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vcmi/server/CGameHandler.cpp
Arseniy Shestakov abad3cfb17 PlayerState::daysWithoutCastle: change in netpacks only. Fix issue 2462
Moving code from CGameHandler to NetPacksLib without changes.
2016-08-23 08:02:04 +03:00

6281 lines
184 KiB
C++

#include "StdInc.h"
#include "../lib/filesystem/Filesystem.h"
#include "../lib/filesystem/FileInfo.h"
#include "../lib/int3.h"
#include "../lib/mapping/CCampaignHandler.h"
#include "../lib/StartInfo.h"
#include "../lib/CModHandler.h"
#include "../lib/CArtHandler.h"
#include "../lib/CBuildingHandler.h"
#include "../lib/CHeroHandler.h"
#include "../lib/spells/CSpellHandler.h"
#include "../lib/spells/ISpellMechanics.h"
#include "../lib/CGeneralTextHandler.h"
#include "../lib/CTownHandler.h"
#include "../lib/CCreatureHandler.h"
#include "../lib/CGameState.h"
#include "../lib/BattleState.h"
#include "../lib/CondSh.h"
#include "../lib/NetPacks.h"
#include "../lib/VCMI_Lib.h"
#include "../lib/mapping/CMap.h"
#include "../lib/VCMIDirs.h"
#include "../lib/ScopeGuard.h"
#include "../lib/CSoundBase.h"
#include "CGameHandler.h"
#include "CVCMIServer.h"
#include "../lib/CCreatureSet.h"
#include "../lib/CThreadHelper.h"
#include "../lib/GameConstants.h"
#include "../lib/registerTypes/RegisterTypes.h"
/*
* CGameHandler.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#ifndef _MSC_VER
#include <boost/thread/xtime.hpp>
#endif
extern bool end2;
#ifdef min
#undef min
#endif
#ifdef max
#undef max
#endif
#define COMPLAIN_RET_IF(cond, txt) do {if(cond){complain(txt); return;}} while(0)
#define COMPLAIN_RET_FALSE_IF(cond, txt) do {if(cond){complain(txt); return false;}} while(0)
#define COMPLAIN_RET(txt) {complain(txt); return false;}
#define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
#define NEW_ROUND BattleNextRound bnr;\
bnr.round = gs->curB->round + 1;\
sendAndApply(&bnr);
class ServerSpellCastEnvironment: public SpellCastEnvironment
{
public:
ServerSpellCastEnvironment(CGameHandler * gh);
~ServerSpellCastEnvironment(){};
void sendAndApply(CPackForClient * info) const override;
CRandomGenerator & getRandomGenerator() const override;
void complain(const std::string & problem) const override;
const CMap * getMap() const override;
const CGameInfoCallback * getCb() const override;
bool moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, PlayerColor asker = PlayerColor::NEUTRAL) const override;
private:
mutable CGameHandler * gh;
};
CondSh<bool> battleMadeAction;
CondSh<BattleResult *> battleResult(nullptr);
template <typename T> class CApplyOnGH;
class CBaseForGHApply
{
public:
virtual bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const =0;
virtual ~CBaseForGHApply(){}
template<typename U> static CBaseForGHApply *getApplier(const U * t=nullptr)
{
return new CApplyOnGH<U>;
}
};
template <typename T> class CApplyOnGH : public CBaseForGHApply
{
public:
bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const
{
T *ptr = static_cast<T*>(pack);
ptr->c = c;
ptr->player = player;
return ptr->applyGh(gh);
}
};
template <>
class CApplyOnGH<CPack> : public CBaseForGHApply
{
public:
bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const
{
logGlobal->errorStream() << "Cannot apply on GH plain CPack!";
assert(0);
return false;
}
};
static CApplier<CBaseForGHApply> *applier = nullptr;
CMP_stack cmpst ;
static inline double distance(int3 a, int3 b)
{
return std::sqrt( (double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y) );
}
static void giveExp(BattleResult &r)
{
if(r.winner > 1)
{
// draw
return;
}
r.exp[0] = 0;
r.exp[1] = 0;
for(auto i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
{
r.exp[r.winner] += VLC->creh->creatures.at(i->first)->valOfBonuses(Bonus::STACK_HEALTH) * i->second;
}
}
PlayerStatus PlayerStatuses::operator[](PlayerColor player)
{
boost::unique_lock<boost::mutex> l(mx);
if(players.find(player) != players.end())
{
return players.at(player);
}
else
{
throw std::runtime_error("No such player!");
}
}
void PlayerStatuses::addPlayer(PlayerColor player)
{
boost::unique_lock<boost::mutex> l(mx);
players[player];
}
bool PlayerStatuses::checkFlag(PlayerColor player, bool PlayerStatus::*flag)
{
boost::unique_lock<boost::mutex> l(mx);
if(players.find(player) != players.end())
{
return players[player].*flag;
}
else
{
throw std::runtime_error("No such player!");
}
}
void PlayerStatuses::setFlag(PlayerColor player, bool PlayerStatus::*flag, bool val)
{
boost::unique_lock<boost::mutex> l(mx);
if(players.find(player) != players.end())
{
players[player].*flag = val;
}
else
{
throw std::runtime_error("No such player!");
}
cv.notify_all();
}
template <typename T>
void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
{
fun(args[which]);
}
void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
{
changeSecSkill(hero, skill, 1, 0);
expGiven(hero);
}
void CGameHandler::levelUpHero(const CGHeroInstance * hero)
{
// required exp for at least 1 lvl-up hasn't been reached
if(!hero->gainsLevel())
{
return;
}
// give primary skill
logGlobal->traceStream() << hero->name << " got level "<< hero->level;
auto primarySkill = hero->nextPrimarySkill();
SetPrimSkill sps;
sps.id = hero->id;
sps.which = primarySkill;
sps.abs = false;
sps.val = 1;
sendAndApply(&sps);
HeroLevelUp hlu;
hlu.hero = hero;
hlu.primskill = primarySkill;
hlu.skills = hero->getLevelUpProposedSecondarySkills();
if(hlu.skills.size() == 0)
{
sendAndApply(&hlu);
levelUpHero(hero);
}
else if(hlu.skills.size() == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
{
sendAndApply(&hlu);
levelUpHero(hero, *RandomGeneratorUtil::nextItem(hlu.skills, hero->skillsInfo.rand));
}
else if(hlu.skills.size() > 1)
{
auto levelUpQuery = std::make_shared<CHeroLevelUpDialogQuery>(hlu);
hlu.queryID = levelUpQuery->queryID;
queries.addQuery(levelUpQuery);
sendAndApply(&hlu);
//level up will be called on query reply
}
}
void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
{
SetCommanderProperty scp;
auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
if (hero)
scp.heroid = hero->id;
else
{
complain ("Commander is not led by hero!");
return;
}
scp.accumulatedBonus.subtype = 0;
scp.accumulatedBonus.additionalInfo = 0;
scp.accumulatedBonus.duration = Bonus::PERMANENT;
scp.accumulatedBonus.turnsRemain = 0;
scp.accumulatedBonus.source = Bonus::COMMANDER;
scp.accumulatedBonus.valType = Bonus::BASE_NUMBER;
if (skill <= ECommander::SPELL_POWER)
{
scp.which = SetCommanderProperty::BONUS;
auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
{
int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
return skillLevels.at(skill).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skill).at(secondarySkills.at(s)-1) : 0);
};
switch (skill)
{
case ECommander::ATTACK:
scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
scp.accumulatedBonus.subtype = PrimarySkill::ATTACK;
break;
case ECommander::DEFENSE:
scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
scp.accumulatedBonus.subtype = PrimarySkill::DEFENSE;
break;
case ECommander::HEALTH:
scp.accumulatedBonus.type = Bonus::STACK_HEALTH;
scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
break;
case ECommander::DAMAGE:
scp.accumulatedBonus.type = Bonus::CREATURE_DAMAGE;
scp.accumulatedBonus.subtype = 0;
scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
break;
case ECommander::SPEED:
scp.accumulatedBonus.type = Bonus::STACKS_SPEED;
break;
case ECommander::SPELL_POWER:
scp.accumulatedBonus.type = Bonus::MAGIC_RESISTANCE;
scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
sendAndApply (&scp); //additional pack
scp.accumulatedBonus.type = Bonus::CREATURE_SPELL_POWER;
scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
sendAndApply (&scp); //additional pack
scp.accumulatedBonus.type = Bonus::CASTS;
scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
sendAndApply (&scp); //additional pack
scp.accumulatedBonus.type = Bonus::CREATURE_ENCHANT_POWER; //send normally
break;
}
scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
sendAndApply (&scp);
scp.which = SetCommanderProperty::SECONDARY_SKILL;
scp.additionalInfo = skill;
scp.amount = c->secondarySkills.at(skill) + 1;
sendAndApply (&scp);
}
else if (skill >= 100)
{
scp.which = SetCommanderProperty::SPECIAL_SKILL;
scp.accumulatedBonus = *VLC->creh->skillRequirements.at(skill-100).first;
scp.additionalInfo = skill; //unnormalized
sendAndApply (&scp);
}
expGiven(hero);
}
void CGameHandler::levelUpCommander(const CCommanderInstance * c)
{
if (!c->gainsLevel())
{
return;
}
CommanderLevelUp clu;
auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
if (hero)
clu.hero = hero;
else
{
complain ("Commander is not led by hero!");
return;
}
//picking sec. skills for choice
for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
{
if (c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL)
clu.skills.push_back(i);
}
int i = 100;
for (auto specialSkill : VLC->creh->skillRequirements)
{
if (c->secondarySkills.at(specialSkill.second.first) == ECommander::MAX_SKILL_LEVEL
&& c->secondarySkills.at(specialSkill.second.second) == ECommander::MAX_SKILL_LEVEL
&& !vstd::contains (c->specialSKills, i))
clu.skills.push_back (i);
++i;
}
int skillAmount = clu.skills.size();
if(!skillAmount)
{
sendAndApply(&clu);
levelUpCommander(c);
}
else if(skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
{
sendAndApply(&clu);
levelUpCommander(c, *RandomGeneratorUtil::nextItem(clu.skills, gs->getRandomGenerator()));
}
else if(skillAmount > 1) //apply and ask for secondary skill
{
auto commanderLevelUp = std::make_shared<CCommanderLevelUpDialogQuery>(clu);
clu.queryID = commanderLevelUp->queryID;
queries.addQuery(commanderLevelUp);
sendAndApply(&clu);
}
}
void CGameHandler::expGiven(const CGHeroInstance *hero)
{
if(hero->gainsLevel())
levelUpHero(hero);
else if(hero->commander && hero->commander->gainsLevel())
levelUpCommander(hero->commander);
//if(hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())
// levelUpCommander(hero->commander);
// else
// levelUpHero(hero);
}
void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs)
{
if (which == PrimarySkill::EXPERIENCE) // Check if scenario limit reached
{
if (gs->map->levelLimit != 0)
{
TExpType expLimit = VLC->heroh->reqExp(gs->map->levelLimit);
TExpType resultingExp = abs ? val : hero->exp + val;
if (resultingExp > expLimit)
{
// set given experience to max possible, but don't decrease if hero already over top
abs = true;
val = std::max(expLimit, hero->exp);
InfoWindow iw;
iw.player = hero->tempOwner;
iw.text.addTxt(MetaString::GENERAL_TXT, 1); //can gain no more XP
iw.text.addReplacement(hero->name);
sendAndApply(&iw);
}
}
}
SetPrimSkill sps;
sps.id = hero->id;
sps.which = which;
sps.abs = abs;
sps.val = val;
sendAndApply(&sps);
//only for exp - hero may level up
if (which == PrimarySkill::EXPERIENCE)
{
if(hero->commander && hero->commander->alive)
{
//FIXME: trim experience according to map limit?
SetCommanderProperty scp;
scp.heroid = hero->id;
scp.which = SetCommanderProperty::EXPERIENCE;
scp.amount = val;
sendAndApply (&scp);
CBonusSystemNode::treeHasChanged();
}
expGiven(hero);
}
}
void CGameHandler::changeSecSkill( const CGHeroInstance * hero, SecondarySkill which, int val, bool abs/*=false*/ )
{
SetSecSkill sss;
sss.id = hero->id;
sss.which = which;
sss.val = val;
sss.abs = abs;
sendAndApply(&sss);
if(which == SecondarySkill::WISDOM)
{
if(hero && hero->visitedTown)
giveSpells(hero->visitedTown, hero);
}
}
void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
{
LOG_TRACE(logGlobal);
//Fill BattleResult structure with exp info
giveExp(*battleResult.data);
if (battleResult.get()->result == BattleResult::NORMAL) // give 500 exp for defeating hero, unless he escaped
{
if (hero1)
battleResult.data->exp[1] += 500;
if (hero2)
battleResult.data->exp[0] += 500;
}
if (hero1)
battleResult.data->exp[0] = hero1->calculateXp(battleResult.data->exp[0]);//scholar skill
if (hero2)
battleResult.data->exp[1] = hero2->calculateXp(battleResult.data->exp[1]);
const CArmedInstance *bEndArmy1 = gs->curB->sides.at(0).armyObject;
const CArmedInstance *bEndArmy2 = gs->curB->sides.at(1).armyObject;
const BattleResult::EResult result = battleResult.get()->result;
auto findBattleQuery = [this]() -> std::shared_ptr<CBattleQuery>
{
for(auto &q : queries.allQueries())
{
if(auto bq = std::dynamic_pointer_cast<CBattleQuery>(q))
if(bq->bi == gs->curB)
return bq;
}
return std::shared_ptr<CBattleQuery>();
};
auto battleQuery = findBattleQuery();
if(!battleQuery)
{
logGlobal->errorStream() << "Cannot find battle query!";
if(gs->initialOpts->mode == StartInfo::DUEL)
{
battleQuery = std::make_shared<CBattleQuery>(gs->curB);
}
}
if(battleQuery != queries.topQuery(gs->curB->sides[0].color))
complain("Player " + boost::lexical_cast<std::string>(gs->curB->sides[0].color) + " although in battle has no battle query at the top!");
battleQuery->result = *battleResult.data;
//Check how many battle queries were created (number of players blocked by battle)
const int queriedPlayers = battleQuery ? boost::count(queries.allQueries(), battleQuery) : 0;
finishingBattle = make_unique<FinishingBattleHelper>(battleQuery, gs->initialOpts->mode == StartInfo::DUEL, queriedPlayers);
CasualtiesAfterBattle cab1(bEndArmy1, gs->curB), cab2(bEndArmy2, gs->curB); //calculate casualties before deleting battle
if(finishingBattle->duel)
{
duelFinished();
sendAndApply(battleResult.data); //after this point casualties objects are destroyed
return;
}
ChangeSpells cs; //for Eagle Eye
if(finishingBattle->winnerHero)
{
if(int eagleEyeLevel = finishingBattle->winnerHero->getSecSkillLevel(SecondarySkill::EAGLE_EYE))
{
int maxLevel = eagleEyeLevel + 1;
double eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::EAGLE_EYE);
for(const CSpell *sp : gs->curB->sides.at(!battleResult.data->winner).usedSpellsHistory)
if(sp->level <= maxLevel && !vstd::contains(finishingBattle->winnerHero->spells, sp->id) && gs->getRandomGenerator().nextInt(99) < eagleEyeChance)
cs.spells.insert(sp->id);
}
}
std::vector<const CArtifactInstance *> arts; //display them in window
if(result == BattleResult::NORMAL && finishingBattle->winnerHero)
{
auto sendMoveArtifact = [&](const CArtifactInstance *art, MoveArtifact *ma)
{
arts.push_back(art);
ma->dst = ArtifactLocation(finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
sendAndApply(ma);
};
if(finishingBattle->loserHero)
{
//TODO: wrap it into a function, somehow (boost::variant -_-)
auto artifactsWorn = finishingBattle->loserHero->artifactsWorn;
for (auto artSlot : artifactsWorn)
{
MoveArtifact ma;
ma.src = ArtifactLocation(finishingBattle->loserHero, artSlot.first);
const CArtifactInstance * art = ma.src.getArt();
if(art && !art->artType->isBig() &&
art->artType->id != ArtifactID::SPELLBOOK)
// don't move war machines or locked arts (spellbook)
{
sendMoveArtifact(art, &ma);
}
}
while(!finishingBattle->loserHero->artifactsInBackpack.empty())
{
//we assume that no big artifacts can be found
MoveArtifact ma;
ma.src = ArtifactLocation(finishingBattle->loserHero,
ArtifactPosition(GameConstants::BACKPACK_START)); //backpack automatically shifts arts to beginning
const CArtifactInstance * art = ma.src.getArt();
if(art->artType->id != ArtifactID::GRAIL) //grail may not be won
{
sendMoveArtifact(art, &ma);
}
}
if(finishingBattle->loserHero->commander) //TODO: what if commanders belong to no hero?
{
artifactsWorn = finishingBattle->loserHero->commander->artifactsWorn;
for(auto artSlot : artifactsWorn)
{
MoveArtifact ma;
ma.src = ArtifactLocation(finishingBattle->loserHero->commander.get(), artSlot.first);
const CArtifactInstance * art = ma.src.getArt();
if (art && !art->artType->isBig())
{
sendMoveArtifact(art, &ma);
}
}
}
}
for(auto armySlot : gs->curB->battleGetArmyObject(!battleResult.data->winner)->stacks)
{
auto artifactsWorn = armySlot.second->artifactsWorn;
for (auto artSlot : artifactsWorn)
{
MoveArtifact ma;
ma.src = ArtifactLocation(armySlot.second, artSlot.first);
const CArtifactInstance * art = ma.src.getArt();
if (art && !art->artType->isBig())
{
sendMoveArtifact(art, &ma);
}
}
}
}
sendAndApply(battleResult.data); //after this point casualties objects are destroyed
if(arts.size()) //display loot
{
InfoWindow iw;
iw.player = finishingBattle->winnerHero->tempOwner;
iw.text.addTxt (MetaString::GENERAL_TXT, 30); //You have captured enemy artifact
for(auto art : arts) //TODO; separate function to display loot for various ojects?
{
iw.components.push_back(Component(
Component::ARTIFACT, art->artType->id,
art->artType->id == ArtifactID::SPELL_SCROLL? art->getGivenSpellID() : 0, 0));
if(iw.components.size() >= 14)
{
sendAndApply(&iw);
iw.components.clear();
}
}
if(iw.components.size())
{
sendAndApply(&iw);
}
}
//Eagle Eye secondary skill handling
if(!cs.spells.empty())
{
cs.learn = 1;
cs.hid = finishingBattle->winnerHero->id;
InfoWindow iw;
iw.player = finishingBattle->winnerHero->tempOwner;
iw.text.addTxt(MetaString::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
iw.text.addReplacement(finishingBattle->winnerHero->name);
std::ostringstream names;
for(int i = 0; i < cs.spells.size(); i++)
{
names << "%s";
if(i < cs.spells.size() - 2)
names << ", ";
else if(i < cs.spells.size() - 1)
names << "%s";
}
names << ".";
iw.text.addReplacement(names.str());
auto it = cs.spells.begin();
for(int i = 0; i < cs.spells.size(); i++, it++)
{
iw.text.addReplacement(MetaString::SPELL_NAME, it->toEnum());
if(i == cs.spells.size() - 2) //we just added pre-last name
iw.text.addReplacement(MetaString::GENERAL_TXT, 141); // " and "
iw.components.push_back(Component(Component::SPELL, *it, 0, 0));
}
sendAndApply(&iw);
sendAndApply(&cs);
}
cab1.updateArmy(this);
cab2.updateArmy(this); //take casualties after battle is deleted
//if one hero has lost we will erase him
if(battleResult.data->winner!=0 && hero1)
{
RemoveObject ro(hero1->id);
sendAndApply(&ro);
}
if(battleResult.data->winner!=1 && hero2)
{
auto town = hero2->visitedTown;
RemoveObject ro(hero2->id);
sendAndApply(&ro);
if(town && !town->garrisonHero) // TODO: that must be called from CGHeroInstance or CGTownInstance
town->battleFinished(hero1, *battleResult.get());
}
//give exp
if (battleResult.data->exp[0] && hero1 && battleResult.get()->winner == 0)
changePrimSkill(hero1, PrimarySkill::EXPERIENCE, battleResult.data->exp[0]);
else if (battleResult.data->exp[1] && hero2 && battleResult.get()->winner == 1)
changePrimSkill(hero2, PrimarySkill::EXPERIENCE, battleResult.data->exp[1]);
queries.popIfTop(battleQuery);
//--> continuation (battleAfterLevelUp) occurs after level-up queries are handled or on removing query (above)
}
void CGameHandler::battleAfterLevelUp( const BattleResult &result )
{
LOG_TRACE(logGlobal);
finishingBattle->remainingBattleQueriesCount--;
logGlobal->traceStream() << "Decremented queries count to " << 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);
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->traceStream() << "post-victory visit";
visitObjectOnTile(*getTile(finishingBattle->winnerHero->getPosition()), finishingBattle->winnerHero);
}
visitObjectAfterVictory = false;
//handle victory/loss of engaged players
std::set<PlayerColor> playerColors = {finishingBattle->loser, finishingBattle->victor};
checkVictoryLossConditions(playerColors);
if(result.result == BattleResult::SURRENDER || result.result == BattleResult::ESCAPE) //loser has escaped or surrendered
{
SetAvailableHeroes sah;
sah.player = finishingBattle->loser;
sah.hid[0] = finishingBattle->loserHero->subID;
if(result.result == BattleResult::ESCAPE) //retreat
{
sah.army[0].clear();
sah.army[0].setCreature(SlotID(0), finishingBattle->loserHero->type->initialArmy.at(0).creature, 1);
}
if(const CGHeroInstance *another = getPlayer(finishingBattle->loser)->availableHeroes.at(0))
sah.hid[1] = another->subID;
else
sah.hid[1] = -1;
sendAndApply(&sah);
}
if(result.winner != 2 && finishingBattle->winnerHero && finishingBattle->winnerHero->stacks.empty())
{
RemoveObject ro(finishingBattle->winnerHero->id);
sendAndApply(&ro);
if (VLC->modh->settings.WINNING_HERO_WITH_NO_TROOPS_RETREATS)
{
SetAvailableHeroes sah;
sah.player = finishingBattle->victor;
sah.hid[0] = finishingBattle->winnerHero->subID;
sah.army[0].clear();
sah.army[0].setCreature(SlotID(0), finishingBattle->winnerHero->type->initialArmy.at(0).creature, 1);
if(const CGHeroInstance *another = getPlayer(finishingBattle->victor)->availableHeroes.at(0))
sah.hid[1] = another->subID;
else
sah.hid[1] = -1;
sendAndApply(&sah);
}
}
}
void CGameHandler::prepareAttack(BattleAttack &bat, const CStack *att, const CStack *def, int distance, int targetHex)
{
bat.bsa.clear();
bat.stackAttacking = att->ID;
const int attackerLuck = att->LuckVal();
auto sideHeroBlocksLuck = [](const SideInBattle &side){ return NBonus::hasOfType(side.hero, Bonus::BLOCK_LUCK); };
if(!vstd::contains_if(gs->curB->sides, sideHeroBlocksLuck))
{
if(attackerLuck > 0 && gs->getRandomGenerator().nextInt(23) < attackerLuck)
{
bat.flags |= BattleAttack::LUCKY;
}
if (VLC->modh->settings.data["hardcodedFeatures"]["NEGATIVE_LUCK"].Bool()) // negative luck enabled
{
if (attackerLuck < 0 && gs->getRandomGenerator().nextInt(23) < abs(attackerLuck))
{
bat.flags |= BattleAttack::UNLUCKY;
}
}
}
if(gs->getRandomGenerator().nextInt(99) < att->valOfBonuses(Bonus::DOUBLE_DAMAGE_CHANCE))
{
bat.flags |= BattleAttack::DEATH_BLOW;
}
if(att->getCreature()->idNumber == CreatureID::BALLISTA)
{
static const int artilleryLvlToChance[] = {0, 50, 75, 100};
const CGHeroInstance * owner = gs->curB->getHero(att->owner);
int chance = artilleryLvlToChance[owner->getSecSkillLevel(SecondarySkill::ARTILLERY)];
if(chance > gs->getRandomGenerator().nextInt(99))
{
bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG;
}
}
// only primary target
applyBattleEffects(bat, att, def, distance, false);
if (!bat.shot()) //multiple-hex attack - only in meele
{
std::set<const CStack*> attackedCreatures = gs->curB->getAttackedCreatures(att, targetHex); //creatures other than primary target
for(const CStack * stack : attackedCreatures)
{
if (stack != def) //do not hit same stack twice
{
applyBattleEffects(bat, att, stack, distance, true);
}
}
}
const Bonus * bonus = att->getBonusLocalFirst(Selector::type(Bonus::SPELL_LIKE_ATTACK));
if (bonus && (bat.shot())) //TODO: make it work in melee?
