[1] = gs->curB->sides[1].armyObject;
|
|
}
|
|
|
|
auto nextBattleQuery = std::make_shared<CBattleQuery>(this, gs->curB);
|
|
for(int i : {0, 1})
|
|
{
|
|
if(heroes[i])
|
|
{
|
|
nextBattleQuery->initialHeroMana[i] = heroes[i]->mana;
|
|
}
|
|
}
|
|
queries.addQuery(nextBattleQuery);
|
|
|
|
this->battleThread = std::make_unique<boost::thread>(boost::thread(&CGameHandler::runBattle, this));
|
|
}
|
|
|
|
void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank)
|
|
{
|
|
startBattlePrimary(army1, army2, tile,
|
|
army1->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army1) : nullptr,
|
|
army2->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army2) : nullptr,
|
|
creatureBank);
|
|
}
|
|
|
|
void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank)
|
|
{
|
|
startBattleI(army1, army2, army2->visitablePos(), creatureBank);
|
|
}
|
|
|
|
void CGameHandler::changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells)
|
|
{
|
|
ChangeSpells cs;
|
|
cs.hid = hero->id;
|
|
cs.spells = spells;
|
|
cs.learn = give;
|
|
sendAndApply(&cs);
|
|
}
|
|
|
|
void CGameHandler::giveHeroBonus(GiveBonus * bonus)
|
|
{
|
|
sendAndApply(bonus);
|
|
}
|
|
|
|
void CGameHandler::setMovePoints(SetMovePoints * smp)
|
|
{
|
|
sendAndApply(smp);
|
|
}
|
|
|
|
void CGameHandler::setManaPoints(ObjectInstanceID hid, int val)
|
|
{
|
|
SetMana sm;
|
|
sm.hid = hid;
|
|
sm.val = val;
|
|
sm.absolute = true;
|
|
sendAndApply(&sm);
|
|
}
|
|
|
|
void CGameHandler::giveHero(ObjectInstanceID id, PlayerColor player, ObjectInstanceID boatId)
|
|
{
|
|
GiveHero gh;
|
|
gh.id = id;
|
|
gh.player = player;
|
|
gh.boatId = boatId;
|
|
sendAndApply(&gh);
|
|
|
|
//Reveal fow around new hero, especially released from Prison
|
|
auto h = getHero(id);
|
|
changeFogOfWar(h->pos, h->getSightRadius(), player, false);
|
|
}
|
|
|
|
void CGameHandler::changeObjPos(ObjectInstanceID objid, int3 newPos)
|
|
{
|
|
ChangeObjPos cop;
|
|
cop.objid = objid;
|
|
cop.nPos = newPos;
|
|
sendAndApply(&cop);
|
|
}
|
|
|
|
void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
|
|
{
|
|
const CGHeroInstance * h1 = getHero(fromHero);
|
|
const CGHeroInstance * h2 = getHero(toHero);
|
|
int h1_scholarSpellLevel = h1->valOfBonuses(BonusType::LEARN_MEETING_SPELL_LIMIT, -1);
|
|
int h2_scholarSpellLevel = h2->valOfBonuses(BonusType::LEARN_MEETING_SPELL_LIMIT, -1);
|
|
|
|
if (h1_scholarSpellLevel < h2_scholarSpellLevel)
|
|
{
|
|
std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
|
|
std::swap(fromHero, toHero);
|
|
}
|
|
|
|
int ScholarSpellLevel = std::max(h1_scholarSpellLevel, h2_scholarSpellLevel);//heroes can trade up to this level
|
|
if (!ScholarSpellLevel || !h1->hasSpellbook() || !h2->hasSpellbook())
|
|
return;//no scholar skill or no spellbook
|
|
|
|
int h1Lvl = std::min(ScholarSpellLevel, h1->maxSpellLevel()),
|
|
h2Lvl = std::min(ScholarSpellLevel, h2->maxSpellLevel());//heroes can receive this levels
|
|
|
|
ChangeSpells cs1;
|
|
cs1.learn = true;
|
|
cs1.hid = toHero;//giving spells to first hero
|
|
for (auto it : h1->getSpellsInSpellbook())
|
|
if (h2Lvl >= it.toSpell()->level && !h2->spellbookContainsSpell(it))//hero can learn it and don't have it yet
|
|
cs1.spells.insert(it);//spell to learn
|
|
|
|
ChangeSpells cs2;
|
|
cs2.learn = true;
|
|
cs2.hid = fromHero;
|
|
|
|
for (auto it : h2->getSpellsInSpellbook())
|
|
if (h1Lvl >= it.toSpell()->level && !h1->spellbookContainsSpell(it))
|
|
cs2.spells.insert(it);
|
|
|
|
if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
|
|
{
|
|
int ScholarSkillLevel = std::max(h1->getSecSkillLevel(SecondarySkill::SCHOLAR),
|
|
h2->getSecSkillLevel(SecondarySkill::SCHOLAR));
|
|
InfoWindow iw;
|
|
iw.player = h1->tempOwner;
|
|
iw.components.emplace_back(Component::EComponentType::SEC_SKILL, 18, ScholarSkillLevel, 0);
|
|
|
|
iw.text.appendLocalString(EMetaText::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
|
|
iw.text.replaceRawString(h1->getNameTranslated());
|
|
|
|
if (!cs2.spells.empty())//if found new spell - apply
|
|
{
|
|
iw.text.appendLocalString(EMetaText::GENERAL_TXT, 140);//learns
|
|
int size = static_cast<int>(cs2.spells.size());
|
|
for (auto it : cs2.spells)
|
|
{
|
|
iw.components.emplace_back(Component::EComponentType::SPELL, it, 1, 0);
|
|
iw.text.appendLocalString(EMetaText::SPELL_NAME, it.toEnum());
|
|
switch (size--)
|
|
{
|
|
case 2:
|
|
iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);
|
|
case 1:
|
|
break;
|
|
default:
|
|
iw.text.appendRawString(", ");
|
|
}
|
|
}
|
|
iw.text.appendLocalString(EMetaText::GENERAL_TXT, 142);//from %s
|
|
iw.text.replaceRawString(h2->getNameTranslated());
|
|
sendAndApply(&cs2);
|
|
}
|
|
|
|
if (!cs1.spells.empty() && !cs2.spells.empty())
|
|
{
|
|
iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);//and
|
|
}
|
|
|
|
if (!cs1.spells.empty())
|
|
{
|
|
iw.text.appendLocalString(EMetaText::GENERAL_TXT, 147);//teaches
|
|
int size = static_cast<int>(cs1.spells.size());
|
|
for (auto it : cs1.spells)
|
|
{
|
|
iw.components.emplace_back(Component::EComponentType::SPELL, it, 1, 0);
|
|
iw.text.appendLocalString(EMetaText::SPELL_NAME, it.toEnum());
|
|
switch (size--)
|
|
{
|
|
case 2:
|
|
iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);
|
|
case 1:
|
|
break;
|
|
default:
|
|
iw.text.appendRawString(", ");
|
|
}
|
|
}
|
|
iw.text.appendLocalString(EMetaText::GENERAL_TXT, 148);//from %s
|
|
iw.text.replaceRawString(h2->getNameTranslated());
|
|
sendAndApply(&cs1);
|
|
}
|
|
sendAndApply(&iw);
|
|
}
|
|
}
|
|
|
|
void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
|
|
{
|
|
auto h1 = getHero(hero1), h2 = getHero(hero2);
|
|
|
|
if (getPlayerRelations(h1->getOwner(), h2->getOwner()))
|
|
{
|
|
auto exchange = std::make_shared<CGarrisonDialogQuery>(this, h1, h2);
|
|
ExchangeDialog hex;
|
|
hex.queryID = exchange->queryID;
|
|
hex.player = h1->getOwner();
|
|
hex.hero1 = hero1;
|
|
hex.hero2 = hero2;
|
|
sendAndApply(&hex);
|
|
|
|
useScholarSkill(hero1,hero2);
|
|
queries.addQuery(exchange);
|
|
}
|
|
}
|
|
|
|
void CGameHandler::sendToAllClients(CPackForClient * pack)
|
|
{
|
|
logNetwork->trace("\tSending to all clients: %s", typeid(*pack).name());
|
|
for (auto c : lobby->connections)
|
|
{
|
|
if(!c->isOpen())
|
|
continue;
|
|
|
|
c->sendPack(pack);
|
|
}
|
|
}
|
|
|
|
void CGameHandler::sendAndApply(CPackForClient * pack)
|
|
{
|
|
sendToAllClients(pack);
|
|
gs->apply(pack);
|
|
logNetwork->trace("\tApplied on gs: %s", typeid(*pack).name());
|
|
}
|
|
|
|
void CGameHandler::applyAndSend(CPackForClient * pack)
|
|
{
|
|
gs->apply(pack);
|
|
sendToAllClients(pack);
|
|
}
|
|
|
|
void CGameHandler::sendAndApply(CGarrisonOperationPack * pack)
|
|
{
|
|
sendAndApply(static_cast<CPackForClient *>(pack));
|
|
checkVictoryLossConditionsForAll();
|
|
}
|
|
|
|
void CGameHandler::sendAndApply(SetResources * pack)
|
|
{
|
|
sendAndApply(static_cast<CPackForClient *>(pack));
|
|
checkVictoryLossConditionsForPlayer(pack->player);
|
|
}
|
|
|
|
void CGameHandler::sendAndApply(NewStructures * pack)
|
|
{
|
|
sendAndApply(static_cast<CPackForClient *>(pack));
|
|
checkVictoryLossConditionsForPlayer(getTown(pack->tid)->tempOwner);
|
|
}
|
|
|
|
bool CGameHandler::isPlayerOwns(CPackForServer * pack, ObjectInstanceID id)
|
|
{
|
|
return getPlayerAt(pack->c) == getOwner(id);
|
|
}
|
|
|
|
void CGameHandler::throwNotAllowedAction(CPackForServer * pack)
|
|
{
|
|
if(pack->c)
|
|
playerMessages->sendSystemMessage(pack->c, "You are not allowed to perform this action!");
|
|
|
|
logNetwork->error("Player is not allowed to perform this action!");
|
|
throw ExceptionNotAllowedAction();
|
|
}
|
|
|
|
void CGameHandler::wrongPlayerMessage(CPackForServer * pack, PlayerColor expectedplayer)
|
|
{
|
|
std::ostringstream oss;
|
|
oss << "You were identified as player " << getPlayerAt(pack->c) << " while expecting " << expectedplayer;
|
|
logNetwork->error(oss.str());
|
|
|
|
if(pack->c)
|
|
playerMessages->sendSystemMessage(pack->c, oss.str());
|
|
}
|
|
|
|
void CGameHandler::throwOnWrongOwner(CPackForServer * pack, ObjectInstanceID id)
|
|
{
|
|
if(!isPlayerOwns(pack, id))
|
|
{
|
|
wrongPlayerMessage(pack, getOwner(id));
|
|
throwNotAllowedAction(pack);
|
|
}
|
|
}
|
|
|
|
void CGameHandler::throwOnWrongPlayer(CPackForServer * pack, PlayerColor player)
|
|
{
|
|
if(!hasPlayerAt(player, pack->c) && player != getPlayerAt(pack->c))
|
|
{
|
|
wrongPlayerMessage(pack, player);
|
|
throwNotAllowedAction(pack);
|
|
}
|
|
}
|
|
|
|
void CGameHandler::throwAndComplain(CPackForServer * pack, std::string txt)
|
|
{
|
|
complain(txt);
|
|
throwNotAllowedAction(pack);
|
|
}
|
|
|
|
void CGameHandler::save(const std::string & filename)
|
|
{
|
|
logGlobal->info("Saving to %s", filename);
|
|
const auto stem = FileInfo::GetPathStem(filename);
|
|
const auto savefname = stem.to_string() + ".vsgm1";
|
|
CResourceHandler::get("local")->createResource(savefname);
|
|
|
|
try
|
|
{
|
|
{
|
|
CSaveFile save(*CResourceHandler::get("local")->getResourceName(ResourceID(stem.to_string(), EResType::SAVEGAME)));
|
|
saveCommonState(save);
|
|
logGlobal->info("Saving server state");
|
|
save << *this;
|
|
}
|
|
logGlobal->info("Game has been successfully saved!");
|
|
}
|
|
catch(std::exception &e)
|
|
{
|
|
logGlobal->error("Failed to save game: %s", e.what());
|
|
}
|
|
}
|
|
|
|
bool CGameHandler::load(const std::string & filename)
|
|
{
|
|
logGlobal->info("Loading from %s", filename);
|
|
const auto stem = FileInfo::GetPathStem(filename);
|
|
|
|
reinitScripting();
|
|
|
|
try
|
|
{
|
|
{
|
|
CLoadFile lf(*CResourceHandler::get()->getResourceName(ResourceID(stem.to_string(), EResType::SAVEGAME)), MINIMAL_SERIALIZATION_VERSION);
|
|
loadCommonState(lf);
|
|
logGlobal->info("Loading server state");
|
|
lf >> *this;
|
|
}
|
|
logGlobal->info("Game has been successfully loaded!");
|
|
}
|
|
catch(const CModHandler::Incompatibility & e)
|
|
{
|
|
logGlobal->error("Failed to load game: %s", e.what());
|
|
auto errorMsg = VLC->generaltexth->translate("vcmi.server.errors.modsIncompatibility") + '\n';
|
|
errorMsg += e.what();
|
|
lobby->announceMessage(errorMsg);
|
|
return false;
|
|
}
|
|
catch(const std::exception & e)
|
|
{
|
|
logGlobal->error("Failed to load game: %s", e.what());
|
|
return false;
|
|
}
|
|
gs->preInit(VLC);
|
|
gs->updateOnLoad(lobby->si.get());
|
|
return true;
|
|
}
|
|
|
|
bool CGameHandler::bulkSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner, si32 howMany)
|
|
{
|
|
if(!slotSrc.validSlot() && complain(complainInvalidSlot))
|
|
return false;
|
|
|
|
const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
|
|
const CCreatureSet & creatureSet = *army;
|
|
|
|
if((!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
|
|
|| (howMany < 1 && complain("Invalid split parameter!")))
|
|
{
|
|
return false;
|
|
}
|
|
auto actualAmount = army->getStackCount(slotSrc);
|
|
|
|
if(actualAmount <= howMany && complain(complainNotEnoughCreatures)) // '<=' because it's not intended just for moving a stack
|
|
return false;
|
|
|
|
auto freeSlots = creatureSet.getFreeSlots();
|
|
|
|
if(freeSlots.empty() && complain("No empty stacks"))
|
|
return false;
|
|
|
|
BulkRebalanceStacks bulkRS;
|
|
|
|
for(auto slot : freeSlots)
|
|
{
|
|
RebalanceStacks rs;
|
|
rs.srcArmy = army->id;
|
|
rs.dstArmy = army->id;
|
|
rs.srcSlot = slotSrc;
|
|
rs.dstSlot = slot;
|
|
rs.count = howMany;
|
|
|
|
bulkRS.moves.push_back(rs);
|
|
actualAmount -= howMany;
|
|
|
|
if(actualAmount <= howMany)
|
|
break;
|
|
}
|
|
sendAndApply(&bulkRS);
|
|
return true;
|
|
}
|
|
|
|
bool CGameHandler::bulkMergeStacks(SlotID slotSrc, ObjectInstanceID srcOwner)
|
|
{
|
|
if(!slotSrc.validSlot() && complain(complainInvalidSlot))
|
|
return false;
|
|
|
|
const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
|
|
const CCreatureSet & creatureSet = *army;
|
|
|
|
if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
|
|
return false;
|
|
|
|
auto actualAmount = creatureSet.getStackCount(slotSrc);
|
|
|
|
if(actualAmount < 1 && complain(complainNoCreatures))
|
|
return false;
|
|
|
|
auto currentCreature = creatureSet.getCreature(slotSrc);
|
|
|
|
if(!currentCreature && complain(complainNoCreatures))
|
|
return false;
|
|
|
|
auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, slotSrc);
|
|
|
|
if(!creatureSlots.size())
|
|
return false;
|
|
|
|
BulkRebalanceStacks bulkRS;
|
|
|
|
for(auto slot : creatureSlots)
|
|
{
|
|
RebalanceStacks rs;
|
|
rs.srcArmy = army->id;
|
|
rs.dstArmy = army->id;
|
|
rs.srcSlot = slot;
|
|
rs.dstSlot = slotSrc;
|
|
rs.count = creatureSet.getStackCount(slot);
|
|
bulkRS.moves.push_back(rs);
|
|
}
|
|
sendAndApply(&bulkRS);
|
|
return true;
|
|
}
|
|
|
|
bool CGameHandler::bulkMoveArmy(ObjectInstanceID srcArmy, ObjectInstanceID destArmy, SlotID srcSlot)
|
|
{
|
|
if(!srcSlot.validSlot() && complain(complainInvalidSlot))
|
|
return false;
|
|
|
|
const CArmedInstance * armySrc = static_cast<const CArmedInstance*>(getObjInstance(srcArmy));
|
|
const CCreatureSet & setSrc = *armySrc;
|
|
|
|
if(!vstd::contains(setSrc.stacks, srcSlot) && complain(complainNoCreatures))
|
|
return false;
|
|
|
|
const CArmedInstance * armyDest = static_cast<const CArmedInstance*>(getObjInstance(destArmy));
|
|
const CCreatureSet & setDest = *armyDest;
|
|
auto freeSlots = setDest.getFreeSlotsQueue();
|
|
|
|
typedef std::map<SlotID, std::pair<SlotID, TQuantity>> TRebalanceMap;
|
|
TRebalanceMap moves;
|
|
|
|
auto srcQueue = setSrc.getCreatureQueue(srcSlot); // Exclude srcSlot, it should be moved last
|
|
auto slotsLeft = setSrc.stacksCount();
|
|
auto destMap = setDest.getCreatureMap();
|
|
TMapCreatureSlot::key_compare keyComp = destMap.key_comp();
|
|
|
|
while(!srcQueue.empty())
|
|
{
|
|
auto pair = srcQueue.top();
|
|
srcQueue.pop();
|
|
|
|
auto currCreature = pair.first;
|
|
auto currSlot = pair.second;
|
|
const auto quantity = setSrc.getStackCount(currSlot);
|
|
|
|
TMapCreatureSlot::iterator lb = destMap.lower_bound(currCreature);
|
|
const bool alreadyExists = (lb != destMap.end() && !(keyComp(currCreature, lb->first)));
|
|
|
|
if(!alreadyExists)
|
|
{
|
|
if(freeSlots.empty())
|
|
continue;
|
|
|
|
auto currFreeSlot = freeSlots.front();
|
|
freeSlots.pop();
|
|
destMap.insert(lb, TMapCreatureSlot::value_type(currCreature, currFreeSlot));
|
|
}
|
|
moves.insert(std::make_pair(currSlot, std::make_pair(destMap[currCreature], quantity)));
|
|
slotsLeft--;
|
|
}
|
|
if(slotsLeft == 1)
|
|
{
|
|
auto lastCreature = setSrc.getCreature(srcSlot);
|
|
auto slotToMove = SlotID();
|
|
// Try to find a slot for last creature
|
|
if(destMap.find(lastCreature) == destMap.end())
|
|
{
|
|
if(!freeSlots.empty())
|
|
slotToMove = freeSlots.front();
|
|
}
|
|
else
|
|
{
|
|
slotToMove = destMap[lastCreature];
|
|
}
|
|
|
|
if(slotToMove != SlotID())
|
|
{
|
|
const bool needsLastStack = armySrc->needsLastStack();
|
|
const auto quantity = setSrc.getStackCount(srcSlot) - (needsLastStack ? 1 : 0);
|
|
moves.insert(std::make_pair(srcSlot, std::make_pair(slotToMove, quantity)));
|
|
}
|
|
}
|
|
BulkRebalanceStacks bulkRS;
|
|
|
|
for(auto & move : moves)
|
|
{
|
|
RebalanceStacks rs;
|
|
rs.srcArmy = armySrc->id;
|
|
rs.dstArmy = armyDest->id;
|
|
rs.srcSlot = move.first;
|
|
rs.dstSlot = move.second.first;
|
|
rs.count = move.second.second;
|
|
bulkRS.moves.push_back(rs);
|
|
}
|
|
sendAndApply(&bulkRS);
|
|
return true;
|
|
}
|
|
|
|
bool CGameHandler::bulkSmartSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner)
|
|
{
|
|
if(!slotSrc.validSlot() && complain(complainInvalidSlot))
|
|
return false;
|
|
|
|
const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
|
|
const CCreatureSet & creatureSet = *army;
|
|
|
|
if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
|
|
return false;
|
|
|
|
auto actualAmount = creatureSet.getStackCount(slotSrc);
|
|
|
|
if(actualAmount <= 1 && complain(complainNoCreatures))
|
|
return false;
|
|
|
|
auto freeSlot = creatureSet.getFreeSlot();
|
|
auto currentCreature = creatureSet.getCreature(slotSrc);
|
|
|
|
if(freeSlot == SlotID() && creatureSet.isCreatureBalanced(currentCreature))
|
|
return true;
|
|
|
|
auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, SlotID(-1), 1); // Ignore slots where's only 1 creature, don't ignore slotSrc
|
|
TQuantity totalCreatures = 0;
|
|
|
|
for(auto slot : creatureSlots)
|
|
totalCreatures += creatureSet.getStackCount(slot);
|
|
|
|
if(totalCreatures <= 1 && complain("Total creatures number is invalid"))
|
|
return false;
|
|
|
|
if(freeSlot != SlotID())
|
|
creatureSlots.push_back(freeSlot);
|
|
|
|
if(creatureSlots.empty() && complain("No available slots for smart rebalancing"))
|
|
return false;
|
|
|
|
const auto totalCreatureSlots = creatureSlots.size();
|
|
const auto rem = totalCreatures % totalCreatureSlots;
|
|
const auto quotient = totalCreatures / totalCreatureSlots;
|
|
|
|
// totalCreatures == rem * (quotient + 1) + (totalCreatureSlots - rem) * quotient;
|
|
// Proof: r(q+1)+(s-r)q = rq+r+qs-rq = r+qs = total, where total/s = q+r/s
|
|
|
|
BulkSmartRebalanceStacks bulkSRS;
|
|
|
|
if(freeSlot != SlotID())
|
|
{
|
|
RebalanceStacks rs;
|
|
rs.srcArmy = rs.dstArmy = army->id;
|
|
rs.srcSlot = slotSrc;
|
|
rs.dstSlot = freeSlot;
|
|
rs.count = 1;
|
|
bulkSRS.moves.push_back(rs);
|
|
}
|
|
auto currSlot = 0;
|
|
auto check = 0;
|
|
|
|
for(auto slot : creatureSlots)
|
|
{
|
|
ChangeStackCount csc;
|
|
|
|
csc.army = army->id;
|
|
csc.slot = slot;
|
|
csc.count = (currSlot < rem)
|
|
? quotient + 1
|
|
: quotient;
|
|
csc.absoluteValue = true;
|
|
bulkSRS.changes.push_back(csc);
|
|
currSlot++;
|
|
check += csc.count;
|
|
}
|
|
|
|
if(check != totalCreatures)
|
|
{
|
|
complain((boost::format("Failure: totalCreatures=%d but check=%d") % totalCreatures % check).str());
|
|
return false;
|
|
}
|
|
sendAndApply(&bulkSRS);
|
|
return true;
|
|
}
|
|
|
|
bool CGameHandler::arrangeStacks(ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player)
|
|
{
|
|
const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id1)),
|
|
* s2 = static_cast<const CArmedInstance *>(getObjInstance(id2));
|
|
const CCreatureSet &S1 = *s1, &S2 = *s2;
|
|
StackLocation sl1(s1, p1), sl2(s2, p2);
|
|
if (!sl1.slot.validSlot() || !sl2.slot.validSlot())
|
|
{
|
|
complain(complainInvalidSlot);
|
|
return false;
|
|
}
|
|
|
|
if (!isAllowedExchange(id1,id2))
|
|
{
|
|
complain("Cannot exchange stacks between these two objects!\n");
|
|
return false;
|
|
}
|
|
|
|
// We can always put stacks into locked garrison, but not take them out of it
|
|
auto notRemovable = [&](const CArmedInstance * army)
|
|
{
|
|
if (id1 != id2) // Stack arrangement inside locked garrison is allowed
|
|
{
|
|
auto g = dynamic_cast<const CGGarrison *>(army);
|
|
if (g && !g->removableUnits)
|
|
{
|
|
complain("Stacks in this garrison are not removable!\n");
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
};
|
|
|
|
if (what==1) //swap
|
|
{
|
|
if (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1))
|
|
|| ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
|
|
{
|
|
complain("Can't take troops from another player!");
|
|
return false;
|
|
}
|
|
|
|
if (sl1.army == sl2.army && sl1.slot == sl2.slot)
|
|
{
|
|
complain("Cannot swap stacks - slots are the same!");
|
|
return false;
|
|
}
|
|
|
|
if (!s1->slotEmpty(p1) && !s2->slotEmpty(p2))
|
|
{
|
|
if (notRemovable(sl1.army) || notRemovable(sl2.army))
|
|
return false;
|
|
}
|
|
if (s1->slotEmpty(p1) && notRemovable(sl2.army))
|
|
return false;
|
|
else if (s2->slotEmpty(p2) && notRemovable(sl1.army))
|
|
return false;
|
|
|
|
swapStacks(sl1, sl2);
|
|
}
|
|
else if (what==2)//merge
|
|
{
|
|
if ((s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
|
|
|| (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
|
|
return false;
|
|
|
|
if (s1->slotEmpty(p1) || s2->slotEmpty(p2))
|
|
{
|
|
complain("Cannot merge empty stack!");
|
|
return false;
|
|
}
|
|
else if (notRemovable(sl1.army))
|
|
return false;
|
|
|
|
moveStack(sl1, sl2);
|
|
}
|
|
else if (what==3) //split
|
|
{
|
|
const int countToMove = val - s2->getStackCount(p2);
|
|
const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;
|
|
|
|
if ( (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1))
|
|
|| (s2->tempOwner != player && val < s2->getStackCount(p2)))
|
|
{
|
|
complain("Can't move troops of another player!");
|
|
return false;
|
|
}
|
|
|
|
//general conditions checking
|
|
if ((!vstd::contains(S1.stacks,p1) && complain(complainNoCreatures))
|
|
|| (val<1 && complain(complainNoCreatures)) )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
|
|
if (vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
|
|
{
|
|
int total = s1->getStackCount(p1) + s2->getStackCount(p2);
|
|
if ((total < val && complain("Cannot split that stack, not enough creatures!"))
