/*
 * CGTownInstance.cpp, part of VCMI engine
 *
 * Authors: listed in file AUTHORS in main folder
 *
 * License: GNU General Public License v2.0 or later
 * Full text of license available in license.txt file, in main folder
 *
 */

#include "StdInc.h"
#include "CGTownInstance.h"
#include "CGTownBuilding.h"
#include "../spells/CSpellHandler.h"
#include "../bonuses/Bonus.h"
#include "../battle/IBattleInfoCallback.h"
#include "../NetPacks.h"
#include "../CConfigHandler.h"
#include "../CGeneralTextHandler.h"
#include "../IGameCallback.h"
#include "../gameState/CGameState.h"
#include "../mapping/CMap.h"
#include "../CPlayerState.h"
#include "../TerrainHandler.h"
#include "../mapObjectConstructors/AObjectTypeHandler.h"
#include "../mapObjectConstructors/CObjectClassesHandler.h"
#include "../modding/ModScope.h"
#include "../serializer/JsonSerializeFormat.h"

VCMI_LIB_NAMESPACE_BEGIN

std::vector<const CArtifact *> CGTownInstance::merchantArtifacts;
std::vector<int> CGTownInstance::universitySkills;


int CGTownInstance::getSightRadius() const //returns sight distance
{
	auto ret = CBuilding::HEIGHT_NO_TOWER;

	for(const auto & bid : builtBuildings)
	{
		if(bid.IsSpecialOrGrail())
		{
			auto height = town->buildings.at(bid)->height;
			if(ret < height)
				ret = height;
	}
}
	return ret;
}

void CGTownInstance::setPropertyDer(ui8 what, ui32 val)
{
///this is freakin' overcomplicated solution
	switch (what)
	{
		case ObjProperty::STRUCTURE_ADD_VISITING_HERO:
			bonusingBuildings[val]->setProperty(ObjProperty::VISITORS, visitingHero->id.getNum());
			break;
		case ObjProperty::STRUCTURE_CLEAR_VISITORS:
			bonusingBuildings[val]->setProperty(ObjProperty::STRUCTURE_CLEAR_VISITORS, 0);
			break;
		case ObjProperty::STRUCTURE_ADD_GARRISONED_HERO: //add garrisoned hero to visitors
			bonusingBuildings[val]->setProperty(ObjProperty::VISITORS, garrisonHero->id.getNum());
			break;
		case ObjProperty::BONUS_VALUE_FIRST:
			bonusValue.first = val;
			break;
		case ObjProperty::BONUS_VALUE_SECOND:
			bonusValue.second = val;
			break;
		case ObjProperty::REWARD_RANDOMIZE:
			bonusingBuildings[val]->setProperty(ObjProperty::REWARD_RANDOMIZE, 0);
			break;
	}
}
CGTownInstance::EFortLevel CGTownInstance::fortLevel() const //0 - none, 1 - fort, 2 - citadel, 3 - castle
{
	if (hasBuilt(BuildingID::CASTLE))
		return CASTLE;
	if (hasBuilt(BuildingID::CITADEL))
		return CITADEL;
	if (hasBuilt(BuildingID::FORT))
		return FORT;
	return NONE;
}

int CGTownInstance::hallLevel() const // -1 - none, 0 - village, 1 - town, 2 - city, 3 - capitol
{
	if (hasBuilt(BuildingID::CAPITOL))
		return 3;
	if (hasBuilt(BuildingID::CITY_HALL))
		return 2;
	if (hasBuilt(BuildingID::TOWN_HALL))
		return 1;
	if (hasBuilt(BuildingID::VILLAGE_HALL))
		return 0;
	return -1;
}

int CGTownInstance::mageGuildLevel() const
{
	if (hasBuilt(BuildingID::MAGES_GUILD_5))
		return 5;
	if (hasBuilt(BuildingID::MAGES_GUILD_4))
		return 4;
	if (hasBuilt(BuildingID::MAGES_GUILD_3))
		return 3;
	if (hasBuilt(BuildingID::MAGES_GUILD_2))
		return 2;
	if (hasBuilt(BuildingID::MAGES_GUILD_1))
		return 1;
	return 0;
}

int CGTownInstance::getHordeLevel(const int & HID)  const//HID - 0 or 1; returns creature level or -1 if that horde structure is not present
{
	return town->hordeLvl.at(HID);
}

int CGTownInstance::creatureGrowth(const int & level) const
{
	return getGrowthInfo(level).totalGrowth();
}