{
//this is need for displaying hit animation
bat.flags |= BattleAttack::SPELL_LIKE;
bat.spellID = SpellID(bonus->subtype);
//TODO: should spell override creature`s projectile?
std::set<const CStack*> attackedCreatures = SpellID(bonus->subtype).toSpell()->getAffectedStacks(gs->curB, ECastingMode::SPELL_LIKE_ATTACK, att->owner, bonus->val, targetHex, att);
//TODO: get exact attacked hex for defender
for(const CStack * stack : attackedCreatures)
{
if (stack != def) //do not hit same stack twice
{
applyBattleEffects(bat, att, stack, distance, true);
}
}
//now add effect info for all attacked stacks
for(BattleStackAttacked & bsa : bat.bsa)
{
if(bsa.attackerID == att->ID) //this is our attack and not f.e. fire shield
{
//this is need for displaying affect animation
bsa.flags |= BattleStackAttacked::SPELL_EFFECT;
bsa.spellID = SpellID(bonus->subtype);
}
}
}
}
void CGameHandler::applyBattleEffects(BattleAttack &bat, const CStack *att, const CStack *def, int distance, bool secondary) //helper function for prepareAttack
{
BattleStackAttacked bsa;
if (secondary)
bsa.flags |= BattleStackAttacked::SECONDARY; //all other targets do not suffer from spells & spell-like abilities
bsa.attackerID = att->ID;
bsa.stackAttacked = def->ID;
bsa.damageAmount = gs->curB->calculateDmg(att, def, gs->curB->battleGetOwner(att), gs->curB->battleGetOwner(def),
bat.shot(), distance, bat.lucky(), bat.unlucky(), bat.deathBlow(), bat.ballistaDoubleDmg(), gs->getRandomGenerator());
def->prepareAttacked(bsa, gs->getRandomGenerator()); //calculate casualties
//life drain handling
if (att->hasBonusOfType(Bonus::LIFE_DRAIN) && def->isLiving())
{
StacksHealedOrResurrected shi;
shi.lifeDrain = true;
shi.tentHealing = false;
shi.drainedFrom = def->ID;
StacksHealedOrResurrected::HealInfo hi;
hi.stackID = att->ID;
hi.healedHP = att->calculateHealedHealthPoints(bsa.damageAmount * att->valOfBonuses (Bonus::LIFE_DRAIN) / 100, true);
hi.lowLevelResurrection = false;
shi.healedStacks.push_back(hi);
if (hi.healedHP > 0)
{
bsa.healedStacks.push_back(shi);
}
}
bat.bsa.push_back(bsa); //add this stack to the list of victims after drain life has been calculated
//fire shield handling
if(!bat.shot() && !vstd::contains(def->state, EBattleStackState::CLONED) &&
def->hasBonusOfType(Bonus::FIRE_SHIELD) && !att->hasBonusOfType(Bonus::FIRE_IMMUNITY))
{
// TODO: Fire sheild damage should be calculated separately after BattleAttack applied.
// Currently it's looks like attacking stack damage itself with defenders fire shield.
// So no separate message on spell damge in log and expirience calculation is likely wrong too.
BattleStackAttacked bsa2;
bsa2.stackAttacked = att->ID; //invert
bsa2.attackerID = def->ID;
bsa2.flags |= BattleStackAttacked::EFFECT; //FIXME: play animation upon efreet and not attacker
bsa2.effect = 11;
bsa2.damageAmount = (std::min(def->totalHelth(), bsa.damageAmount) * def->valOfBonuses(Bonus::FIRE_SHIELD)) / 100; //TODO: scale with attack/defense
att->prepareAttacked(bsa2, gameState()->getRandomGenerator());
bat.bsa.push_back(bsa2);
}
}
void CGameHandler::handleConnection(std::set<PlayerColor> players, CConnection &c)
{
setThreadName("CGameHandler::handleConnection");
try
{
while(1)//server should never shut connection first //was: while(!end2)
{
CPack *pack = nullptr;
PlayerColor player = PlayerColor::NEUTRAL;
si32 requestID = -999;
int packType = 0;
{
boost::unique_lock<boost::mutex> lock(*c.rmx);
c >> player >> requestID >> pack; //get the package
if(!pack)
{
logGlobal ->errorStream() << boost::format("Received a null package marked as request %d from player %d") % requestID % player;
}
packType = typeList.getTypeID(pack); //get the id of type
logGlobal->traceStream() << boost::format("Received client message (request %d by player %d) of type with ID=%d (%s).\n")
% requestID % player.getNum() % packType % typeid(*pack).name();
}
//prepare struct informing that action was applied
auto sendPackageResponse = [&](bool succesfullyApplied)
{
PackageApplied applied;
applied.player = player;
applied.result = succesfullyApplied;
applied.packType = packType;
applied.requestID = requestID;
boost::unique_lock<boost::mutex> lock(*c.wmx);
c << &applied;
};
CBaseForGHApply *apply = applier->apps[packType]; //and appropriate applier object
if(isBlockedByQueries(pack, player))
{
sendPackageResponse(false);
}
else if(apply)
{
const bool result = apply->applyOnGH(this,&c,pack, player);
if(!result)
{
complain((boost::format("Got false in applying %s... that request must have been fishy!")
% typeid(*pack).name()).str());
}
logGlobal->traceStream() << "Message successfully applied (result=" << result << ")!";
sendPackageResponse(true);
}
else
{
logGlobal->errorStream() << "Message cannot be applied, cannot find applier (unregistered type)!";
sendPackageResponse(false);
}
vstd::clear_pointer(pack);
}
}
catch(boost::system::system_error &e) //for boost errors just log, not crash - probably client shut down connection
{
assert(!c.connected); //make sure that connection has been marked as broken
logGlobal->errorStream() << e.what();
end2 = true;
}
catch(...)
{
end2 = true;
handleException();
throw;
}
logGlobal->errorStream() << "Ended handling connection";
}
int CGameHandler::moveStack(int stack, BattleHex dest)
{
int ret = 0;
const CStack *curStack = gs->curB->battleGetStackByID(stack),
*stackAtEnd = gs->curB->battleGetStackByPos(dest);
assert(curStack);
assert(dest < GameConstants::BFIELD_SIZE);
if (gs->curB->tacticDistance)
{
assert(gs->curB->isInTacticRange(dest));
}
auto start = curStack->position;
if(start == dest)
return 0;
//initing necessary tables
auto accessibility = getAccesibility(curStack);
//shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
if(!stackAtEnd && curStack->doubleWide() && !accessibility.accessible(dest, curStack))
{
if(curStack->attackerOwned)
{
if(accessibility.accessible(dest+1, curStack))
dest += BattleHex::RIGHT;
}
else
{
if(accessibility.accessible(dest-1, curStack))
dest += BattleHex::LEFT;
}
}
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->attackerOwned &&
dbState != EGateState::DESTROYED &&
dbState != EGateState::BLOCKED)
{
canUseGate = true;
}
std::pair< std::vector<BattleHex>, int > path = gs->curB->getPath(start, dest, curStack);
ret = path.second;
int creSpeed = gs->curB->tacticDistance ? GameConstants::BFIELD_SIZE : curStack->Speed();
auto isGateDrawbridgeHex = [&](BattleHex hex) -> bool
{
if(gs->curB->town->subID == ETownType::FORTRESS && hex == ESiegeHex::GATE_BRIDGE)
return true;
if(hex == ESiegeHex::GATE_OUTER)
return true;
if(hex == ESiegeHex::GATE_INNER)
return true;
return false;
};
auto occupyGateDrawbridgeHex = [&](BattleHex hex) -> bool
{
if(isGateDrawbridgeHex(hex))
return true;
if(curStack->doubleWide())
{
BattleHex otherHex = curStack->occupiedHex(hex);
if(otherHex.isValid() && isGateDrawbridgeHex(otherHex))
return true;
}
return false;
};
if(curStack->hasBonusOfType(Bonus::FLYING))
{
if(path.second <= creSpeed && path.first.size() > 0)
{
if(canUseGate && dbState != EGateState::OPENED &&
occupyGateDrawbridgeHex(dest))
{
BattleUpdateGateState db;
db.state = EGateState::OPENED;
sendAndApply(&db);
}
//inform clients about move
BattleStackMoved sm;
sm.stack = curStack->ID;
std::vector<BattleHex> tiles;
tiles.push_back(path.first[0]);
sm.tilesToMove = tiles;
sm.distance = path.second;
sm.teleporting = false;
sendAndApply(&sm);
}
}
else //for non-flying creatures
{
std::shared_ptr<const CObstacleInstance> obstacle, obstacle2; //obstacle that interrupted movement
std::vector<BattleHex> tiles;
const int tilesToMove = std::max((int)(path.first.size() - creSpeed), 0);
int v = path.first.size()-1;
path.first.push_back(start);
// check if gate need to be open or closed at some point
BattleHex openGateAtHex, gateMayCloseAtHex;
if(canUseGate)
{
for(int i = path.first.size()-1; i >= 0; i--)
{
auto needOpenGates = [&](BattleHex hex) -> bool
{
if(gs->curB->town->subID == ETownType::FORTRESS && hex == ESiegeHex::GATE_BRIDGE)
return true;
if(hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] == ESiegeHex::GATE_OUTER)
return true;
else if(hex == ESiegeHex::GATE_OUTER || hex == ESiegeHex::GATE_INNER)
return true;
return false;
};
auto hex = path.first[i];
if(!openGateAtHex.isValid() && dbState != EGateState::OPENED)
{
if(needOpenGates(hex))
openGateAtHex = path.first[i+1];
//TODO we need find batter way to handle double-wide stacks
//currently if only second occupied stack part is standing on gate / bridge hex then stack will start to wait for bridge to lower before it's needed. Though this is just a visual bug.
if(curStack->doubleWide())
{
BattleHex otherHex = curStack->occupiedHex(hex);
if(otherHex.isValid() && needOpenGates(otherHex))
openGateAtHex = path.first[i+2];
}
//gate may be opened and then closed during stack movement, but not other way around
if(openGateAtHex.isValid())
dbState = EGateState::OPENED;
}
if(!gateMayCloseAtHex.isValid() && dbState != EGateState::CLOSED)
{
if(hex == ESiegeHex::GATE_INNER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
{
gateMayCloseAtHex = path.first[i-1];
}
if(gs->curB->town->subID == ETownType::FORTRESS)
{
if(hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
{
gateMayCloseAtHex = path.first[i-1];
}
else if(hex == ESiegeHex::GATE_OUTER && i-1 >= 0 &&
path.first[i-1] != ESiegeHex::GATE_INNER &&
path.first[i-1] != ESiegeHex::GATE_BRIDGE)
{
gateMayCloseAtHex = path.first[i-1];
}
}
else if(hex == ESiegeHex::GATE_OUTER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_INNER)
{
gateMayCloseAtHex = path.first[i-1];
}
}
}
}
bool stackIsMoving = true;
while(stackIsMoving)
{
if(v<tilesToMove)
{
logGlobal->error("Movement terminated abnormally");
break;
}
bool gateStateChanging = false;
//special handling for opening gate on from starting hex
if(openGateAtHex.isValid() && openGateAtHex == start)
gateStateChanging = true;
else
{
for(bool obstacleHit = false; (!obstacleHit) && (!gateStateChanging) && (v >= tilesToMove); --v)
{
BattleHex hex = path.first[v];
tiles.push_back(hex);
if((openGateAtHex.isValid() && openGateAtHex == hex) ||
(gateMayCloseAtHex.isValid() && gateMayCloseAtHex == hex))
{
gateStateChanging = true;
}
//if we walked onto something, finalize this portion of stack movement check into obstacle
if((obstacle = battleGetObstacleOnPos(hex, false)))
obstacleHit = true;
if(curStack->doubleWide())
{
BattleHex otherHex = curStack->occupiedHex(hex);
//two hex creature hit obstacle by backside
if(otherHex.isValid() && ((obstacle2 = battleGetObstacleOnPos(otherHex, false))))
obstacleHit = true;
}
}
}
if(tiles.size() > 0)
{
//commit movement
BattleStackMoved sm;
sm.stack = curStack->ID;
sm.distance = path.second;
sm.teleporting = false;
sm.tilesToMove = tiles;
sendAndApply(&sm);
tiles.clear();
}
//we don't handle obstacle at the destination tile -> it's handled separately in the if at the end
if(curStack->position != dest)
{
auto processObstacle = [&](std::shared_ptr<const CObstacleInstance> & obs)
{
if(obs)
{
handleDamageFromObstacle(*obs, curStack);
//if stack die in explosion or interrupted by obstacle, abort movement
if(obs->stopsMovement() || !curStack->alive())
stackIsMoving = false;
obs.reset();
}
};
processObstacle(obstacle);
if(curStack->alive())
processObstacle(obstacle2);
if(gateStateChanging)
{
if(curStack->position == openGateAtHex)
{
openGateAtHex = BattleHex();
//only open gate if stack is still alive
if(curStack->alive())
{
BattleUpdateGateState db;
db.state = EGateState::OPENED;
sendAndApply(&db);
}
}
else if(curStack->position == gateMayCloseAtHex)
{
gateMayCloseAtHex = BattleHex();
updateGateState();
}
}
}
else
//movement finished normally: we reached destination
stackIsMoving = false;
}
}
//handling obstacle on the final field (separate, because it affects both flying and walking stacks)
if(curStack->alive())
{
if(auto theLastObstacle = battleGetObstacleOnPos(curStack->position, false))
{
handleDamageFromObstacle(*theLastObstacle, curStack);
}
}
if(curStack->alive() && curStack->doubleWide())
{
BattleHex otherHex = curStack->occupiedHex(curStack->position);
if(otherHex.isValid())
if(auto theLastObstacle = battleGetObstacleOnPos(otherHex, false))
{
//two hex creature hit obstacle by backside
handleDamageFromObstacle(*theLastObstacle, curStack);
}
}
return ret;
}
CGameHandler::CGameHandler(void)
{
QID = 1;
//gs = nullptr;
IObjectInterface::cb = this;
applier = new CApplier<CBaseForGHApply>;
registerTypesServerPacks(*applier);
visitObjectAfterVictory = false;
queries.gh = this;
spellEnv = new ServerSpellCastEnvironment(this);
}
CGameHandler::~CGameHandler(void)
{
delete spellEnv;
delete applier;
applier = nullptr;
delete gs;
}
void CGameHandler::init(StartInfo *si)
{
if(si->seedToBeUsed == 0)
{
si->seedToBeUsed = std::time(nullptr);
}
gs = new CGameState();
logGlobal->infoStream() << "Gamestate created!";
gs->init(si);
logGlobal->infoStream() << "Gamestate initialized!";
// reset seed, so that clients can't predict any following random values
gs->getRandomGenerator().resetSeed();
for(auto & elem : gs->players)
{
states.addPlayer(elem.first);
}
}
static bool evntCmp(const CMapEvent &a, const CMapEvent &b)
{
return a.earlierThan(b);
}
void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
{// bool forced = true - if creature should be replaced, if false - only if no creature was set
const PlayerState *p = gs->getPlayer(town->tempOwner);
if(!p)
{
logGlobal->warnStream() << "There is no player owner of town " << town->name << " at " << town->pos;
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, gs->getRandomGenerator());
// for multi-creature dwellings like Golem Factory
auto creatureId = RandomGeneratorUtil::nextItem(dwelling->creatures, gs->getRandomGenerator())->second[0];
if(clear)
{
ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max((ui32)1, (VLC->creh->creatures.at(creatureId)->growth)/2);
}
else
{
ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->creatures.at(creatureId)->growth;
}
ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creatureId);
sendAndApply(&ssi);
}
}
void CGameHandler::newTurn()
{
logGlobal->traceStream() << "Turn " << gs->day+1;
NewTurn n;
n.specialWeek = NewTurn::NO_ACTION;
n.creatureid = CreatureID::NONE;
n.day = gs->day + 1;
bool firstTurn = !getDate(Date::DAY);
bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
std::map<PlayerColor, si32> hadGold;//starting gold - for buildings like dwarven treasury
if (firstTurn)
{
for (auto obj : gs->map->objects)
{
if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
{
changePrimSkill (getHero(obj->id), PrimarySkill::EXPERIENCE, 0);
}
}
}
if (newWeek && !firstTurn)
{
n.specialWeek = NewTurn::NORMAL;
bool deityOfFireBuilt = false;
for(const CGTownInstance *t : gs->map->towns)
{
if(t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
{
deityOfFireBuilt = true;
break;
}
}
if(deityOfFireBuilt)
{
n.specialWeek = NewTurn::DEITYOFFIRE;
n.creatureid = CreatureID::IMP;
}
else
{
int monthType = gs->getRandomGenerator().nextInt(99);
if(newMonth) //new month
{
if (monthType < 40) //double growth
{
n.specialWeek = NewTurn::DOUBLE_GROWTH;
if (VLC->modh->settings.ALL_CREATURES_GET_DOUBLE_MONTHS)
{
std::pair<int, CreatureID> newMonster(54, VLC->creh->pickRandomMonster(gs->getRandomGenerator()));
n.creatureid = newMonster.second;
}
else if(VLC->creh->doubledCreatures.size())
{
const std::vector<CreatureID> doubledCreatures (VLC->creh->doubledCreatures.begin(), VLC->creh->doubledCreatures.end());
n.creatureid = *RandomGeneratorUtil::nextItem(doubledCreatures, gs->getRandomGenerator());
}
else
{
complain("Cannot find creature that can be spawned!");
n.specialWeek = NewTurn::NORMAL;
}
}
else if (monthType < 50)
n.specialWeek = NewTurn::PLAGUE;
}
else //it's a week, but not full month
{
if (monthType < 25)
{
n.specialWeek = NewTurn::BONUS_GROWTH; //+5
std::pair<int, CreatureID> newMonster(54, VLC->creh->pickRandomMonster(gs->getRandomGenerator()));
//TODO do not pick neutrals
n.creatureid = newMonster.second;
}
}
}
}
std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->hpool.heroesPool;
for(auto& hp : pool)
{
auto hero = hp.second;
if(hero->isInitialized() && hero->stacks.size())
{
// reset retreated or surrendered heroes
auto maxmove = hero->maxMovePoints(true);
// if movement is greater than maxmove, we should decrease it
if(hero->movement != maxmove || hero->mana < hero->manaLimit())
{
NewTurn::Hero hth;
hth.id = hero->id;
hth.move = maxmove;
hth.mana = hero->getManaNewTurn();
n.heroes.insert(hth);
}
}
}
for (auto & elem : gs->players)
{
if(elem.first == PlayerColor::NEUTRAL)
continue;
else if(elem.first >= PlayerColor::PLAYER_LIMIT)
assert(0); //illegal player number!