|
|
|| (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
|
|
)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (notRemovable(sl1.army))
|
|
{
|
|
if (s1->getStackCount(p1) > countLeftOnSrc)
|
|
return false;
|
|
}
|
|
else if (notRemovable(sl2.army))
|
|
{
|
|
if (s2->getStackCount(p1) < countLeftOnSrc)
|
|
return false;
|
|
}
|
|
|
|
moveStack(sl1, sl2, countToMove);
|
|
//S2.slots[p2]->count = val;
|
|
//S1.slots[p1]->count = total - val;
|
|
}
|
|
else //split one stack to the two
|
|
{
|
|
if (s1->getStackCount(p1) < val)//not enough creatures
|
|
{
|
|
complain(complainNotEnoughCreatures);
|
|
return false;
|
|
}
|
|
|
|
if (notRemovable(sl1.army))
|
|
return false;
|
|
|
|
moveStack(sl1, sl2, val);
|
|
}
|
|
|
|
}
|
|
return true;
|
|
}
|
|
|
|
bool CGameHandler::hasPlayerAt(PlayerColor player, std::shared_ptr<CConnection> c) const
|
|
{
|
|
return connections.at(player).count(c);
|
|
}
|
|
|
|
PlayerColor CGameHandler::getPlayerAt(std::shared_ptr<CConnection> c) const
|
|
{
|
|
std::set<PlayerColor> all;
|
|
for (auto i=connections.cbegin(); i!=connections.cend(); i++)
|
|
if(vstd::contains(i->second, c))
|
|
all.insert(i->first);
|
|
|
|
switch(all.size())
|
|
{
|
|
case 0:
|
|
return PlayerColor::NEUTRAL;
|
|
case 1:
|
|
return *all.begin();
|
|
default:
|
|
{
|
|
//if we have more than one player at this connection, try to pick active one
|
|
if (vstd::contains(all, gs->currentPlayer))
|
|
return gs->currentPlayer;
|
|
else
|
|
return PlayerColor::CANNOT_DETERMINE; //cannot say which player is it
|
|
}
|
|
}
|
|
}
|
|
|
|
bool CGameHandler::disbandCreature(ObjectInstanceID id, SlotID pos)
|
|
{
|
|
const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id));
|
|
if (!vstd::contains(s1->stacks,pos))
|
|
{
|
|
complain("Illegal call to disbandCreature - no such stack in army!");
|
|
return false;
|
|
}
|
|
|
|
eraseStack(StackLocation(s1, pos));
|
|
return true;
|
|
}
|
|
|
|
bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID, bool force)
|
|
{
|
|
const CGTownInstance * t = getTown(tid);
|
|
if(!t)
|
|
COMPLAIN_RETF("No such town (ID=%s)!", tid);
|
|
if(!t->town->buildings.count(requestedID))
|
|
COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->getNameTranslated() % requestedID);
|
|
if(t->hasBuilt(requestedID))
|
|
COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->getNameTranslated() % t->getNameTranslated());
|
|
|
|
const CBuilding * requestedBuilding = t->town->buildings.at(requestedID);
|
|
|
|
//Vector with future list of built building and buildings in auto-mode that are not yet built.
|
|
std::vector<const CBuilding*> remainingAutoBuildings;
|
|
std::set<BuildingID> buildingsThatWillBe;
|
|
|
|
//Check validity of request
|
|
if(!force)
|
|
{
|
|
switch(requestedBuilding->mode)
|
|
{
|
|
case CBuilding::BUILD_NORMAL :
|
|
if (canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
|
|
COMPLAIN_RET("Cannot build that building!");
|
|
break;
|
|
|
|
case CBuilding::BUILD_AUTO :
|
|
case CBuilding::BUILD_SPECIAL:
|
|
COMPLAIN_RET("This building can not be constructed normally!");
|
|
|
|
case CBuilding::BUILD_GRAIL :
|
|
if(requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
|
|
{
|
|
if(!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
|
|
COMPLAIN_RET("Cannot build this without grail!")
|
|
else
|
|
removeArtifact(ArtifactLocation(t->visitingHero, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
//Performs stuff that has to be done before new building is built
|
|
auto processBeforeBuiltStructure = [t, this](const BuildingID buildingID)
|
|
{
|
|
if(buildingID >= BuildingID::DWELL_FIRST) //dwelling
|
|
{
|
|
int level = (buildingID - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
|
|
int upgradeNumber = (buildingID - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
|
|
|
|
if(upgradeNumber >= t->town->creatures.at(level).size())
|
|
{
|
|
complain(boost::str(boost::format("Error ecountered when building dwelling (bid=%s):"
|
|
"no creature found (upgrade number %d, level %d!")
|
|
% buildingID % upgradeNumber % level));
|
|
return;
|
|
}
|
|
|
|
CCreature * crea = VLC->creh->objects.at(t->town->creatures.at(level).at(upgradeNumber));
|
|
|
|
SetAvailableCreatures ssi;
|
|
ssi.tid = t->id;
|
|
ssi.creatures = t->creatures;
|
|
if (ssi.creatures[level].second.empty()) // first creature in a dwelling
|
|
ssi.creatures[level].first = crea->getGrowth();
|
|
ssi.creatures[level].second.push_back(crea->getId());
|
|
sendAndApply(&ssi);
|
|
}
|
|
if(t->town->buildings.at(buildingID)->subId == BuildingSubID::PORTAL_OF_SUMMONING)
|
|
{
|
|
setPortalDwelling(t);
|
|
}
|
|
};
|
|
|
|
//Performs stuff that has to be done after new building is built
|
|
auto processAfterBuiltStructure = [t, this](const BuildingID buildingID)
|
|
{
|
|
auto isMageGuild = (buildingID <= BuildingID::MAGES_GUILD_5 && buildingID >= BuildingID::MAGES_GUILD_1);
|
|
auto isLibrary = isMageGuild ? false
|
|
: t->town->buildings.at(buildingID)->subId == BuildingSubID::EBuildingSubID::LIBRARY;
|
|
|
|
if(isMageGuild || isLibrary || (t->subID == ETownType::CONFLUX && buildingID == BuildingID::GRAIL))
|
|
{
|
|
if(t->visitingHero)
|
|
giveSpells(t,t->visitingHero);
|
|
if(t->garrisonHero)
|
|
giveSpells(t,t->garrisonHero);
|
|
}
|
|
};
|
|
|
|
//Checks if all requirements will be met with expected building list "buildingsThatWillBe"
|
|
auto areRequirementsFullfilled = [&](const BuildingID & buildID)
|
|
{
|
|
return buildingsThatWillBe.count(buildID);
|
|
};
|
|
|
|
//Init the vectors
|
|
for(auto & build : t->town->buildings)
|
|
{
|
|
if(t->hasBuilt(build.first))
|
|
{
|
|
buildingsThatWillBe.insert(build.first);
|
|
}
|
|
else
|
|
{
|
|
if(build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
|
|
remainingAutoBuildings.push_back(build.second);
|
|
}
|
|
}
|
|
|
|
//Prepare structure (list of building ids will be filled later)
|
|
NewStructures ns;
|
|
ns.tid = tid;
|
|
ns.builded = force ? t->builded : (t->builded+1);
|
|
|
|
std::queue<const CBuilding*> buildingsToAdd;
|
|
buildingsToAdd.push(requestedBuilding);
|
|
|
|
while(!buildingsToAdd.empty())
|
|
{
|
|
auto b = buildingsToAdd.front();
|
|
buildingsToAdd.pop();
|
|
|
|
ns.bid.insert(b->bid);
|
|
buildingsThatWillBe.insert(b->bid);
|
|
remainingAutoBuildings -= b;
|
|
|
|
for(auto autoBuilding : remainingAutoBuildings)
|
|
{
|
|
auto actualRequirements = t->genBuildingRequirements(autoBuilding->bid);
|
|
|
|
if(actualRequirements.test(areRequirementsFullfilled))
|
|
buildingsToAdd.push(autoBuilding);
|
|
}
|
|
}
|
|
|
|
// FIXME: it's done before NewStructures applied because otherwise town window wont be properly updated on client. That should be actually fixed on client and not on server.
|
|
for(auto builtID : ns.bid)
|
|
processBeforeBuiltStructure(builtID);
|
|
|
|
//Take cost
|
|
if(!force)
|
|
giveResources(t->tempOwner, -requestedBuilding->resources);
|
|
|
|
//We know what has been built, apply changes. Do this as final step to properly update town window
|
|
sendAndApply(&ns);
|
|
|
|
//Other post-built events. To some logic like giving spells to work gamestate changes for new building must be already in place!
|
|
for(auto builtID : ns.bid)
|
|
processAfterBuiltStructure(builtID);
|
|
|
|
// now when everything is built - reveal tiles for lookout tower
|
|
FoWChange fw;
|
|
fw.player = t->tempOwner;
|
|
fw.mode = 1;
|
|
getTilesInRange(fw.tiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, 1);
|
|
sendAndApply(&fw);
|
|
|
|
if(t->visitingHero)
|
|
visitCastleObjects(t, t->visitingHero);
|
|
if(t->garrisonHero)
|
|
visitCastleObjects(t, t->garrisonHero);
|
|
|
|
checkVictoryLossConditionsForPlayer(t->tempOwner);
|
|
return true;
|
|
}
|
|
|
|
bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
|
|
{
|
|
///incomplete, simply erases target building
|
|
const CGTownInstance * t = getTown(tid);
|
|
if (!vstd::contains(t->builtBuildings, bid))
|
|
return false;
|
|
RazeStructures rs;
|
|
rs.tid = tid;
|
|
rs.bid.insert(bid);
|
|
rs.destroyed = t->destroyed + 1;
|
|
sendAndApply(&rs);
|
|
//TODO: Remove dwellers
|
|
// if (t->subID == 4 && bid == 17) //Veil of Darkness
|
|
// {
|
|
// RemoveBonus rb(RemoveBonus::TOWN);
|
|
// rb.whoID = t->id;
|
|
// rb.source = BonusSource::TOWN_STRUCTURE;
|
|
// rb.id = 17;
|
|
// sendAndApply(&rb);
|
|
// }
|
|
return true;
|
|
}
|
|
|
|
bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl)
|
|
{
|
|
const CGDwelling * dw = static_cast<const CGDwelling *>(getObj(objid));
|
|
const CArmedInstance *dst = nullptr;
|
|
const CCreature *c = VLC->creh->objects.at(crid);
|
|
const bool warMachine = c->warMachine != ArtifactID::NONE;
|
|
|
|
//TODO: test for owning
|
|
//TODO: check if dst can recruit objects (e.g. hero is actually visiting object, town and source are same, etc)
|
|
dst = dynamic_cast<const CArmedInstance*>(getObj(dstid));
|
|
|
|
assert(dw && dst);
|
|
|
|
//verify
|
|
bool found = false;
|
|
int level = 0;
|
|
|
|
for (; level < dw->creatures.size(); level++) //iterate through all levels
|
|
{
|
|
if ((fromLvl != -1) && (level !=fromLvl))
|
|
continue;
|
|
const auto &cur = dw->creatures.at(level); //current level info <amount, list of cr. ids>
|
|
int i = 0;
|
|
for (; i < cur.second.size(); i++) //look for crid among available creatures list on current level
|
|
if (cur.second.at(i) == crid)
|
|
break;
|
|
|
|
if (i < cur.second.size())
|
|
{
|
|
found = true;
|
|
cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
|
|
break;
|
|
}
|
|
}
|
|
SlotID slot = dst->getSlotFor(crid);
|
|
|
|
if ((!found && complain("Cannot recruit: no such creatures!"))
|
|
|| ((si32)cram > VLC->creh->objects.at(crid)->maxAmount(getPlayerState(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
|
|
|| (cram<=0 && complain("Cannot recruit: cram <= 0!"))
|
|
|| (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
//recruit
|
|
giveResources(dst->tempOwner, -(c->getFullRecruitCost() * cram));
|
|
|
|
SetAvailableCreatures sac;
|
|
sac.tid = objid;
|
|
sac.creatures = dw->creatures;
|
|
sac.creatures[level].first -= cram;
|
|
sendAndApply(&sac);
|
|
|
|
if (warMachine)
|
|
{
|
|
const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(dst);
|
|
|
|
COMPLAIN_RET_FALSE_IF(!h, "Only hero can buy war machines");
|
|
|
|
ArtifactID artId = c->warMachine;
|
|
|
|
COMPLAIN_RET_FALSE_IF(artId == ArtifactID::CATAPULT, "Catapult cannot be recruited!");
|
|
|
|
const CArtifact * art = artId.toArtifact();
|
|
|
|
COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid war machine artifact");
|
|
|
|
return giveHeroNewArtifact(h, art);
|
|
}
|
|
else
|
|
{
|
|
addToSlot(StackLocation(dst, slot), c, cram);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
bool CGameHandler::upgradeCreature(ObjectInstanceID objid, SlotID pos, CreatureID upgID)
|
|
{
|
|
const CArmedInstance * obj = static_cast<const CArmedInstance *>(getObjInstance(objid));
|
|
if (!obj->hasStackAtSlot(pos))
|
|
{
|
|
COMPLAIN_RET("Cannot upgrade, no stack at slot " + boost::to_string(pos));
|
|
}
|
|
UpgradeInfo ui;
|
|
fillUpgradeInfo(obj, pos, ui);
|
|
PlayerColor player = obj->tempOwner;
|
|
const PlayerState *p = getPlayerState(player);
|
|
int crQuantity = obj->stacks.at(pos)->count;
|
|
int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
|
|
|
|
//check if upgrade is possible
|
|
if ((ui.oldID<0 || newIDpos == -1) && complain("That upgrade is not possible!"))