GrowthInfo CGTownInstance::getGrowthInfo(int level) const
{
	GrowthInfo ret;

	if (level<0 || level >=GameConstants::CREATURES_PER_TOWN)
		return ret;
	if (creatures[level].second.empty())
		return ret; //no dwelling

	const CCreature *creature = VLC->creh->objects[creatures[level].second.back()];
	const int base = creature->getGrowth();
	int castleBonus = 0;

	ret.entries.emplace_back(VLC->generaltexth->allTexts[590], base); // \n\nBasic growth %d"

	if (hasBuilt(BuildingID::CASTLE))
		ret.entries.emplace_back(subID, BuildingID::CASTLE, castleBonus = base);
	else if (hasBuilt(BuildingID::CITADEL))
		ret.entries.emplace_back(subID, BuildingID::CITADEL, castleBonus = base / 2);

	if(town->hordeLvl.at(0) == level)//horde 1
		if(hasBuilt(BuildingID::HORDE_1))
			ret.entries.emplace_back(subID, BuildingID::HORDE_1, creature->getHorde());

	if(town->hordeLvl.at(1) == level)//horde 2
		if(hasBuilt(BuildingID::HORDE_2))
			ret.entries.emplace_back(subID, BuildingID::HORDE_2, creature->getHorde());

	//statue-of-legion-like bonus: % to base+castle
	TConstBonusListPtr bonuses2 = getBonuses(Selector::type()(BonusType::CREATURE_GROWTH_PERCENT));
	for(const auto & b : *bonuses2)
	{
		const auto growth = b->val * (base + castleBonus) / 100;
		ret.entries.emplace_back(growth, b->Description(growth));
	}

	//other *-of-legion-like bonuses (%d to growth cumulative with grail)
	TConstBonusListPtr bonuses = getBonuses(Selector::type()(BonusType::CREATURE_GROWTH).And(Selector::subtype()(level)));
	for(const auto & b : *bonuses)
		ret.entries.emplace_back(b->val, b->Description());

	int dwellingBonus = 0;
	if(const PlayerState *p = cb->getPlayerState(tempOwner, false))
	{
		dwellingBonus = getDwellingBonus(creatures[level].second, p->dwellings);
	}
	if(dwellingBonus)
		ret.entries.emplace_back(VLC->generaltexth->allTexts[591], dwellingBonus); // \nExternal dwellings %+d

	if(hasBuilt(BuildingID::GRAIL)) //grail - +50% to ALL (so far added) growth
		ret.entries.emplace_back(subID, BuildingID::GRAIL, ret.totalGrowth() / 2);

	return ret;
}

int CGTownInstance::getDwellingBonus(const std::vector<CreatureID>& creatureIds, const std::vector<ConstTransitivePtr<CGDwelling> >& dwellings) const
{
	int totalBonus = 0;
	for (const auto& dwelling : dwellings)
	{
		for (const auto& creature : dwelling->creatures)
		{
			totalBonus += vstd::contains(creatureIds, creature.second[0]) ? 1 : 0;
		}
	}
	return totalBonus;
}

TResources CGTownInstance::dailyIncome() const
{
	TResources ret;
	for(const auto & p : town->buildings)
	{
		BuildingID buildingUpgrade;

		for(const auto & p2 : town->buildings)
		{
			if (p2.second->upgrade == p.first)
			{
				buildingUpgrade = p2.first;
			}
		}
		if (!hasBuilt(buildingUpgrade)&&(hasBuilt(p.first)))
		{
			ret += p.second->produce;
		}
	}
	return ret;
}

bool CGTownInstance::hasFort() const
{
	return hasBuilt(BuildingID::FORT);
}

bool CGTownInstance::hasCapitol() const
{
	return hasBuilt(BuildingID::CAPITOL);
}

CGTownInstance::CGTownInstance():
	town(nullptr),
	builded(0),
	destroyed(0),
	identifier(0),
	alignmentToPlayer(PlayerColor::NEUTRAL)
{
	this->setNodeType(CBonusSystemNode::TOWN);
}

CGTownInstance::~CGTownInstance()
{
	for (auto & elem : bonusingBuildings)
		delete elem;
}

int CGTownInstance::spellsAtLevel(int level, bool checkGuild) const
{
	if(checkGuild && mageGuildLevel() < level)
		return 0;
	int ret = 6 - level; //how many spells are available at this level

	if (hasBuilt(BuildingSubID::LIBRARY))
		ret++;

	return ret;
}

bool CGTownInstance::needsLastStack() const
{
	return garrisonHero != nullptr;
}

void CGTownInstance::setOwner(const PlayerColor & player) const
{
	removeCapitols(player);
	cb->setOwner(this, player);
}

void CGTownInstance::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const
{
	for (auto building : bonusingBuildings)
		building->blockingDialogAnswered(hero, answer);
}

void CGTownInstance::onHeroVisit(const CGHeroInstance * h) const
{
	if(cb->gameState()->getPlayerRelations( getOwner(), h->getOwner() ) == PlayerRelations::ENEMIES)
	{
		if(armedGarrison() || visitingHero)
		{
			const CGHeroInstance * defendingHero = visitingHero ? visitingHero : garrisonHero;
			const CArmedInstance * defendingArmy = defendingHero ? (CArmedInstance *)defendingHero : this;
			const bool isBattleOutside = isBattleOutsideTown(defendingHero);