std::pair<PlayerColor, si32> playerGold(elem.first, elem.second.resources.at(Res::GOLD));
hadGold.insert(playerGold);
if(newWeek) //new heroes in tavern
{
SetAvailableHeroes sah;
sah.player = elem.first;
//pick heroes and their armies
CHeroClass *banned = nullptr;
for (int j = 0; j < GameConstants::AVAILABLE_HEROES_PER_PLAYER; j++)
{
//first hero - native if possible, second hero -> any other class
if(CGHeroInstance *h = gs->hpool.pickHeroFor(j == 0, elem.first, getNativeTown(elem.first), pool, gs->getRandomGenerator(), banned))
{
sah.hid[j] = h->subID;
h->initArmy(&sah.army[j]);
banned = h->type->heroClass;
}
else
{
sah.hid[j] = -1;
}
}
sendAndApply(&sah);
}
n.res[elem.first] = elem.second.resources;
for(CGHeroInstance *h : (elem).second.heroes)
{
if(h->visitedTown)
giveSpells(h->visitedTown, h);
NewTurn::Hero hth;
hth.id = h->id;
auto ti = make_unique<TurnInfo>(h, 1);
// TODO: this code executed when bonuses of previous day not yet updated (this happen in NewTurn::applyGs). See issue 2356
hth.move = h->maxMovePoints(gs->map->getTile(h->getPosition(false)).terType != ETerrainType::WATER, ti.get());
hth.mana = h->getManaNewTurn();
n.heroes.insert(hth);
if(!firstTurn) //not first day
{
n.res[elem.first][Res::GOLD] += h->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ESTATES)); //estates
for (int k = 0; k < GameConstants::RESOURCE_QUANTITY; k++)
{
n.res[elem.first][k] += h->valOfBonuses(Bonus::GENERATE_RESOURCE, k);
}
}
}
}
for(CGTownInstance *t : gs->map->towns)
{
PlayerColor player = t->tempOwner;
handleTownEvents(t, n);
if(newWeek) //first day of week
{
if(t->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
if(!firstTurn)
if (t->hasBuilt(BuildingID::TREASURY, ETownType::RAMPART) && player < PlayerColor::PLAYER_LIMIT)
n.res[player][Res::GOLD] += hadGold.at(player)/10; //give 10% of starting gold
if (!vstd::contains(n.cres, t->id))
{
n.cres[t->id].tid = t->id;
n.cres[t->id].creatures = t->creatures;
}
auto & sac = n.cres.at(t->id);
for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths
{
if (!t->creatures.at(k).second.empty()) // there are creatures at this level
{
ui32 &availableCount = sac.creatures.at(k).first;
const CCreature *cre = VLC->creh->creatures.at(t->creatures.at(k).second.back());
if (n.specialWeek == NewTurn::PLAGUE)
availableCount = t->creatures.at(k).first / 2; //halve their number, no growth
else
{
if(firstTurn) //first day of game: use only basic growths
availableCount = cre->growth;
else
availableCount += t->creatureGrowth(k);
//Deity of fire week - upgrade both imps and upgrades
if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures.at(k).second, n.creatureid))
availableCount += 15;
if( cre->idNumber == n.creatureid ) //bonus week, effect applies only to identical creatures
{
if(n.specialWeek == NewTurn::DOUBLE_GROWTH)
availableCount *= 2;
else if(n.specialWeek == NewTurn::BONUS_GROWTH)
availableCount += 5;
}
}
}
}
}
if(!firstTurn && player < PlayerColor::PLAYER_LIMIT)//not the first day and town not neutral
{
n.res[player] = n.res[player] + t->dailyIncome();
}
if(t->hasBuilt(BuildingID::GRAIL, ETownType::TOWER))
{
// Skyship, probably easier to handle same as Veil of darkness
//do it every new day after veils apply
if (player != PlayerColor::NEUTRAL) //do not reveal fow for neutral player
{
FoWChange fw;
fw.mode = 1;
fw.player = player;
// find all hidden tiles
const auto & fow = gs->getPlayerTeam(player)->fogOfWarMap;
for (size_t i=0; i<fow.size(); i++)
for (size_t j=0; j<fow.at(i).size(); j++)
for (size_t k=0; k<fow.at(i).at(j).size(); k++)
if (!fow.at(i).at(j).at(k))
fw.tiles.insert(int3(i,j,k));
sendAndApply (&fw);
}
}
if (t->hasBonusOfType (Bonus::DARKNESS))
{
for (auto & player : gameState()->players)
{
if (getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES)
changeFogOfWar(t->visitablePos(), t->getBonusLocalFirst(Selector::type(Bonus::DARKNESS))->val, player.first, true);
}
}
}
if(newMonth)
{
SetAvailableArtifacts saa;
saa.id = -1;
pickAllowedArtsSet(saa.arts);
sendAndApply(&saa);
}
sendAndApply(&n);
if(newWeek)
{
//spawn wandering monsters
if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
{
spawnWanderingMonsters(n.creatureid);
}
//new week info popup
if(!firstTurn)
{
InfoWindow iw;
switch (n.specialWeek)
{
case NewTurn::DOUBLE_GROWTH:
iw.text.addTxt(MetaString::ARRAY_TXT, 131);
iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
break;
case NewTurn::PLAGUE:
iw.text.addTxt(MetaString::ARRAY_TXT, 132);
break;
case NewTurn::BONUS_GROWTH:
iw.text.addTxt(MetaString::ARRAY_TXT, 134);
iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
break;
case NewTurn::DEITYOFFIRE:
iw.text.addTxt(MetaString::ARRAY_TXT, 135);
iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
iw.text.addReplacement2(15); //%+d 15
iw.text.addReplacement(MetaString::CRE_SING_NAMES, 43); //%s familiar
iw.text.addReplacement2(15); //%+d 15
break;
default:
if (newMonth)
{
iw.text.addTxt(MetaString::ARRAY_TXT, (130));
iw.text.addReplacement(MetaString::ARRAY_TXT, gs->getRandomGenerator().nextInt(32, 41));
}
else
{
iw.text.addTxt(MetaString::ARRAY_TXT, (133));
iw.text.addReplacement(MetaString::ARRAY_TXT, gs->getRandomGenerator().nextInt(43, 57));
}
}
for (auto & elem : gs->players)
{
iw.player = elem.first;
sendAndApply(&iw);
}
}
}
logGlobal->traceStream() << "Info about turn " << n.day << "has been sent!";
handleTimeEvents();
//call objects
for(auto & elem : gs->map->objects)
{
if(elem)
elem->newTurn();
}
synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
}
void CGameHandler::run(bool resume)
{
LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
using namespace boost::posix_time;
for(CConnection *cc : conns)
{
if(!resume)
{
(*cc) << gs->initialOpts; // gs->scenarioOps
}
std::set<PlayerColor> players;
(*cc) >> players; //how many players will be handled at that client
std::stringstream sbuffer;
sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
for(PlayerColor color : players)
{
sbuffer << color << " ";
{
boost::unique_lock<boost::recursive_mutex> lock(gsm);
connections[color] = cc;
}
}
logGlobal->infoStream() << sbuffer.str();
cc->addStdVecItems(gs);
cc->enableStackSendingByID();
cc->disableSmartPointerSerialization();
}
for(auto & elem : conns)
{
std::set<PlayerColor> pom;
for(auto j = connections.cbegin(); j!=connections.cend();j++)
if(j->second == elem)
pom.insert(j->first);
boost::thread(std::bind(&CGameHandler::handleConnection,this,pom,std::ref(*elem)));
}
if(gs->scenarioOps->mode == StartInfo::DUEL)
{
runBattle();
end2 = true;
while(conns.size() && (*conns.begin())->isOpen())
boost::this_thread::sleep(boost::posix_time::milliseconds(5)); //give time client to close socket
return;
}
auto playerTurnOrder = generatePlayerTurnOrder();
while(!end2)
{
if(!resume) newTurn();
std::list<PlayerColor>::iterator it;
if(resume)
{
it = std::find(playerTurnOrder.begin(), playerTurnOrder.end(), gs->currentPlayer);
}
else
{
it = playerTurnOrder.begin();
}
resume = false;
for (; it != playerTurnOrder.end(); it++)
{
auto playerColor = *it;
PlayerState * playerState = &gs->players[playerColor]; //can't copy CBonusSystemNode by value
if (playerState->status == EPlayerStatus::INGAME)
{
//if player runs out of time, he shouldn't get the turn (especially AI)
checkVictoryLossConditionsForAll();
if (gs->players[playerColor].status != EPlayerStatus::INGAME)
{ //player lost at the beginning of his turn
continue;
}
else //give normal turn
{
states.setFlag(playerColor, &PlayerStatus::makingTurn, true);
YourTurn yt;
yt.player = playerColor;
//Change local daysWithoutCastle counter for local interface message //TODO: needed?
yt.daysWithoutCastle = playerState->daysWithoutCastle;
applyAndSend(&yt);
//wait till turn is done
boost::unique_lock<boost::mutex> lock(states.mx);
while (states.players.at(playerColor).makingTurn && !end2)
{
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)
end2 = true;
}
while(conns.size() && (*conns.begin())->isOpen())
boost::this_thread::sleep(boost::posix_time::milliseconds(5)); //give time client to close socket
}
std::list<PlayerColor> CGameHandler::generatePlayerTurnOrder() const
{
// Generate player turn order
std::list<PlayerColor> playerTurnOrder;
for(const auto & player : gs->players) // add human players first
{
if(player.second.human)
playerTurnOrder.push_back(player.first);
}
for(const auto & player : gs->players) // then add non-human players
{
if(!player.second.human)
playerTurnOrder.push_back(player.first);
}
return playerTurnOrder;
}
void CGameHandler::setupBattle( int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town )
{
battleResult.set(nullptr);
//send info about battles
BattleStart bs;
bs.info = gs->setupBattle(tile, armies, heroes, creatureBank, town);
sendAndApply(&bs);
}
void CGameHandler::checkBattleStateChanges()
{
//check if drawbridge state need to be changes
if(battleGetSiegeLevel() > 0)
updateGateState();
//check if battle ended
if(auto result = battleIsFinished())
{
setBattleResult(BattleResult::NORMAL, *result);
}
}
void CGameHandler::giveSpells(const CGTownInstance *t, const CGHeroInstance *h)
{
if(!h->hasSpellbook())
return; //hero hasn't spellbook
ChangeSpells cs;
cs.hid = h->id;
cs.learn = true;
if(t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX) && t->hasBuilt(BuildingID::MAGES_GUILD_1))
{
// Aurora Borealis give spells of all levels even if only level 1 mages guild built
for(int i = 0; i < h->getSecSkillLevel(SecondarySkill::WISDOM)+2; i++)
{
std::vector<SpellID> spells;
getAllowedSpells(spells, i+1);
for(auto & spell : spells)
cs.spells.insert(spell);
}
}
else
{
for(int i = 0; i < std::min(t->mageGuildLevel(), h->getSecSkillLevel(SecondarySkill::WISDOM)+2); i++)
{
for(int j = 0; j < t->spellsAtLevel(i+1, true) && j < t->spells.at(i).size(); j++)
{
if(!vstd::contains(h->spells, t->spells.at(i).at(j)))
cs.spells.insert(t->spells.at(i).at(j));
}
}
}
if(!cs.spells.empty())
sendAndApply(&cs);
}
void CGameHandler::setBlockVis(ObjectInstanceID objid, bool bv)
{
SetObjectProperty sop(objid,2,bv);
sendAndApply(&sop);
}
bool CGameHandler::removeObject( const CGObjectInstance * obj )
{
if(!obj || !getObj(obj->id))
{
logGlobal->errorStream() << "Something wrong, that object already has been removed or hasn't existed!";
return false;
}
RemoveObject ro;
ro.id = obj->id;
sendAndApply(&ro);
checkVictoryLossConditionsForAll(); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
return true;
}
void CGameHandler::setAmount(ObjectInstanceID objid, ui32 val)
{
SetObjectProperty sop(objid,3,val);
sendAndApply(&sop);
}
bool CGameHandler::moveHero( ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit, PlayerColor asker /*= 255*/ )
{
const CGHeroInstance *h = getHero(hid);
if(!h || (asker != PlayerColor::NEUTRAL && (teleporting || h->getOwner() != gs->currentPlayer)) //not turn of that hero or player can't simply teleport hero (at least not with this function)
)
{
logGlobal->errorStream() << "Illegal call to move hero!";
return false;
}
logGlobal->traceStream() << "Player " << asker << " wants to move hero "<< hid.getNum() << " from "<< h->pos << " to " << dst;
const int3 hmpos = CGHeroInstance::convertPosition(dst, false);
if(!gs->map->isInTheMap(hmpos))
{
logGlobal->errorStream() << "Destination tile is outside the map!";
return false;
}
const TerrainTile t = *gs->getTile(hmpos);
const int3 guardPos = gs->guardingCreaturePosition(hmpos);
const bool embarking = !h->boat && !t.visitableObjects.empty() && t.visitableObjects.back()->ID == Obj::BOAT;
const bool disembarking = h->boat && t.terType != ETerrainType::WATER && !t.blocked;
//result structure for start - movement failed, no move points used
TryMoveHero tmh;
tmh.id = hid;
tmh.start = h->pos;
tmh.end = dst;
tmh.result = TryMoveHero::FAILED;
tmh.movePoints = h->movement;
//check if destination tile is available
auto ti = make_unique<TurnInfo>(h);
const bool canFly = ti->hasBonusOfType(Bonus::FLYING_MOVEMENT);
const bool canWalkOnSea = ti->hasBonusOfType(Bonus::WATER_WALKING);
const int cost = CPathfinderHelper::getMovementCost(h, h->getPosition(), hmpos, nullptr, nullptr, h->movement, ti.get());
//it's a rock or blocked and not visitable tile
//OR hero is on land and dest is water and (there is not present only one object - boat)
if(((t.terType == ETerrainType::ROCK || (t.blocked && !t.visitable && !canFly))
&& complain("Cannot move hero, destination tile is blocked!"))
|| ((!h->boat && !canWalkOnSea && !canFly && t.terType == ETerrainType::WATER && (t.visitableObjects.size() < 1 || (t.visitableObjects.back()->ID != Obj::BOAT && t.visitableObjects.back()->ID != Obj::HERO))) //hero is not on boat/water walking and dst water tile doesn't contain boat/hero (objs visitable from land) -> we test back cause boat may be on top of another object (#276)
&& complain("Cannot move hero, destination tile is on water!"))
|| ((h->boat && t.terType != ETerrainType::WATER && t.blocked)
&& complain("Cannot disembark hero, tile is blocked!"))
|| ( (distance(h->pos, dst) >= 1.5 && !teleporting)
&& complain("Tiles are not neighboring!"))
|| ( (h->inTownGarrison)
&& complain("Can not move garrisoned hero!"))
|| ((h->movement < cost && dst != h->pos && !teleporting)
&& complain("Hero doesn't have any movement points left!"))
|| ((transit && !canFly && !CGTeleport::isTeleport(t.topVisitableObj()))
&& complain("Hero cannot transit over this tile!"))
/*|| (states.checkFlag(h->tempOwner, &PlayerStatus::engagedIntoBattle)
&& complain("Cannot move hero during the battle"))*/)
{
//send info about movement failure
sendAndApply(&tmh);
return false;
}
//several generic blocks of code
// should be called if hero changes tile but before applying TryMoveHero package
auto leaveTile = [&]()
{
for(CGObjectInstance *obj : gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects)
{
obj->onHeroLeave(h);
}
this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadius(), h->tempOwner, 1);
};
auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
EVisitDest visitDest, ELEaveTile leavingTile) -> bool
{
LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->name % tmh.start % tmh.end);
auto moveQuery = std::make_shared<CHeroMovementQuery>(tmh, h);
queries.addQuery(moveQuery);
if(leavingTile == LEAVING_TILE)
leaveTile();
tmh.result = result;
sendAndApply(&tmh);
if (visitDest == VISIT_DEST && t.topVisitableObj() && t.topVisitableObj()->id == h->id)
{ // Hero should be always able to visit any object he staying on even if there guards around
visitObjectOnTile(t, h);
}
else if(lookForGuards == CHECK_FOR_GUARDS && this->isInTheMap(guardPos))
{
tmh.attackedFrom = 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->traceStream() << "Hero " << h->name << " ends movement";
return result != TryMoveHero::FAILED;
};
//interaction with blocking object (like resources)
auto blockingVisit = [&]() -> bool
{
for(CGObjectInstance *obj : t.visitableObjects)
{
if(obj != h && obj->blockVisit && !obj->passableFor(h->tempOwner))
{
return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, VISIT_DEST, REMAINING_ON_TILE);
//this-> is needed for MVS2010 to recognize scope (?)
}
}
return false;
};
if(!transit && embarking)
{
tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, false, ti.get());
return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
// In H3 embark ignore guards
}
if(disembarking)
{
tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, true, ti.get());
return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
}
if(teleporting)
{
if(blockingVisit()) // e.g. hero on the other side of teleporter
return true;
doMove(TryMoveHero::TELEPORTATION, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
// visit town for town portal \ castle gates
// do not use generic visitObjectOnTile to avoid double-teleporting
// if this moveHero call was triggered by teleporter
if (!t.visitableObjects.empty())
{
if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(t.visitableObjects.back()))
town->onHeroVisit(h);
}
return true;
}
//still here? it is standard movement!
{
tmh.movePoints = h->movement >= cost
? h->movement - cost
: 0;
EGuardLook lookForGuards = CHECK_FOR_GUARDS;
EVisitDest visitDest = VISIT_DEST;
if(transit)
{
if(CGTeleport::isTeleport(t.topVisitableObj()))
visitDest = DONT_VISIT_DEST;
if(canFly)
{
lookForGuards = IGNORE_GUARDS;
visitDest = DONT_VISIT_DEST;
}
}
else if(blockingVisit())
return true;
doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);
return true;
}
}
bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker/* = 255*/)
{
const CGHeroInstance *h = getHero(hid);
const CGTownInstance *t = getTown(dstid);
if ( !h || !t || h->getOwner() != gs->currentPlayer )
logGlobal->errorStream() << "Invalid call to teleportHero!";
const CGTownInstance *from = h->visitedTown;
if(((h->getOwner() != t->getOwner())
&& complain("Cannot teleport hero to another player"))
|| ((!from || !from->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO))
&& complain("Hero must be in town with Castle gate for teleporting"))
|| (!t->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO)
&& complain("Cannot teleport hero to town without Castle gate in it")))
return false;
int3 pos = t->visitablePos();
pos += h->getVisitableOffset();
moveHero(hid,pos,1);
return true;
}
void CGameHandler::setOwner(const CGObjectInstance * obj, PlayerColor owner)
{
PlayerColor oldOwner = getOwner(obj->id);
SetObjectProperty sop(obj->id, 1, owner.getNum());
sendAndApply(&sop);
std::set<PlayerColor> playerColors = {owner, oldOwner};
checkVictoryLossConditions(playerColors);
if(dynamic_cast<const CGTownInstance *>(obj)) //town captured
{
if (owner < PlayerColor::PLAYER_LIMIT) //new owner is real player
{
const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
if (town->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
setPortalDwelling(town, true, false);
}
if (oldOwner < PlayerColor::PLAYER_LIMIT) //old owner is real player
{
if (gs->getPlayer(oldOwner)->towns.empty())//previous player lost last last town
{
InfoWindow iw;
iw.player = oldOwner;
iw.text.addTxt(MetaString::GENERAL_TXT, 6); //%s, you have lost your last town. If you do not conquer another town in the next week, you will be eliminated.