|
|
{
|
|
return false;
|
|
}
|
|
TResources totalCost = ui.cost.at(newIDpos) * crQuantity;
|
|
|
|
//check if player has enough resources
|
|
if (!p->resources.canAfford(totalCost))
|
|
COMPLAIN_RET("Cannot upgrade, not enough resources!");
|
|
|
|
//take resources
|
|
giveResources(player, -totalCost);
|
|
|
|
//upgrade creature
|
|
changeStackType(StackLocation(obj, pos), VLC->creh->objects.at(upgID));
|
|
return true;
|
|
}
|
|
|
|
bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c)
|
|
{
|
|
if (!sl.army->hasStackAtSlot(sl.slot))
|
|
COMPLAIN_RET("Cannot find a stack to change type");
|
|
|
|
SetStackType sst;
|
|
sst.army = sl.army->id;
|
|
sst.slot = sl.slot;
|
|
sst.type = c->getId();
|
|
sendAndApply(&sst);
|
|
return true;
|
|
}
|
|
|
|
void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
|
|
{
|
|
assert(src->canBeMergedWith(*dst, allowMerging));
|
|
while(src->stacksCount())//while there are unmoved creatures
|
|
{
|
|
auto i = src->Slots().begin(); //iterator to stack to move
|
|
StackLocation sl(src, i->first); //location of stack to move
|
|
|
|
SlotID pos = dst->getSlotFor(i->second->type);
|
|
if (!pos.validSlot())
|
|
{
|
|
//try to merge two other stacks to make place
|
|
std::pair<SlotID, SlotID> toMerge;
|
|
if (dst->mergableStacks(toMerge, i->first) && allowMerging)
|
|
{
|
|
moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
|
|
assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
|
|
moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
|
|
}
|
|
else
|
|
{
|
|
complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
moveStack(sl, StackLocation(dst, pos));
|
|
}
|
|
}
|
|
}
|
|
|
|
bool CGameHandler::swapGarrisonOnSiege(ObjectInstanceID tid)
|
|
{
|
|
const CGTownInstance * town = getTown(tid);
|
|
|
|
if(!town->garrisonHero == !town->visitingHero)
|
|
return false;
|
|
|
|
SetHeroesInTown intown;
|
|
intown.tid = tid;
|
|
|
|
if(town->garrisonHero) //garrison -> vising
|
|
{
|
|
intown.garrison = ObjectInstanceID();
|
|
intown.visiting = town->garrisonHero->id;
|
|
}
|
|
else //visiting -> garrison
|
|
{
|
|
if(town->armedGarrison())
|
|
town->mergeGarrisonOnSiege();
|
|
|
|
intown.visiting = ObjectInstanceID();
|
|
intown.garrison = town->visitingHero->id;
|
|
}
|
|
sendAndApply(&intown);
|
|
return true;
|
|
}
|
|
|
|
bool CGameHandler::garrisonSwap(ObjectInstanceID tid)
|
|
{
|
|
const CGTownInstance * town = getTown(tid);
|
|
if (!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
|
|
{
|
|
|
|
if (!town->visitingHero->canBeMergedWith(*town))
|
|
{
|
|
complain("Cannot make garrison swap, not enough free slots!");
|
|
return false;
|
|
}
|
|
|
|
moveArmy(town, town->visitingHero, true);
|
|
|
|
SetHeroesInTown intown;
|
|
intown.tid = tid;
|
|
intown.visiting = ObjectInstanceID();
|
|
intown.garrison = town->visitingHero->id;
|
|
sendAndApply(&intown);
|
|
return true;
|
|
}
|
|
else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
|
|
{
|
|
//check if moving hero out of town will break 8 wandering heroes limit
|
|
if (getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
|
|
{
|
|
complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
|
|
return false;
|
|
}
|
|
|
|
SetHeroesInTown intown;
|
|
intown.tid = tid;
|
|
intown.garrison = ObjectInstanceID();
|
|
intown.visiting = town->garrisonHero->id;
|
|
sendAndApply(&intown);
|
|
return true;
|
|
}
|
|
else if (!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
|
|
{
|
|
SetHeroesInTown intown;
|
|
intown.tid = tid;
|
|
intown.garrison = town->visitingHero->id;
|
|
intown.visiting = town->garrisonHero->id;
|
|
sendAndApply(&intown);
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
complain("Cannot swap garrison hero!");
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// With the amount of changes done to the function, it's more like transferArtifacts.
|
|
// Function moves artifact from src to dst. If dst is not a backpack and is already occupied, old dst art goes to backpack and is replaced.
|
|
bool CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2)
|
|
{
|
|
ArtifactLocation src = al1, dst = al2;
|
|
const PlayerColor srcPlayer = src.owningPlayer(), dstPlayer = dst.owningPlayer();
|
|
const CArmedInstance *srcObj = src.relatedObj(), *dstObj = dst.relatedObj();
|
|
|
|
// Make sure exchange is even possible between the two heroes.
|
|
if(!isAllowedExchange(srcObj->id, dstObj->id))
|
|
COMPLAIN_RET("That heroes cannot make any exchange!");
|
|
|
|
const CArtifactInstance *srcArtifact = src.getArt();
|
|
const CArtifactInstance *destArtifact = dst.getArt();
|
|
const bool isDstSlotBackpack = ArtifactUtils::isSlotBackpack(dst.slot);
|
|
|
|
if(srcArtifact == nullptr)
|
|
COMPLAIN_RET("No artifact to move!");
|
|
if(destArtifact && srcPlayer != dstPlayer && !isDstSlotBackpack)
|
|
COMPLAIN_RET("Can't touch artifact on hero of another player!");
|
|
|
|
// Check if src/dest slots are appropriate for the artifacts exchanged.
|
|
// Moving to the backpack is always allowed.
|
|
if((!srcArtifact || !isDstSlotBackpack)
|
|
&& srcArtifact && !srcArtifact->canBePutAt(dst, true))
|
|
COMPLAIN_RET("Cannot move artifact!");
|
|
|
|
auto srcSlot = src.getSlot();
|
|
auto dstSlot = dst.getSlot();
|
|
|
|
if((srcSlot && srcSlot->locked) || (dstSlot && dstSlot->locked))
|
|
COMPLAIN_RET("Cannot move artifact locks.");
|
|
|
|
if(isDstSlotBackpack && srcArtifact->artType->isBig())
|
|
COMPLAIN_RET("Cannot put big artifacts in backpack!");
|
|
if(src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)
|
|
COMPLAIN_RET("Cannot move catapult!");
|
|
|
|
if(isDstSlotBackpack)
|
|
{
|
|
if(!ArtifactUtils::isBackpackFreeSlots(dst.getHolderArtSet()))
|
|
COMPLAIN_RET("Backpack is full!");
|
|
vstd::amin(dst.slot, GameConstants::BACKPACK_START + dst.getHolderArtSet()->artifactsInBackpack.size());
|
|
}
|
|
|
|
if(!(src.slot == ArtifactPosition::TRANSITION_POS && dst.slot == ArtifactPosition::TRANSITION_POS))
|
|
{
|
|
if(src.slot == dst.slot && src.artHolder == dst.artHolder)
|
|
COMPLAIN_RET("Won't move artifact: Dest same as source!");
|
|
|
|
// Check if dst slot is occupied
|
|
if(!isDstSlotBackpack && destArtifact)
|
|
{
|
|
// Previous artifact must be removed first
|
|
moveArtifact(dst, ArtifactLocation(dst.artHolder, ArtifactPosition::TRANSITION_POS));
|
|
}
|
|
|
|
try
|
|
{
|
|
auto hero = std::get<ConstTransitivePtr<CGHeroInstance>>(dst.artHolder);
|
|
if(ArtifactUtils::checkSpellbookIsNeeded(hero, srcArtifact->artType->getId(), dst.slot))
|
|
giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
|
|
}
|
|
catch(const std::bad_variant_access &)
|
|
{
|
|
// object other than hero received an art - ignore
|
|
}
|
|
|
|
MoveArtifact ma(&src, &dst);
|
|
if(dst.slot == ArtifactPosition::TRANSITION_POS)
|
|
ma.askAssemble = false;
|
|
sendAndApply(&ma);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
bool CGameHandler::bulkMoveArtifacts(ObjectInstanceID srcHero, ObjectInstanceID dstHero, bool swap)
|
|
{
|
|
// Make sure exchange is even possible between the two heroes.
|
|
if(!isAllowedExchange(srcHero, dstHero))
|
|
COMPLAIN_RET("That heroes cannot make any exchange!");
|
|
|
|
auto psrcHero = getHero(srcHero);
|
|
auto pdstHero = getHero(dstHero);
|
|
if((!psrcHero) || (!pdstHero))
|
|
COMPLAIN_RET("bulkMoveArtifacts: wrong hero's ID");
|
|
|
|
BulkMoveArtifacts ma(static_cast<ConstTransitivePtr<CGHeroInstance>>(psrcHero),
|
|
static_cast<ConstTransitivePtr<CGHeroInstance>>(pdstHero), swap);
|
|
auto & slotsSrcDst = ma.artsPack0;
|
|
auto & slotsDstSrc = ma.artsPack1;
|
|
|
|
// Temporary fitting set for artifacts. Used to select available slots before sending data.
|
|
CArtifactFittingSet artFittingSet(pdstHero->bearerType());
|
|
|
|
auto moveArtifact = [this, &artFittingSet](const CArtifactInstance * artifact,
|
|
ArtifactPosition srcSlot, const CGHeroInstance * dstHero,
|
|
std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
|
|
{
|
|
assert(artifact);
|
|
auto dstSlot = ArtifactUtils::getArtAnyPosition(&artFittingSet, artifact->getTypeId());
|
|
if(dstSlot != ArtifactPosition::PRE_FIRST)
|
|
{
|
|
artFittingSet.putArtifact(dstSlot, static_cast<ConstTransitivePtr<CArtifactInstance>>(artifact));
|
|
slots.push_back(BulkMoveArtifacts::LinkedSlots(srcSlot, dstSlot));
|
|
|
|
if(ArtifactUtils::checkSpellbookIsNeeded(dstHero, artifact->getTypeId(), dstSlot))
|
|
giveHeroNewArtifact(dstHero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
|
|
}
|
|
};
|
|
|
|
if(swap)
|
|
{
|
|
auto moveArtsWorn = [moveArtifact](const CGHeroInstance * srcHero, const CGHeroInstance * dstHero,
|
|
std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
|
|
{
|
|
for(auto & artifact : srcHero->artifactsWorn)
|
|
{
|
|
if(ArtifactUtils::isArtRemovable(artifact))
|
|
moveArtifact(artifact.second.getArt(), artifact.first, dstHero, slots);
|
|
}
|
|
};
|
|
auto moveArtsInBackpack = [](const CArtifactSet * artSet,
|
|
std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
|
|
{
|
|
for(auto & slotInfo : artSet->artifactsInBackpack)
|
|
{
|
|
auto slot = artSet->getArtPos(slotInfo.artifact);
|
|
slots.push_back(BulkMoveArtifacts::LinkedSlots(slot, slot));
|
|
}
|
|
};
|
|
// Move over artifacts that are worn srcHero -> dstHero
|
|
moveArtsWorn(psrcHero, pdstHero, slotsSrcDst);
|
|
artFittingSet.artifactsWorn.clear();
|
|
// Move over artifacts that are worn dstHero -> srcHero
|
|
moveArtsWorn(pdstHero, psrcHero, slotsDstSrc);
|
|
// Move over artifacts that are in backpack srcHero -> dstHero
|
|
moveArtsInBackpack(psrcHero, slotsSrcDst);
|
|
// Move over artifacts that are in backpack dstHero -> srcHero
|
|
moveArtsInBackpack(pdstHero, slotsDstSrc);
|
|
}
|
|
else
|
|
{
|
|
artFittingSet.artifactsInBackpack = pdstHero->artifactsInBackpack;
|
|
artFittingSet.artifactsWorn = pdstHero->artifactsWorn;
|
|
|
|
// Move over artifacts that are worn
|
|
for(auto & artInfo : psrcHero->artifactsWorn)
|
|
{
|
|
if(ArtifactUtils::isArtRemovable(artInfo))
|
|
{
|
|
moveArtifact(psrcHero->getArt(artInfo.first), artInfo.first, pdstHero, slotsSrcDst);
|
|
}
|
|
}
|
|
// Move over artifacts that are in backpack
|
|
for(auto & slotInfo : psrcHero->artifactsInBackpack)
|
|
{
|
|
moveArtifact(psrcHero->getArt(psrcHero->getArtPos(slotInfo.artifact)),
|
|
psrcHero->getArtPos(slotInfo.artifact), pdstHero, slotsSrcDst);
|
|
}
|
|
}
|
|
sendAndApply(&ma);
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* Assembles or disassembles a combination artifact.
|
|
* @param heroID ID of hero holding the artifact(s).
|
|
* @param artifactSlot The worn slot ID of the combination- or constituent artifact.
|
|
* @param assemble True for assembly operation, false for disassembly.
|
|
* @param assembleTo If assemble is true, this represents the artifact ID of the combination
|
|
* artifact to assemble to. Otherwise it's not used.
|
|
*/
|
|
bool CGameHandler::assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
|
|
{
|
|
const CGHeroInstance * hero = getHero(heroID);
|
|
const CArtifactInstance * destArtifact = hero->getArt(artifactSlot);
|
|
|
|
if(!destArtifact)
|
|
COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
|
|
|
|
if(assemble)
|
|
{
|
|
CArtifact * combinedArt = VLC->arth->objects[assembleTo];
|
|
if(!combinedArt->isCombined())
|
|
COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
|
|
if (!vstd::contains(ArtifactUtils::assemblyPossibilities(hero, destArtifact->getTypeId(),
|
|
ArtifactUtils::isSlotEquipment(artifactSlot)), combinedArt))
|
|
{
|
|
COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
|
|
}
|
|
|
|
|
|
if(ArtifactUtils::checkSpellbookIsNeeded(hero, assembleTo, artifactSlot))
|
|
giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
|
|
|
|
AssembledArtifact aa;
|
|
aa.al = ArtifactLocation(hero, artifactSlot);
|
|
aa.builtArt = combinedArt;
|
|
sendAndApply(&aa);
|
|
}
|
|
else
|
|
{
|
|
if(!destArtifact->isCombined())
|
|
COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
|
|
|
|
if(ArtifactUtils::isSlotBackpack(artifactSlot)
|
|
&& !ArtifactUtils::isBackpackFreeSlots(hero, destArtifact->artType->getConstituents().size() - 1))
|
|
COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble but backpack is full!");
|
|
|
|
DisassembledArtifact da;
|
|
da.al = ArtifactLocation(hero, artifactSlot);
|
|
sendAndApply(&da);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool CGameHandler::eraseArtifactByClient(const ArtifactLocation & al)
|
|
{
|
|
const auto * hero = getHero(al.relatedObj()->id);
|
|
if(hero == nullptr)
|
|
COMPLAIN_RET("eraseArtifactByClient: wrong hero's ID");
|
|
|
|
const auto * art = al.getArt();
|
|
if(art == nullptr)
|
|
COMPLAIN_RET("Cannot remove artifact!");
|
|
|
|
if(al.getArt()->artType->canBePutAt(hero) || al.slot != ArtifactPosition::TRANSITION_POS)
|
|
COMPLAIN_RET("Illegal artifact removal request");
|
|
|
|
removeArtifact(al);
|
|
return true;
|
|
}
|
|
|
|
bool CGameHandler::buyArtifact(ObjectInstanceID hid, ArtifactID aid)
|
|
{
|
|
const CGHeroInstance * hero = getHero(hid);
|
|
COMPLAIN_RET_FALSE_IF(nullptr == hero, "Invalid hero index");
|
|
const CGTownInstance * town = hero->visitedTown;
|
|
COMPLAIN_RET_FALSE_IF(nullptr == town, "Hero not in town");
|
|
|
|
if (aid==ArtifactID::SPELLBOOK)
|
|
{
|
|
if ((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
|
|
|| (getResource(hero->getOwner(), EGameResID::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!"))
|
|
|| (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
|
|
)
|
|
return false;
|
|
|
|
giveResource(hero->getOwner(),EGameResID::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
|
|
giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
|
|
assert(hero->getArt(ArtifactPosition::SPELLBOOK));
|
|
giveSpells(town,hero);
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
const CArtifact * art = aid.toArtifact();
|
|
COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid artifact index to buy");
|
|
COMPLAIN_RET_FALSE_IF(art->getWarMachine() == CreatureID::NONE, "War machine artifact required");
|
|
COMPLAIN_RET_FALSE_IF(hero->hasArt(aid),"Hero already has this machine!");
|
|
const int price = art->getPrice();
|
|
COMPLAIN_RET_FALSE_IF(getPlayerState(hero->getOwner())->resources[EGameResID::GOLD] < price, "Not enough gold!");
|
|
|
|
if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid)
|
|
|| (town->hasBuilt(BuildingSubID::BALLISTA_YARD) && aid == ArtifactID::BALLISTA))
|
|
{
|
|
giveResource(hero->getOwner(),EGameResID::GOLD,-price);
|
|
return giveHeroNewArtifact(hero, art);
|
|
}
|
|
else
|
|
COMPLAIN_RET("This machine is unavailable here!");
|
|
}
|
|
}
|
|
|
|
bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, GameResID rid, ArtifactID aid)
|
|
{
|
|
if(!h)
|
|
COMPLAIN_RET("Only hero can buy artifacts!");
|
|
|
|
if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
|
|
COMPLAIN_RET("That artifact is unavailable!");
|
|
|
|
int b1, b2;
|
|
m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
|
|
|
|
if (getResource(h->tempOwner, rid) < b1)
|
|
COMPLAIN_RET("You can't afford to buy this artifact!");
|
|
|
|
giveResource(h->tempOwner, rid, -b1);
|
|
|
|
SetAvailableArtifacts saa;
|
|
if(dynamic_cast<const CGTownInstance *>(m))
|
|
{
|
|
saa.id = -1;
|
|
saa.arts = CGTownInstance::merchantArtifacts;
|
|
}
|
|
else if(const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m)) //black market
|
|
{
|
|
saa.id = bm->id.getNum();
|
|
saa.arts = bm->artifacts;
|
|
}
|
|
else
|
|
COMPLAIN_RET("Wrong marktet...");
|
|
|
|
bool found = false;
|
|
for (const CArtifact *&art : saa.arts)
|
|
{
|
|
if (art && art->getId() == aid)
|
|
{
|
|
art = nullptr;
|
|
found = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!found)
|
|
COMPLAIN_RET("Cannot find selected artifact on the list");
|
|
|
|
sendAndApply(&saa);
|
|
giveHeroNewArtifact(h, VLC->arth->objects[aid], ArtifactPosition::FIRST_AVAILABLE);
|
|
return true;
|
|
}
|
|
|
|
bool CGameHandler::sellArtifact(const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, GameResID rid)
|
|
{
|
|
COMPLAIN_RET_FALSE_IF((!h), "Only hero can sell artifacts!");
|
|
const CArtifactInstance *art = h->getArtByInstanceId(aid);
|
|
COMPLAIN_RET_FALSE_IF((!art), "There is no artifact to sell!");
|
|
COMPLAIN_RET_FALSE_IF((!art->artType->isTradable()), "Cannot sell a war machine or spellbook!");
|
|
|
|
int resVal = 0, dump = 1;
|
|
m->getOffer(art->artType->getId(), rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
|
|
|
|
removeArtifact(ArtifactLocation(h, h->getArtPos(art)));
|
|
giveResource(h->tempOwner, rid, resVal);
|
|
return true;
|
|
}
|
|
|
|
bool CGameHandler::buySecSkill(const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
|
|
{
|
|
if (!h)
|
|
COMPLAIN_RET("You need hero to buy a skill!");
|
|
|
|
if (h->getSecSkillLevel(SecondarySkill(skill)))
|
|
COMPLAIN_RET("Hero already know this skill");
|
|
|
|
if (!h->canLearnSkill())
|
|
COMPLAIN_RET("Hero can't learn any more skills");
|
|
|
|
if (!h->canLearnSkill(skill))
|
|
COMPLAIN_RET("The hero can't learn this skill!");
|
|
|
|
if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
|
|
COMPLAIN_RET("That skill is unavailable!");
|
|
|
|
if (getResource(h->tempOwner, EGameResID::GOLD) < GameConstants::SKILL_GOLD_COST)//TODO: remove hardcoded resource\summ?
|
|
COMPLAIN_RET("You can't afford to buy this skill");
|
|
|
|
giveResource(h->tempOwner, EGameResID::GOLD, -GameConstants::SKILL_GOLD_COST);
|
|
|
|
changeSecSkill(h, skill, 1, true);
|
|
return true;
|
|
}
|
|
|
|
bool CGameHandler::tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2)
|
|
{
|
|
TResourceCap r1 = getPlayerState(player)->resources[id1];
|
|
|
|
vstd::amin(val, r1); //can't trade more resources than have
|
|
|
|
int b1, b2; //base quantities for trade
|
|
market->getOffer(id1, id2, b1, b2, EMarketMode::RESOURCE_RESOURCE);
|
|
int units = val / b1; //how many base quantities we trade
|
|
|
|
if (val%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
|
|
{
|
|
COMPLAIN_RET("Invalid deal, not all offered units of resource were used.");
|
|
}
|
|
|
|
giveResource(player, GameResID(id1), - b1 * units);
|
|
giveResource(player, GameResID(id2), b2 * units);
|
|
|
|
return true;
|
|
}
|
|
|
|
bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, GameResID resourceID)
|
|
{
|
|
if(!hero)
|
|
COMPLAIN_RET("Only hero can sell creatures!");
|
|
if (!vstd::contains(hero->Slots(), slot))
|
|
COMPLAIN_RET("Hero doesn't have any creature in that slot!");
|
|
|
|
const CStackInstance &s = hero->getStack(slot);
|
|
|
|
if (s.count < (TQuantity)count //can't sell more creatures than have
|
|
|| (hero->stacksCount() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
|
|
{
|
|
COMPLAIN_RET("Not enough creatures in army!");
|
|
}
|
|
|
|
int b1, b2; //base quantities for trade
|
|
market->getOffer(s.type->getId(), resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
|
|
int units = count / b1; //how many base quantities we trade
|
|
|
|
if (count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
|
|
{
|
|
//TODO: complain?
|
|
assert(0);
|
|
}
|
|
|
|
changeStackCount(StackLocation(hero, slot), -(TQuantity)count);
|
|
|
|
giveResource(hero->tempOwner, resourceID, b2 * units);
|
|
|
|
return true;
|
|
}
|
|
|
|
bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
|
|
{
|
|
const CArmedInstance *army = nullptr;
|
|
if (hero)
|
|
army = hero;
|
|
else
|
|
army = dynamic_cast<const CGTownInstance *>(market);
|
|
|
|
if (!army)
|
|
COMPLAIN_RET("Incorrect call to transform in undead!");
|
|
if (!army->hasStackAtSlot(slot))
|
|
COMPLAIN_RET("Army doesn't have any creature in that slot!");
|
|
|
|
|
|
const CStackInstance &s = army->getStack(slot);
|
|
|
|
//resulting creature - bone dragons or skeletons
|
|
CreatureID resCreature = CreatureID::SKELETON;
|
|
|
|
if ((s.hasBonusOfType(BonusType::DRAGON_NATURE)
|
|
&& !(s.hasBonusOfType(BonusType::UNDEAD)))
|
|
|| (s.getCreatureID() == CreatureID::HYDRA)
|
|
|| (s.getCreatureID() == CreatureID::CHAOS_HYDRA))
|
|
resCreature = CreatureID::BONE_DRAGON;
|
|
changeStackType(StackLocation(army, slot), resCreature.toCreature());
|
|
return true;
|
|
}
|
|
|
|
bool CGameHandler::sendResources(ui32 val, PlayerColor player, GameResID r1, PlayerColor r2)
|
|
{
|
|
const PlayerState *p2 = getPlayerState(r2, false);
|
|
if (!p2 || p2->status != EPlayerStatus::INGAME)
|
|
{
|
|
complain("Dest player must be in game!");
|
|
return false;
|
|
}
|
|
|
|
TResourceCap curRes1 = getPlayerState(player)->resources[r1];
|
|
|
|
vstd::amin(val, curRes1);
|
|
|
|
giveResource(player, r1, -(int)val);
|
|
giveResource(r2, r1, val);
|
|
|
|
return true;
|
|
}
|
|
|
|
bool CGameHandler::setFormation(ObjectInstanceID hid, ui8 formation)
|
|
{
|
|
const CGHeroInstance *h = getHero(hid);
|
|
if (!h)
|
|
{
|
|
logGlobal->error("Hero doesn't exist!");
|
|
return false;
|
|
}
|
|
|
|
ChangeFormation cf;
|
|
cf.hid = hid;
|
|
cf.formation = formation;
|
|
sendAndApply(&cf);
|
|
|
|
return true;
|
|
}
|
|
|
|
bool CGameHandler::queryReply(QueryID qid, const JsonNode & answer, PlayerColor player)
|
|
{
|
|
boost::unique_lock<boost::recursive_mutex> lock(gsm);
|
|
|
|
logGlobal->trace("Player %s attempts answering query %d with answer:", player, qid);
|
|
logGlobal->trace(answer.toJson());
|
|
|
|
auto topQuery = queries.topQuery(player);
|
|
|
|
COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
|
|
|
|
if(topQuery->queryID != qid)
|
|
{
|
|
auto currentQuery = queries.getQuery(qid);
|
|
|
|
if(currentQuery != nullptr && currentQuery->endsByPlayerAnswer())
|
|
currentQuery->setReply(answer);
|
|
|
|
COMPLAIN_RET("This player top query has different ID!"); //topQuery->queryID != qid
|
|
}
|
|
COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
|
|
|
|
topQuery->setReply(answer);
|
|
queries.popQuery(topQuery);
|
|
return true;
|
|
}
|
|
|
|
static EndAction end_action;
|
|
|
|
void CGameHandler::updateGateState()
|
|
{
|
|
// GATE_BRIDGE - leftmost tile, located over moat
|
|
// GATE_OUTER - central tile, mostly covered by gate image
|
|
// GATE_INNER - rightmost tile, inside the walls
|
|
|
|
// GATE_OUTER or GATE_INNER:
|
|
// - if defender moves unit on these tiles, bridge will open
|
|
// - if there is a creature (dead or alive) on these tiles, bridge will always remain open
|
|
// - blocked to attacker if bridge is closed
|
|
|
|
// GATE_BRIDGE
|
|
// - if there is a unit or corpse here, bridge can't open (and can't close in fortress)
|
|
// - if Force Field is cast here, bridge can't open (but can close, in any town)
|
|
// - deals moat damage to attacker if bridge is closed (fortress only)
|
|
|
|
bool hasForceFieldOnBridge = !battleGetAllObstaclesOnPos(BattleHex(ESiegeHex::GATE_BRIDGE), true).empty();
|
|
bool hasStackAtGateInner = gs->curB->battleGetUnitByPos(BattleHex(ESiegeHex::GATE_INNER), false) != nullptr;
|
|
bool hasStackAtGateOuter = gs->curB->battleGetUnitByPos(BattleHex(ESiegeHex::GATE_OUTER), false) != nullptr;
|
|
bool hasStackAtGateBridge = gs->curB->battleGetUnitByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false) != nullptr;
|
|
bool hasWideMoat = vstd::contains_if(battleGetAllObstaclesOnPos(BattleHex(ESiegeHex::GATE_BRIDGE), false), [](const std::shared_ptr<const CObstacleInstance> & obst)
|
|
{
|
|
return obst->obstacleType == CObstacleInstance::MOAT;
|
|
});
|
|
|
|
BattleUpdateGateState db;
|
|
db.state = gs->curB->si.gateState;
|
|
if (gs->curB->si.wallState[EWallPart::GATE] == EWallState::DESTROYED)
|
|
{
|
|
db.state = EGateState::DESTROYED;
|
|
}
|
|
else if (db.state == EGateState::OPENED)
|
|
{
|
|
bool hasStackOnLongBridge = hasStackAtGateBridge && hasWideMoat;
|
|
bool gateCanClose = !hasStackAtGateInner && !hasStackAtGateOuter && !hasStackOnLongBridge;
|
|
|
|
if (gateCanClose)
|
|
db.state = EGateState::CLOSED;
|
|
else
|
|
db.state = EGateState::OPENED;
|
|
}
|
|
else // CLOSED or BLOCKED
|
|
{
|
|
bool gateBlocked = hasForceFieldOnBridge || hasStackAtGateBridge;
|
|
|
|
if (gateBlocked)
|
|
db.state = EGateState::BLOCKED;
|
|
else
|
|
db.state = EGateState::CLOSED;
|
|
}
|
|
|
|
if (db.state != gs->curB->si.gateState)
|
|
sendAndApply(&db);
|
|
}
|
|
|
|
bool CGameHandler::makeBattleAction(BattleAction &ba)
|
|
{
|
|
boost::unique_lock lock(battleActionMutex);
|
|
|
|
bool ok = true;
|
|
|
|
battle::Target target = ba.getTarget(gs->curB);
|
|
|
|
const CStack * stack = battleGetStackByID(ba.stackNumber); //may be nullptr if action is not about stack
|
|
|
|
const bool isAboutActiveStack = stack && (ba.stackNumber == gs->curB->getActiveStackID());
|
|
|
|
logGlobal->trace("Making action: %s", ba.toString());
|
|
|
|
switch(ba.actionType)
|
|
{
|
|
case EActionType::WALK: //walk
|
|
case EActionType::DEFEND: //defend
|
|
case EActionType::WAIT: //wait
|
|
case EActionType::WALK_AND_ATTACK: //walk or attack
|
|
case EActionType::SHOOT: //shoot
|
|
case EActionType::CATAPULT: //catapult
|
|
case EActionType::STACK_HEAL: //healing with First Aid Tent
|
|
case EActionType::MONSTER_SPELL:
|
|
|
|
if (!stack)
|
|
{
|
|
complain("No such stack!");
|
|
return false;
|
|
}
|
|
if (!stack->alive())
|
|
{
|
|
complain("This stack is dead: " + stack->nodeName());
|
|
return false;
|
|
}
|
|
|
|
if (battleTacticDist())
|
|
{
|
|
if (stack && stack->unitSide() != battleGetTacticsSide())
|
|
{
|
|
complain("This is not a stack of side that has tactics!");
|
|
return false;
|
|
}
|
|
}
|
|
else if (!isAboutActiveStack)
|
|
{
|
|
complain("Action has to be about active stack!");
|
|
return false;
|
|
}
|
|
}
|
|
|
|
auto wrapAction = [this](BattleAction &ba)
|
|
{
|
|
StartAction startAction(ba);
|
|
sendAndApply(&startAction);
|
|
|
|
return vstd::makeScopeGuard([&]()
|
|
{
|
|
sendAndApply(&end_action);
|
|
});
|
|
};
|
|
|
|
switch(ba.actionType)
|
|
{
|
|
case EActionType::END_TACTIC_PHASE: //wait
|
|
case EActionType::BAD_MORALE:
|
|
case EActionType::NO_ACTION:
|
|
{
|
|
auto wrapper = wrapAction(ba);
|
|
break;
|
|
}
|
|
case EActionType::WALK:
|
|
{
|
|
auto wrapper = wrapAction(ba);
|
|
if(target.size() < 1)
|
|
{
|
|
complain("Destination required for move action.");
|
|
ok = false;
|
|
break;
|
|
}
|
|
int walkedTiles = moveStack(ba.stackNumber, target.at(0).hexValue); //move
|
|
if (!walkedTiles)
|
|
complain("Stack failed movement!");
|
|
break;
|
|
}
|
|
case EActionType::DEFEND:
|
|
{
|
|
//defensive stance, TODO: filter out spell boosts from bonus (stone skin etc.)
|
|
SetStackEffect sse;
|
|
Bonus defenseBonusToAdd(BonusDuration::STACK_GETS_TURN, BonusType::PRIMARY_SKILL, BonusSource::OTHER, 20, -1, PrimarySkill::DEFENSE, BonusValueType::PERCENT_TO_ALL);
|
|
Bonus bonus2(BonusDuration::STACK_GETS_TURN, BonusType::PRIMARY_SKILL, BonusSource::OTHER, stack->valOfBonuses(BonusType::DEFENSIVE_STANCE),
|
|
-1, PrimarySkill::DEFENSE, BonusValueType::ADDITIVE_VALUE);
|
|
Bonus alternativeWeakCreatureBonus(BonusDuration::STACK_GETS_TURN, BonusType::PRIMARY_SKILL, BonusSource::OTHER, 1, -1, PrimarySkill::DEFENSE, BonusValueType::ADDITIVE_VALUE);
|
|
|
|
BonusList defence = *stack->getBonuses(Selector::typeSubtype(BonusType::PRIMARY_SKILL, PrimarySkill::DEFENSE));
|
|
int oldDefenceValue = defence.totalValue();
|
|
|
|
defence.push_back(std::make_shared<Bonus>(defenseBonusToAdd));
|
|
defence.push_back(std::make_shared<Bonus>(bonus2));
|
|
|
|
int difference = defence.totalValue() - oldDefenceValue;
|
|
std::vector<Bonus> buffer;
|
|
if(difference == 0) //give replacement bonus for creatures not reaching 5 defense points (20% of def becomes 0)
|
|
{
|
|
difference = 1;
|
|
buffer.push_back(alternativeWeakCreatureBonus);
|
|
}
|
|
else
|
|
{
|
|
buffer.push_back(defenseBonusToAdd);
|
|
}
|
|
|
|
buffer.push_back(bonus2);
|
|
|
|
sse.toUpdate.push_back(std::make_pair(ba.stackNumber, buffer));
|
|
sendAndApply(&sse);
|
|
|
|
BattleLogMessage message;
|
|
|
|
MetaString text;
|
|
stack->addText(text, EMetaText::GENERAL_TXT, 120);
|
|
stack->addNameReplacement(text);
|
|
text.replaceNumber(difference);
|
|
|
|
message.lines.push_back(text);
|
|
|
|
sendAndApply(&message);
|
|
//don't break - we share code with next case
|
|
}
|
|
[[fallthrough]];
|
|
case EActionType::WAIT:
|
|
{
|
|
auto wrapper = wrapAction(ba);
|
|
break;
|
|
}
|
|
case EActionType::RETREAT: //retreat/flee
|
|
{
|
|
if (!gs->curB->battleCanFlee(gs->curB->sides.at(ba.side).color))
|
|
complain("Cannot retreat!");
|
|
else
|
|
setBattleResult(BattleResult::ESCAPE, !ba.side); //surrendering side loses
|
|
break;
|
|
}
|
|
case EActionType::SURRENDER:
|
|
{
|
|
PlayerColor player = gs->curB->sides.at(ba.side).color;
|
|
int cost = gs->curB->battleGetSurrenderCost(player);
|
|
if (cost < 0)
|
|
complain("Cannot surrender!");
|
|
else if (getResource(player, EGameResID::GOLD) < cost)
|
|
complain("Not enough gold to surrender!");
|
|
else
|
|
{
|
|
giveResource(player, EGameResID::GOLD, -cost);
|
|
setBattleResult(BattleResult::SURRENDER, !ba.side); //surrendering side loses
|
|
}
|
|
break;
|
|
}
|
|
case EActionType::WALK_AND_ATTACK: //walk or attack
|
|
{
|
|
auto wrapper = wrapAction(ba);
|
|
|
|
if(!stack)
|
|
{
|
|
complain("No attacker");
|
|
ok = false;
|
|
break;
|
|
}
|
|
|
|
if(target.size() < 2)
|
|
{
|
|
complain("Two destinations required for attack action.");
|
|
ok = false;
|
|
break;
|
|
}
|
|
|
|
BattleHex attackPos = target.at(0).hexValue;
|
|
BattleHex destinationTile = target.at(1).hexValue;
|
|
const CStack * destinationStack = gs->curB->battleGetStackByPos(destinationTile, true);
|
|
|
|
if(!destinationStack)
|
|
{
|
|
complain("Invalid target to attack");
|
|
ok = false;
|
|
break;
|
|
}
|
|
|
|
BattleHex startingPos = stack->getPosition();
|
|
int distance = moveStack(ba.stackNumber, attackPos);
|
|
|
|
logGlobal->trace("%s will attack %s", stack->nodeName(), destinationStack->nodeName());
|
|
|
|
if(stack->getPosition() != attackPos
|
|
&& !(stack->doubleWide() && (stack->getPosition() == attackPos.cloneInDirection(stack->destShiftDir(), false)))
|
|
)
|
|
{
|
|
// we were not able to reach destination tile, nor occupy specified hex
|
|
// abort attack attempt, but treat this case as legal - we may have stepped onto a quicksands/mine
|
|
break;
|
|
}
|
|
|
|
if(destinationStack && stack->unitId() == destinationStack->unitId()) //we should just move, it will be handled by following check
|
|
{
|
|
destinationStack = nullptr;
|
|
}
|
|
|
|
if(!destinationStack)
|
|
{
|
|
complain("Unit can not attack itself");
|
|
ok = false;
|
|
break;
|
|
}
|
|
|
|
if(!CStack::isMeleeAttackPossible(stack, destinationStack))
|
|
{
|
|
complain("Attack cannot be performed!");
|
|
ok = false;
|
|
break;
|
|
}
|
|
|
|
//attack
|
|
int totalAttacks = stack->totalAttacks.getMeleeValue();
|
|
|
|
//TODO: move to CUnitState
|
|
const auto * attackingHero = gs->curB->battleGetFightingHero(ba.side);
|
|
if(attackingHero)
|
|
{
|
|
totalAttacks += attackingHero->valOfBonuses(BonusType::HERO_GRANTS_ATTACKS, stack->creatureIndex());
|
|
}
|
|
|
|
|
|
const bool firstStrike = destinationStack->hasBonusOfType(BonusType::FIRST_STRIKE);
|
|
const bool retaliation = destinationStack->ableToRetaliate();
|
|
for (int i = 0; i < totalAttacks; ++i)
|
|
{
|
|
//first strike
|
|
if(i == 0 && firstStrike && retaliation)
|
|
{
|
|
makeAttack(destinationStack, stack, 0, stack->getPosition(), true, false, true);
|
|
}
|
|
|
|
//move can cause death, eg. by walking into the moat, first strike can cause death or paralysis/petrification
|
|
if(stack->alive() && !stack->hasBonusOfType(BonusType::NOT_ACTIVE) && destinationStack->alive())
|
|
{
|
|
makeAttack(stack, destinationStack, (i ? 0 : distance), destinationTile, i==0, false, false);//no distance travelled on second attack
|
|
}
|
|
|
|
//counterattack
|
|
//we check retaliation twice, so if it unblocked during attack it will work only on next attack
|
|
if(stack->alive()
|
|
&& !stack->hasBonusOfType(BonusType::BLOCKS_RETALIATION)
|
|
&& (i == 0 && !firstStrike)
|
|
&& retaliation && destinationStack->ableToRetaliate())
|
|
{
|
|
makeAttack(destinationStack, stack, 0, stack->getPosition(), true, false, true);
|
|
}
|
|
}
|
|
|
|
//return
|
|
if(stack->hasBonusOfType(BonusType::RETURN_AFTER_STRIKE)
|
|
&& target.size() == 3
|
|
&& startingPos != stack->getPosition()
|
|
&& startingPos == target.at(2).hexValue
|
|
&& stack->alive())
|
|
{
|
|
moveStack(ba.stackNumber, startingPos);
|
|
//NOTE: curStack->unitId() == ba.stackNumber (rev 1431)
|
|
}
|
|
break;
|
|
}
|
|
case EActionType::SHOOT:
|
|
{
|
|
if(target.size() < 1)
|
|
{
|
|
complain("Destination required for shot action.");
|
|
ok = false;
|
|
break;
|
|
}
|
|
|
|
auto destination = target.at(0).hexValue;
|
|
|
|
const CStack * destinationStack = gs->curB->battleGetStackByPos(destination);
|
|
|
|
if (!gs->curB->battleCanShoot(stack, destination))
|
|
{
|
|
complain("Cannot shoot!");
|
|
break;
|
|
}
|
|
if (!destinationStack)
|
|
{
|
|
complain("No target to shoot!");
|
|
break;
|
|
}
|
|
|
|
auto wrapper = wrapAction(ba);
|
|
|
|
makeAttack(stack, destinationStack, 0, destination, true, true, false);
|
|
|
|
//ranged counterattack
|
|
if (destinationStack->hasBonusOfType(BonusType::RANGED_RETALIATION)
|
|
&& !stack->hasBonusOfType(BonusType::BLOCKS_RANGED_RETALIATION)
|
|
&& destinationStack->ableToRetaliate()
|
|
&& gs->curB->battleCanShoot(destinationStack, stack->getPosition())
|
|
&& stack->alive()) //attacker may have died (fire shield)
|
|
{
|
|
makeAttack(destinationStack, stack, 0, stack->getPosition(), true, true, true);
|
|
}
|
|
//allow more than one additional attack
|
|
|
|
int totalRangedAttacks = stack->totalAttacks.getRangedValue();
|
|
|
|
//TODO: move to CUnitState
|
|
const auto * attackingHero = gs->curB->battleGetFightingHero(ba.side);
|
|
if(attackingHero)
|
|
{
|
|
totalRangedAttacks += attackingHero->valOfBonuses(BonusType::HERO_GRANTS_ATTACKS, stack->creatureIndex());
|
|
}
|
|
|
|
|
|
for(int i = 1; i < totalRangedAttacks; ++i)
|
|
{
|
|
if(
|
|
stack->alive()
|
|
&& destinationStack->alive()
|
|
&& stack->shots.canUse()
|
|
)
|
|
{
|
|
makeAttack(stack, destinationStack, 0, destination, false, true, false);
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
case EActionType::CATAPULT:
|
|
{
|
|
auto wrapper = wrapAction(ba);
|
|
const CStack * shooter = gs->curB->battleGetStackByID(ba.stackNumber);
|
|
std::shared_ptr<const Bonus> catapultAbility = stack->getBonusLocalFirst(Selector::type()(BonusType::CATAPULT));
|
|
if(!catapultAbility || catapultAbility->subtype < 0)
|
|
{
|
|
complain("We do not know how to shoot :P");
|
|
}
|
|
else
|
|
{
|
|
const CSpell * spell = SpellID(catapultAbility->subtype).toSpell();
|
|
spells::BattleCast parameters(gs->curB, shooter, spells::Mode::SPELL_LIKE_ATTACK, spell); //We can shot infinitely by catapult
|
|
auto shotLevel = stack->valOfBonuses(Selector::typeSubtype(BonusType::CATAPULT_EXTRA_SHOTS, catapultAbility->subtype));
|
|
parameters.setSpellLevel(shotLevel);
|
|
parameters.cast(spellEnv, target);
|
|
}
|
|
//finish by scope guard
|
|
break;
|
|
}
|
|
case EActionType::STACK_HEAL: //healing with First Aid Tent
|
|
{
|
|
auto wrapper = wrapAction(ba);
|
|
const CStack * healer = gs->curB->battleGetStackByID(ba.stackNumber);
|
|
|
|
if(target.size() < 1)
|
|
{
|
|
complain("Destination required for heal action.");
|
|
ok = false;
|
|
break;
|
|
}
|
|
|
|
const battle::Unit * destStack = nullptr;
|
|
std::shared_ptr<const Bonus> healerAbility = stack->getBonusLocalFirst(Selector::type()(BonusType::HEALER));
|
|
|
|
if(target.at(0).unitValue)
|
|
destStack = target.at(0).unitValue;
|
|
else
|
|
destStack = gs->curB->battleGetUnitByPos(target.at(0).hexValue);
|
|
|
|
if(healer == nullptr || destStack == nullptr || !healerAbility || healerAbility->subtype < 0)
|
|
{
|
|
complain("There is either no healer, no destination, or healer cannot heal :P");
|
|
}
|
|
else
|
|
{
|
|
const CSpell * spell = SpellID(healerAbility->subtype).toSpell();
|
|
spells::BattleCast parameters(gs->curB, healer, spells::Mode::SPELL_LIKE_ATTACK, spell); //We can heal infinitely by first aid tent
|
|
auto dest = battle::Destination(destStack, target.at(0).hexValue);
|
|
parameters.setSpellLevel(0);
|
|
parameters.cast(spellEnv, {dest});
|
|
}
|
|
break;
|
|
}
|
|
case EActionType::MONSTER_SPELL:
|
|
{
|
|
auto wrapper = wrapAction(ba);
|
|
|
|
const CStack * stack = gs->curB->battleGetStackByID(ba.stackNumber);
|
|
SpellID spellID = SpellID(ba.actionSubtype);
|
|
|
|
std::shared_ptr<const Bonus> randSpellcaster = stack->getBonus(Selector::type()(BonusType::RANDOM_SPELLCASTER));
|
|
std::shared_ptr<const Bonus> spellcaster = stack->getBonus(Selector::typeSubtype(BonusType::SPELLCASTER, spellID));
|
|
|
|
//TODO special bonus for genies ability
|
|
if (randSpellcaster && battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_AIMED) < 0)
|
|
spellID = battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_GENIE);
|
|
|
|
if (spellID < 0)
|
|
complain("That stack can't cast spells!");
|
|
else
|
|
{
|
|
const CSpell * spell = SpellID(spellID).toSpell();
|
|
spells::BattleCast parameters(gs->curB, stack, spells::Mode::CREATURE_ACTIVE, spell);
|
|
int32_t spellLvl = 0;
|
|
if(spellcaster)
|
|
vstd::amax(spellLvl, spellcaster->val);
|
|
if(randSpellcaster)
|
|
vstd::amax(spellLvl, randSpellcaster->val);
|
|
parameters.setSpellLevel(spellLvl);
|
|
parameters.cast(spellEnv, target);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
if(ba.actionType == EActionType::WAIT || ba.actionType == EActionType::DEFEND
|
|
|| ba.actionType == EActionType::SHOOT || ba.actionType == EActionType::MONSTER_SPELL)
|
|
handleObstacleTriggersForUnit(*spellEnv, *stack);
|
|
if(ba.stackNumber == gs->curB->activeStack || battleResult.get()) //active stack has moved or battle has finished
|
|
battleMadeAction.setn(true);
|
|
return ok;
|
|
}
|
|
|
|
bool CGameHandler::makeCustomAction(BattleAction & ba)
|
|
{
|
|
boost::unique_lock lock(battleActionMutex);
|
|
|
|
switch(ba.actionType)
|
|
{
|
|
case EActionType::HERO_SPELL:
|
|
{
|
|
COMPLAIN_RET_FALSE_IF(ba.side > 1, "Side must be 0 or 1!");
|
|
|
|
const CGHeroInstance *h = gs->curB->battleGetFightingHero(ba.side);
|
|
COMPLAIN_RET_FALSE_IF((!h), "Wrong caster!");
|
|
|
|
const CSpell * s = SpellID(ba.actionSubtype).toSpell();
|
|
if (!s)
|
|
{
|
|
logGlobal->error("Wrong spell id (%d)!", ba.actionSubtype);
|
|
return false;
|
|
}
|
|
|
|
spells::BattleCast parameters(gs->curB, h, spells::Mode::HERO, s);
|
|
|
|
spells::detail::ProblemImpl problem;
|
|
|
|
auto m = s->battleMechanics(¶meters);
|
|
|
|
if(!m->canBeCast(problem))//todo: should we check aimed cast?