iw.text.addReplacement(MetaString::COLOR, oldOwner.getNum());
sendAndApply(&iw);
}
}
}
const PlayerState * p = gs->getPlayer(owner);
if((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4 ) && p && p->dwellings.size()==1)//first dwelling captured
{
for(const CGTownInstance *t : gs->getPlayer(owner)->towns)
{
if (t->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
setPortalDwelling(t);//set initial creatures for all portals of summoning
}
}
}
void CGameHandler::showBlockingDialog( BlockingDialog *iw )
{
auto dialogQuery = std::make_shared<CBlockingDialogQuery>(*iw);
queries.addQuery(dialogQuery);
iw->queryID = dialogQuery->queryID;
sendToAllClients(iw);
}
void CGameHandler::showTeleportDialog( TeleportDialog *iw )
{
auto dialogQuery = std::make_shared<CTeleportDialogQuery>(*iw);
queries.addQuery(dialogQuery);
iw->queryID = dialogQuery->queryID;
sendToAllClients(iw);
}
void CGameHandler::giveResource(PlayerColor player, Res::ERes which, int val) //TODO: cap according to Bersy's suggestion
{
if(!val) return; //don't waste time on empty call
SetResource sr;
sr.player = player;
sr.resid = which;
sr.val = gs->players.find(player)->second.resources.at(which) + val;
sendAndApply(&sr);
}
void CGameHandler::giveResources(PlayerColor player, TResources resources)
{
for(TResources::nziterator i(resources); i.valid(); i++)
giveResource(player, i->resType, i->resVal);
}
void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
{
COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
//first we move creatures to give to make them army of object-source
for (auto & elem : creatures.Slots())
{
addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->type)), elem.second->type, elem.second->count);
}
tryJoiningArmy(obj, h, remove, true);
}
void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures)
{
std::vector<CStackBasicDescriptor> cres = creatures;
if (cres.size() <= 0)
return;
const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
for(CStackBasicDescriptor &sbd : cres)
{
TQuantity collected = 0;
while(collected < sbd.count)
{
bool foundSth = false;
for(auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
{
if(i->second->type == sbd.type)
{
TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
changeStackCount(StackLocation(obj, i->first), -take, false);
collected += take;
foundSth = true;
break;
}
}
if(!foundSth) //we went through the whole loop and haven't found appropriate cres
{
complain("Unexpected failure during taking creatures!");
return;
}
}
}
}
void CGameHandler::showCompInfo(ShowInInfobox * comp)
{
sendToAllClients(comp);
}
void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
{
HeroVisitCastle vc;
vc.hid = hero->id;
vc.tid = obj->id;
vc.flags |= 1;
sendAndApply(&vc);
vistiCastleObjects (obj, hero);
giveSpells (obj, hero);
checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
}
void CGameHandler::vistiCastleObjects (const CGTownInstance *t, const CGHeroInstance *h)
{
std::vector<CGTownBuilding*>::const_iterator i;
for (i = t->bonusingBuildings.begin(); i != t->bonusingBuildings.end(); i++)
(*i)->onHeroVisit (h);
}
void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
{
HeroVisitCastle vc;
vc.hid = hero->id;
vc.tid = obj->id;
sendAndApply(&vc);
}
void CGameHandler::removeArtifact(const ArtifactLocation &al)
{
EraseArtifact ea;
ea.al = al;
sendAndApply(&ea);
}
void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank,
const CGTownInstance *town) //use hero=nullptr for no hero
{
engageIntoBattle(army1->tempOwner);
engageIntoBattle(army2->tempOwner);
static const CArmedInstance *armies[2];
armies[0] = army1;
armies[1] = army2;
static const CGHeroInstance*heroes[2];
heroes[0] = hero1;
heroes[1] = hero2;
setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
auto battleQuery = std::make_shared<CBattleQuery>(gs->curB);
queries.addQuery(battleQuery);
boost::thread(&CGameHandler::runBattle, this);
}
void CGameHandler::startBattleI( const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank )
{
startBattlePrimary(army1, army2, tile,
army1->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army1) : nullptr,
army2->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army2) : nullptr,
creatureBank);
}
void CGameHandler::startBattleI( const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank)
{
startBattleI(army1, army2, army2->visitablePos(), creatureBank);
}
void CGameHandler::changeSpells( const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells )
{
ChangeSpells cs;
cs.hid = hero->id;
cs.spells = spells;
cs.learn = give;
sendAndApply(&cs);
}
void CGameHandler::sendMessageTo( CConnection &c, const std::string &message )
{
SystemMessage sm;
sm.text = message;
boost::unique_lock<boost::mutex> lock(*c.wmx);
c << &sm;
}
void CGameHandler::giveHeroBonus( GiveBonus * bonus )
{
sendAndApply(bonus);
}
void CGameHandler::setMovePoints( SetMovePoints * smp )
{
sendAndApply(smp);
}
void CGameHandler::setManaPoints( ObjectInstanceID hid, int val )
{
SetMana sm;
sm.hid = hid;
sm.val = val;
sm.absolute = true;
sendAndApply(&sm);
}
void CGameHandler::giveHero( ObjectInstanceID id, PlayerColor player )
{
GiveHero gh;
gh.id = id;
gh.player = player;
sendAndApply(&gh);
}
void CGameHandler::changeObjPos( ObjectInstanceID objid, int3 newPos, ui8 flags )
{
ChangeObjPos cop;
cop.objid = objid;
cop.nPos = newPos;
cop.flags = flags;
sendAndApply(&cop);
}
void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
{
const CGHeroInstance * h1 = getHero(fromHero);
const CGHeroInstance * h2 = getHero(toHero);
if ( h1->getSecSkillLevel(SecondarySkill::SCHOLAR) < h2->getSecSkillLevel(SecondarySkill::SCHOLAR) )
{
std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
std::swap(fromHero, toHero);
}
int ScholarLevel = h1->getSecSkillLevel(SecondarySkill::SCHOLAR);//heroes can trade up to this level
if (!ScholarLevel || !h1->hasSpellbook() || !h2->hasSpellbook() )
return;//no scholar skill or no spellbook
int h1Lvl = std::min(ScholarLevel+1, h1->getSecSkillLevel(SecondarySkill::WISDOM)+2),
h2Lvl = std::min(ScholarLevel+1, h2->getSecSkillLevel(SecondarySkill::WISDOM)+2);//heroes can receive this levels
ChangeSpells cs1;
cs1.learn = true;
cs1.hid = toHero;//giving spells to first hero
for(auto it : h1->spells)
if ( h2Lvl >= it.toSpell()->level && !vstd::contains(h2->spells, it))//hero can learn it and don't have it yet
cs1.spells.insert(it);//spell to learn
ChangeSpells cs2;
cs2.learn = true;
cs2.hid = fromHero;
for(auto it : h2->spells)
if ( h1Lvl >= it.toSpell()->level && !vstd::contains(h1->spells, it))
cs2.spells.insert(it);
if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
{
InfoWindow iw;
iw.player = h1->tempOwner;
iw.components.push_back(Component(Component::SEC_SKILL, 18, ScholarLevel, 0));
iw.text.addTxt(MetaString::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
iw.text.addReplacement(h1->name);
if (!cs2.spells.empty())//if found new spell - apply
{
iw.text.addTxt(MetaString::GENERAL_TXT, 140);//learns
int size = cs2.spells.size();
for(auto it : cs2.spells)
{
iw.components.push_back(Component(Component::SPELL, it, 1, 0));
iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
switch (size--)
{
case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
case 1: break;
default: iw.text << ", ";
}
}
iw.text.addTxt(MetaString::GENERAL_TXT, 142);//from %s
iw.text.addReplacement(h2->name);
sendAndApply(&cs2);
}
if (!cs1.spells.empty() && !cs2.spells.empty() )
{
iw.text.addTxt(MetaString::GENERAL_TXT, 141);//and
}
if (!cs1.spells.empty())
{
iw.text.addTxt(MetaString::GENERAL_TXT, 147);//teaches
int size = cs1.spells.size();
for(auto it : cs1.spells)
{
iw.components.push_back(Component(Component::SPELL, it, 1, 0));
iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
switch (size--)
{
case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
case 1: break;
default: iw.text << ", ";
} }
iw.text.addTxt(MetaString::GENERAL_TXT, 148);//from %s
iw.text.addReplacement(h2->name);
sendAndApply(&cs1);
}
sendAndApply(&iw);
}
}
void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
{
auto h1 = getHero(hero1), h2 = getHero(hero2);
if( gameState()->getPlayerRelations(h1->getOwner(), h2->getOwner()))
{
auto exchange = std::make_shared<CGarrisonDialogQuery>(h1, h2);
ExchangeDialog hex;
hex.queryID = exchange->queryID;
hex.heroes[0] = getHero(hero1);
hex.heroes[1] = getHero(hero2);
sendAndApply(&hex);
useScholarSkill(hero1,hero2);
queries.addQuery(exchange);
}
}
void CGameHandler::sendToAllClients( CPackForClient * info )
{
logGlobal->traceStream() << "Sending to all clients a package of type " << typeid(*info).name();
for(auto & elem : conns)
{
boost::unique_lock<boost::mutex> lock(*(elem)->wmx);
*elem << info;
}
}
void CGameHandler::sendAndApply(CPackForClient * info)
{
sendToAllClients(info);
gs->apply(info);
}
void CGameHandler::applyAndSend(CPackForClient * info)
{
gs->apply(info);
sendToAllClients(info);
}
void CGameHandler::sendAndApply(CGarrisonOperationPack * info)
{
sendAndApply(static_cast<CPackForClient*>(info));
checkVictoryLossConditionsForAll();
}
void CGameHandler::sendAndApply( SetResource * info )
{
sendAndApply(static_cast<CPackForClient*>(info));
checkVictoryLossConditionsForPlayer(info->player);
}
void CGameHandler::sendAndApply( SetResources * info )
{
sendAndApply(static_cast<CPackForClient*>(info));
checkVictoryLossConditionsForPlayer(info->player);
}
void CGameHandler::sendAndApply( NewStructures * info )
{
sendAndApply(static_cast<CPackForClient*>(info));
checkVictoryLossConditionsForPlayer(getTown(info->tid)->tempOwner);
}
void CGameHandler::save(const std::string & filename )
{
logGlobal->infoStream() << "Saving to " << filename;
const auto stem = FileInfo::GetPathStem(filename);
const auto savefname = stem.to_string() + ".vsgm1";
CResourceHandler::get("local")->createResource(savefname);
{
logGlobal->infoStream() << "Ordering clients to serialize...";
SaveGame sg(savefname);
sendToAllClients(&sg);
}
try
{
// {
// logGlobal->infoStream() << "Serializing game info...";
// CSaveFile save(CResourceHandler::get("local")->getResourceName(ResourceID(info.getStem(), EResType::LIB_SAVEGAME)));
// // char hlp[8] = "VCMISVG";
// // save << hlp;
// saveCommonState(save);
// }
{
CSaveFile save(*CResourceHandler::get("local")->getResourceName(ResourceID(stem.to_string(), EResType::SERVER_SAVEGAME)));
saveCommonState(save);
logGlobal->infoStream() << "Saving server state";
save << *this;
}
logGlobal->infoStream() << "Game has been successfully saved!";
}
catch(std::exception &e)
{
logGlobal->errorStream() << "Failed to save game: " << e.what();
}
}
void CGameHandler::close()
{
logGlobal->infoStream() << "We have been requested to close.";
if(gs->initialOpts->mode == StartInfo::DUEL)
{
exit(0);
}
//for(CConnection *cc : conns)
// if(cc && cc->socket && cc->socket->is_open())
// cc->socket->close();
//exit(0);
}
bool CGameHandler::arrangeStacks( ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player )
{
const CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->getObjInstance(id1)),
*s2 = static_cast<CArmedInstance*>(gs->getObjInstance(id2));
const CCreatureSet &S1 = *s1, &S2 = *s2;
StackLocation sl1(s1, p1), sl2(s2, p2);
if(!sl1.slot.validSlot() || !sl2.slot.validSlot())
{
complain("Invalid slot accessed!");
return false;
}
if(!isAllowedExchange(id1,id2))
{
complain("Cannot exchange stacks between these two objects!\n");
return false;
}
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;
}
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;
moveStack(sl1, sl2);
}
else if(what==3) //split
{
const int countToMove = val - s2->getStackCount(p2);
const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;
if ( (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1) )
|| (s2->tempOwner != player && val < s2->getStackCount(p2) ) )
{
complain("Can't move troops of another player!");
return false;
}
//general conditions checking
if((!vstd::contains(S1.stacks,p1) && complain("no creatures to split"))
|| (val<1 && complain("no creatures to split")) )
{
return false;
}
if(vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
{
int total = s1->getStackCount(p1) + s2->getStackCount(p2);
if( (total < val && complain("Cannot split that stack, not enough creatures!"))
|| (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
)
{
return false;
}
moveStack(sl1, sl2, countToMove);
//S2.slots[p2]->count = val;
//S1.slots[p1]->count = total - val;
}
else //split one stack to the two
{
if(s1->getStackCount(p1) < val)//not enough creatures
{
complain("Cannot split that stack, not enough creatures!");
return false;
}
moveStack(sl1, sl2, val);
}
}
return true;
}
PlayerColor CGameHandler::getPlayerAt( CConnection *c ) const
{
std::set<PlayerColor> all;
for(auto i=connections.cbegin(); i!=connections.cend(); i++)
if(i->second == c)
all.insert(i->first);
switch(all.size())
{
case 0:
return PlayerColor::NEUTRAL;
case 1:
return *all.begin();
default:
{
//if we have more than one player at this connection, try to pick active one
if(vstd::contains(all, gs->currentPlayer))
return gs->currentPlayer;
else
return PlayerColor::CANNOT_DETERMINE; //cannot say which player is it
}
}
}
bool CGameHandler::disbandCreature( ObjectInstanceID id, SlotID pos )
{
CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->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 /*=false*/ )
{
const CGTownInstance * t = getTown(tid);
if(!t)
COMPLAIN_RETF("No such town (ID=%s)!", tid);
if(!t->town->buildings.count(requestedID))
COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->name % tid);
if (t->hasBuilt(requestedID))
COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->Name() % t->name);
const CBuilding * requestedBuilding = t->town->buildings.at(requestedID);
//Vector with future list of built building and buildings in auto-mode that are not yet built.
std::vector<const CBuilding*> remainingAutoBuildings;
std::set<BuildingID> buildingsThatWillBe;
//Check validity of request
if(!force)
{
switch (requestedBuilding->mode)
{
case CBuilding::BUILD_NORMAL :
if (gs->canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
COMPLAIN_RET("Cannot build that building!");
break;
case CBuilding::BUILD_AUTO :
case CBuilding::BUILD_SPECIAL:
COMPLAIN_RET("This building can not be constructed normally!");
case CBuilding::BUILD_GRAIL :
if(requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
{
if(!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
COMPLAIN_RET("Cannot build this without grail!")
else
removeArtifact(ArtifactLocation(t->visitingHero, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
}
break;
}
}
//Performs stuff that has to be done before new building is built
auto processBeforeBuiltStructure = [t, this](const BuildingID buildingID)
{
if(buildingID >= BuildingID::DWELL_FIRST) //dwelling
{
int level = (buildingID - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
int upgradeNumber = (buildingID - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
if (upgradeNumber >= t->town->creatures.at(level).size())
{
complain(boost::str(boost::format("Error ecountered when building dwelling (bid=%s):"
"no creature found (upgrade number %d, level %d!")
% buildingID % upgradeNumber % level));
return;
}
CCreature * crea = VLC->creh->creatures.at(t->town->creatures.at(level).at(upgradeNumber));
SetAvailableCreatures ssi;
ssi.tid = t->id;
ssi.creatures = t->creatures;
if (ssi.creatures[level].second.empty()) // first creature in a dwelling
ssi.creatures[level].first = crea->growth;
ssi.creatures[level].second.push_back(crea->idNumber);
sendAndApply(&ssi);
}
if ( t->subID == ETownType::DUNGEON && buildingID == BuildingID::PORTAL_OF_SUMMON )
{
setPortalDwelling(t);
}
};
//Performs stuff that has to be done after new building is built
auto processAfterBuiltStructure = [t, this](const BuildingID buildingID)
{
if(buildingID <= BuildingID::MAGES_GUILD_5 || //it's mage guild
(t->subID == ETownType::TOWER && buildingID == BuildingID::LIBRARY) ||
(t->subID == ETownType::CONFLUX && buildingID == BuildingID::GRAIL))
{
if(t->visitingHero)
giveSpells(t,t->visitingHero);
if(t->garrisonHero)
giveSpells(t,t->garrisonHero);
}
};
//Checks if all requirements will be met with expected building list "buildingsThatWillBe"
auto areRequirementsFullfilled = [&](const BuildingID & buildID)
{
return buildingsThatWillBe.count(buildID);
};
//Init the vectors
for(auto & build : t->town->buildings)
{
if(t->hasBuilt(build.first))
buildingsThatWillBe.insert(build.first);
else
{
if(build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
remainingAutoBuildings.push_back(build.second);
}
}
//Prepare structure (list of building ids will be filled later)
NewStructures ns;
ns.tid = tid;
ns.builded = force ? t->builded : (t->builded+1);
std::queue<const CBuilding*> buildingsToAdd;
buildingsToAdd.push(requestedBuilding);
while(!buildingsToAdd.empty())
{
auto b = buildingsToAdd.front();
buildingsToAdd.pop();
ns.bid.insert(b->bid);
buildingsThatWillBe.insert(b->bid);
remainingAutoBuildings -= b;
for(auto autoBuilding : remainingAutoBuildings)
{
if (autoBuilding->requirements.test(areRequirementsFullfilled))
buildingsToAdd.push(autoBuilding);
}
}
// FIXME: it's done before NewStructures applied because otherwise town window wont be properly updated on client. That should be actually fixed on client and not on server.
for(auto builtID : ns.bid)
processBeforeBuiltStructure(builtID);
//Take cost
if (!force)
{
SetResources sr;
sr.player = t->tempOwner;
sr.res = gs->getPlayer(t->tempOwner)->resources - requestedBuilding->resources;
sendAndApply(&sr);
}
//We know what has been built, appluy changes. Do this as final step to properly update town window
sendAndApply(&ns);
//Other post-built events. To some logic like giving spells to work gamestate changes for new building must be already in place!
for(auto builtID : ns.bid)
processAfterBuiltStructure(builtID);
// now when everything is built - reveal tiles for lookout tower
FoWChange fw;
fw.player = t->tempOwner;
fw.mode = 1;
getTilesInRange(fw.tiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, 1);
sendAndApply(&fw);
if(t->visitingHero)
vistiCastleObjects (t, t->visitingHero);
if(t->garrisonHero)
vistiCastleObjects (t, t->garrisonHero);
checkVictoryLossConditionsForPlayer(t->tempOwner);
return true;
}
bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
{
///incomplete, simply erases target building
const CGTownInstance * t = getTown(tid);
if (!vstd::contains(t->builtBuildings, bid))
return false;
RazeStructures rs;
rs.tid = tid;
rs.bid.insert(bid);
rs.destroyed = t->destroyed + 1;
sendAndApply(&rs);
//TODO: Remove dwellers
// if (t->subID == 4 && bid == 17) //Veil of Darkness
// {
// RemoveBonus rb(RemoveBonus::TOWN);
// rb.whoID = t->id;
// rb.source = Bonus::TOWN_STRUCTURE;
// rb.id = 17;
// sendAndApply(&rb);
// }
return true;
}
void CGameHandler::sendMessageToAll( const std::string &message )
{
SystemMessage sm;
sm.text = message;
sendToAllClients(&sm);
}
bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl )
{
const CGDwelling *dw = static_cast<const CGDwelling*>(gs->getObj(objid));
const CArmedInstance *dst = nullptr;
const CCreature *c = VLC->creh->creatures.at(crid);
bool warMachine = c->hasBonusOfType(Bonus::SIEGE_WEAPON);
//TODO: test for owning
//TODO: check if dst can recruit objects (e.g. hero is actually visiting object, town and source are same, etc)
dst = dynamic_cast<const CArmedInstance*>(getObj(dstid));
assert(dw && dst);
//verify
bool found = false;
int level = 0;
for(; level < dw->creatures.size(); level++) //iterate through all levels
{
if ( (fromLvl != -1) && ( level !=fromLvl ) )
continue;
const auto &cur = dw->creatures.at(level); //current level info <amount, list of cr. ids>
int i = 0;
for(; i < cur.second.size(); i++) //look for crid among available creatures list on current level
if(cur.second.at(i) == crid)
break;
if(i < cur.second.size())
{
found = true;
cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
break;
}
}
SlotID slot = dst->getSlotFor(crid);
if( (!found && complain("Cannot recruit: no such creatures!"))
|| (cram > VLC->creh->creatures.at(crid)->maxAmount(gs->getPlayer(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
|| (cram<=0 && complain("Cannot recruit: cram <= 0!"))
|| (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
{
return false;
}
//recruit
SetResources sr;
sr.player = dst->tempOwner;
sr.res = gs->getPlayer(dst->tempOwner)->resources - (c->cost * cram);
SetAvailableCreatures sac;
sac.tid = objid;
sac.creatures = dw->creatures;
sac.creatures[level].first -= cram;
sendAndApply(&sr);
sendAndApply(&sac);
if(warMachine)
{
const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(dst);
if(!h)
COMPLAIN_RET("Only hero can buy war machines");
switch(crid)
{
case CreatureID::BALLISTA:
giveHeroNewArtifact(h, VLC->arth->artifacts[ArtifactID::BALLISTA], ArtifactPosition::MACH1);
break;
case CreatureID::FIRST_AID_TENT:
giveHeroNewArtifact(h, VLC->arth->artifacts[ArtifactID::FIRST_AID_TENT], ArtifactPosition::MACH3);
break;
case CreatureID::AMMO_CART:
giveHeroNewArtifact(h, VLC->arth->artifacts[ArtifactID::AMMO_CART], ArtifactPosition::MACH2);
break;
default:
complain("This war machine cannot be recruited!");
return false;
}
}
else
{
addToSlot(StackLocation(dst, slot), c, cram);
}
return true;
}
bool CGameHandler::upgradeCreature( ObjectInstanceID objid, SlotID pos, CreatureID upgID )
{
CArmedInstance *obj = static_cast<CArmedInstance*>(gs->getObjInstance(objid));
if (!obj->hasStackAtSlot(pos))
{
COMPLAIN_RET("Cannot upgrade, no stack at slot " + boost::to_string(pos));
}
UpgradeInfo ui = gs->getUpgradeInfo(obj->getStack(pos));
PlayerColor player = obj->tempOwner;
const PlayerState *p = getPlayer(player);
int crQuantity = obj->stacks.at(pos)->count;
int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
//check if upgrade is possible
if( (ui.oldID<0 || newIDpos == -1 ) && complain("That upgrade is not possible!"))
{
return false;
}
TResources totalCost = ui.cost.at(newIDpos) * crQuantity;
//check if player has enough resources
if(!p->resources.canAfford(totalCost))
COMPLAIN_RET("Cannot upgrade, not enough resources!");
//take resources
SetResources sr;
sr.player = player;
sr.res = p->resources - totalCost;
sendAndApply(&sr);
//upgrade creature
changeStackType(StackLocation(obj, pos), VLC->creh->creatures.at(upgID));
return true;
}
bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c)
{
if(!sl.army->hasStackAtSlot(sl.slot))
COMPLAIN_RET("Cannot find a stack to change type");
SetStackType sst;
sst.sl = sl;
sst.type = c;
sendAndApply(&sst);
return true;
}
void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
{
assert(src->canBeMergedWith(*dst, allowMerging));
while(src->stacksCount())//while there are unmoved creatures
{
auto i = src->Slots().begin(); //iterator to stack to move
StackLocation sl(src, i->first); //location of stack to move
SlotID pos = dst->getSlotFor(i->second->type);
if(!pos.validSlot())
{
//try to merge two other stacks to make place
std::pair<SlotID, SlotID> toMerge;
if(dst->mergableStacks(toMerge, i->first) && allowMerging)
{
moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
}
else
{
complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
return;
}
}
else
{
moveStack(sl, StackLocation(dst, pos));
}
}
}
bool CGameHandler::garrisonSwap( ObjectInstanceID tid )
{
CGTownInstance *town = gs->getTown(tid);
if(!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
{
if(!town->visitingHero->canBeMergedWith(*town))
{
complain("Cannot make garrison swap, not enough free slots!");
return false;
}
moveArmy(town, town->visitingHero, true);
SetHeroesInTown intown;
intown.tid = tid;
intown.visiting = ObjectInstanceID();
intown.garrison = town->visitingHero->id;
sendAndApply(&intown);
return true;
}
else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
{
//check if moving hero out of town will break 8 wandering heroes limit
if(getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
{
complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
return false;
}
SetHeroesInTown intown;
intown.tid = tid;
intown.garrison = ObjectInstanceID();
intown.visiting = town->garrisonHero->id;
sendAndApply(&intown);
return true;
}
else if(!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
{
SetHeroesInTown intown;
intown.tid = tid;
intown.garrison = town->visitingHero->id;
intown.visiting = town->garrisonHero->id;
sendAndApply(&intown);
return true;
}
else
{
complain("Cannot swap garrison hero!");
return false;
}
}
// With the amount of changes done to the function, it's more like transferArtifacts.
// Function moves artifact from src to dst. If dst is not a backpack and is already occupied, old dst art goes to backpack and is replaced.
bool CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2)
{
ArtifactLocation src = al1, dst = al2;
const PlayerColor srcPlayer = src.owningPlayer(), dstPlayer = dst.owningPlayer();
const CArmedInstance *srcObj = src.relatedObj(), *dstObj = dst.relatedObj();
// Make sure exchange is even possible between the two heroes.
if(!isAllowedExchange(srcObj->id, dstObj->id))
COMPLAIN_RET("That heroes cannot make any exchange!");
const CArtifactInstance *srcArtifact = src.getArt();
const CArtifactInstance *destArtifact = dst.getArt();
if (srcArtifact == nullptr)
COMPLAIN_RET("No artifact to move!");
if (destArtifact && srcPlayer != dstPlayer)
COMPLAIN_RET("Can't touch artifact on hero of another player!");
// Check if src/dest slots are appropriate for the artifacts exchanged.
// Moving to the backpack is always allowed.
if ((!srcArtifact || dst.slot < GameConstants::BACKPACK_START)
&& srcArtifact && !srcArtifact->canBePutAt(dst, true))
COMPLAIN_RET("Cannot move artifact!");
auto srcSlot = src.getSlot();
auto dstSlot = dst.getSlot();
if ((srcSlot && srcSlot->locked) || (dstSlot && dstSlot->locked))
COMPLAIN_RET("Cannot move artifact locks.");
if (dst.slot >= GameConstants::BACKPACK_START && srcArtifact->artType->isBig())
COMPLAIN_RET("Cannot put big artifacts in backpack!");
if (src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)
COMPLAIN_RET("Cannot move catapult!");
if(dst.slot >= GameConstants::BACKPACK_START)
vstd::amin(dst.slot, ArtifactPosition(GameConstants::BACKPACK_START + dst.getHolderArtSet()->artifactsInBackpack.size()));
if (src.slot == dst.slot && src.artHolder == dst.artHolder)
COMPLAIN_RET("Won't move artifact: Dest same as source!");
if(dst.slot < GameConstants::BACKPACK_START && destArtifact) //moving art to another slot
{
//old artifact must be removed first
moveArtifact(dst, ArtifactLocation(dst.artHolder, ArtifactPosition(
dst.getHolderArtSet()->artifactsInBackpack.size() + GameConstants::BACKPACK_START)));
}
MoveArtifact ma;
ma.src = src;
ma.dst = dst;
sendAndApply(&ma);
return true;
}
/**
* Assembles or disassembles a combination artifact.
* @param heroID ID of hero holding the artifact(s).
* @param artifactSlot The worn slot ID of the combination- or constituent artifact.
* @param assemble True for assembly operation, false for disassembly.
* @param assembleTo If assemble is true, this represents the artifact ID of the combination
* artifact to assemble to. Otherwise it's not used.
*/
bool CGameHandler::assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
{
CGHeroInstance *hero = gs->getHero(heroID);
const CArtifactInstance *destArtifact = hero->getArt(artifactSlot);
if(!destArtifact)
COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
if(assemble)
{
CArtifact *combinedArt = VLC->arth->artifacts[assembleTo];
if(!combinedArt->constituents)
COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
if(!vstd::contains(destArtifact->assemblyPossibilities(hero), combinedArt))
COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
AssembledArtifact aa;
aa.al = ArtifactLocation(hero, artifactSlot);
aa.builtArt = combinedArt;
sendAndApply(&aa);
}
else
{
if(!destArtifact->artType->constituents)
COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
DisassembledArtifact da;
da.al = ArtifactLocation(hero, artifactSlot);
sendAndApply(&da);
}
return true;
}
bool CGameHandler::buyArtifact( ObjectInstanceID hid, ArtifactID aid )
{
CGHeroInstance *hero = gs->getHero(hid);
CGTownInstance *town = hero->visitedTown;
if(aid==ArtifactID::SPELLBOOK)
{
if((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
|| (getResource(hero->getOwner(), Res::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!") )
|| (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
)
return false;
giveResource(hero->getOwner(),Res::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
assert(hero->getArt(ArtifactPosition::SPELLBOOK));
giveSpells(town,hero);
return true;
}
else if(aid < 7 && aid > 3) //war machine
{
int price = VLC->arth->artifacts[aid]->price;
if(( hero->getArt(ArtifactPosition(9+aid)) && complain("Hero already has this machine!"))
|| (gs->getPlayer(hero->getOwner())->resources.at(Res::GOLD) < price && complain("Not enough gold!")))
{
return false;
}
if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid )
|| ((town->hasBuilt(BuildingID::BALLISTA_YARD, ETownType::STRONGHOLD)) && aid == ArtifactID::BALLISTA))
{
giveResource(hero->getOwner(),Res::GOLD,-price);
giveHeroNewArtifact(hero, VLC->arth->artifacts[aid], ArtifactPosition(9+aid));
return true;
}
else
COMPLAIN_RET("This machine is unavailable here!");
}
return false;
}
bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, Res::ERes rid, ArtifactID aid)
{
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!");
SetResource sr;
sr.player = h->tempOwner;
sr.resid = rid;
sr.val = getResource(h->tempOwner, rid) - b1;
sendAndApply(&sr);
SetAvailableArtifacts saa;
if(m->o->ID == Obj::TOWN)
{
saa.id = -1;
saa.arts = CGTownInstance::merchantArtifacts;
}
else if(const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m->o)) //black market
{
saa.id = bm->id.getNum();
saa.arts = bm->artifacts;
}
else
COMPLAIN_RET("Wrong marktet...");
bool found = false;
for(const CArtifact *&art : saa.arts)
{
if(art && art->id == aid)
{
art = nullptr;
found = true;
break;
}
}
if(!found)
COMPLAIN_RET("Cannot find selected artifact on the list");
sendAndApply(&saa);
giveHeroNewArtifact(h, VLC->arth->artifacts[aid], ArtifactPosition::FIRST_AVAILABLE);
return true;
}
bool CGameHandler::sellArtifact( const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, Res::ERes rid )
{
const CArtifactInstance *art = h->getArtByInstanceId(aid);
if(!art)
COMPLAIN_RET("There is no artifact to sell!");
if(!art->artType->isTradable())
COMPLAIN_RET("Cannot sell a war machine or spellbook!");
int resVal = 0, dump = 1;
m->getOffer(art->artType->id, rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
removeArtifact(ArtifactLocation(h, h->getArtPos(art)));
giveResource(h->tempOwner, rid, resVal);
return true;
}
//void CGameHandler::lootArtifacts (TArtHolder source, TArtHolder dest, std::vector<ui32> &arts)
//{
// //const CGHeroInstance * h1 = dynamic_cast<CGHeroInstance *> source;
// //auto s = boost::apply_visitor(GetArtifactSetPtr(), source);
// {
// }
//}
bool CGameHandler::buySecSkill( const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
{
if (!h)
COMPLAIN_RET("You need hero to buy a skill!");
if (h->getSecSkillLevel(SecondarySkill(skill)))
COMPLAIN_RET("Hero already know this skill");
if (!h->canLearnSkill())
COMPLAIN_RET("Hero can't learn any more skills");
if (h->type->heroClass->secSkillProbability.at(skill)==0)//can't learn this skill (like necromancy for most of non-necros)
COMPLAIN_RET("The hero can't learn this skill!");
if(!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
COMPLAIN_RET("That skill is unavailable!");
if(getResource(h->tempOwner, Res::GOLD) < 2000)//TODO: remove hardcoded resource\summ?
COMPLAIN_RET("You can't afford to buy this skill");
SetResource sr;
sr.player = h->tempOwner;
sr.resid = Res::GOLD;
sr.val = getResource(h->tempOwner, Res::GOLD) - 2000;
sendAndApply(&sr);
changeSecSkill(h, skill, 1, true);
return true;
}
bool CGameHandler::tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2)
{
int r1 = gs->getPlayer(player)->resources.at(id1),
r2 = gs->getPlayer(player)->resources.at(id2);
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
{
//TODO: complain?
assert(0);
}
SetResource sr;
sr.player = player;
sr.resid = static_cast<Res::ERes>(id1);
sr.val = r1 - b1 * units;
sendAndApply(&sr);
sr.resid = static_cast<Res::ERes>(id2);
sr.val = r2 + b2 * units;
sendAndApply(&sr);
return true;
}
bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, Res::ERes resourceID)
{
if(!vstd::contains(hero->Slots(), slot))
COMPLAIN_RET("Hero doesn't have any creature in that slot!");
const CStackInstance &s = hero->getStack(slot);
if( s.count < count //can't sell more creatures than have
|| (hero->stacksCount() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
{
COMPLAIN_RET("Not enough creatures in army!");
}
int b1, b2; //base quantities for trade
market->getOffer(s.type->idNumber, resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
int units = count / b1; //how many base quantities we trade
if(count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
{
//TODO: complain?
assert(0);
}
changeStackCount(StackLocation(hero, slot), -count);
SetResource sr;
sr.player = hero->tempOwner;
sr.resid = resourceID;
sr.val = getResource(hero->tempOwner, resourceID) + b2 * units;
sendAndApply(&sr);
return true;
}
bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
{
const CArmedInstance *army = nullptr;
if (hero)
army = hero;
else
army = dynamic_cast<const CGTownInstance *>(market->o);
if (!army)
COMPLAIN_RET("Incorrect call to transform in undead!");
if(!army->hasStackAtSlot(slot))
COMPLAIN_RET("Army doesn't have any creature in that slot!");
const CStackInstance &s = army->getStack(slot);
//resulting creature - bone dragons or skeletons
CreatureID resCreature = CreatureID::SKELETON;
if(s.hasBonusOfType(Bonus::DRAGON_NATURE)
|| (s.getCreatureID() == CreatureID::HYDRA)
|| (s.getCreatureID() == CreatureID::CHAOS_HYDRA))
resCreature = CreatureID::BONE_DRAGON;
changeStackType(StackLocation(army, slot), resCreature.toCreature());
return true;
}
bool CGameHandler::sendResources(ui32 val, PlayerColor player, Res::ERes r1, PlayerColor r2)
{
const PlayerState *p2 = gs->getPlayer(r2, false);
if(!p2 || p2->status != EPlayerStatus::INGAME)
{
complain("Dest player must be in game!");
return false;
}
si32 curRes1 = gs->getPlayer(player)->resources.at(r1),
curRes2 = gs->getPlayer(r2)->resources.at(r1);
val = std::min(si32(val),curRes1);
SetResource sr;
sr.player = player;
sr.resid = r1;
sr.val = curRes1 - val;
sendAndApply(&sr);
sr.player = r2;
sr.val = curRes2 + val;
sendAndApply(&sr);
return true;
}
bool CGameHandler::setFormation( ObjectInstanceID hid, ui8 formation )
{
gs->getHero(hid)-> formation = formation;
return true;
}
bool CGameHandler::hireHero(const CGObjectInstance *obj, ui8 hid, PlayerColor player)
{
const PlayerState *p = gs->getPlayer(player);
const CGTownInstance *t = gs->getTown(obj->id);
//common preconditions
// if( (p->resources.at(Res::GOLD)<GOLD_NEEDED && complain("Not enough gold for buying hero!"))
// || (getHeroCount(player, false) >= GameConstants::MAX_HEROES_PER_PLAYER && complain("Cannot hire hero, only 8 wandering heroes are allowed!")))
if((p->resources.at(Res::GOLD) < GameConstants::HERO_GOLD_COST && complain("Not enough gold for buying hero!"))
|| ((!t) && (getHeroCount(player, false) >= VLC->modh->settings.MAX_HEROES_ON_MAP_PER_PLAYER && complain("Cannot hire hero, too many wandering heroes already!")))
|| ((t) && (getHeroCount(player, true) >= VLC->modh->settings.MAX_HEROES_AVAILABLE_PER_PLAYER && complain("Cannot hire hero, too many heroes garrizoned and wandering already!"))) )
{
return false;
}
if(t) //tavern in town
{
if((!t->hasBuilt(BuildingID::TAVERN) && complain("No tavern!"))
|| (t->visitingHero && complain("There is visiting hero - no place!")))
{
return false;
}
}
else if(obj->ID == Obj::TAVERN)
{
if(getTile(obj->visitablePos())->visitableObjects.back() != obj && complain("Tavern entry must be unoccupied!"))
{
return false;
}
}
const CGHeroInstance *nh = p->availableHeroes.at(hid);
if (!nh)
{
complain ("Hero is not available for hiring!");
return false;
}
HeroRecruited hr;
hr.tid = obj->id;
hr.hid = nh->subID;
hr.player = player;
hr.tile = obj->visitablePos() + nh->getVisitableOffset();
sendAndApply(&hr);
std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->unusedHeroesFromPool();
const CGHeroInstance *theOtherHero = p->availableHeroes.at(!hid);
const CGHeroInstance *newHero = nullptr;
if (theOtherHero) //on XXL maps all heroes can be imprisoned :(
{
newHero = gs->hpool.pickHeroFor(false, player, getNativeTown(player), pool, gs->getRandomGenerator(), theOtherHero->type->heroClass);
}
SetAvailableHeroes sah;
sah.player = player;
if(newHero)
{
sah.hid[hid] = newHero->subID;
sah.army[hid].clear();
sah.army[hid].setCreature(SlotID(0), newHero->type->initialArmy[0].creature, 1);
}
else
{
sah.hid[hid] = -1;
}
sah.hid[!hid] = theOtherHero ? theOtherHero->subID : -1;
sendAndApply(&sah);
SetResource sr;
sr.player = player;
sr.resid = Res::GOLD;
sr.val = p->resources.at(Res::GOLD) - GameConstants::HERO_GOLD_COST;
sendAndApply(&sr);
if(t)
{
vistiCastleObjects (t, nh);
giveSpells (t,nh);
}
return true;
}
bool CGameHandler::queryReply(QueryID qid, ui32 answer, PlayerColor player)
{
boost::unique_lock<boost::recursive_mutex> lock(gsm);
logGlobal->traceStream() << boost::format("Player %s attempts answering query %d with answer %d") % player % qid % answer;
auto topQuery = queries.topQuery(player);
COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
COMPLAIN_RET_FALSE_IF(topQuery->queryID != qid, "This player top query has different ID!");
COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
if(auto dialogQuery = std::dynamic_pointer_cast<CDialogQuery>(topQuery))
dialogQuery->answer = answer;
queries.popQuery(topQuery);
return true;
}
static EndAction end_action;
void CGameHandler::updateGateState()
{
BattleUpdateGateState db;
db.state = gs->curB->si.gateState;
if(gs->curB->si.wallState[EWallPart::GATE] == EWallState::DESTROYED)
{
db.state = EGateState::DESTROYED;
}
else if(db.state == EGateState::OPENED)
{
if(!gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_OUTER), false) &&
!gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_INNER), false))
{
if(gs->curB->town->subID == ETownType::FORTRESS)
{
if(!gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false))
db.state = EGateState::CLOSED;
}
else if(gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE)))
db.state = EGateState::BLOCKED;
else
db.state = EGateState::CLOSED;
}
}
else if(gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false))
db.state = EGateState::BLOCKED;
else
db.state = EGateState::CLOSED;
if(db.state != gs->curB->si.gateState)
sendAndApply(&db);
}
bool CGameHandler::makeBattleAction( BattleAction &ba )
{
bool ok = true;
const CStack *stack = battleGetStackByID(ba.stackNumber); //may be nullptr if action is not about stack
const CStack *destinationStack = ba.actionType == Battle::WALK_AND_ATTACK ? gs->curB->battleGetStackByPos(ba.additionalInfo)
: ba.actionType == Battle::SHOOT ? gs->curB->battleGetStackByPos(ba.destinationTile)
: nullptr;
const bool isAboutActiveStack = stack && (stack == battleActiveStack());
logGlobal->traceStream() << boost::format(
"Making action: type=%d; side=%d; stack=%s; dst=%s; additionalInfo=%d; stackAtDst=%s")
% ba.actionType % (int)ba.side % (stack ? stack->getName() : std::string("none"))
% ba.destinationTile % ba.additionalInfo % (destinationStack ? destinationStack->getName() : std::string("none"));
switch(ba.actionType)
{
case Battle::WALK: //walk
case Battle::DEFEND: //defend
case Battle::WAIT: //wait
case Battle::WALK_AND_ATTACK: //walk or attack
case Battle::SHOOT: //shoot
case Battle::CATAPULT: //catapult
case Battle::STACK_HEAL: //healing with First Aid Tent
case Battle::DAEMON_SUMMONING:
case Battle::MONSTER_SPELL:
if(!stack)
{
complain("No such stack!");
return false;
}
if(!stack->alive())
{
complain("This stack is dead: " + stack->nodeName());
return false;
}
if(battleTacticDist())
{
if(stack && !stack->attackerOwned != 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;
}
}
switch(ba.actionType)
{
case Battle::END_TACTIC_PHASE: //wait
case Battle::BAD_MORALE:
case Battle::NO_ACTION:
{
StartAction start_action(ba);
sendAndApply(&start_action);
sendAndApply(&end_action);
break;
}
case Battle::WALK:
{
StartAction start_action(ba);
sendAndApply(&start_action); //start movement
int walkedTiles = moveStack(ba.stackNumber,ba.destinationTile); //move
if(!walkedTiles)
complain("Stack failed movement!");
sendAndApply(&end_action);
break;
}
case Battle::DEFEND:
{
//defensive stance //TODO: remove this bonus when stack becomes active
SetStackEffect sse;
sse.effect.push_back( Bonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 20, -1, PrimarySkill::DEFENSE, Bonus::PERCENT_TO_ALL) );
sse.effect.push_back( Bonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, gs->curB->battleGetStackByID(ba.stackNumber)->valOfBonuses(Bonus::DEFENSIVE_STANCE),
-1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE));
sse.stacks.push_back(ba.stackNumber);
sendAndApply(&sse);
//don't break - we share code with next case
}
case Battle::WAIT:
{
StartAction start_action(ba);
sendAndApply(&start_action);
sendAndApply(&end_action);
break;
}
case Battle::RETREAT: //retreat/flee
{
if(!gs->curB->battleCanFlee(gs->curB->sides.at(ba.side).color))
complain("Cannot retreat!");
else
setBattleResult(BattleResult::ESCAPE, !ba.side); //surrendering side loses
break;
}
case Battle::SURRENDER:
{
PlayerColor player = gs->curB->sides.at(ba.side).color;
int cost = gs->curB->battleGetSurrenderCost(player);
if(cost < 0)
complain("Cannot surrender!");
else if(getResource(player, Res::GOLD) < cost)
complain("Not enough gold to surrender!");
else
{
giveResource(player, Res::GOLD, -cost);
setBattleResult(BattleResult::SURRENDER, !ba.side); //surrendering side loses
}
break;
}
case Battle::WALK_AND_ATTACK: //walk or attack
{
StartAction start_action(ba);
sendAndApply(&start_action); //start movement and attack
if(!stack || !destinationStack)
{
sendAndApply(&end_action);
break;
}
BattleHex startingPos = stack->position;
int distance = moveStack(ba.stackNumber, ba.destinationTile);
logGlobal->traceStream() << stack->nodeName() << " will attack " << destinationStack->nodeName();
if(stack->position != ba.destinationTile //we wasn't able to reach destination tile
&& !(stack->doubleWide()
&& ( stack->position == ba.destinationTile + (stack->attackerOwned ? +1 : -1 ) )
) //nor occupy specified hex
)
{
std::string problem = "We cannot move this stack to its destination " + stack->getCreature()->namePl;
logGlobal->warnStream() << problem;
complain(problem);
ok = false;
sendAndApply(&end_action);
break;
}
if(destinationStack && stack && stack->ID == destinationStack->ID) //we should just move, it will be handled by following check
{
destinationStack = nullptr;
}
if(!destinationStack)
{
complain(boost::str(boost::format("walk and attack error: no stack at additionalInfo tile (%d)!\n") % ba.additionalInfo));
ok = false;
sendAndApply(&end_action);
break;
}
if( !CStack::isMeleeAttackPossible(stack, destinationStack) )
{
complain("Attack cannot be performed!");
sendAndApply(&end_action);
ok = false;
break;
}
//attack
int totalAttacks = 1 + stack->getBonuses(Selector::type (Bonus::ADDITIONAL_ATTACK),
(Selector::effectRange(Bonus::NO_LIMIT).Or(Selector::effectRange(Bonus::ONLY_MELEE_FIGHT))))->totalValue(); //all unspicified attacks + melee attacks
for (int i = 0; i < totalAttacks; ++i)
{
if (stack &&
stack->alive() && //move can cause death, eg. by walking into the moat
destinationStack->alive())
{
BattleAttack bat;
prepareAttack(bat, stack, destinationStack, (i ? 0 : distance), ba.additionalInfo); //no distance travelled on second attack
//prepareAttack(bat, stack, stackAtEnd, 0, ba.additionalInfo);
handleAttackBeforeCasting(bat); //only before first attack
sendAndApply(&bat);
handleAfterAttackCasting(bat);
}
//counterattack
if (destinationStack
&& !stack->hasBonusOfType(Bonus::BLOCKS_RETALIATION)
&& destinationStack->ableToRetaliate()
&& stack->alive()) //attacker may have died (fire shield)
{
BattleAttack bat;
prepareAttack(bat, destinationStack, stack, 0, stack->position);
bat.flags |= BattleAttack::COUNTER;
sendAndApply(&bat);
handleAfterAttackCasting(bat);
}
}
//return
if(stack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE) && startingPos != stack->position && stack->alive())
{
moveStack(ba.stackNumber, startingPos);
//NOTE: curStack->ID == ba.stackNumber (rev 1431)
}
sendAndApply(&end_action);
break;
}
case Battle::SHOOT:
{
if( !gs->curB->battleCanShoot(stack, ba.destinationTile) )
{
complain("Cannot shoot!");
break;
}
StartAction start_action(ba);
sendAndApply(&start_action); //start shooting
{
BattleAttack bat;
bat.flags |= BattleAttack::SHOT;
prepareAttack(bat, stack, destinationStack, 0, ba.destinationTile);
handleAttackBeforeCasting(bat);
sendAndApply(&bat);
handleAfterAttackCasting(bat);
}
//second shot for ballista, only if hero has advanced artillery
const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
if( destinationStack->alive()
&& (stack->getCreature()->idNumber == CreatureID::BALLISTA)
&& (attackingHero->getSecSkillLevel(SecondarySkill::ARTILLERY) >= SecSkillLevel::ADVANCED)
)
{
BattleAttack bat2;
bat2.flags |= BattleAttack::SHOT;
prepareAttack(bat2, stack, destinationStack, 0, ba.destinationTile);
sendAndApply(&bat2);
}
//allow more than one additional attack
int additionalAttacks = stack->getBonuses(Selector::type (Bonus::ADDITIONAL_ATTACK),
(Selector::effectRange(Bonus::NO_LIMIT).Or(Selector::effectRange(Bonus::ONLY_DISTANCE_FIGHT))))->totalValue();
for (int i = 0; i < additionalAttacks; ++i)
{
if(
stack->alive()
&& destinationStack->alive()
&& stack->shots
)
{
BattleAttack bat;
bat.flags |= BattleAttack::SHOT;
prepareAttack(bat, stack, destinationStack, 0, ba.destinationTile);
sendAndApply(&bat);
handleAfterAttackCasting(bat);
}
}
sendAndApply(&end_action);
break;
}
case Battle::CATAPULT:
{
auto getCatapultHitChance = [&](EWallPart::EWallPart part, const CHeroHandler::SBallisticsLevelInfo & sbi) -> int
{
switch(part)
{
case EWallPart::GATE:
return sbi.gate;
case EWallPart::KEEP:
return sbi.keep;
case EWallPart::BOTTOM_TOWER:
case EWallPart::UPPER_TOWER:
return sbi.tower;
case EWallPart::BOTTOM_WALL:
case EWallPart::BELOW_GATE:
case EWallPart::OVER_GATE:
case EWallPart::UPPER_WALL:
return sbi.wall;
default:
return 0;
}
};
StartAction start_action(ba);
sendAndApply(&start_action);
auto onExit = vstd::makeScopeGuard([&]{ sendAndApply(&end_action); }); //if we started than we have to finish
const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
CHeroHandler::SBallisticsLevelInfo sbi = VLC->heroh->ballistics.at(attackingHero->getSecSkillLevel(SecondarySkill::BALLISTICS));
auto wallPart = gs->curB->battleHexToWallPart(ba.destinationTile);
if(!gs->curB->isWallPartPotentiallyAttackable(wallPart))
{
complain("catapult tried to attack non-catapultable hex!");
break;
}
//in successive iterations damage is dealt but not yet subtracted from wall's HPs
auto &currentHP = gs->curB->si.wallState;
if (currentHP.at(wallPart) == EWallState::DESTROYED || currentHP.at(wallPart) == EWallState::NONE)
{
complain("catapult tried to attack already destroyed wall part!");
break;
}
for(int g=0; g<sbi.shots; ++g)
{
bool hitSuccessfull = false;
auto attackedPart = wallPart;
do // catapult has chance to attack desired target. Othervice - attacks randomly
{
if(currentHP.at(attackedPart) != EWallState::DESTROYED && // this part can be hit
currentHP.at(attackedPart) != EWallState::NONE &&
gs->getRandomGenerator().nextInt(99) < getCatapultHitChance(attackedPart, sbi))//hit is successful
{
hitSuccessfull = true;
}
else // select new target
{
std::vector<EWallPart::EWallPart> allowedTargets;
for (size_t i=0; i< currentHP.size(); i++)
{
if (currentHP.at(i) != EWallState::DESTROYED &&
currentHP.at(i) != EWallState::NONE)
allowedTargets.push_back(EWallPart::EWallPart(i));
}
if (allowedTargets.empty())
break;
attackedPart = *RandomGeneratorUtil::nextItem(allowedTargets, gs->getRandomGenerator());
}
}
while (!hitSuccessfull);
if (!hitSuccessfull) // break triggered - no target to shoot at
break;
CatapultAttack ca; //package for clients
CatapultAttack::AttackInfo attack;
attack.attackedPart = attackedPart;
attack.destinationTile = ba.destinationTile;
attack.damageDealt = 0;
int dmgChance[] = { sbi.noDmg, sbi.oneDmg, sbi.twoDmg }; //dmgChance[i] - chance for doing i dmg when hit is successful
int dmgRand = gs->getRandomGenerator().nextInt(99);
//accumulating dmgChance
dmgChance[1] += dmgChance[0];
dmgChance[2] += dmgChance[1];
//calculating dealt damage
for(int damage = 0; damage < ARRAY_COUNT(dmgChance); ++damage)
{
if(dmgRand <= dmgChance[damage])
{
attack.damageDealt = damage;
break;
}
}
// attacked tile may have changed - update destination
attack.destinationTile = gs->curB->wallPartToBattleHex(EWallPart::EWallPart(attack.attackedPart));
logGlobal->traceStream() << "Catapult attacks " << (int)attack.attackedPart
<< " dealing " << (int)attack.damageDealt << " damage";
//removing creatures in turrets / keep if one is destroyed
if(attack.damageDealt > 0 && (attackedPart == EWallPart::KEEP ||
attackedPart == EWallPart::BOTTOM_TOWER || attackedPart == EWallPart::UPPER_TOWER))
{
int posRemove = -1;
switch(attackedPart)
{
case EWallPart::KEEP:
posRemove = -2;
break;
case EWallPart::BOTTOM_TOWER:
posRemove = -3;
break;
case EWallPart::UPPER_TOWER:
posRemove = -4;
break;
}
BattleStacksRemoved bsr;
for(auto & elem : gs->curB->stacks)
{
if(elem->position == posRemove)
{
bsr.stackIDs.insert( elem->ID );
break;
}
}
sendAndApply(&bsr);
}
ca.attacker = ba.stackNumber;
ca.attackedParts.push_back(attack);
sendAndApply(&ca);
}
//finish by scope guard
break;
}
case Battle::STACK_HEAL: //healing with First Aid Tent
{
StartAction start_action(ba);
sendAndApply(&start_action);
const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
const CStack *healer = gs->curB->battleGetStackByID(ba.stackNumber),
*destStack = gs->curB->battleGetStackByPos(ba.destinationTile);
ui32 healed = 0;
if(healer == nullptr || destStack == nullptr || !healer->hasBonusOfType(Bonus::HEALER))
{
complain("There is either no healer, no destination, or healer cannot heal :P");
}
else
{
ui32 maxiumHeal = healer->count * std::max(10, attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::FIRST_AID));
healed = destStack->calculateHealedHealthPoints(maxiumHeal, false);
}
if(healed == 0)
{
//nothing to heal.. should we complain?