|
|
{
|
|
logGlobal->warn("Spell cannot be cast!");
|
|
std::vector<std::string> texts;
|
|
problem.getAll(texts);
|
|
for(auto s : texts)
|
|
logGlobal->warn(s);
|
|
return false;
|
|
}
|
|
|
|
StartAction start_action(ba);
|
|
sendAndApply(&start_action); //start spell casting
|
|
|
|
parameters.cast(spellEnv, ba.getTarget(gs->curB));
|
|
|
|
sendAndApply(&end_action);
|
|
if (!gs->curB->battleGetStackByID(gs->curB->activeStack))
|
|
{
|
|
battleMadeAction.setn(true);
|
|
}
|
|
checkBattleStateChanges();
|
|
if (battleResult.get())
|
|
{
|
|
battleMadeAction.setn(true);
|
|
//battle will be ended by startBattle function
|
|
//endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
|
|
}
|
|
|
|
return true;
|
|
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
void CGameHandler::stackEnchantedTrigger(const CStack * st)
|
|
{
|
|
auto bl = *(st->getBonuses(Selector::type()(BonusType::ENCHANTED)));
|
|
for(auto b : bl)
|
|
{
|
|
const CSpell * sp = SpellID(b->subtype).toSpell();
|
|
if(!sp)
|
|
continue;
|
|
|
|
const int32_t val = bl.valOfBonuses(Selector::typeSubtype(b->type, b->subtype));
|
|
const int32_t level = ((val > 3) ? (val - 3) : val);
|
|
|
|
spells::BattleCast battleCast(gs->curB, st, spells::Mode::PASSIVE, sp);
|
|
//this makes effect accumulate for at most 50 turns by default, but effect may be permanent and last till the end of battle
|
|
battleCast.setEffectDuration(50);
|
|
battleCast.setSpellLevel(level);
|
|
spells::Target target;
|
|
|
|
if(val > 3)
|
|
{
|
|
for(auto s : gs->curB->battleGetAllStacks())
|
|
if(battleMatchOwner(st, s, true) && s->isValidTarget()) //all allied
|
|
target.emplace_back(s);
|
|
}
|
|
else
|
|
{
|
|
target.emplace_back(st);
|
|
}
|
|
battleCast.applyEffects(spellEnv, target, false, true);
|
|
}
|
|
}
|
|
|
|
void CGameHandler::stackTurnTrigger(const CStack *st)
|
|
{
|
|
BattleTriggerEffect bte;
|
|
bte.stackID = st->unitId();
|
|
bte.effect = -1;
|
|
bte.val = 0;
|
|
bte.additionalInfo = 0;
|
|
if (st->alive())
|
|
{
|
|
//unbind
|
|
if (st->hasBonus(Selector::type()(BonusType::BIND_EFFECT)))
|
|
{
|
|
bool unbind = true;
|
|
BonusList bl = *(st->getBonuses(Selector::type()(BonusType::BIND_EFFECT)));
|
|
auto adjacent = gs->curB->battleAdjacentUnits(st);
|
|
|
|
for (auto b : bl)
|
|
{
|
|
if(b->additionalInfo != CAddInfo::NONE)
|
|
{
|
|
const CStack * stack = gs->curB->battleGetStackByID(b->additionalInfo[0]); //binding stack must be alive and adjacent
|
|
if(stack)
|
|
{
|
|
if(vstd::contains(adjacent, stack)) //binding stack is still present
|
|
unbind = false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
unbind = false;
|
|
}
|
|
}
|
|
if (unbind)
|
|
{
|
|
BattleSetStackProperty ssp;
|
|
ssp.which = BattleSetStackProperty::UNBIND;
|
|
ssp.stackID = st->unitId();
|
|
sendAndApply(&ssp);
|
|
}
|
|
}
|
|
|
|
if (st->hasBonusOfType(BonusType::POISON))
|
|
{
|
|
std::shared_ptr<const Bonus> b = st->getBonusLocalFirst(Selector::source(BonusSource::SPELL_EFFECT, SpellID::POISON).And(Selector::type()(BonusType::STACK_HEALTH)));
|
|
if (b) //TODO: what if not?...
|
|
{
|
|
bte.val = std::max (b->val - 10, -(st->valOfBonuses(BonusType::POISON)));
|
|
if (bte.val < b->val) //(negative) poison effect increases - update it
|
|
{
|
|
bte.effect = vstd::to_underlying(BonusType::POISON);
|
|
sendAndApply(&bte);
|
|
}
|
|
}
|
|
}
|
|
if(st->hasBonusOfType(BonusType::MANA_DRAIN) && !st->drainedMana)
|
|
{
|
|
const PlayerColor opponent = gs->curB->otherPlayer(gs->curB->battleGetOwner(st));
|
|
const CGHeroInstance * opponentHero = gs->curB->getHero(opponent);
|
|
if(opponentHero)
|
|
{
|
|
ui32 manaDrained = st->valOfBonuses(BonusType::MANA_DRAIN);
|
|
vstd::amin(manaDrained, opponentHero->mana);
|
|
if(manaDrained)
|
|
{
|
|
bte.effect = vstd::to_underlying(BonusType::MANA_DRAIN);
|
|
bte.val = manaDrained;
|
|
bte.additionalInfo = opponentHero->id.getNum(); //for sanity
|
|
sendAndApply(&bte);
|
|
}
|
|
}
|
|
}
|
|
if (st->isLiving() && !st->hasBonusOfType(BonusType::FEARLESS))
|
|
{
|
|
bool fearsomeCreature = false;
|
|
for (CStack * stack : gs->curB->stacks)
|
|
{
|
|
if (battleMatchOwner(st, stack) && stack->alive() && stack->hasBonusOfType(BonusType::FEAR))
|
|
{
|
|
fearsomeCreature = true;
|
|
break;
|
|
}
|
|
}
|
|
if (fearsomeCreature)
|
|
{
|
|
if (getRandomGenerator().nextInt(99) < 10) //fixed 10%
|
|
{
|
|
bte.effect = vstd::to_underlying(BonusType::FEAR);
|
|
sendAndApply(&bte);
|
|
}
|
|
}
|
|
}
|
|
BonusList bl = *(st->getBonuses(Selector::type()(BonusType::ENCHANTER)));
|
|
int side = gs->curB->whatSide(st->unitOwner());
|
|
if(st->canCast() && gs->curB->battleGetEnchanterCounter(side) == 0)
|
|
{
|
|
bool cast = false;
|
|
while(!bl.empty() && !cast)
|
|
{
|
|
auto bonus = *RandomGeneratorUtil::nextItem(bl, getRandomGenerator());
|
|
auto spellID = SpellID(bonus->subtype);
|
|
const CSpell * spell = SpellID(spellID).toSpell();
|
|
bl.remove_if([&bonus](const Bonus * b)
|
|
{
|
|
return b == bonus.get();
|
|
});
|
|
spells::BattleCast parameters(gs->curB, st, spells::Mode::ENCHANTER, spell);
|
|
parameters.setSpellLevel(bonus->val);
|
|
parameters.massive = true;
|
|
parameters.smart = true;
|
|
//todo: recheck effect level
|
|
if(parameters.castIfPossible(spellEnv, spells::Target(1, spells::Destination())))
|
|
{
|
|
cast = true;
|
|
|
|
int cooldown = bonus->additionalInfo[0];
|
|
BattleSetStackProperty ssp;
|
|
ssp.which = BattleSetStackProperty::ENCHANTER_COUNTER;
|
|
ssp.absolute = false;
|
|
ssp.val = cooldown;
|
|
ssp.stackID = st->unitId();
|
|
sendAndApply(&ssp);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void CGameHandler::handleTimeEvents()
|
|
{
|
|
gs->map->events.sort(evntCmp);
|
|
while(gs->map->events.size() && gs->map->events.front().firstOccurence+1 == gs->day)
|
|
{
|
|
CMapEvent ev = gs->map->events.front();
|
|
|
|
for (int player = 0; player < PlayerColor::PLAYER_LIMIT_I; player++)
|
|
{
|
|
auto color = PlayerColor(player);
|
|
|
|
const PlayerState * pinfo = getPlayerState(color, false); //do not output error if player does not exist
|
|
|
|
if (pinfo //player exists
|
|
&& (ev.players & 1<<player) //event is enabled to this player
|
|
&& ((ev.computerAffected && !pinfo->human)
|
|
|| (ev.humanAffected && pinfo->human)
|
|
)
|
|
)
|
|
{
|
|
//give resources
|
|
giveResources(color, ev.resources);
|
|
|
|
//prepare dialog
|
|
InfoWindow iw;
|
|
iw.player = color;
|
|
iw.text.appendRawString(ev.message);
|
|
|
|
for (int i=0; i<ev.resources.size(); i++)
|
|
{
|
|
if (ev.resources[i]) //if resource is changed, we add it to the dialog
|
|
iw.components.emplace_back(Component::EComponentType::RESOURCE,i,ev.resources[i],0);
|
|
}
|
|
|
|
sendAndApply(&iw); //show dialog
|
|
}
|
|
} //PLAYERS LOOP
|
|
|
|
if (ev.nextOccurence)
|
|
{
|
|
gs->map->events.pop_front();
|
|
|
|
ev.firstOccurence += ev.nextOccurence;
|
|
auto it = gs->map->events.begin();
|
|
while(it != gs->map->events.end() && it->earlierThanOrEqual(ev))
|
|
it++;
|
|
gs->map->events.insert(it, ev);
|
|
}
|
|
else
|
|
{
|
|
gs->map->events.pop_front();
|
|
}
|
|
}
|
|
|
|
//TODO send only if changed
|
|
UpdateMapEvents ume;
|
|
ume.events = gs->map->events;
|
|
sendAndApply(&ume);
|
|
}
|
|
|
|
void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
|
|
{
|
|
town->events.sort(evntCmp);
|
|
while(town->events.size() && town->events.front().firstOccurence == gs->day)
|
|
{
|
|
PlayerColor player = town->tempOwner;
|
|
CCastleEvent ev = town->events.front();
|
|
const PlayerState * pinfo = getPlayerState(player, false);
|
|
|
|
if (pinfo //player exists
|
|
&& (ev.players & 1<<player.getNum()) //event is enabled to this player
|
|
&& ((ev.computerAffected && !pinfo->human)
|
|
|| (ev.humanAffected && pinfo->human)))
|
|
{
|
|
// dialog
|
|
InfoWindow iw;
|
|
iw.player = player;
|
|
iw.text.appendRawString(ev.message);
|
|
|
|
if (ev.resources.nonZero())
|
|
{
|
|
TResources was = n.res[player];
|
|
n.res[player] += ev.resources;
|
|
n.res[player].amax(0);
|
|
|
|
for (int i=0; i<ev.resources.size(); i++)
|
|
if (ev.resources[i] && pinfo->resources[i] != n.res.at(player)[i]) //if resource had changed, we add it to the dialog
|
|
iw.components.emplace_back(Component::EComponentType::RESOURCE,i,n.res.at(player)[i]-was[i],0);
|
|
|
|
}
|
|
|
|
for (auto & i : ev.buildings)
|
|
{
|
|
if (!town->hasBuilt(i))
|
|
{
|
|
buildStructure(town->id, i, true);
|
|
iw.components.emplace_back(Component::EComponentType::BUILDING, town->subID, i, 0);
|
|
}
|
|
}
|
|
|
|
if (!ev.creatures.empty() && !vstd::contains(n.cres, town->id))
|
|
{
|
|
n.cres[town->id].tid = town->id;
|
|
n.cres[town->id].creatures = town->creatures;
|
|
}
|
|
auto & sac = n.cres[town->id];
|
|
|
|
for (si32 i=0;i<ev.creatures.size();i++) //creature growths
|
|
{
|
|
if (!town->creatures.at(i).second.empty() && ev.creatures.at(i) > 0)//there is dwelling
|
|
{
|
|
sac.creatures[i].first += ev.creatures.at(i);
|
|
iw.components.emplace_back(Component::EComponentType::CREATURE,
|
|
town->creatures.at(i).second.back(), ev.creatures.at(i), 0);
|
|
}
|
|
}
|
|
sendAndApply(&iw); //show dialog
|
|
}
|
|
|
|
if (ev.nextOccurence)
|
|
{
|
|
town->events.pop_front();
|
|
|
|
ev.firstOccurence += ev.nextOccurence;
|
|
auto it = town->events.begin();
|
|
while(it != town->events.end() && it->earlierThanOrEqual(ev))
|
|
it++;
|
|
town->events.insert(it, ev);
|
|
}
|
|
else
|
|
{
|
|
town->events.pop_front();
|
|
}
|
|
}
|
|
|
|
//TODO send only if changed
|
|
UpdateCastleEvents uce;
|
|
uce.town = town->id;
|
|
uce.events = town->events;
|
|
sendAndApply(&uce);
|
|
}
|
|
|
|
bool CGameHandler::complain(const std::string &problem)
|
|
{
|
|
playerMessages->broadcastSystemMessage("Server encountered a problem: " + problem);
|
|
logGlobal->error(problem);
|
|
return true;
|
|
}
|
|
|
|
void CGameHandler::showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
|
|
{
|
|
//PlayerColor player = getOwner(hid);
|
|
auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
|
|
auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
|
|
|
|
assert(lowerArmy);
|
|
assert(upperArmy);
|
|
|
|
auto garrisonQuery = std::make_shared<CGarrisonDialogQuery>(this, upperArmy, lowerArmy);
|
|
queries.addQuery(garrisonQuery);
|
|
|
|
GarrisonDialog gd;
|
|
gd.hid = hid;
|
|
gd.objid = upobj;
|
|
gd.removableUnits = removableUnits;
|
|
gd.queryID = garrisonQuery->queryID;
|
|
sendAndApply(&gd);
|
|
}
|
|
|
|
void CGameHandler::showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId)
|
|
{
|
|
OpenWindow ow;
|
|
ow.window = EOpenWindowMode::THIEVES_GUILD;
|
|
ow.id1 = player.getNum();
|
|
ow.id2 = requestingObjId.getNum();
|
|
sendAndApply(&ow);
|
|
}
|
|
|
|
bool CGameHandler::isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2)
|
|
{
|
|
if (id1 == id2)
|
|
return true;
|
|
|
|
const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
|
|
if (!o1 || !o2)
|
|
return true; //arranging stacks within an object should be always allowed
|
|
|
|
if (o1 && o2)
|
|
{
|
|
if (o1->ID == Obj::TOWN)
|
|
{
|
|
const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
|
|
if (t->visitingHero == o2 || t->garrisonHero == o2)
|
|
return true;
|
|
}
|
|
if (o2->ID == Obj::TOWN)
|
|
{
|
|
const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
|
|
if (t->visitingHero == o1 || t->garrisonHero == o1)
|
|
return true;
|
|
}
|
|
|
|
if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
|
|
{
|
|
const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
|
|
const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
|
|
|
|
// two heroes in same town (garrisoned and visiting)
|
|
if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
|
|
return true;
|
|
}
|
|
|
|
//Ongoing garrison exchange - usually picking from top garison (from o1 to o2), but who knows
|
|
auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o1->tempOwner));
|
|
if (!dialog)
|
|
{
|
|
dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o2->tempOwner));
|
|
}
|
|
if (dialog)
|
|
{
|
|
auto topArmy = dialog->exchangingArmies.at(0);
|
|
auto bottomArmy = dialog->exchangingArmies.at(1);
|
|
|
|
if ((topArmy == o1 && bottomArmy == o2) || (bottomArmy == o1 && topArmy == o2))
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void CGameHandler::objectVisited(const CGObjectInstance * obj, const CGHeroInstance * h)
|
|
{
|
|
using events::ObjectVisitStarted;
|
|
|
|
logGlobal->debug("%s visits %s (%d:%d)", h->nodeName(), obj->getObjectName(), obj->ID, obj->subID);
|
|
|
|
std::shared_ptr<CObjectVisitQuery> visitQuery;
|
|
|
|
auto startVisit = [&](ObjectVisitStarted & event)
|
|
{
|
|
auto visitedObject = obj;
|
|
|
|
if(obj->ID == Obj::HERO)
|
|
{
|
|
auto visitedHero = static_cast<const CGHeroInstance *>(obj);
|
|
const auto visitedTown = visitedHero->visitedTown;
|
|
|
|
if(visitedTown)
|
|
{
|
|
const bool isEnemy = visitedHero->getOwner() != h->getOwner();
|
|
|
|
if(isEnemy && !visitedTown->isBattleOutsideTown(visitedHero))
|
|
visitedObject = visitedTown;
|
|
}
|
|
}
|
|
visitQuery = std::make_shared<CObjectVisitQuery>(this, visitedObject, h, visitedObject->visitablePos());
|
|
queries.addQuery(visitQuery); //TODO real visit pos
|
|
|
|
HeroVisit hv;
|
|
hv.objId = obj->id;
|
|
hv.heroId = h->id;
|
|
hv.player = h->tempOwner;
|
|
hv.starting = true;
|
|
sendAndApply(&hv);
|
|
|
|
obj->onHeroVisit(h);
|
|
};
|
|
|
|
ObjectVisitStarted::defaultExecute(serverEventBus.get(), startVisit, h->tempOwner, h->id, obj->id);
|
|
|
|
if(visitQuery)
|
|
queries.popIfTop(visitQuery); //visit ends here if no queries were created
|
|
}
|
|
|
|
void CGameHandler::objectVisitEnded(const CObjectVisitQuery & query)
|
|
{
|
|
using events::ObjectVisitEnded;
|
|
|
|
logGlobal->debug("%s visit ends.\n", query.visitingHero->nodeName());
|
|
|
|
auto endVisit = [&](ObjectVisitEnded & event)
|
|
{
|
|
HeroVisit hv;
|
|
hv.player = event.getPlayer();
|
|
hv.heroId = event.getHero();
|
|
hv.starting = false;
|
|
sendAndApply(&hv);
|
|
};
|
|
|
|
//TODO: ObjectVisitEnded should also have id of visited object,
|
|
//but this requires object being deleted only by `removeAfterVisit()` but not `removeObject()`
|
|
ObjectVisitEnded::defaultExecute(serverEventBus.get(), endVisit, query.players.front(), query.visitingHero->id);
|
|
}
|
|
|
|
bool CGameHandler::buildBoat(ObjectInstanceID objid, PlayerColor playerID)
|
|
{
|
|
const IShipyard *obj = IShipyard::castFrom(getObj(objid));
|
|
|
|
if (obj->shipyardStatus() != IBoatGenerator::GOOD)
|
|
{
|
|
complain("Cannot build boat in this shipyard!");
|
|
return false;
|
|
}
|
|
|
|
TResources boatCost;
|
|
obj->getBoatCost(boatCost);
|
|
TResources aviable = getPlayerState(playerID)->resources;
|
|
|
|
if (!aviable.canAfford(boatCost))
|
|
{
|
|
complain("Not enough resources to build a boat!");
|
|
return false;
|
|
}
|
|
|
|
int3 tile = obj->bestLocation();
|
|
if (!gs->map->isInTheMap(tile))
|
|
{
|
|
complain("Cannot find appropriate tile for a boat!");
|
|
return false;
|
|
}
|
|
|
|
giveResources(playerID, -boatCost);
|
|
createObject(tile, Obj::BOAT, obj->getBoatType().getNum());
|
|
return true;
|
|
}
|
|
|
|
void CGameHandler::engageIntoBattle(PlayerColor player)
|
|
{
|
|
//notify interfaces
|
|
PlayerBlocked pb;
|
|
pb.player = player;
|
|
pb.reason = PlayerBlocked::UPCOMING_BATTLE;
|
|
pb.startOrEnd = PlayerBlocked::BLOCKADE_STARTED;
|
|
sendAndApply(&pb);
|
|
}
|
|
|
|
void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
|
|
{
|
|
for (auto playerColor : playerColors)
|
|
{
|
|
if (getPlayerState(playerColor, false))
|
|
checkVictoryLossConditionsForPlayer(playerColor);
|
|
}
|
|
}
|
|
|
|
void CGameHandler::checkVictoryLossConditionsForAll()
|
|
{
|
|
std::set<PlayerColor> playerColors;
|
|
for (int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
|
|
{
|
|
playerColors.insert(PlayerColor(i));
|
|
}
|
|
checkVictoryLossConditions(playerColors);
|
|
}
|
|
|
|
void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
|
|
{
|
|
const PlayerState * p = getPlayerState(player);
|
|
|
|
if(!p || p->status != EPlayerStatus::INGAME) return;
|
|
|
|
auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player);
|
|
|
|
if (victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
|
|
{
|
|
InfoWindow iw;
|
|
getVictoryLossMessage(player, victoryLossCheckResult, iw);
|
|
sendAndApply(&iw);
|
|
|
|
PlayerEndsGame peg;
|
|
peg.player = player;
|
|
peg.victoryLossCheckResult = victoryLossCheckResult;
|
|
sendAndApply(&peg);
|
|
|
|
if (victoryLossCheckResult.victory())
|
|
{
|
|
//one player won -> all enemies lost
|
|
for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
|
|
{
|
|
if (i->first != player && getPlayerState(i->first)->status == EPlayerStatus::INGAME)
|
|
{
|
|
peg.player = i->first;
|
|
peg.victoryLossCheckResult = getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ?