}
else
{
StacksHealedOrResurrected shr;
shr.lifeDrain = false;
shr.tentHealing = true;
shr.drainedFrom = ba.stackNumber;
StacksHealedOrResurrected::HealInfo hi;
hi.healedHP = healed;
hi.lowLevelResurrection = false;
hi.stackID = destStack->ID;
shr.healedStacks.push_back(hi);
sendAndApply(&shr);
}
sendAndApply(&end_action);
break;
}
case Battle::DAEMON_SUMMONING:
//TODO: From Strategija:
//Summon Demon is a level 2 spell.
{
const CStack *summoner = gs->curB->battleGetStackByID(ba.stackNumber),
*destStack = gs->curB->battleGetStackByPos(ba.destinationTile, false);
CreatureID summonedType(summoner->getBonusLocalFirst(Selector::type(Bonus::DAEMON_SUMMONING))->subtype);//in case summoner can summon more than one type of monsters... scream!
BattleStackAdded bsa;
bsa.attacker = summoner->attackerOwned;
bsa.creID = summonedType;
ui64 risedHp = summoner->count * summoner->valOfBonuses(Bonus::DAEMON_SUMMONING, bsa.creID.toEnum());
ui64 targetHealth = destStack->getCreature()->MaxHealth() * destStack->baseAmount;//todo: ignore AGE effect
ui64 canRiseHp = std::min(targetHealth, risedHp);
ui32 canRiseAmount = canRiseHp / VLC->creh->creatures.at(bsa.creID)->MaxHealth();
bsa.amount = std::min(canRiseAmount, destStack->baseAmount);
bsa.pos = gs->curB->getAvaliableHex(bsa.creID, bsa.attacker, destStack->position);
bsa.summoned = false;
if (bsa.amount) //there's rare possibility single creature cannot rise desired type
{
StartAction start_action(ba);
sendAndApply(&start_action);
BattleStacksRemoved bsr; //remove body
bsr.stackIDs.insert(destStack->ID);
sendAndApply(&bsr);
sendAndApply(&bsa);
BattleSetStackProperty ssp;
ssp.stackID = ba.stackNumber;
ssp.which = BattleSetStackProperty::CASTS; //reduce number of casts
ssp.val = -1;
ssp.absolute = false;
sendAndApply(&ssp);
sendAndApply(&end_action);
}
break;
}
case Battle::MONSTER_SPELL:
{
StartAction start_action(ba);
sendAndApply(&start_action);
const CStack * stack = gs->curB->battleGetStackByID(ba.stackNumber);
SpellID spellID = SpellID(ba.additionalInfo);
BattleHex destination(ba.destinationTile);
const Bonus *randSpellcaster = stack->getBonusLocalFirst(Selector::type(Bonus::RANDOM_SPELLCASTER));
const Bonus * spellcaster = stack->getBonusLocalFirst(Selector::typeSubtype(Bonus::SPELLCASTER, spellID));
//TODO special bonus for genies ability
if(randSpellcaster && battleGetRandomStackSpell(stack, CBattleInfoCallback::RANDOM_AIMED) < 0)
spellID = battleGetRandomStackSpell(stack, CBattleInfoCallback::RANDOM_GENIE);
if(spellID < 0)
complain("That stack can't cast spells!");
else
{
const CSpell * spell = SpellID(spellID).toSpell();
BattleSpellCastParameters parameters(gs->curB, stack, spell);
parameters.spellLvl = 0;
if (spellcaster)
vstd::amax(parameters.spellLvl, spellcaster->val);
if (randSpellcaster)
vstd::amax(parameters.spellLvl, randSpellcaster->val);
vstd::amin (parameters.spellLvl, 3);
parameters.effectLevel = parameters.spellLvl;
parameters.mode = ECastingMode::CREATURE_ACTIVE_CASTING;
parameters.aimToHex(destination);//todo: allow multiple destinations
parameters.selectedStack = nullptr;
spell->battleCast(spellEnv, parameters);
}
sendAndApply(&end_action);
break;
}
}
if(ba.stackNumber == gs->curB->activeStack || battleResult.get()) //active stack has moved or battle has finished
battleMadeAction.setn(true);
return ok;
}
void CGameHandler::playerMessage( PlayerColor player, const std::string &message, ObjectInstanceID currObj )
{
bool cheated=true;
PlayerMessage temp_message(player, message, ObjectInstanceID(-1)); // don't inform other client on selected object
sendAndApply(&temp_message);
if(message == "vcmiistari") //give all spells and 999 mana
{
SetMana sm;
GiveBonus giveBonus(GiveBonus::HERO);
CGHeroInstance *h = gs->getHero(currObj);
if(!h && complain("Cannot realize cheat, no hero selected!")) return;
sm.hid = h->id;
giveBonus.id = h->id.getNum();
//give all spells with bonus (to allow banned spells)
giveBonus.bonus = Bonus(Bonus::PERMANENT, Bonus::SPELLS_OF_LEVEL, Bonus::OTHER, 0, 0);
//start with level 0 to skip abilities
for(int level = 1; level <= GameConstants::SPELL_LEVELS; level++)
{
giveBonus.bonus.subtype = level;
sendAndApply(&giveBonus);
}
//give mana
sm.val = 999;
sm.absolute = true;
if(!h->hasSpellbook()) //hero doesn't have spellbook
giveHeroNewArtifact(h, VLC->arth->artifacts[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK); //give spellbook
sendAndApply(&sm);
}
else if (message == "vcmiarmenelos") //build all buildings in selected town
{
CGHeroInstance *hero = gs->getHero(currObj);
CGTownInstance *town;
if (hero)
town = hero->visitedTown;
else
town = gs->getTown(currObj);
if (town)
{
for (auto & build : town->town->buildings)
{
if (!town->hasBuilt(build.first)
&& !build.second->Name().empty()
&& build.first != BuildingID::SHIP)
{
buildStructure(town->id, build.first, true);
}
}
}
}
else if(message == "vcmiainur") //gives 5 archangels into each slot
{
CGHeroInstance *hero = gs->getHero(currObj);
const CCreature *archangel = VLC->creh->creatures.at(13);
if(!hero) return;
for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
if(!hero->hasStackAtSlot(SlotID(i)))
insertNewStack(StackLocation(hero, SlotID(i)), archangel, 5);
}
else if(message == "vcmiangband") //gives 10 black knight into each slot
{
CGHeroInstance *hero = gs->getHero(currObj);
const CCreature *blackKnight = VLC->creh->creatures.at(66);
if(!hero) return;
for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
if(!hero->hasStackAtSlot(SlotID(i)))
insertNewStack(StackLocation(hero, SlotID(i)), blackKnight, 10);
}
else if(message == "vcmiglaurung") //gives 5000 crystal dragons into each slot
{
CGHeroInstance *hero = gs->getHero(currObj);
const CCreature *crystalDragon = VLC->creh->creatures.at(133);
if(!hero) return;
for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
if(!hero->hasStackAtSlot(SlotID(i)))
insertNewStack(StackLocation(hero, SlotID(i)), crystalDragon, 5000);
}
else if(message == "vcminoldor") //all war machines
{
CGHeroInstance *hero = gs->getHero(currObj);
if(!hero) return;
if(!hero->getArt(ArtifactPosition::MACH1))
giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::BALLISTA], ArtifactPosition::MACH1);
if(!hero->getArt(ArtifactPosition::MACH2))
giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::AMMO_CART], ArtifactPosition::MACH2);
if(!hero->getArt(ArtifactPosition::MACH3))
giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::FIRST_AID_TENT], ArtifactPosition::MACH3);
}
else if (message == "vcmiforgeofnoldorking") //hero gets all artifacts except war machines, spell scrolls and spell book
{
CGHeroInstance *hero = gs->getHero(currObj);
if(!hero) return;
for (int g = 7; g < VLC->arth->artifacts.size(); ++g) //including artifacts from mods
giveHeroNewArtifact(hero, VLC->arth->artifacts[g], ArtifactPosition::PRE_FIRST);
}
else if(message == "vcmiglorfindel") //selected hero gains a new level
{
CGHeroInstance *hero = gs->getHero(currObj);
changePrimSkill(hero, PrimarySkill::EXPERIENCE, VLC->heroh->reqExp(hero->level+1) - VLC->heroh->reqExp(hero->level));
}
else if(message == "vcminahar") //1000000 movement points
{
CGHeroInstance *hero = gs->getHero(currObj);
if(!hero) return;
SetMovePoints smp;
smp.hid = hero->id;
smp.val = 1000000;
sendAndApply(&smp);
}
else if(message == "vcmiformenos") //give resources
{
SetResources sr;
sr.player = player;
sr.res = gs->getPlayer(player)->resources;
for(int i=0;i<Res::GOLD;i++)
sr.res[i] += 100;
sr.res[Res::GOLD] += 100000; //100k
sendAndApply(&sr);
}
else if(message == "vcmieagles") //reveal FoW
{
FoWChange fc;
fc.mode = 1;
fc.player = player;
auto hlp_tab = new int3[gs->map->width * gs->map->height * (gs->map->twoLevel ? 2 : 1)];
int lastUnc = 0;
for(int i=0;i<gs->map->width;i++)
for(int j=0;j<gs->map->height;j++)
for(int k = 0; k < (gs->map->twoLevel ? 2 : 1); k++)
if(!gs->getPlayerTeam(fc.player)->fogOfWarMap.at(i).at(j).at(k))
hlp_tab[lastUnc++] = int3(i,j,k);
fc.tiles.insert(hlp_tab, hlp_tab + lastUnc);
delete [] hlp_tab;
sendAndApply(&fc);
}
else if(message == "vcmisilmaril") //player wins
{
gs->getPlayer(player)->enteredWinningCheatCode = 1;
}
else if(message == "vcmimelkor") //player looses
{
gs->getPlayer(player)->enteredLosingCheatCode = 1;
}
else
cheated = false;
if(cheated)
{
SystemMessage temp_message(VLC->generaltexth->allTexts.at(260));
sendAndApply(&temp_message);
checkVictoryLossConditionsForPlayer(player);//Player enter win code or got required art\creature
}
}
bool CGameHandler::makeCustomAction( BattleAction &ba )
{
switch(ba.actionType)
{
case Battle::HERO_SPELL:
{
COMPLAIN_RET_FALSE_IF(ba.side > 1, "Side must be 0 or 1!");
const CGHeroInstance *h = gs->curB->battleGetFightingHero(ba.side);
if(!h)
{
logGlobal->warnStream() << "Wrong caster!";
return false;
}
if(ba.additionalInfo >= VLC->spellh->objects.size())
{
logGlobal->warnStream() << "Wrong spell id (" << ba.additionalInfo << ")!";
return false;
}
const CSpell * s = SpellID(ba.additionalInfo).toSpell();
BattleSpellCastParameters parameters(gs->curB, h, s);
parameters.aimToHex(ba.destinationTile);//todo: allow multiple destinations
parameters.mode = ECastingMode::HERO_CASTING;
parameters.selectedStack = gs->curB->battleGetStackByID(ba.selectedStack, false);
ESpellCastProblem::ESpellCastProblem escp = gs->curB->battleCanCastThisSpell(h, s, ECastingMode::HERO_CASTING);//todo: should we check aimed cast(battleCanCastThisSpellHere)?
if(escp != ESpellCastProblem::OK)
{
logGlobal->warnStream() << "Spell cannot be cast!";
logGlobal->warnStream() << "Problem : " << escp;
return false;
}
StartAction start_action(ba);
sendAndApply(&start_action); //start spell casting
s->battleCast(spellEnv, parameters);
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::stackTurnTrigger(const CStack * st)
{
BattleTriggerEffect bte;
bte.stackID = st->ID;
bte.effect = -1;
bte.val = 0;
bte.additionalInfo = 0;
if (st->alive())
{
//unbind
if (st->getEffect (SpellID::BIND))
{
bool unbind = true;
BonusList bl = *(st->getBonuses(Selector::type(Bonus::BIND_EFFECT)));
std::set<const CStack*> stacks = gs->curB-> batteAdjacentCreatures(st);
for(Bonus * b : bl)
{
const CStack * stack = gs->curB->battleGetStackByID(b->additionalInfo); //binding stack must be alive and adjacent
if (stack)
{
if (vstd::contains(stacks, stack)) //binding stack is still present
{
unbind = false;
}
}
}
if (unbind)
{
BattleSetStackProperty ssp;
ssp.which = BattleSetStackProperty::UNBIND;
ssp.stackID = st->ID;
sendAndApply(&ssp);
}
}
//regeneration
if(st->hasBonusOfType(Bonus::HP_REGENERATION))
{
bte.effect = Bonus::HP_REGENERATION;
bte.val = std::min((int)(st->MaxHealth() - st->firstHPleft), st->valOfBonuses(Bonus::HP_REGENERATION));
}
if(st->hasBonusOfType(Bonus::FULL_HP_REGENERATION))
{
bte.effect = Bonus::HP_REGENERATION;
bte.val = st->MaxHealth() - st->firstHPleft;
}
if (bte.val) //anything to heal
sendAndApply(&bte);
if(st->hasBonusOfType(Bonus::POISON))
{
const Bonus * b = st->getBonusLocalFirst(Selector::source(Bonus::SPELL_EFFECT, SpellID::POISON).And(Selector::type(Bonus::STACK_HEALTH)));
if (b) //TODO: what if not?...
{
bte.val = std::max (b->val - 10, -(st->valOfBonuses(Bonus::POISON)));
if (bte.val < b->val) //(negative) poison effect increases - update it
{
bte.effect = Bonus::POISON;
sendAndApply(&bte);
}
}
}
if (st->hasBonusOfType(Bonus::MANA_DRAIN) && !vstd::contains(st->state, EBattleStackState::DRAINED_MANA))
{
const PlayerColor opponent = gs->curB->theOtherPlayer(st->owner);
const CGHeroInstance * opponentHero = gs->curB->getHero(opponent);
if (opponentHero)
{
ui32 manaDrained = st->valOfBonuses(Bonus::MANA_DRAIN);
vstd::amin(manaDrained, opponentHero->mana);
if (manaDrained)
{
bte.effect = Bonus::MANA_DRAIN;
bte.val = manaDrained;
bte.additionalInfo = opponentHero->id.getNum(); //for sanity
sendAndApply(&bte);
}
}
}
if (st->isLiving() && !st->hasBonusOfType(Bonus::FEARLESS))
{
bool fearsomeCreature = false;
for(CStack * stack : gs->curB->stacks)
{
if (stack->owner != st->owner && stack->alive() && stack->hasBonusOfType(Bonus::FEAR))
{
fearsomeCreature = true;
break;
}
}
if (fearsomeCreature)
{
if (gs->getRandomGenerator().nextInt(99) < 10) //fixed 10%
{
bte.effect = Bonus::FEAR;
sendAndApply(&bte);
}
}
}
BonusList bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTER)));
int side = gs->curB->whatSide(st->owner);
if (st->casts && !gs->curB->sides.at(side).enchanterCounter)
{
bool cast = false;
while (!bl.empty() && !cast)
{
auto bonus = *RandomGeneratorUtil::nextItem(bl, gs->getRandomGenerator());
auto spellID = SpellID(bonus->subtype);
const CSpell * spell = SpellID(spellID).toSpell();
bl.remove_if([&bonus](Bonus * b){return b==bonus;});
if (gs->curB->battleCanCastThisSpell(st, spell, ECastingMode::ENCHANTER_CASTING) == ESpellCastProblem::OK)
{
BattleSpellCastParameters parameters(gs->curB, st, spell);
parameters.spellLvl = bonus->val;
parameters.effectLevel = bonus->val;//todo: recheck
parameters.aimToHex(BattleHex::INVALID);
parameters.mode = ECastingMode::ENCHANTER_CASTING;
parameters.selectedStack = nullptr;
spell->battleCast(spellEnv, parameters);
//todo: move to mechanics
BattleSetStackProperty ssp;
ssp.which = BattleSetStackProperty::ENCHANTER_COUNTER;
ssp.absolute = false;
ssp.val = bonus->additionalInfo; //increase cooldown counter
ssp.stackID = st->ID;
sendAndApply(&ssp);
cast = true;
}
};
}
bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTED)));
for (auto b : bl)
{
SetStackEffect sse;
int val = bl.valOfBonuses (Selector::typeSubtype(b->type, b->subtype));
if (val > 3)
{
for (auto s : gs->curB->battleGetAllStacks())
{
if (st->owner == s->owner && s->isValidTarget()) //all allied
sse.stacks.push_back (s->ID);
}
}
else
sse.stacks.push_back (st->ID);
Bonus pseudoBonus;
pseudoBonus.sid = b->subtype;
pseudoBonus.val = ((val > 3) ? (val - 3) : val);
pseudoBonus.turnsRemain = 50;
st->stackEffectToFeature (sse.effect, pseudoBonus);
if (sse.effect.size())
sendAndApply (&sse);
}
}
}
void CGameHandler::handleDamageFromObstacle(const CObstacleInstance &obstacle, const CStack * curStack)
{
//we want to determine following vars depending on obstacle type
int damage = -1;
int effect = -1;
bool oneTimeObstacle = false;
//helper info
const SpellCreatedObstacle *spellObstacle = dynamic_cast<const SpellCreatedObstacle*>(&obstacle); //not nice but we may need spell params
const ui8 side = !curStack->attackerOwned; //if enemy is defending (false = 0), side of enemy hero is 1 (true)
const CGHeroInstance *hero = gs->curB->battleGetFightingHero(side);//FIXME: there may be no hero - landmines in Tower
if(obstacle.obstacleType == CObstacleInstance::MOAT)
{
damage = battleGetMoatDmg();
}
else if(obstacle.obstacleType == CObstacleInstance::LAND_MINE)
{
//You don't get hit by a Mine you can see.
if(gs->curB->battleIsObstacleVisibleForSide(obstacle, (BattlePerspective::BattlePerspective)side))
return;
oneTimeObstacle = true;
effect = 82; //makes
const CSpell * sp = SpellID(SpellID::LAND_MINE).toSpell();
if(sp->isImmuneByStack(hero, curStack))
return;
damage = sp->calculateDamage(hero, curStack,
spellObstacle->spellLevel, spellObstacle->casterSpellPower);
//TODO even if obstacle wasn't created by hero (Tower "moat") it should deal dmg as if cast by hero,
//if it is bigger than default dmg. Or is it just irrelevant H3 implementation quirk
}
else if(obstacle.obstacleType == CObstacleInstance::FIRE_WALL)
{
const CSpell * sp = SpellID(SpellID::FIRE_WALL).toSpell();
if(sp->isImmuneByStack(hero, curStack))
return;
damage = sp->calculateDamage(hero, curStack,
spellObstacle->spellLevel, spellObstacle->casterSpellPower);
}
else
{
//no other obstacle does damage to stack
return;
}
BattleStackAttacked bsa;
if(effect >= 0)
{
bsa.flags |= BattleStackAttacked::EFFECT;
bsa.effect = effect; //makes POOF
}
bsa.damageAmount = damage;
bsa.stackAttacked = curStack->ID;
bsa.attackerID = -1;
curStack->prepareAttacked(bsa, gameState()->getRandomGenerator());
StacksInjured si;
si.stacks.push_back(bsa);
sendAndApply(&si);
if(oneTimeObstacle)
removeObstacle(obstacle);
}
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);
PlayerState *pinfo = gs->getPlayer(color, false); //do not output error if player does not exist
if( pinfo //player exists
&& (ev.players & 1<<player) //event is enabled to this player
&& ((ev.computerAffected && !pinfo->human)
|| (ev.humanAffected && pinfo->human)
)
)
{
//give resources
SetResources sr;
sr.player = color;
sr.res = pinfo->resources + ev.resources;
//prepare dialog
InfoWindow iw;
iw.player = color;
iw.text << ev.message;
for (int i=0; i<ev.resources.size(); i++)
{
if(ev.resources.at(i)) //if resource is changed, we add it to the dialog
iw.components.push_back(Component(Component::RESOURCE,i,ev.resources.at(i),0));
}
if (iw.components.size())
{
sr.res.amax(0); // If removing too much resources, adjust the amount so the total doesn't become negative.
sendAndApply(&sr); //update player resources if changed
}
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();
PlayerState *pinfo = gs->getPlayer(player, false);
if( pinfo //player exists
&& (ev.players & 1<<player.getNum()) //event is enabled to this player
&& ((ev.computerAffected && !pinfo->human)
|| (ev.humanAffected && pinfo->human) ) )
{
// dialog
InfoWindow iw;
iw.player = player;
iw.text << ev.message;
if(ev.resources.nonZero())
{
TResources was = n.res[player];
n.res[player] += ev.resources;
n.res[player].amax(0);
for (int i=0; i<ev.resources.size(); i++)
if(ev.resources.at(i) && pinfo->resources.at(i) != n.res.at(player).at(i)) //if resource had changed, we add it to the dialog
iw.components.push_back(Component(Component::RESOURCE,i,n.res.at(player).at(i)-was.at(i),0));
}
for(auto & i : ev.buildings)
{
if(!town->hasBuilt(i))
{
buildStructure(town->id, i, true);
iw.components.push_back(Component(Component::BUILDING, town->subID, i, 0));
}
}
if (!ev.creatures.empty() && !vstd::contains(n.cres, town->id))
{
n.cres[town->id].tid = town->id;
n.cres[town->id].creatures = town->creatures;
}
auto & sac = n.cres[town->id];
for(si32 i=0;i<ev.creatures.size();i++) //creature growths
{
if(!town->creatures.at(i).second.empty() && ev.creatures.at(i) > 0)//there is dwelling
{
sac.creatures[i].first += ev.creatures.at(i);
iw.components.push_back(Component(Component::CREATURE,
town->creatures.at(i).second.back(), ev.creatures.at(i), 0));
}
}
sendAndApply(&iw); //show dialog
}
if(ev.nextOccurence)
{
town->events.pop_front();
ev.firstOccurence += ev.nextOccurence;
auto it = town->events.begin();
while(it != town->events.end() && it->earlierThanOrEqual(ev))
it++;
town->events.insert(it, ev);
}
else
{
town->events.pop_front();
}
}
//TODO send only if changed
UpdateCastleEvents uce;
uce.town = town->id;
uce.events = town->events;
sendAndApply(&uce);
}
bool CGameHandler::complain( const std::string &problem )
{
sendMessageToAll("Server encountered a problem: " + problem);
logGlobal->errorStream() << 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>(upperArmy, lowerArmy);
queries.addQuery(garrisonQuery);
GarrisonDialog gd;
gd.hid = hid;
gd.objid = upobj;
gd.removableUnits = removableUnits;
gd.queryID = garrisonQuery->queryID;
sendAndApply(&gd);
}
void CGameHandler::showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId)
{
OpenWindow ow;
ow.window = OpenWindow::THIEVES_GUILD;
ow.id1 = player.getNum();
ow.id2 = requestingObjId.getNum();
sendAndApply(&ow);
}
bool CGameHandler::isAllowedExchange( ObjectInstanceID id1, ObjectInstanceID id2 )
{
if(id1 == id2)
return true;
const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
if(!o1 || !o2)
return true; //arranging stacks within an object should be always allowed
if (o1 && o2)
{
if(o1->ID == Obj::TOWN)
{
const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
if(t->visitingHero == o2 || t->garrisonHero == o2)
return true;
}
if(o2->ID == Obj::TOWN)
{
const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
if(t->visitingHero == o1 || t->garrisonHero == o1)
return true;
}
if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
{
const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
// two heroes in same town (garrisoned and visiting)
if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
return true;
}
//Ongoing garrison exchange
if(auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o1->tempOwner)))
{
if(dialog->exchangingArmies.at(0) == o1 && dialog->exchangingArmies.at(1) == o2)
return true;
if(dialog->exchangingArmies.at(1) == o1 && dialog->exchangingArmies.at(0) == o2)
return true;
}
}
return false;
}
void CGameHandler::objectVisited( const CGObjectInstance * obj, const CGHeroInstance * h )
{
logGlobal->debugStream() << h->nodeName() << " visits " << obj->getObjectName() << "(" << obj->ID << ":" << obj->subID << ")";
auto visitQuery = std::make_shared<CObjectVisitQuery>(obj, h, obj->visitablePos());
queries.addQuery(visitQuery); //TODO real visit pos
HeroVisit hv;
hv.obj = obj;
hv.hero = h;
hv.player = h->tempOwner;
hv.starting = true;
sendAndApply(&hv);
obj->onHeroVisit(h);
queries.popIfTop(visitQuery); //visit ends here if no queries were created
}
void CGameHandler::objectVisitEnded(const CObjectVisitQuery &query)
{
logGlobal->traceStream() << query.visitingHero->nodeName() << " visit ends.\n";
HeroVisit hv;
hv.player = query.players.front();
hv.obj = nullptr; //not necessary, moreover may have been deleted in the meantime
hv.hero = query.visitingHero;
assert(hv.hero);
hv.starting = false;
sendAndApply(&hv);
}
bool CGameHandler::buildBoat( ObjectInstanceID objid )
{
const IShipyard *obj = IShipyard::castFrom(getObj(objid));
if(obj->shipyardStatus() != IBoatGenerator::GOOD)
{
complain("Cannot build boat in this shipyard!");
return false;
}
else if(obj->o->ID == Obj::TOWN
&& !static_cast<const CGTownInstance*>(obj)->hasBuilt(BuildingID::SHIPYARD))
{
complain("Cannot build boat in the town - no shipyard!");
return false;
}
const PlayerColor playerID = obj->o->tempOwner;
TResources boatCost;
obj->getBoatCost(boatCost);
TResources aviable = gs->getPlayer(playerID)->resources;
if (!aviable.canAfford(boatCost))
{
complain("Not enough resources to build a boat!");
return false;
}
int3 tile = obj->bestLocation();
if(!gs->map->isInTheMap(tile))
{
complain("Cannot find appropriate tile for a boat!");
return false;
}
//take boat cost
SetResources sr;
sr.player = playerID;
sr.res = (aviable - boatCost);
sendAndApply(&sr);
//create boat
NewObject no;
no.ID = Obj::BOAT;
no.subID = obj->getBoatType();
no.pos = tile + int3(1,0,0);
sendAndApply(&no);
return true;
}
void CGameHandler::engageIntoBattle( PlayerColor player )
{
//notify interfaces
PlayerBlocked pb;
pb.player = player;
pb.reason = PlayerBlocked::UPCOMING_BATTLE;
pb.startOrEnd = PlayerBlocked::BLOCKADE_STARTED;
sendAndApply(&pb);
}
void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
{
for(auto playerColor : playerColors)
{
if(gs->getPlayer(playerColor, false))
checkVictoryLossConditionsForPlayer(playerColor);
}
}
void CGameHandler::checkVictoryLossConditionsForAll()
{
std::set<PlayerColor> playerColors;
for(int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
{
playerColors.insert(PlayerColor(i));
}
checkVictoryLossConditions(playerColors);
}
void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
{
const PlayerState *p = gs->getPlayer(player);
if(p->status != EPlayerStatus::INGAME) return;
auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player);
if(victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
{
InfoWindow iw;
getVictoryLossMessage(player, victoryLossCheckResult, iw);
sendAndApply(&iw);
PlayerEndsGame peg;
peg.player = player;
peg.victoryLossCheckResult = victoryLossCheckResult;
sendAndApply(&peg);
if(victoryLossCheckResult.victory())
{
//one player won -> all enemies lost
for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
{
if(i->first != player && gs->getPlayer(i->first)->status == EPlayerStatus::INGAME)
{
peg.player = i->first;
peg.victoryLossCheckResult = gameState()->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)
{
end2 = true;
if(gs->scenarioOps->campState)
{
std::vector<CGHeroInstance *> crossoverHeroes;
for(CGHeroInstance * hero : gs->map->heroesOnMap)
{
if(hero->tempOwner == player)
{
// keep all heroes from the winning player
crossoverHeroes.push_back(hero);
}
else if(vstd::contains(gs->scenarioOps->campState->getCurrentScenario().keepHeroes, HeroTypeID(hero->subID)))
{
// keep hero whether lost or won (like Xeron in AB campaign)
crossoverHeroes.push_back(hero);
}
}
// keep lost heroes which are in heroes pool
for(auto & heroPair : gs->hpool.heroesPool)
{
if(vstd::contains(gs->scenarioOps->campState->getCurrentScenario().keepHeroes, HeroTypeID(heroPair.first)))
{
crossoverHeroes.push_back(heroPair.second.get());
}
}
gs->scenarioOps->campState->setCurrentMapAsConquered(crossoverHeroes);
//Request clients to change connection mode
PrepareForAdvancingCampaign pfac;
sendAndApply(&pfac);
//Change connection mode
if(getPlayer(player)->human && getStartInfo()->campState)
{
for(auto connection : conns)
connection->prepareForSendingHeroes();
}
UpdateCampaignState ucs;
ucs.camp = gs->scenarioOps->campState;
sendAndApply(&ucs);
}
}
}
else
{
//copy heroes vector to avoid iterator invalidation as removal change PlayerState
auto hlp = p->heroes;
for(auto h : hlp) //eliminate heroes
{
if(h.get())
removeObject(h);
}
//player lost -> all his objects become unflagged (neutral)
for (auto obj : gs->map->objects) //unflag objs
{
if(obj.get() && obj->tempOwner == player)
setOwner(obj, PlayerColor::NEUTRAL);
}
//eliminating one player may cause victory of another:
std::set<PlayerColor> playerColors;
//do not copy player state (CBonusSystemNode) by value
for (auto &p : gs->players) //players may have different colors, iterate over players and not integers
{
if (p.first != player)
playerColors.insert(p.first);
}
//notify all players
for (auto pc : playerColors)
{
if (gs->getPlayer(pc)->status == EPlayerStatus::INGAME)
{
InfoWindow iw;
getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw);
iw.player = pc;
sendAndApply(&iw);
}
}
checkVictoryLossConditions(playerColors);
}
auto playerInfo = gs->getPlayer(gs->currentPlayer, false);
// If we are called before the actual game start, there might be no current player
if (playerInfo && playerInfo->status != EPlayerStatus::INGAME)
{
// If player making turn has lost his turn must be over as well
states.setFlag(gs->currentPlayer, &PlayerStatus::makingTurn, false);
}
}
}
void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const
{
out.player = player;
out.text.clear();
out.text << victoryLossCheckResult.messageToSelf;
// hackish, insert one player-specific string, if applicable
if (victoryLossCheckResult.messageToSelf.find("%s") != std::string::npos)
out.text.addReplacement(MetaString::COLOR, player.getNum());
out.components.push_back(Component(Component::FLAG, player.getNum(), 0, 0));
}
bool CGameHandler::dig( const CGHeroInstance *h )
{
for (auto i = gs->map->objects.cbegin(); i != gs->map->objects.cend(); i++) //unflag objs
{
if(*i && (*i)->ID == Obj::HOLE && (*i)->pos == h->getPosition())
{
complain("Cannot dig - there is already a hole under the hero!");
return false;
}
}
if(h->diggingStatus() != EDiggingStatus::CAN_DIG) //checks for terrain and movement
COMPLAIN_RETF("Hero cannot dig (error code %d)!", h->diggingStatus());
//create a hole
NewObject no;
no.ID = Obj::HOLE;
no.pos = h->getPosition();
no.subID = 0;
sendAndApply(&no);
//take MPs
SetMovePoints smp;
smp.hid = h->id;
smp.val = 0;
sendAndApply(&smp);
InfoWindow iw;
iw.player = h->tempOwner;
if(gs->map->grailPos == h->getPosition())
{
iw.text.addTxt(MetaString::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
iw.text.addTxt(MetaString::ART_NAMES, ArtifactID::GRAIL);
iw.soundID = soundBase::ULTIMATEARTIFACT;
giveHeroNewArtifact(h, VLC->arth->artifacts[ArtifactID::GRAIL], ArtifactPosition::PRE_FIRST); //give grail
sendAndApply(&iw);
iw.soundID = soundBase::invalid;
iw.text.clear();
iw.text.addTxt(MetaString::ART_DESCR, ArtifactID::GRAIL);
sendAndApply(&iw);
}
else
{
iw.text.addTxt(MetaString::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
iw.soundID = soundBase::Dig;
sendAndApply(&iw);
}
return true;
}
void CGameHandler::attackCasting(const BattleAttack & bat, Bonus::BonusType attackMode, const CStack * attacker)
{
if(attacker->hasBonusOfType(attackMode))
{
std::set<SpellID> spellsToCast;
TBonusListPtr spells = attacker->getBonuses(Selector::type(attackMode));
for(const Bonus *sf : *spells)
{
spellsToCast.insert (SpellID(sf->subtype));
}
for(SpellID spellID : spellsToCast)
{
const CStack * oneOfAttacked = nullptr;
for (auto & elem : bat.bsa)
{
if (elem.newAmount > 0 && !elem.isSecondary()) //apply effects only to first target stack if it's alive
{
oneOfAttacked = gs->curB->battleGetStackByID(elem.stackAttacked);
break;
}
}
bool castMe = false;
if(oneOfAttacked == nullptr) //all attacked creatures have been killed
return;
int spellLevel = 0;
TBonusListPtr spellsByType = attacker->getBonuses(Selector::typeSubtype(attackMode, spellID));
for(const Bonus *sf : *spellsByType)
{
vstd::amax(spellLevel, sf->additionalInfo % 1000); //pick highest level
int meleeRanged = sf->additionalInfo / 1000;
if (meleeRanged == 0 || (meleeRanged == 1 && bat.shot()) || (meleeRanged == 2 && !bat.shot()))
castMe = true;
}
int chance = attacker->valOfBonuses((Selector::typeSubtype(attackMode, spellID)));
vstd::amin (chance, 100);
const CSpell * spell = SpellID(spellID).toSpell();
if(gs->curB->battleCanCastThisSpellHere(attacker, spell, ECastingMode::AFTER_ATTACK_CASTING, oneOfAttacked->position) != ESpellCastProblem::OK)
continue;
//check if spell should be cast (probability handling)
if(gs->getRandomGenerator().nextInt(99) >= chance)
continue;
//casting
if (castMe) //stacks use 0 spell power. If needed, default = 3 or custom value is used
{
BattleSpellCastParameters parameters(gs->curB, attacker, spell);
parameters.spellLvl = spellLevel;
parameters.effectLevel = spellLevel;
parameters.aimToStack(oneOfAttacked);
parameters.mode = ECastingMode::AFTER_ATTACK_CASTING;
parameters.selectedStack = nullptr;
spell->battleCast(spellEnv, parameters);
}
}
}
}
void CGameHandler::handleAttackBeforeCasting (const BattleAttack & bat)
{
const CStack * attacker = gs->curB->battleGetStackByID(bat.stackAttacking);
attackCasting(bat, Bonus::SPELL_BEFORE_ATTACK, attacker); //no death stare / acid breath needed?
}
void CGameHandler::handleAfterAttackCasting( const BattleAttack & bat )
{
const CStack * attacker = gs->curB->battleGetStackByID(bat.stackAttacking);
if (!attacker) //could be already dead
return;
auto cast = [=](SpellID spellID, int power)
{
const CSpell * spell = SpellID(spellID).toSpell();
BattleSpellCastParameters parameters(gs->curB, attacker, spell);
parameters.spellLvl = 0;
parameters.effectLevel = 0;
parameters.aimToStack(gs->curB->battleGetStackByID(bat.bsa.at(0).stackAttacked));
parameters.effectPower = power;
parameters.mode = ECastingMode::AFTER_ATTACK_CASTING;
parameters.selectedStack = nullptr;
spell->battleCast(this->spellEnv, parameters);
};
attackCasting(bat, Bonus::SPELL_AFTER_ATTACK, attacker);
if(bat.bsa.at(0).newAmount <= 0)
{
//don't try death stare or acid breath on dead stack (crash!)
return;
}
if (attacker->hasBonusOfType(Bonus::DEATH_STARE) && bat.bsa.size())
{
// mechanics of Death Stare as in H3:
// each gorgon have 10% chance to kill (counted separately in H3) -> binomial distribution
//original formula x = min(x, (gorgons_count + 9)/10);
double chanceToKill = attacker->valOfBonuses(Bonus::DEATH_STARE, 0) / 100.0f;
vstd::amin(chanceToKill, 1); //cap at 100%
std::binomial_distribution<> distribution(attacker->count, chanceToKill);
std::mt19937 rng(std::time(nullptr));
int staredCreatures = distribution(rng);
double cap = 1 / std::max(chanceToKill, (double)(0.01));//don't divide by 0
int maxToKill = (attacker->count + cap - 1) / cap; //not much more than chance * count
vstd::amin(staredCreatures, maxToKill);
staredCreatures += (attacker->level() * attacker->valOfBonuses(Bonus::DEATH_STARE, 1)) / gs->curB->battleGetStackByID(bat.bsa.at(0).stackAttacked)->level();
if (staredCreatures)
{
if (bat.bsa.at(0).newAmount > 0) //TODO: death stare was not originally available for multiple-hex attacks, but...
cast(SpellID::DEATH_STARE, staredCreatures);
}
}
int acidDamage = 0;
TBonusListPtr acidBreath = attacker->getBonuses(Selector::type(Bonus::ACID_BREATH));
for(const Bonus *b : *acidBreath)
{
if (b->additionalInfo > gs->getRandomGenerator().nextInt(99))
acidDamage += b->val;
}
if (acidDamage)
{
cast(SpellID::ACID_BREATH_DAMAGE, acidDamage * attacker->count);
}
}
bool CGameHandler::castSpell(const CGHeroInstance *h, SpellID spellID, const int3 &pos)
{
const CSpell *s = spellID.toSpell();
AdventureSpellCastParameters p;
p.caster = h;
p.pos = pos;
return s->adventureCast(spellEnv, p);
}
void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
{
if (!t.visitableObjects.empty())
{
//to prevent self-visiting heroes on space press
if(t.visitableObjects.back() != h)
objectVisited(t.visitableObjects.back(), h);
else if(t.visitableObjects.size() > 1)
objectVisited(*(t.visitableObjects.end()-2),h);
}
}
bool CGameHandler::sacrificeCreatures(const IMarket *market, const CGHeroInstance *hero, SlotID slot, ui32 count)
{
int oldCount = hero->getStackCount(slot);
if(oldCount < count)
COMPLAIN_RET("Not enough creatures to sacrifice!")
else if(oldCount == count && hero->stacksCount() == 1 && hero->needsLastStack())
COMPLAIN_RET("Cannot sacrifice last creature!");
int crid = hero->getStack(slot).type->idNumber;
changeStackCount(StackLocation(hero, slot), -count);
int dump, exp;
market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
exp *= count;
changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(exp));
return true;
}
bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, ArtifactPosition slot)
{
ArtifactLocation al(hero, slot);
const CArtifactInstance *a = al.getArt();
if(!a)
COMPLAIN_RET("Cannot find artifact to sacrifice!");
int dmp, expToGive;
m->getOffer(hero->getArtTypeId(slot), 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
removeArtifact(al);
changePrimSkill(hero, PrimarySkill::EXPERIENCE, expToGive);
return true;
}
void CGameHandler::makeStackDoNothing(const CStack * next)
{
BattleAction doNothing;
doNothing.actionType = Battle::NO_ACTION;
doNothing.additionalInfo = 0;
doNothing.destinationTile = -1;
doNothing.side = !next->attackerOwned;
doNothing.stackNumber = next->ID;
makeAutomaticAction(next, doNothing);
}
bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
{
if(sl.army->hasStackAtSlot(sl.slot))
COMPLAIN_RET("Slot is already taken!");
if(!sl.slot.validSlot())
COMPLAIN_RET("Cannot insert stack to that slot!");
InsertNewStack ins;
ins.sl = sl;
ins.stack = CStackBasicDescriptor(c, count);
sendAndApply(&ins);
return true;
}
bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval/* = false*/)
{
if(!sl.army->hasStackAtSlot(sl.slot))
COMPLAIN_RET("Cannot find a stack to erase");
if(sl.army->stacksCount() == 1 //from the last stack
&& sl.army->needsLastStack() //that must be left
&& !forceRemoval) //ignore above conditions if we are forcing removal
{
COMPLAIN_RET("Cannot erase the last stack!");
}
EraseStack es;
es.sl = sl;
sendAndApply(&es);
return true;
}
bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue /*= false*/)
{
TQuantity currentCount = sl.army->getStackCount(sl.slot);
if((absoluteValue && count < 0)
|| (!absoluteValue && -count > currentCount))
{
COMPLAIN_RET("Cannot take more stacks than present!");
}
if((currentCount == -count && !absoluteValue)
|| (!count && absoluteValue))
{
eraseStack(sl);
}
else
{
ChangeStackCount csc;
csc.sl = sl;
csc.count = count;
csc.absoluteValue = absoluteValue;
sendAndApply(&csc);
}
return true;
}
bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
{
const CCreature *slotC = sl.army->getCreature(sl.slot);
if(!slotC) //slot is empty
insertNewStack(sl, c, count);
else if(c == slotC)
changeStackCount(sl, count);
else
{
COMPLAIN_RET("Cannot add " + c->namePl + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
}
return true;
}
void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
{
if(removeObjWhenFinished)
removeAfterVisit(src);
if(!src->canBeMergedWith(*dst, allowMerging))
{
if (allowMerging) //do that, add all matching creatures.