|
|
victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner
|
|
|
|
InfoWindow iw;
|
|
getVictoryLossMessage(player, peg.victoryLossCheckResult, iw);
|
|
iw.player = i->first;
|
|
|
|
sendAndApply(&iw);
|
|
sendAndApply(&peg);
|
|
}
|
|
}
|
|
|
|
if(p->human)
|
|
{
|
|
lobby->state = EServerState::GAMEPLAY_ENDED;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
//copy heroes vector to avoid iterator invalidation as removal change PlayerState
|
|
auto hlp = p->heroes;
|
|
for (auto h : hlp) //eliminate heroes
|
|
{
|
|
if (h.get())
|
|
removeObject(h);
|
|
}
|
|
|
|
//player lost -> all his objects become unflagged (neutral)
|
|
for (auto obj : gs->map->objects) //unflag objs
|
|
{
|
|
if (obj.get() && obj->tempOwner == player)
|
|
setOwner(obj, PlayerColor::NEUTRAL);
|
|
}
|
|
|
|
//eliminating one player may cause victory of another:
|
|
std::set<PlayerColor> playerColors;
|
|
|
|
//do not copy player state (CBonusSystemNode) by value
|
|
for (auto &p : gs->players) //players may have different colors, iterate over players and not integers
|
|
{
|
|
if (p.first != player)
|
|
playerColors.insert(p.first);
|
|
}
|
|
|
|
//notify all players
|
|
for (auto pc : playerColors)
|
|
{
|
|
if (getPlayerState(pc)->status == EPlayerStatus::INGAME)
|
|
{
|
|
InfoWindow iw;
|
|
getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw);
|
|
iw.player = pc;
|
|
sendAndApply(&iw);
|
|
}
|
|
}
|
|
checkVictoryLossConditions(playerColors);
|
|
}
|
|
|
|
auto playerInfo = getPlayerState(gs->currentPlayer, false);
|
|
// If we are called before the actual game start, there might be no current player
|
|
if (playerInfo && playerInfo->status != EPlayerStatus::INGAME)
|
|
{
|
|
// If player making turn has lost his turn must be over as well
|
|
states.setFlag(gs->currentPlayer, &PlayerStatus::makingTurn, false);
|
|
}
|
|
}
|
|
}
|
|
|
|
void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const
|
|
{
|
|
out.player = player;
|
|
out.text = victoryLossCheckResult.messageToSelf;
|
|
out.text.replaceLocalString(EMetaText::COLOR, player.getNum());
|
|
out.components.emplace_back(Component::EComponentType::FLAG, player.getNum(), 0, 0);
|
|
}
|
|
|
|
bool CGameHandler::dig(const CGHeroInstance *h)
|
|
{
|
|
if (h->diggingStatus() != EDiggingStatus::CAN_DIG) //checks for terrain and movement
|
|
COMPLAIN_RETF("Hero cannot dig (error code %d)!", h->diggingStatus());
|
|
|
|
createObject(h->visitablePos(), Obj::HOLE, 0 );
|
|
|
|
//take MPs
|
|
SetMovePoints smp;
|
|
smp.hid = h->id;
|
|
smp.val = 0;
|
|
sendAndApply(&smp);
|
|
|
|
InfoWindow iw;
|
|
iw.type = EInfoWindowMode::AUTO;
|
|
iw.player = h->tempOwner;
|
|
if (gs->map->grailPos == h->visitablePos())
|
|
{
|
|
iw.text.appendLocalString(EMetaText::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
|
|
iw.text.appendLocalString(EMetaText::ART_NAMES, ArtifactID::GRAIL);
|
|
iw.soundID = soundBase::ULTIMATEARTIFACT;
|
|
giveHeroNewArtifact(h, VLC->arth->objects[ArtifactID::GRAIL], ArtifactPosition::FIRST_AVAILABLE); //give grail
|
|
sendAndApply(&iw);
|
|
|
|
iw.soundID = soundBase::invalid;
|
|
iw.components.emplace_back(Component::EComponentType::ARTIFACT, ArtifactID::GRAIL, 0, 0);
|
|
iw.text.clear();
|
|
iw.text.appendLocalString(EMetaText::ART_DESCR, ArtifactID::GRAIL);
|
|
sendAndApply(&iw);
|
|
}
|
|
else
|
|
{
|
|
iw.text.appendLocalString(EMetaText::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
|
|
iw.soundID = soundBase::Dig;
|
|
sendAndApply(&iw);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void CGameHandler::attackCasting(bool ranged, BonusType attackMode, const battle::Unit * attacker, const battle::Unit * defender)
|
|
{
|
|
if(attacker->hasBonusOfType(attackMode))
|
|
{
|
|
std::set<SpellID> spellsToCast;
|
|
TConstBonusListPtr spells = attacker->getBonuses(Selector::type()(attackMode));
|
|
for(const auto & sf : *spells)
|
|
{
|
|
spellsToCast.insert(SpellID(sf->subtype));
|
|
}
|
|
for(SpellID spellID : spellsToCast)
|
|
{
|
|
bool castMe = false;
|
|
if(!defender->alive())
|
|
{
|
|
logGlobal->debug("attackCasting: all attacked creatures have been killed");
|
|
return;
|
|
}
|
|
int32_t spellLevel = 0;
|
|
TConstBonusListPtr spellsByType = attacker->getBonuses(Selector::typeSubtype(attackMode, spellID));
|
|
for(const auto & sf : *spellsByType)
|
|
{
|
|
int meleeRanged;
|
|
if(sf->additionalInfo.size() < 2)
|
|
{
|
|
// legacy format
|
|
vstd::amax(spellLevel, sf->additionalInfo[0] % 1000);
|
|
meleeRanged = sf->additionalInfo[0] / 1000;
|
|
}
|
|
else
|
|
{
|
|
vstd::amax(spellLevel, sf->additionalInfo[0]);
|
|
meleeRanged = sf->additionalInfo[1];
|
|
}
|
|
if (meleeRanged == 0 || (meleeRanged == 1 && ranged) || (meleeRanged == 2 && !ranged))
|
|
castMe = true;
|
|
}
|
|
int chance = attacker->valOfBonuses((Selector::typeSubtype(attackMode, spellID)));
|
|
vstd::amin(chance, 100);
|
|
|
|
const CSpell * spell = SpellID(spellID).toSpell();
|
|
spells::AbilityCaster caster(attacker, spellLevel);
|
|
|
|
spells::Target target;
|
|
target.emplace_back(defender);
|
|
|
|
spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
|
|
|
|
auto m = spell->battleMechanics(¶meters);
|
|
|
|
spells::detail::ProblemImpl ignored;
|
|
|
|
if(!m->canBeCastAt(target, ignored))
|
|
continue;
|
|
|
|
//check if spell should be cast (probability handling)
|
|
if(getRandomGenerator().nextInt(99) >= chance)
|
|
continue;
|
|
|
|
//casting
|
|
if(castMe)
|
|
{
|
|
parameters.cast(spellEnv, target);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void CGameHandler::handleAttackBeforeCasting(bool ranged, const CStack * attacker, const CStack * defender)
|
|
{
|
|
attackCasting(ranged, BonusType::SPELL_BEFORE_ATTACK, attacker, defender); //no death stare / acid breath needed?
|
|
}
|
|
|
|
void CGameHandler::handleAfterAttackCasting(bool ranged, const CStack * attacker, const CStack * defender)
|
|
{
|
|
if(!attacker->alive() || !defender->alive()) // can be already dead
|
|
return;
|
|
|
|
attackCasting(ranged, BonusType::SPELL_AFTER_ATTACK, attacker, defender);
|
|
|
|
if(!defender->alive())
|
|
{
|
|
//don't try death stare or acid breath on dead stack (crash!)
|
|
return;
|
|
}
|
|
|
|
if(attacker->hasBonusOfType(BonusType::DEATH_STARE))
|
|
{
|
|
// mechanics of Death Stare as in H3:
|
|
// each gorgon have 10% chance to kill (counted separately in H3) -> binomial distribution
|
|
//original formula x = min(x, (gorgons_count + 9)/10);
|
|
|
|
double chanceToKill = attacker->valOfBonuses(BonusType::DEATH_STARE, 0) / 100.0f;
|
|
vstd::amin(chanceToKill, 1); //cap at 100%
|
|
|
|
std::binomial_distribution<> distribution(attacker->getCount(), chanceToKill);
|
|
|
|
int staredCreatures = distribution(getRandomGenerator().getStdGenerator());
|
|
|
|
double cap = 1 / std::max(chanceToKill, (double)(0.01));//don't divide by 0
|
|
int maxToKill = static_cast<int>((attacker->getCount() + cap - 1) / cap); //not much more than chance * count
|
|
vstd::amin(staredCreatures, maxToKill);
|
|
|
|
staredCreatures += (attacker->level() * attacker->valOfBonuses(BonusType::DEATH_STARE, 1)) / defender->level();
|
|
if(staredCreatures)
|
|
{
|
|
//TODO: death stare was not originally available for multiple-hex attacks, but...
|
|
const CSpell * spell = SpellID(SpellID::DEATH_STARE).toSpell();
|
|
|
|
spells::AbilityCaster caster(attacker, 0);
|
|
|
|
spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
|
|
spells::Target target;
|
|
target.emplace_back(defender);
|
|
parameters.setEffectValue(staredCreatures);
|
|
parameters.cast(spellEnv, target);
|
|
}
|
|
}
|
|
|
|
if(!defender->alive())
|
|
return;
|
|
|
|
int64_t acidDamage = 0;
|
|
TConstBonusListPtr acidBreath = attacker->getBonuses(Selector::type()(BonusType::ACID_BREATH));
|
|
for(const auto & b : *acidBreath)
|
|
{
|
|
if(b->additionalInfo[0] > getRandomGenerator().nextInt(99))
|
|
acidDamage += b->val;
|
|
}
|
|
|
|
if(acidDamage > 0)
|
|
{
|
|
const CSpell * spell = SpellID(SpellID::ACID_BREATH_DAMAGE).toSpell();
|
|
|
|
spells::AbilityCaster caster(attacker, 0);
|
|
|
|
spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
|
|
spells::Target target;
|
|
target.emplace_back(defender);
|
|
|
|
parameters.setEffectValue(acidDamage * attacker->getCount());
|
|
parameters.cast(spellEnv, target);
|
|
}
|
|
|
|
|
|
if(!defender->alive())
|
|
return;
|
|
|
|
if(attacker->hasBonusOfType(BonusType::TRANSMUTATION) && defender->isLiving()) //transmutation mechanics, similar to WoG werewolf ability
|
|
{
|
|
double chanceToTrigger = attacker->valOfBonuses(BonusType::TRANSMUTATION) / 100.0f;
|
|
vstd::amin(chanceToTrigger, 1); //cap at 100%
|
|
|
|
if(getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
|
|
return;
|
|
|
|
int bonusAdditionalInfo = attacker->getBonus(Selector::type()(BonusType::TRANSMUTATION))->additionalInfo[0];
|
|
|
|
if(defender->unitType()->getId() == bonusAdditionalInfo ||
|
|
(bonusAdditionalInfo == CAddInfo::NONE && defender->unitType()->getId() == attacker->unitType()->getId()))
|
|
return;
|
|
|
|
battle::UnitInfo resurrectInfo;
|
|
resurrectInfo.id = gs->curB->battleNextUnitId();
|
|
resurrectInfo.summoned = false;
|
|
resurrectInfo.position = defender->getPosition();
|
|
resurrectInfo.side = defender->unitSide();
|
|
|
|
if(bonusAdditionalInfo != CAddInfo::NONE)
|
|
resurrectInfo.type = CreatureID(bonusAdditionalInfo);
|
|
else
|
|
resurrectInfo.type = attacker->creatureId();
|
|
|
|
if(attacker->hasBonusOfType((BonusType::TRANSMUTATION), 0))
|
|
resurrectInfo.count = std::max((defender->getCount() * defender->getMaxHealth()) / resurrectInfo.type.toCreature()->getMaxHealth(), 1u);
|
|
else if (attacker->hasBonusOfType((BonusType::TRANSMUTATION), 1))
|
|
resurrectInfo.count = defender->getCount();
|
|
else
|
|
return; //wrong subtype
|
|
|
|
BattleUnitsChanged addUnits;
|
|
addUnits.changedStacks.emplace_back(resurrectInfo.id, UnitChanges::EOperation::ADD);
|
|
resurrectInfo.save(addUnits.changedStacks.back().data);
|
|
|
|
BattleUnitsChanged removeUnits;
|
|
removeUnits.changedStacks.emplace_back(defender->unitId(), UnitChanges::EOperation::REMOVE);
|
|
sendAndApply(&removeUnits);
|
|
sendAndApply(&addUnits);
|
|
|
|
// send empty event to client
|
|
// temporary(?) workaround to force animations to trigger
|
|
StacksInjured fakeEvent;
|
|
sendAndApply(&fakeEvent);
|
|
}
|
|
|
|
if(attacker->hasBonusOfType(BonusType::DESTRUCTION, 0) || attacker->hasBonusOfType(BonusType::DESTRUCTION, 1))
|
|
{
|
|
double chanceToTrigger = 0;
|
|
int amountToDie = 0;
|
|
|
|
if(attacker->hasBonusOfType(BonusType::DESTRUCTION, 0)) //killing by percentage
|
|
{
|
|
chanceToTrigger = attacker->valOfBonuses(BonusType::DESTRUCTION, 0) / 100.0f;
|
|
int percentageToDie = attacker->getBonus(Selector::type()(BonusType::DESTRUCTION).And(Selector::subtype()(0)))->additionalInfo[0];
|
|
amountToDie = static_cast<int>(defender->getCount() * percentageToDie * 0.01f);
|
|
}
|
|
else if(attacker->hasBonusOfType(BonusType::DESTRUCTION, 1)) //killing by count
|
|
{
|
|
chanceToTrigger = attacker->valOfBonuses(BonusType::DESTRUCTION, 1) / 100.0f;
|
|
amountToDie = attacker->getBonus(Selector::type()(BonusType::DESTRUCTION).And(Selector::subtype()(1)))->additionalInfo[0];
|
|
}
|
|
|
|
vstd::amin(chanceToTrigger, 1); //cap trigger chance at 100%
|
|
|
|
if(getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
|
|
return;
|
|
|
|
BattleStackAttacked bsa;
|
|
bsa.attackerID = -1;
|
|
bsa.stackAttacked = defender->unitId();
|
|
bsa.damageAmount = amountToDie * defender->getMaxHealth();
|
|
bsa.flags = BattleStackAttacked::SPELL_EFFECT;
|
|
bsa.spellID = SpellID::SLAYER;
|
|
defender->prepareAttacked(bsa, getRandomGenerator());
|
|
|
|
StacksInjured si;
|
|
si.stacks.push_back(bsa);
|
|
|
|
sendAndApply(&si);
|
|
sendGenericKilledLog(defender, bsa.killedAmount, false);
|
|
}
|
|
}
|
|
|
|
void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
|
|
{
|
|
if (!t.visitableObjects.empty())
|
|
{
|
|
//to prevent self-visiting heroes on space press
|
|
if (t.visitableObjects.back() != h)
|
|
objectVisited(t.visitableObjects.back(), h);
|
|
else if (t.visitableObjects.size() > 1)
|
|
objectVisited(*(t.visitableObjects.end()-2),h);
|
|
}
|
|
}
|
|
|
|
bool CGameHandler::sacrificeCreatures(const IMarket * market, const CGHeroInstance * hero, const std::vector<SlotID> & slot, const std::vector<ui32> & count)
|
|
{
|
|
if (!hero)
|
|
COMPLAIN_RET("You need hero to sacrifice creature!");
|
|
|
|
int expSum = 0;
|
|
auto finish = [this, &hero, &expSum]()
|
|
{
|
|
changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
|
|
};
|
|
|
|
for(int i = 0; i < slot.size(); ++i)
|
|
{
|
|
int oldCount = hero->getStackCount(slot[i]);
|
|
|
|
if(oldCount < (int)count[i])
|
|
{
|
|
finish();
|
|
COMPLAIN_RET("Not enough creatures to sacrifice!")
|
|
}
|
|
else if(oldCount == count[i] && hero->stacksCount() == 1 && hero->needsLastStack())
|
|
{
|
|
finish();
|
|
COMPLAIN_RET("Cannot sacrifice last creature!");
|
|
}
|
|
|
|
int crid = hero->getStack(slot[i]).type->getId();
|
|
|
|
changeStackCount(StackLocation(hero, slot[i]), -(TQuantity)count[i]);
|
|
|
|
int dump, exp;
|
|
market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
|
|
exp *= count[i];
|
|
expSum += exp;
|
|
}
|
|
|
|
finish();
|
|
|
|
return true;
|
|
}
|
|
|
|
bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, const std::vector<ArtifactPosition> & slot)
|
|
{
|
|
if (!hero)
|
|
COMPLAIN_RET("You need hero to sacrifice artifact!");
|
|
|
|
int expSum = 0;
|
|
auto finish = [this, &hero, &expSum]()
|
|
{
|
|
changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
|
|
};
|
|
|
|
for(int i = 0; i < slot.size(); ++i)
|
|
{
|
|
ArtifactLocation al(hero, slot[i]);
|
|
const CArtifactInstance * a = al.getArt();
|
|
|
|
if(!a)
|
|
{
|
|
finish();
|
|
COMPLAIN_RET("Cannot find artifact to sacrifice!");
|
|
}
|
|
|
|
const CArtifactInstance * art = hero->getArt(slot[i]);
|
|
|
|
if(!art)
|
|
{
|
|
finish();
|
|
COMPLAIN_RET("No artifact at position to sacrifice!");
|
|
}
|
|
|
|
si32 typId = art->artType->getId();
|
|
int dmp, expToGive;
|
|
|
|
m->getOffer(typId, 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
|
|
|
|
expSum += expToGive;
|
|
|
|
removeArtifact(al);
|
|
}
|
|
|
|
finish();
|
|
|
|
return true;
|
|
}
|
|
|
|
void CGameHandler::makeStackDoNothing(const CStack * next)
|
|
{
|
|
BattleAction doNothing;
|
|
doNothing.actionType = EActionType::NO_ACTION;
|
|
doNothing.side = next->unitSide();
|
|
doNothing.stackNumber = next->unitId();
|
|
|
|
makeAutomaticAction(next, doNothing);
|
|
}
|
|
|
|
bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
|
|
{
|
|
if (sl.army->hasStackAtSlot(sl.slot))
|
|
COMPLAIN_RET("Slot is already taken!");
|
|
|
|
if (!sl.slot.validSlot())
|
|
COMPLAIN_RET("Cannot insert stack to that slot!");
|
|
|
|
InsertNewStack ins;
|
|
ins.army = sl.army->id;
|
|
ins.slot = sl.slot;
|
|
ins.type = c->getId();
|
|
ins.count = count;
|
|
sendAndApply(&ins);
|
|
return true;
|
|
}
|
|
|
|
bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval)
|
|
{
|
|
if (!sl.army->hasStackAtSlot(sl.slot))
|
|
COMPLAIN_RET("Cannot find a stack to erase");
|
|
|
|
if (sl.army->stacksCount() == 1 //from the last stack
|
|
&& sl.army->needsLastStack() //that must be left
|
|
&& !forceRemoval) //ignore above conditions if we are forcing removal
|
|
{
|
|
COMPLAIN_RET("Cannot erase the last stack!");
|
|
}
|
|
|
|
EraseStack es;
|
|
es.army = sl.army->id;
|
|
es.slot = sl.slot;
|
|
sendAndApply(&es);
|
|
return true;
|
|
}
|
|
|
|
bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue)
|
|
{
|
|
TQuantity currentCount = sl.army->getStackCount(sl.slot);
|
|
if ((absoluteValue && count < 0)
|
|
|| (!absoluteValue && -count > currentCount))
|
|
{
|
|
COMPLAIN_RET("Cannot take more stacks than present!");
|
|
}
|
|
|
|
if ((currentCount == -count && !absoluteValue)
|
|
|| (!count && absoluteValue))
|
|
{
|
|
eraseStack(sl);
|
|
}
|
|
else
|
|
{
|
|
ChangeStackCount csc;
|
|
csc.army = sl.army->id;
|
|
csc.slot = sl.slot;
|
|
csc.count = count;
|
|
csc.absoluteValue = absoluteValue;
|
|
sendAndApply(&csc);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
|
|
{
|
|
const CCreature *slotC = sl.army->getCreature(sl.slot);
|
|
if (!slotC) //slot is empty
|
|
insertNewStack(sl, c, count);
|
|
else if (c == slotC)
|
|
changeStackCount(sl, count);
|
|
else
|
|
{
|
|
COMPLAIN_RET("Cannot add " + c->getNamePluralTranslated() + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
|
|
}
|
|
return true;
|
|
}
|
|
|
|
void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
|
|
{
|
|
if (removeObjWhenFinished)
|
|
removeAfterVisit(src);
|
|
|
|
if (!src->canBeMergedWith(*dst, allowMerging))
|
|
{
|
|
if (allowMerging) //do that, add all matching creatures.
|
|
{
|
|
bool cont = true;
|
|
while (cont)
|
|
{
|
|
for (auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
|
|
{
|
|
SlotID pos = dst->getSlotFor(i->second->type);
|
|
if (pos.validSlot())
|
|
{
|
|
moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
|
|
cont = true;
|
|
break; //or iterator crashes
|
|
}
|
|
cont = false;
|
|
}
|
|
}
|
|
}
|
|
showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
|
|
}
|
|
else //merge
|
|
{
|
|
moveArmy(src, dst, allowMerging);
|
|
}
|
|
}
|
|
|
|
bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
|
|
{
|
|
if (!src.army->hasStackAtSlot(src.slot))
|
|
COMPLAIN_RET("No stack to move!");
|
|
|
|
if (dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
|
|
COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
|
|
|
|
if (!dst.slot.validSlot())
|
|
COMPLAIN_RET("Cannot move stack to that slot!");
|
|
|
|
if (count == -1)
|
|
{
|
|
count = src.army->getStackCount(src.slot);
|
|
}
|
|
|
|
if (src.army != dst.army //moving away
|
|
&& count == src.army->getStackCount(src.slot) //all creatures
|
|
&& src.army->stacksCount() == 1 //from the last stack
|
|
&& src.army->needsLastStack()) //that must be left
|
|
{
|
|
COMPLAIN_RET("Cannot move away the last creature!");
|
|
}
|
|
|
|
RebalanceStacks rs;
|
|
rs.srcArmy = src.army->id;
|
|
rs.dstArmy = dst.army->id;
|
|
rs.srcSlot = src.slot;
|
|
rs.dstSlot = dst.slot;
|
|
rs.count = count;
|
|
sendAndApply(&rs);
|
|
return true;
|
|
}
|
|
|
|
void CGameHandler::castSpell(const spells::Caster * caster, SpellID spellID, const int3 &pos)
|
|
{
|
|
const CSpell * s = spellID.toSpell();
|
|
if(!s)
|
|
return;
|
|
|
|
AdventureSpellCastParameters p;
|
|
p.caster = caster;
|
|
p.pos = pos;
|
|
|
|
s->adventureCast(spellEnv, p);
|
|
}
|
|
|
|
bool CGameHandler::swapStacks(const StackLocation & sl1, const StackLocation & sl2)
|
|
{
|
|
if(!sl1.army->hasStackAtSlot(sl1.slot))
|
|
{
|
|
return moveStack(sl2, sl1);
|
|
}
|
|
else if(!sl2.army->hasStackAtSlot(sl2.slot))
|
|
{
|
|
return moveStack(sl1, sl2);
|
|
}
|
|
else
|
|
{
|
|
SwapStacks ss;
|
|
ss.srcArmy = sl1.army->id;
|
|
ss.dstArmy = sl2.army->id;
|
|
ss.srcSlot = sl1.slot;
|
|
ss.dstSlot = sl2.slot;
|
|
sendAndApply(&ss);
|
|
return true;
|
|
}
|
|
}
|
|
|
|
void CGameHandler::runBattle()
|
|
{
|
|
boost::unique_lock lock(battleActionMutex);
|
|
|
|
setBattle(gs->curB);
|
|
assert(gs->curB);
|
|
//TODO: pre-tactic stuff, call scripts etc.
|
|
|
|
//Moat should be initialized here, because only here we can use spellcasting
|
|
if (gs->curB->town && gs->curB->town->fortLevel() >= CGTownInstance::CITADEL)
|
|
{
|
|
const auto * h = gs->curB->battleGetFightingHero(BattleSide::DEFENDER);
|
|
const auto * actualCaster = h ? static_cast<const spells::Caster*>(h) : nullptr;
|
|
auto moatCaster = spells::SilentCaster(gs->curB->getSidePlayer(BattleSide::DEFENDER), actualCaster);
|
|
auto cast = spells::BattleCast(gs->curB, &moatCaster, spells::Mode::PASSIVE, gs->curB->town->town->moatAbility.toSpell());
|
|
auto target = spells::Target();
|
|
cast.cast(spellEnv, target);
|
|
}
|
|
|
|
//tactic round
|
|
{
|
|
while ((lobby->state != EServerState::SHUTDOWN) && gs->curB->tacticDistance && !battleResult.get())
|
|
{
|
|
auto unlockGuard = vstd::makeUnlockGuard(battleActionMutex);
|
|
boost::this_thread::sleep(boost::posix_time::milliseconds(50));
|
|
}
|
|
}
|
|
|
|
//initial stacks appearance triggers, e.g. built-in bonus spells
|
|
auto initialStacks = gs->curB->stacks; //use temporary variable to outclude summoned stacks added to gs->curB->stacks from processing
|
|
|
|
for (CStack * stack : initialStacks)
|
|
{
|
|
if (stack->hasBonusOfType(BonusType::SUMMON_GUARDIANS))
|
|
{
|
|
std::shared_ptr<const Bonus> summonInfo = stack->getBonus(Selector::type()(BonusType::SUMMON_GUARDIANS));
|
|
auto accessibility = getAccesibility();
|
|
CreatureID creatureData = CreatureID(summonInfo->subtype);
|
|
std::vector<BattleHex> targetHexes;
|
|
const bool targetIsBig = stack->unitType()->isDoubleWide(); //target = creature to guard
|
|
const bool guardianIsBig = creatureData.toCreature()->isDoubleWide();
|
|
|
|
/*Chosen idea for two hex units was to cover all possible surrounding hexes of target unit with as small number of stacks as possible.
|
|
For one-hex targets there are four guardians - front, back and one per side (up + down).
|
|
Two-hex targets are wider and the difference is there are two guardians per side to cover 3 hexes + extra hex in the front
|
|
Additionally, there are special cases for starting positions etc., where guardians would be outside of battlefield if spawned normally*/
|
|
if (!guardianIsBig)
|
|
targetHexes = stack->getSurroundingHexes();
|
|
else
|
|
summonGuardiansHelper(targetHexes, stack->getPosition(), stack->unitSide(), targetIsBig);
|
|
|
|
for(auto hex : targetHexes)
|
|
{
|
|
if(accessibility.accessible(hex, guardianIsBig, stack->unitSide())) //without this multiple creatures can occupy one hex
|
|
{
|
|
battle::UnitInfo info;
|
|
info.id = gs->curB->battleNextUnitId();
|
|
info.count = std::max(1, (int)(stack->getCount() * 0.01 * summonInfo->val));
|
|
info.type = creatureData;
|
|
info.side = stack->unitSide();
|
|
info.position = hex;
|
|
info.summoned = true;
|
|
|
|
BattleUnitsChanged pack;
|
|
pack.changedStacks.emplace_back(info.id, UnitChanges::EOperation::ADD);
|
|
info.save(pack.changedStacks.back().data);
|
|
sendAndApply(&pack);
|
|
}
|
|
}
|
|
|
|
// send empty event to client
|
|
// temporary(?) workaround to force animations to trigger
|
|
StacksInjured fakeEvent;
|
|
sendAndApply(&fakeEvent);
|
|
|
|
}
|
|
|
|
stackEnchantedTrigger(stack);
|
|
}
|
|
|
|
//spells opening battle
|
|
for (int i = 0; i < 2; ++i)
|
|
{
|
|
auto h = gs->curB->battleGetFightingHero(i);
|
|
if (h)
|
|
{
|
|
TConstBonusListPtr bl = h->getBonuses(Selector::type()(BonusType::OPENING_BATTLE_SPELL));
|
|
|
|
for (auto b : *bl)
|
|
{
|
|
spells::BonusCaster caster(h, b);
|
|
|
|
const CSpell * spell = SpellID(b->subtype).toSpell();
|
|
|
|
spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
|
|
parameters.setSpellLevel(3);
|
|
parameters.setEffectDuration(b->val);
|
|
parameters.massive = true;
|
|
parameters.castIfPossible(spellEnv, spells::Target());
|
|
}
|
|
}
|
|
}
|
|
// it is possible that due to opening spells one side was eliminated -> check for end of battle
|
|
checkBattleStateChanges();
|
|
|
|
bool firstRound = true;//FIXME: why first round is -1?
|
|
|
|
//main loop
|
|
while ((lobby->state != EServerState::SHUTDOWN) && !battleResult.get()) //till the end of the battle ;]
|
|
{
|
|
BattleNextRound bnr;
|
|
bnr.round = gs->curB->round + 1;
|
|
logGlobal->debug("Round %d", bnr.round);
|
|
sendAndApply(&bnr);
|
|
|
|
auto obstacles = gs->curB->obstacles; //we copy container, because we're going to modify it
|
|
for (auto &obstPtr : obstacles)
|
|
{
|
|
if (const SpellCreatedObstacle *sco = dynamic_cast<const SpellCreatedObstacle *>(obstPtr.get()))
|
|
if (sco->turnsRemaining == 0)
|
|
removeObstacle(*obstPtr);
|
|
}
|
|
|
|
const BattleInfo & curB = *gs->curB;
|
|
|
|
for(auto stack : curB.stacks)
|
|
{
|
|
if(stack->alive() && !firstRound)
|
|
stackEnchantedTrigger(stack);
|
|
}
|
|
|
|
//stack loop
|
|
|
|
auto getNextStack = [this]() -> const CStack *
|
|
{
|
|
if(battleResult.get())
|
|
return nullptr;
|
|
|
|
std::vector<battle::Units> q;
|
|
gs->curB->battleGetTurnOrder(q, 1, 0, -1); //todo: get rid of "turn -1"
|
|
|
|
if(!q.empty())
|
|
{
|
|
if(!q.front().empty())
|
|
{
|
|
auto next = q.front().front();
|
|
const auto stack = dynamic_cast<const CStack *>(next);
|
|
|
|
// regeneration takes place before everything else but only during first turn attempt in each round
|
|
// also works under blind and similar effects
|
|
if(stack && stack->alive() && !stack->waiting)
|
|
{
|
|
BattleTriggerEffect bte;
|
|
bte.stackID = stack->unitId();
|
|
bte.effect = vstd::to_underlying(BonusType::HP_REGENERATION);
|
|
|
|
const int32_t lostHealth = stack->getMaxHealth() - stack->getFirstHPleft();
|
|
if(stack->hasBonusOfType(BonusType::HP_REGENERATION))
|
|
bte.val = std::min(lostHealth, stack->valOfBonuses(BonusType::HP_REGENERATION));
|
|
|
|
if(bte.val) // anything to heal
|
|
sendAndApply(&bte);
|
|
}
|
|
|
|
if(next->willMove())
|
|
return stack;
|
|
}
|
|
}
|
|
|
|
return nullptr;
|
|
};
|
|
|
|
const CStack * next = nullptr;
|
|
while((lobby->state != EServerState::SHUTDOWN) && (next = getNextStack()))
|
|
{
|
|
BattleUnitsChanged removeGhosts;
|
|
for(auto stack : curB.stacks)
|
|
{
|
|
if(stack->ghostPending)
|
|
removeGhosts.changedStacks.emplace_back(stack->unitId(), UnitChanges::EOperation::REMOVE);
|
|
}
|
|
|
|
if(!removeGhosts.changedStacks.empty())
|
|
sendAndApply(&removeGhosts);
|
|
|
|
// check for bad morale => freeze
|
|
int nextStackMorale = next->moraleVal();
|
|
if(!next->hadMorale && !next->waited() && nextStackMorale < 0)
|
|
{
|
|
auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_BAD_MORALE_DICE);
|
|
size_t diceIndex = std::min<size_t>(diceSize.size()-1, -nextStackMorale);
|
|
|
|
if(diceSize.size() > 0 && getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
|
|
{
|
|
//unit loses its turn - empty freeze action
|
|
BattleAction ba;
|
|
ba.actionType = EActionType::BAD_MORALE;
|
|
ba.side = next->unitSide();
|
|
ba.stackNumber = next->unitId();
|
|
|
|
makeAutomaticAction(next, ba);
|
|
continue;
|
|
}
|
|
}
|
|
|
|
if (next->hasBonusOfType(BonusType::ATTACKS_NEAREST_CREATURE)) //while in berserk
|
|
{
|
|
logGlobal->trace("Handle Berserk effect");
|
|
std::pair<const battle::Unit *, BattleHex> attackInfo = curB.getNearestStack(next);
|
|
if (attackInfo.first != nullptr)
|
|
{
|
|
BattleAction attack;
|
|
attack.actionType = EActionType::WALK_AND_ATTACK;
|
|
attack.side = next->unitSide();
|
|
attack.stackNumber = next->unitId();
|
|
attack.aimToHex(attackInfo.second);
|
|
attack.aimToUnit(attackInfo.first);
|
|
|
|
makeAutomaticAction(next, attack);
|
|
logGlobal->trace("Attacked nearest target %s", attackInfo.first->getDescription());
|
|
}
|
|
else
|
|
{
|
|
makeStackDoNothing(next);
|
|
logGlobal->trace("No target found");
|
|
}
|
|
continue;
|
|
}
|
|
|
|
const CGHeroInstance * curOwner = battleGetOwnerHero(next);
|
|
const int stackCreatureId = next->unitType()->getId();
|
|
|
|
if ((stackCreatureId == CreatureID::ARROW_TOWERS || stackCreatureId == CreatureID::BALLISTA)
|
|
&& (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(BonusType::MANUAL_CONTROL, stackCreatureId)))
|
|
{
|
|
BattleAction attack;
|
|
attack.actionType = EActionType::SHOOT;
|
|
attack.side = next->unitSide();
|
|
attack.stackNumber = next->unitId();
|
|
|
|
//TODO: select target by priority
|
|
|
|
const battle::Unit * target = nullptr;
|
|
|
|
for(auto & elem : gs->curB->stacks)
|
|
{
|
|
if(elem->unitType()->getId() != CreatureID::CATAPULT
|
|
&& elem->unitOwner() != next->unitOwner()
|
|
&& elem->isValidTarget()
|
|
&& gs->curB->battleCanShoot(next, elem->getPosition()))
|
|
{
|
|
target = elem;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if(target == nullptr)
|
|
{
|
|
makeStackDoNothing(next);
|
|
}
|
|
else
|
|
{
|
|
attack.aimToUnit(target);
|
|
makeAutomaticAction(next, attack);
|
|
}
|
|
continue;
|
|
}
|
|
|
|
if (next->unitType()->getId() == CreatureID::CATAPULT)
|
|
{
|
|
const auto & attackableBattleHexes = curB.getAttackableBattleHexes();
|
|
|
|
if (attackableBattleHexes.empty())
|
|
{
|
|
makeStackDoNothing(next);
|
|
continue;
|
|
}
|
|
|
|
if (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(BonusType::MANUAL_CONTROL, CreatureID::CATAPULT))
|
|
{
|
|
BattleAction attack;
|
|
attack.actionType = EActionType::CATAPULT;
|
|
attack.side = next->unitSide();
|
|
attack.stackNumber = next->unitId();
|
|
|
|
makeAutomaticAction(next, attack);
|
|
continue;
|
|
}
|
|
}
|
|
|
|
if (next->unitType()->getId() == CreatureID::FIRST_AID_TENT)
|
|
{
|
|
TStacks possibleStacks = battleGetStacksIf([=](const CStack * s)
|
|
{
|
|
return s->unitOwner() == next->unitOwner() && s->canBeHealed();
|
|
});
|
|
|
|
if (!possibleStacks.size())
|
|
{
|
|
makeStackDoNothing(next);
|
|
continue;
|
|
}
|
|
|
|
if (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(BonusType::MANUAL_CONTROL, CreatureID::FIRST_AID_TENT))
|
|
{
|
|
RandomGeneratorUtil::randomShuffle(possibleStacks, getRandomGenerator());
|
|
const CStack * toBeHealed = possibleStacks.front();