{
bool cont = true;
while (cont)
{
for(auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
{
SlotID pos = dst->getSlotFor(i->second->type);
if(pos.validSlot())
{
moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
cont = true;
break; //or iterator crashes
}
cont = false;
}
}
}
showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
}
else //merge
{
moveArmy(src, dst, allowMerging);
}
}
bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
{
if(!src.army->hasStackAtSlot(src.slot))
COMPLAIN_RET("No stack to move!");
if(dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
if(!dst.slot.validSlot())
COMPLAIN_RET("Cannot move stack to that slot!");
if(count == -1)
{
count = src.army->getStackCount(src.slot);
}
if(src.army != dst.army //moving away
&& count == src.army->getStackCount(src.slot) //all creatures
&& src.army->stacksCount() == 1 //from the last stack
&& src.army->needsLastStack()) //that must be left
{
COMPLAIN_RET("Cannot move away the last creature!");
}
RebalanceStacks rs;
rs.src = src;
rs.dst = dst;
rs.count = count;
sendAndApply(&rs);
return true;
}
bool CGameHandler::swapStacks(const StackLocation &sl1, const StackLocation &sl2)
{
if(!sl1.army->hasStackAtSlot(sl1.slot))
return moveStack(sl2, sl1);
else if(!sl2.army->hasStackAtSlot(sl2.slot))
return moveStack(sl1, sl2);
else
{
SwapStacks ss;
ss.sl1 = sl1;
ss.sl2 = sl2;
sendAndApply(&ss);
return true;
}
}
void CGameHandler::runBattle()
{
setBattle(gs->curB);
assert(gs->curB);
//TODO: pre-tactic stuff, call scripts etc.
//tactic round
{
while(gs->curB->tacticDistance && !battleResult.get())
boost::this_thread::sleep(boost::posix_time::milliseconds(50));
}
//spells opening battle
for(int i = 0; i < 2; ++i)
{
auto h = gs->curB->battleGetFightingHero(i);
if(h && h->hasBonusOfType(Bonus::OPENING_BATTLE_SPELL))
{
TBonusListPtr bl = h->getBonuses(Selector::type(Bonus::OPENING_BATTLE_SPELL));
for (Bonus *b : *bl)
{
const CSpell * spell = SpellID(b->subtype).toSpell();
BattleSpellCastParameters parameters(gs->curB, h, spell);
parameters.spellLvl = 3;
parameters.effectLevel = 3;
parameters.aimToHex(BattleHex::INVALID);
parameters.mode = ECastingMode::PASSIVE_CASTING;
parameters.selectedStack = nullptr;
parameters.enchantPower = b->val;
spell->battleCast(spellEnv, parameters);
}
}
}
//main loop
while(!battleResult.get()) //till the end of the battle ;]
{
NEW_ROUND;
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;
//stack loop
const CStack *next;
while(!battleResult.get() && (next = curB.getNextStack()) && next->willMove())
{
std::set <const CStack *> stacksToRemove;
for(auto stack : curB.stacks)
{
if(vstd::contains(stack->state, EBattleStackState::GHOST_PENDING))
stacksToRemove.insert(stack);
}
for(auto stack : stacksToRemove)
{
BattleStacksRemoved bsr;
bsr.stackIDs.insert(stack->ID);
sendAndApply(&bsr);
}
//check for bad morale => freeze
int nextStackMorale = next->MoraleVal();
if( nextStackMorale < 0 &&
!(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
|| NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses)
)
{
if(gs->getRandomGenerator().nextInt(23) < -2 * nextStackMorale)
{
//unit loses its turn - empty freeze action
BattleAction ba;
ba.actionType = Battle::BAD_MORALE;
ba.additionalInfo = 1;
ba.side = !next->attackerOwned;
ba.stackNumber = next->ID;
makeAutomaticAction(next, ba);
continue;
}
}
if(next->hasBonusOfType(Bonus::ATTACKS_NEAREST_CREATURE)) //while in berserk
{ //fixme: stack should not attack itself
std::pair<const CStack *, int> attackInfo = curB.getNearestStack(next, boost::logic::indeterminate);
if(attackInfo.first != nullptr)
{
BattleAction attack;
attack.actionType = Battle::WALK_AND_ATTACK;
attack.side = !next->attackerOwned;
attack.stackNumber = next->ID;
attack.additionalInfo = attackInfo.first->position;
attack.destinationTile = attackInfo.second;
makeAutomaticAction(next, attack);
}
else
{
makeStackDoNothing(next);
}
continue;
}
const CGHeroInstance * curOwner = gs->curB->battleGetOwner(next);
if( (next->position < 0 || next->getCreature()->idNumber == CreatureID::BALLISTA) //arrow turret or ballista
&& (!curOwner || curOwner->getSecSkillLevel(SecondarySkill::ARTILLERY) == 0)) //hero has no artillery
{
BattleAction attack;
attack.actionType = Battle::SHOOT;
attack.side = !next->attackerOwned;
attack.stackNumber = next->ID;
for(auto & elem : gs->curB->stacks)
{
if(elem->owner != next->owner && elem->isValidTarget())
{
attack.destinationTile = elem->position;
break;
}
}
makeAutomaticAction(next, attack);
continue;
}
if(next->getCreature()->idNumber == CreatureID::CATAPULT)
{
const auto & attackableBattleHexes = curB.getAttackableBattleHexes();
if(attackableBattleHexes.empty())
{
makeStackDoNothing(next);
continue;
}
if(!curOwner || curOwner->getSecSkillLevel(SecondarySkill::BALLISTICS) == 0)
{
BattleAction attack;
attack.destinationTile = *RandomGeneratorUtil::nextItem(attackableBattleHexes,
gs->getRandomGenerator());
attack.actionType = Battle::CATAPULT;
attack.additionalInfo = 0;
attack.side = !next->attackerOwned;
attack.stackNumber = next->ID;
makeAutomaticAction(next, attack);
continue;
}
}
if(next->getCreature()->idNumber == CreatureID::FIRST_AID_TENT)
{
TStacks possibleStacks = battleGetStacksIf([=](const CStack * s)
{
return s->owner == next->owner && s->canBeHealed();
});
if(!possibleStacks.size())
{
makeStackDoNothing(next);
continue;
}
if(!curOwner || curOwner->getSecSkillLevel(SecondarySkill::FIRST_AID) == 0) //no hero or hero has no first aid
{
range::random_shuffle(possibleStacks);
const CStack * toBeHealed = possibleStacks.front();
BattleAction heal;
heal.actionType = Battle::STACK_HEAL;
heal.additionalInfo = 0;
heal.destinationTile = toBeHealed->position;
heal.side = !next->attackerOwned;
heal.stackNumber = next->ID;
makeAutomaticAction(next, heal);
continue;
}
}
int numberOfAsks = 1;
bool breakOuter = false;
do
{//ask interface and wait for answer
if(!battleResult.get())
{
stackTurnTrigger(next); //various effects
if (vstd::contains(next->state, EBattleStackState::FEAR))
{
makeStackDoNothing(next); //end immediately if stack was affected by fear
}
else
{
logGlobal->traceStream() << "Activating " << next->nodeName();
auto nextId = next->ID;
BattleSetActiveStack sas;
sas.stack = nextId;
sendAndApply(&sas);
auto actionWasMade = [&]() -> bool
{
if(battleMadeAction.data)//active stack has made its action
return true;
if(battleResult.get())// battle is finished
return true;
if(next == nullptr)//active stack was been removed
return true;
return !next->alive();//active stack is dead
};
boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
battleMadeAction.data = false;
while(!actionWasMade())
{
battleMadeAction.cond.wait(lock);
if(battleGetStackByID(nextId, false) != next)
next = nullptr; //it may be removed, while we wait
}
}
}
if(battleResult.get()) //don't touch it, battle could be finished while waiting got action
{
breakOuter = true;
break;
}
//we're after action, all results applied
checkBattleStateChanges(); //check if this action ended the battle
if(next != nullptr)
{
//check for good morale
nextStackMorale = next->MoraleVal();
if(!vstd::contains(next->state,EBattleStackState::HAD_MORALE) //only one extra move per turn possible
&& !vstd::contains(next->state,EBattleStackState::DEFENDING)
&& !next->waited()
&& !vstd::contains(next->state, EBattleStackState::FEAR)
&& next->alive()
&& nextStackMorale > 0
&& !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
|| NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses
)
{
if(gs->getRandomGenerator().nextInt(23) < nextStackMorale) //this stack hasn't got morale this turn
{
BattleTriggerEffect bte;
bte.stackID = next->ID;
bte.effect = Bonus::MORALE;
bte.val = 1;
bte.additionalInfo = 0;
sendAndApply(&bte); //play animation
++numberOfAsks; //move this stack once more
}
}
}
--numberOfAsks;
} while (numberOfAsks > 0);
if (breakOuter)
{
break;
}
}
}
endBattle(gs->curB->tile, gs->curB->battleGetFightingHero(0), gs->curB->battleGetFightingHero(1));
}
bool CGameHandler::makeAutomaticAction(const CStack *stack, BattleAction &ba)
{
BattleSetActiveStack bsa;
bsa.stack = stack->ID;
bsa.askPlayerInterface = false;
sendAndApply(&bsa);
bool ret = makeBattleAction(ba);
checkBattleStateChanges();
return ret;
}
void CGameHandler::giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, ArtifactPosition pos)
{
assert(a->artType);
ArtifactLocation al;
al.artHolder = const_cast<CGHeroInstance*>(h);
ArtifactPosition slot = ArtifactPosition::PRE_FIRST;
if(pos < 0)
{
if(pos == ArtifactPosition::FIRST_AVAILABLE)
slot = a->firstAvailableSlot(h);
else
slot = a->firstBackpackSlot(h);
}
else
{
slot = pos;
}
al.slot = slot;
if(slot < 0 || !a->canBePutAt(al))
{
complain("Cannot put artifact in that slot!");
return;
}
putArtifact(al, a);
}
void CGameHandler::putArtifact(const ArtifactLocation &al, const CArtifactInstance *a)
{
PutArtifact pa;
pa.art = a;
pa.al = al;
sendAndApply(&pa);
}
void CGameHandler::giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, ArtifactPosition pos)
{
CArtifactInstance *a = nullptr;
if(!artType->constituents)
{
a = new CArtifactInstance();
}
else
{
a = new CCombinedArtifactInstance();
}
a->artType = artType; //*NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
NewArtifact na;
na.art = a;
sendAndApply(&na); // -> updates a!!!, will create a on other machines
giveHeroArtifact(h, a, pos);
}
void CGameHandler::setBattleResult(BattleResult::EResult resultType, int victoriusSide)
{
boost::unique_lock<boost::mutex> guard(battleResult.mx);
if(battleResult.data)
{
complain((boost::format("The battle result has been already set (to %d, asked to %d)")
% battleResult.data->result % resultType).str());
return;
}
auto br = new BattleResult;
br->result = resultType;
br->winner = victoriusSide; //surrendering side loses
gs->curB->calculateCasualties(br->casualties);
battleResult.data = br;
}
void CGameHandler::commitPackage( CPackForClient *pack )
{
sendAndApply(pack);
}
void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
{
std::vector<int3>::iterator tile;
std::vector<int3> tiles;
getFreeTiles(tiles);
ui32 amount = tiles.size() / 200; //Chance is 0.5% for each tile
std::random_shuffle(tiles.begin(), tiles.end());
logGlobal->traceStream() << "Spawning wandering monsters. Found " << tiles.size() << " free tiles. Creature type: " << creatureID;
const CCreature *cre = VLC->creh->creatures.at(creatureID);
for (int i = 0; i < amount; ++i)
{
tile = tiles.begin();
logGlobal->traceStream() << "\tSpawning monster at " << *tile;
putNewMonster(creatureID, cre->getRandomAmount(std::rand), *tile);
tiles.erase(tile); //not use it again
}
}
void CGameHandler::removeObstacle(const CObstacleInstance &obstacle)
{
ObstaclesRemoved obsRem;
obsRem.obstacles.insert(obstacle.uniqueID);
sendAndApply(&obsRem);
}
void CGameHandler::synchronizeArtifactHandlerLists()
{
UpdateArtHandlerLists uahl;
uahl.treasures = VLC->arth->treasures;
uahl.minors = VLC->arth->minors;
uahl.majors = VLC->arth->majors;
uahl.relics = VLC->arth->relics;
sendAndApply(&uahl);
}
bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
{
return vstd::contains(gs->map->objects, obj);
}
bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
{
if(!strcmp(typeid(*pack).name(), typeid(PlayerMessage).name()))
return false;
auto query = queries.topQuery(player);
if(query && query->blocksPack(pack))
{
complain(boost::str(boost::format("Player %s has to answer queries before attempting any further actions. Top query is %s!") % player % query->toString()));
return true;
}
return false;
}
void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
{
//If the object is being visited, there must be a matching query
for(const auto &query : queries.allQueries())
{
if(auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))
{
if(someVistQuery->visitedObject == object)
{
someVistQuery->removeObjectAfterVisit = true;
return;
}
}
};
//If we haven't returned so far, there is no query and no visit, call was wrong
assert("This function needs to be called during the object visit!");
}
void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide)
{
std::unordered_set<int3, ShashInt3> tiles;
getTilesInRange(tiles, center, radius, player, hide? -1 : 1);
if (hide)
{
std::unordered_set<int3, ShashInt3> observedTiles; //do not hide tiles observed by heroes. May lead to disastrous AI problems
auto p = gs->getPlayer(player);
for (auto h : p->heroes)
{
getTilesInRange(observedTiles, h->getSightCenter(), h->getSightRadius(), h->tempOwner, -1);
}
for (auto t : p->towns)
{
getTilesInRange(observedTiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, -1);
}
for (auto tile : observedTiles)
vstd::erase_if_present (tiles, tile);
}
changeFogOfWar(tiles, player, hide);
}
void CGameHandler::changeFogOfWar(std::unordered_set<int3, ShashInt3> &tiles, PlayerColor player, bool hide)
{
FoWChange fow;
fow.tiles = tiles;
fow.player = player;
fow.mode = hide? 0 : 1;
sendAndApply(&fow);
}
bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
{
if(auto topQuery = queries.topQuery(hero->getOwner()))
if(auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
return !(visit->visitedObject == obj && visit->visitingHero == hero);
return true;
}
void CGameHandler::duelFinished()
{
auto si = getStartInfo();
auto getName = [&](int i){ return si->getIthPlayersSettings(gs->curB->sides.at(i).color).name; };
int casualtiesPoints = 0;
logGlobal->debugStream() << boost::format("Winner side %d\nWinner casualties:")
% (int)battleResult.data->winner;
for(auto & elem : battleResult.data->casualties[battleResult.data->winner])
{
const CCreature *c = VLC->creh->creatures[elem.first];
logGlobal->debugStream() << boost::format("\t* %d of %s") % elem.second % c->namePl;
casualtiesPoints += c->AIValue * elem.second;
}
logGlobal->debugStream() << boost::format("Total casualties points: %d") % casualtiesPoints;
time_t timeNow;
time(&timeNow);
std::ofstream out(cmdLineOptions["resultsFile"].as<std::string>(), std::ios::app);
if(out)
{
out << boost::format("%s\t%s\t%s\t%d\t%d\t%d\t%s\n") % si->mapname % getName(0) % getName(1)
% battleResult.data->winner % battleResult.data->result % casualtiesPoints
% asctime(localtime(&timeNow));
}
else
{
logGlobal->errorStream() << "Cannot open to write " << cmdLineOptions["resultsFile"].as<std::string>();
}
CSaveFile resultFile("result.vdrst");
resultFile << *battleResult.data;
BattleResultsApplied resultsApplied;
resultsApplied.player1 = finishingBattle->victor;
resultsApplied.player2 = finishingBattle->loser;
sendAndApply(&resultsApplied);
return;
}
CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance * _army, BattleInfo *bat):
army(_army)
{
heroWithDeadCommander = ObjectInstanceID();
PlayerColor color = army->tempOwner;
if(color == PlayerColor::UNFLAGGABLE)
color = PlayerColor::NEUTRAL;
for(CStack *st : bat->stacks)
{
if(vstd::contains(st->state, EBattleStackState::SUMMONED)) //don't take into account temporary summoned stacks
continue;
if (st->owner != color) //remove only our stacks
continue;
logGlobal->debugStream() << "Calculating casualties for " << st->nodeName();
//FIXME: this info is also used in BattleInfo::calculateCasualties, refactor
st->count = std::max (0, st->count - st->resurrected);
if(st->slot == SlotID::ARROW_TOWERS_SLOT)
{
//do nothing
logGlobal->debug("Ignored arrow towers stack.");
}
else if(st->slot == SlotID::WAR_MACHINES_SLOT)
{
auto warMachine = VLC->arth->creatureToMachineID(st->type->idNumber);
if(warMachine == ArtifactID::NONE)
{
logGlobal->errorStream() << "Invalid creature in war machine virtual slot: " << st->nodeName();
}
//catapult artifact remain even if "creature" killed in siege
else if(warMachine != ArtifactID::CATAPULT && !st->count)
{
logGlobal->debug("War machine has been destroyed");
auto hero = dynamic_ptr_cast<CGHeroInstance> (army);
if (hero)
removedWarMachines.push_back (ArtifactLocation(hero, hero->getArtPos(warMachine, true)));
else
logGlobal->error("War machine in army without hero");
}
}
else if(st->slot == SlotID::SUMMONED_SLOT_PLACEHOLDER)
{
if(st->alive() && st->count > 0)
{
logGlobal->debugStream() << "Permanently summoned " << st->count << " units.";
const CreatureID summonedType = st->type->idNumber;
summoned[summonedType] += st->count;
}
}
else if(st->slot == SlotID::COMMANDER_SLOT_PLACEHOLDER)
{
if(nullptr == st->base)
{
logGlobal->error("Stack with no base in commander slot.");
}
else
{
auto c = dynamic_cast <const CCommanderInstance *>(st->base);
if(c)
{
auto h = dynamic_cast <const CGHeroInstance *>(army);
if (h && h->commander == c)
{
logGlobal->debug("Commander is dead.");
heroWithDeadCommander = army->id; //TODO: unify commander handling
}
}
else
logGlobal->error("Stack with invalid instance in commander slot.");
}
}
else if(st->base && !army->slotEmpty(st->slot))
{
if(st->count == 0 || !st->alive())
{
logGlobal->debug("Stack has been destroyed.");
StackLocation sl(army, st->slot);
newStackCounts.push_back(TStackAndItsNewCount(sl, 0));
}
else if(st->count < army->getStackCount(st->slot))
{
logGlobal->debugStream() << "Stack lost " << (army->getStackCount(st->slot) - st->count) << " units.";
StackLocation sl(army, st->slot);
newStackCounts.push_back(TStackAndItsNewCount(sl, st->count));
}
}
else
{
logGlobal->warnStream() << "Unable to process stack: " << 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, bool Duel, 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;
duel = Duel;
remainingBattleQueriesCount = RemainingBattleQueriesCount;
}
CGameHandler::FinishingBattleHelper::FinishingBattleHelper()
{
winnerHero = loserHero = nullptr;
}
///ServerSpellCastEnvironment
ServerSpellCastEnvironment::ServerSpellCastEnvironment(CGameHandler * gh): gh(gh)
{
}
void ServerSpellCastEnvironment::sendAndApply(CPackForClient * info) const
{
gh->sendAndApply(info);
}
CRandomGenerator & ServerSpellCastEnvironment::getRandomGenerator() const
{
return gh->gameState()->getRandomGenerator();
}
void ServerSpellCastEnvironment::complain(const std::string& problem) const
{
gh->complain(problem);
}
const CGameInfoCallback * ServerSpellCastEnvironment::getCb() const
{
return gh;
}
const CMap * ServerSpellCastEnvironment::getMap() const
{
return gh->gameState()->map;
}
bool ServerSpellCastEnvironment::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, PlayerColor asker) const
{
return gh->moveHero(hid, dst, teleporting, false, asker);
}