|
|
|
|
BattleAction heal;
|
|
heal.actionType = EActionType::STACK_HEAL;
|
|
heal.aimToUnit(toBeHealed);
|
|
heal.side = next->unitSide();
|
|
heal.stackNumber = next->unitId();
|
|
|
|
makeAutomaticAction(next, heal);
|
|
continue;
|
|
}
|
|
}
|
|
|
|
int numberOfAsks = 1;
|
|
bool breakOuter = false;
|
|
do
|
|
{//ask interface and wait for answer
|
|
if (!battleResult.get())
|
|
{
|
|
stackTurnTrigger(next); //various effects
|
|
|
|
if(next->fear)
|
|
{
|
|
makeStackDoNothing(next); //end immediately if stack was affected by fear
|
|
}
|
|
else
|
|
{
|
|
logGlobal->trace("Activating %s", next->nodeName());
|
|
auto nextId = next->unitId();
|
|
BattleSetActiveStack sas;
|
|
sas.stack = nextId;
|
|
sendAndApply(&sas);
|
|
|
|
auto actionWasMade = [&]() -> bool
|
|
{
|
|
if (battleMadeAction.data)//active stack has made its action
|
|
return true;
|
|
if (battleResult.get())// battle is finished
|
|
return true;
|
|
if (next == nullptr)//active stack was been removed
|
|
return true;
|
|
return !next->alive();//active stack is dead
|
|
};
|
|
|
|
boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
|
|
battleMadeAction.data = false;
|
|
while ((lobby->state != EServerState::SHUTDOWN) && !actionWasMade())
|
|
{
|
|
{
|
|
auto unlockGuard = vstd::makeUnlockGuard(battleActionMutex);
|
|
battleMadeAction.cond.wait(lock);
|
|
}
|
|
if (battleGetStackByID(nextId, false) != next)
|
|
next = nullptr; //it may be removed, while we wait
|
|
}
|
|
}
|
|
}
|
|
|
|
if (battleResult.get()) //don't touch it, battle could be finished while waiting got action
|
|
{
|
|
breakOuter = true;
|
|
break;
|
|
}
|
|
//we're after action, all results applied
|
|
checkBattleStateChanges(); //check if this action ended the battle
|
|
|
|
if(next != nullptr)
|
|
{
|
|
//check for good morale
|
|
nextStackMorale = next->moraleVal();
|
|
if( !battleResult.get()
|
|
&& !next->hadMorale
|
|
&& !next->defending
|
|
&& !next->waited()
|
|
&& !next->fear
|
|
&& next->alive()
|
|
&& nextStackMorale > 0)
|
|
{
|
|
auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_GOOD_MORALE_DICE);
|
|
size_t diceIndex = std::min<size_t>(diceSize.size()-1, nextStackMorale);
|
|
|
|
if(diceSize.size() > 0 && getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
|
|
{
|
|
BattleTriggerEffect bte;
|
|
bte.stackID = next->unitId();
|
|
bte.effect = vstd::to_underlying(BonusType::MORALE);
|
|
bte.val = 1;
|
|
bte.additionalInfo = 0;
|
|
sendAndApply(&bte); //play animation
|
|
|
|
++numberOfAsks; //move this stack once more
|
|
}
|
|
}
|
|
}
|
|
--numberOfAsks;
|
|
} while (numberOfAsks > 0);
|
|
|
|
if (breakOuter)
|
|
{
|
|
break;
|
|
}
|
|
|
|
}
|
|
firstRound = false;
|
|
}
|
|
|
|
if (lobby->state != EServerState::SHUTDOWN)
|
|
endBattle(gs->curB->tile, gs->curB->battleGetFightingHero(0), gs->curB->battleGetFightingHero(1));
|
|
}
|
|
|
|
bool CGameHandler::makeAutomaticAction(const CStack *stack, BattleAction &ba)
|
|
{
|
|
boost::unique_lock lock(battleActionMutex);
|
|
|
|
BattleSetActiveStack bsa;
|
|
bsa.stack = stack->unitId();
|
|
bsa.askPlayerInterface = false;
|
|
sendAndApply(&bsa);
|
|
|
|
bool ret = makeBattleAction(ba);
|
|
checkBattleStateChanges();
|
|
return ret;
|
|
}
|
|
|
|
bool CGameHandler::giveHeroArtifact(const CGHeroInstance * h, const CArtifactInstance * a, ArtifactPosition pos)
|
|
{
|
|
assert(a->artType);
|
|
ArtifactLocation al(h, ArtifactPosition::PRE_FIRST);
|
|
|
|
if(pos == ArtifactPosition::FIRST_AVAILABLE)
|
|
{
|
|
al.slot = ArtifactUtils::getArtAnyPosition(h, a->getTypeId());
|
|
}
|
|
else if(ArtifactUtils::isSlotBackpack(pos))
|
|
{
|
|
al.slot = ArtifactUtils::getArtBackpackPosition(h, a->getTypeId());
|
|
}
|
|
else
|
|
{
|
|
al.slot = pos;
|
|
}
|
|
|
|
if(a->canBePutAt(al))
|
|
putArtifact(al, a);
|
|
else
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
void CGameHandler::putArtifact(const ArtifactLocation &al, const CArtifactInstance *a)
|
|
{
|
|
PutArtifact pa;
|
|
pa.art = a;
|
|
pa.al = al;
|
|
sendAndApply(&pa);
|
|
}
|
|
|
|
bool CGameHandler::giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * artType, ArtifactPosition pos)
|
|
{
|
|
assert(artType);
|
|
|
|
if(pos == ArtifactPosition::FIRST_AVAILABLE)
|
|
{
|
|
if(!artType->canBePutAt(h, ArtifactUtils::getArtAnyPosition(h, artType->getId())))
|
|
COMPLAIN_RET("Cannot put artifact in that slot!");
|
|
}
|
|
else if(ArtifactUtils::isSlotBackpack(pos))
|
|
{
|
|
if(!artType->canBePutAt(h, ArtifactUtils::getArtBackpackPosition(h, artType->getId())))
|
|
COMPLAIN_RET("Cannot put artifact in that slot!");
|
|
}
|
|
else
|
|
{
|
|
COMPLAIN_RET_FALSE_IF(!artType->canBePutAt(h, pos, false), "Cannot put artifact in that slot!");
|
|
}
|
|
|
|
auto * newArtInst = new CArtifactInstance();
|
|
newArtInst->artType = artType; // *NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
|
|
|
|
NewArtifact na;
|
|
na.art = newArtInst;
|
|
sendAndApply(&na); // -> updates newArtInst!!!
|
|
|
|
if(giveHeroArtifact(h, newArtInst, pos))
|
|
return true;
|
|
else
|
|
return false;
|
|
}
|
|
|
|
void CGameHandler::setBattleResult(BattleResult::EResult resultType, int victoriusSide)
|
|
{
|
|
boost::unique_lock<boost::mutex> guard(battleResult.mx);
|
|
if (battleResult.data)
|
|
{
|
|
complain((boost::format("The battle result has been already set (to %d, asked to %d)")
|
|
% battleResult.data->result % resultType).str());
|
|
return;
|
|
}
|
|
auto br = new BattleResult();
|
|
br->result = resultType;
|
|
br->winner = victoriusSide; //surrendering side loses
|
|
gs->curB->calculateCasualties(br->casualties);
|
|
battleResult.data = br;
|
|
}
|
|
|
|
void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
|
|
{
|
|
std::vector<int3>::iterator tile;
|
|
std::vector<int3> tiles;
|
|
getFreeTiles(tiles);
|
|
ui32 amount = (ui32)tiles.size() / 200; //Chance is 0.5% for each tile
|
|
|
|
RandomGeneratorUtil::randomShuffle(tiles, getRandomGenerator());
|
|
logGlobal->trace("Spawning wandering monsters. Found %d free tiles. Creature type: %d", tiles.size(), creatureID.num);
|
|
const CCreature *cre = VLC->creh->objects.at(creatureID);
|
|
for (int i = 0; i < (int)amount; ++i)
|
|
{
|
|
tile = tiles.begin();
|
|
logGlobal->trace("\tSpawning monster at %s", tile->toString());
|
|
{
|
|
auto count = cre->getRandomAmount(std::rand);
|
|
|
|
createObject(*tile, Obj::MONSTER, creatureID);
|
|
auto monsterId = getTopObj(*tile)->id;
|
|
|
|
setObjProperty(monsterId, ObjProperty::MONSTER_COUNT, count);
|
|
setObjProperty(monsterId, ObjProperty::MONSTER_POWER, (si64)1000*count);
|
|
}
|
|
tiles.erase(tile); //not use it again
|
|
}
|
|
}
|
|
|
|
void CGameHandler::removeObstacle(const CObstacleInstance & obstacle)
|
|
{
|
|
BattleObstaclesChanged obsRem;
|
|
obsRem.changes.emplace_back(obstacle.uniqueID, ObstacleChanges::EOperation::REMOVE);
|
|
sendAndApply(&obsRem);
|
|
}
|
|
|
|
void CGameHandler::synchronizeArtifactHandlerLists()
|
|
{
|
|
UpdateArtHandlerLists uahl;
|
|
uahl.treasures = VLC->arth->treasures;
|
|
uahl.minors = VLC->arth->minors;
|
|
uahl.majors = VLC->arth->majors;
|
|
uahl.relics = VLC->arth->relics;
|
|
sendAndApply(&uahl);
|
|
}
|
|
|
|
bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
|
|
{
|
|
return vstd::contains(gs->map->objects, obj);
|
|
}
|
|
|
|
bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
|
|
{
|
|
if (!strcmp(typeid(*pack).name(), typeid(PlayerMessage).name()))
|
|
return false;
|
|
|
|
auto query = queries.topQuery(player);
|
|
if (query && query->blocksPack(pack))
|
|
{
|
|
complain(boost::str(boost::format(
|
|
"\r\n| Player \"%s\" has to answer queries before attempting any further actions.\r\n| Top Query: \"%s\"\r\n")
|
|
% boost::to_upper_copy<std::string>(player.getStr())
|
|
% query->toString()
|
|
));
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
|
|
{
|
|
//If the object is being visited, there must be a matching query
|
|
for (const auto &query : queries.allQueries())
|
|
{
|
|
if (auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))
|
|
{
|
|
if (someVistQuery->visitedObject == object)
|
|
{
|
|
someVistQuery->removeObjectAfterVisit = true;
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
//If we haven't returned so far, there is no query and no visit, call was wrong
|
|
assert("This function needs to be called during the object visit!");
|
|
}
|
|
|
|
void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide)
|
|
{
|
|
std::unordered_set<int3> tiles;
|
|
getTilesInRange(tiles, center, radius, player, hide? -1 : 1);
|
|
if (hide)
|
|
{
|
|
std::unordered_set<int3> observedTiles; //do not hide tiles observed by heroes. May lead to disastrous AI problems
|
|
auto p = getPlayerState(player);
|
|
for (auto h : p->heroes)
|
|
{
|
|
getTilesInRange(observedTiles, h->getSightCenter(), h->getSightRadius(), h->tempOwner, -1);
|
|
}
|
|
for (auto t : p->towns)
|
|
{
|
|
getTilesInRange(observedTiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, -1);
|
|
}
|
|
for (auto tile : observedTiles)
|
|
vstd::erase_if_present (tiles, tile);
|
|
}
|
|
changeFogOfWar(tiles, player, hide);
|
|
}
|
|
|
|
void CGameHandler::changeFogOfWar(std::unordered_set<int3> &tiles, PlayerColor player, bool hide)
|
|
{
|
|
FoWChange fow;
|
|
fow.tiles = tiles;
|
|
fow.player = player;
|
|
fow.mode = hide? 0 : 1;
|
|
sendAndApply(&fow);
|
|
}
|
|
|
|
bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
|
|
{
|
|
if (auto topQuery = queries.topQuery(hero->getOwner()))
|
|
if (auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
|
|
return !(visit->visitedObject == obj && visit->visitingHero == hero);
|
|
|
|
return true;
|
|
}
|
|
|
|
void CGameHandler::setObjProperty(ObjectInstanceID objid, int prop, si64 val)
|
|
{
|
|
SetObjectProperty sob;
|
|
sob.id = objid;
|
|
sob.what = prop;
|
|
sob.val = static_cast<ui32>(val);
|
|
sendAndApply(&sob);
|
|
}
|
|
|
|
void CGameHandler::showInfoDialog(InfoWindow * iw)
|
|
{
|
|
sendAndApply(iw);
|
|
}
|
|
|
|
void CGameHandler::showInfoDialog(const std::string & msg, PlayerColor player)
|
|
{
|
|
InfoWindow iw;
|
|
iw.player = player;
|
|
iw.text.appendRawString(msg);
|
|
showInfoDialog(&iw);
|
|
}
|
|
|
|
CasualtiesAfterBattle::CasualtiesAfterBattle(const SideInBattle & battleSide, const BattleInfo * bat):
|
|
army(battleSide.armyObject)
|
|
{
|
|
heroWithDeadCommander = ObjectInstanceID();
|
|
|
|
PlayerColor color = battleSide.color;
|
|
|
|
for(CStack * st : bat->stacks)
|
|
{
|
|
if(st->summoned) //don't take into account temporary summoned stacks
|
|
continue;
|
|
if(st->unitOwner() != color) //remove only our stacks
|
|
continue;
|
|
|
|
logGlobal->debug("Calculating casualties for %s", st->nodeName());
|
|
|
|
st->health.takeResurrected();
|
|
|
|
if(st->unitSlot() == SlotID::ARROW_TOWERS_SLOT)
|
|
{
|
|
logGlobal->debug("Ignored arrow towers stack.");
|
|
}
|
|
else if(st->unitSlot() == SlotID::WAR_MACHINES_SLOT)
|
|
{
|
|
auto warMachine = st->unitType()->warMachine;
|
|
|
|
if(warMachine == ArtifactID::NONE)
|
|
{
|
|
logGlobal->error("Invalid creature in war machine virtual slot. Stack: %s", st->nodeName());
|
|
}
|
|
//catapult artifact remain even if "creature" killed in siege
|
|
else if(warMachine != ArtifactID::CATAPULT && st->getCount() <= 0)
|
|
{
|
|
logGlobal->debug("War machine has been destroyed");
|
|
auto hero = dynamic_ptr_cast<CGHeroInstance> (army);
|
|
if (hero)
|
|
removedWarMachines.push_back (ArtifactLocation(hero, hero->getArtPos(warMachine, true)));
|
|
else
|
|
logGlobal->error("War machine in army without hero");
|
|
}
|
|
}
|
|
else if(st->unitSlot() == SlotID::SUMMONED_SLOT_PLACEHOLDER)
|
|
{
|
|
if(st->alive() && st->getCount() > 0)
|
|
{
|
|
logGlobal->debug("Permanently summoned %d units.", st->getCount());
|
|
const CreatureID summonedType = st->creatureId();
|
|
summoned[summonedType] += st->getCount();
|
|
}
|
|
}
|
|
else if(st->unitSlot() == SlotID::COMMANDER_SLOT_PLACEHOLDER)
|
|
{
|
|
if (nullptr == st->base)
|
|
{
|
|
logGlobal->error("Stack with no base in commander slot. Stack: %s", st->nodeName());
|
|
}
|
|
else
|
|
{
|
|
auto c = dynamic_cast <const CCommanderInstance *>(st->base);
|
|
if(c)
|
|
{
|
|
auto h = dynamic_cast <const CGHeroInstance *>(army);
|
|
if(h && h->commander == c && (st->getCount() == 0 || !st->alive()))
|
|
{
|
|
logGlobal->debug("Commander is dead.");
|
|
heroWithDeadCommander = army->id; //TODO: unify commander handling
|
|
}
|
|
}
|
|
else
|
|
logGlobal->error("Stack with invalid instance in commander slot. Stack: %s", st->nodeName());
|
|
}
|
|
}
|
|
else if(st->base && !army->slotEmpty(st->unitSlot()))
|
|
{
|
|
logGlobal->debug("Count: %d; base count: %d", st->getCount(), army->getStackCount(st->unitSlot()));
|
|
if(st->getCount() == 0 || !st->alive())
|
|
{
|
|
logGlobal->debug("Stack has been destroyed.");
|
|
StackLocation sl(army, st->unitSlot());
|
|
newStackCounts.push_back(TStackAndItsNewCount(sl, 0));
|
|
}
|
|
else if(st->getCount() < army->getStackCount(st->unitSlot()))
|
|
{
|
|
logGlobal->debug("Stack lost %d units.", army->getStackCount(st->unitSlot()) - st->getCount());
|
|
StackLocation sl(army, st->unitSlot());
|
|
newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
|
|
}
|
|
else if(st->getCount() > army->getStackCount(st->unitSlot()))
|
|
{
|
|
logGlobal->debug("Stack gained %d units.", st->getCount() - army->getStackCount(st->unitSlot()));
|
|
StackLocation sl(army, st->unitSlot());
|
|
newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
logGlobal->warn("Unable to process stack: %s", st->nodeName());
|
|
}
|
|
}
|
|
}
|
|
|
|
void CasualtiesAfterBattle::updateArmy(CGameHandler *gh)
|
|
{
|
|
for (TStackAndItsNewCount &ncount : newStackCounts)
|
|
{
|
|
if (ncount.second > 0)
|
|
gh->changeStackCount(ncount.first, ncount.second, true);
|
|
else
|
|
gh->eraseStack(ncount.first, true);
|
|
}
|
|
for (auto summoned_iter : summoned)
|
|
{
|
|
SlotID slot = army->getSlotFor(summoned_iter.first);
|
|
if (slot.validSlot())
|
|
{
|
|
StackLocation location(army, slot);
|
|
gh->addToSlot(location, summoned_iter.first.toCreature(), summoned_iter.second);
|
|
}
|
|
else
|
|
{
|
|
//even if it will be possible to summon anything permanently it should be checked for free slot
|
|
//necromancy is handled separately
|
|
gh->complain("No free slot to put summoned creature");
|
|
}
|
|
}
|
|
for (auto al : removedWarMachines)
|
|
{
|
|
gh->removeArtifact(al);
|
|
}
|
|
if (heroWithDeadCommander != ObjectInstanceID())
|
|
{
|
|
SetCommanderProperty scp;
|
|
scp.heroid = heroWithDeadCommander;
|
|
scp.which = SetCommanderProperty::ALIVE;
|
|
scp.amount = 0;
|
|
gh->sendAndApply(&scp);
|
|
}
|
|
}
|
|
|
|
CGameHandler::FinishingBattleHelper::FinishingBattleHelper(std::shared_ptr<const CBattleQuery> Query, int RemainingBattleQueriesCount)
|
|
{
|
|
assert(Query->result);
|
|
assert(Query->bi);
|
|
auto &result = *Query->result;
|
|
auto &info = *Query->bi;
|
|
|
|
winnerHero = result.winner != 0 ? info.sides[1].hero : info.sides[0].hero;
|
|
loserHero = result.winner != 0 ? info.sides[0].hero : info.sides[1].hero;
|
|
victor = info.sides[result.winner].color;
|
|
loser = info.sides[!result.winner].color;
|
|
winnerSide = result.winner;
|
|
remainingBattleQueriesCount = RemainingBattleQueriesCount;
|
|
}
|
|
|
|
CGameHandler::FinishingBattleHelper::FinishingBattleHelper()
|
|
{
|
|
winnerHero = loserHero = nullptr;
|
|
winnerSide = 0;
|
|
remainingBattleQueriesCount = 0;
|
|
}
|
|
|
|
CRandomGenerator & CGameHandler::getRandomGenerator()
|
|
{
|
|
return CRandomGenerator::getDefault();
|
|
}
|
|
|
|
#if SCRIPTING_ENABLED
|
|
scripting::Pool * CGameHandler::getGlobalContextPool() const
|
|
{
|
|
return serverScripts.get();
|
|
}
|
|
|
|
scripting::Pool * CGameHandler::getContextPool() const
|
|
{
|
|
return serverScripts.get();
|
|
}
|
|
#endif
|
|
|
|
void CGameHandler::createObject(const int3 & visitablePosition, Obj type, int32_t subtype)
|
|
{
|
|
NewObject no;
|
|
no.ID = type;
|
|
no.subID= subtype;
|
|
no.targetPos = visitablePosition;
|
|
sendAndApply(&no);
|
|
}
|
|
|
|
void CGameHandler::deserializationFix()
|
|
{
|
|
//FIXME: pointer to GameHandler itself can't be deserialized at the moment since GameHandler is top-level entity in serialization
|
|
// restore any places that requires such pointer manually
|
|
heroPool->gameHandler = this;
|
|
playerMessages->gameHandler = this;
|
|
}
|