			if(!isBattleOutside && visitingHero && defendingHero == visitingHero)
			{
				//we have two approaches to merge armies: mergeGarrisonOnSiege() and used in the CGameHandler::garrisonSwap(ObjectInstanceID tid)
				auto * nodeSiege = defendingHero->whereShouldBeAttachedOnSiege(isBattleOutside);

				if(nodeSiege == (CBonusSystemNode *)this)
					cb->swapGarrisonOnSiege(this->id);

				const_cast<CGHeroInstance *>(defendingHero)->inTownGarrison = false; //hack to return visitor from garrison after battle
			}
			cb->startBattlePrimary(h, defendingArmy, getSightCenter(), h, defendingHero, false, (isBattleOutside ? nullptr : this));
		}
		else
		{
			auto heroColor = h->getOwner();
			onTownCaptured(heroColor);

			if(cb->gameState()->getPlayerStatus(heroColor) == EPlayerStatus::WINNER)
			{
				return; //we just won game, we do not need to perform any extra actions
				//TODO: check how does H3 behave, visiting town on victory can affect campaigns (spells learned, +1 stat building visited)
			}
			cb->heroVisitCastle(this, h);
		}
	}
	else if(h->visitablePos() == visitablePos())
	{
		bool commander_recover = h->commander && !h->commander->alive;
		if (commander_recover) // rise commander from dead
		{
			SetCommanderProperty scp;
			scp.heroid = h->id;
			scp.which = SetCommanderProperty::ALIVE;
			scp.amount = 1;
			cb->sendAndApply(&scp);
		}
		cb->heroVisitCastle(this, h);
		// TODO(vmarkovtsev): implement payment for rising the commander
		if (commander_recover) // info window about commander
		{
			InfoWindow iw;
			iw.player = h->tempOwner;
			iw.text.appendRawString(h->commander->getName());
			iw.components.emplace_back(*h->commander);
			cb->showInfoDialog(&iw);
		}
	}
	else
	{
		logGlobal->error("%s visits allied town of %s from different pos?", h->getNameTranslated(), getNameTranslated());
	}
}

void CGTownInstance::onHeroLeave(const CGHeroInstance * h) const
{
	//FIXME: find out why this issue appears on random maps
	if(visitingHero == h)
	{
		cb->stopHeroVisitCastle(this, h);
		logGlobal->trace("%s correctly left town %s", h->getNameTranslated(), getNameTranslated());
	}
	else
		logGlobal->warn("Warning, %s tries to leave the town %s but hero is not inside.", h->getNameTranslated(), getNameTranslated());
}

std::string CGTownInstance::getObjectName() const
{
	return getNameTranslated() + ", " + town->faction->getNameTranslated();
}

bool CGTownInstance::townEnvisagesBuilding(BuildingSubID::EBuildingSubID subId) const
{
	return town->getBuildingType(subId) != BuildingID::NONE;
}

void CGTownInstance::initOverriddenBids()
{
	for(const auto & bid : builtBuildings)
	{
		const auto & overrideThem = town->buildings.at(bid)->overrideBids;

		for(const auto & overrideIt : overrideThem)
			overriddenBuildings.insert(overrideIt);
	}
}

bool CGTownInstance::isBonusingBuildingAdded(BuildingID bid) const
{
	auto present = std::find_if(bonusingBuildings.begin(), bonusingBuildings.end(), [&](CGTownBuilding* building)
		{
			return building->getBuildingType().num == bid;
		});

	return present != bonusingBuildings.end();
}

void CGTownInstance::addTownBonuses(CRandomGenerator & rand)
{
	for(const auto & kvp : town->buildings)
	{
		if(vstd::contains(overriddenBuildings, kvp.first))
			continue;

		if(kvp.second->IsVisitingBonus())
			bonusingBuildings.push_back(new CTownBonus(kvp.second->bid, kvp.second->subId, this));

		if(kvp.second->IsWeekBonus())
			bonusingBuildings.push_back(new COPWBonus(kvp.second->bid, kvp.second->subId, this));
		
		if(kvp.second->subId == BuildingSubID::CUSTOM_VISITING_REWARD)
			bonusingBuildings.push_back(new CTownRewardableBuilding(kvp.second->bid, kvp.second->subId, this, rand));
	}
}

DamageRange CGTownInstance::getTowerDamageRange() const
{
	assert(hasBuilt(BuildingID::CASTLE));

	// http://heroes.thelazy.net/wiki/Arrow_tower
	// base damage, irregardless of town level
	static constexpr int baseDamage = 6;
	// extra damage, for each building in town
	static constexpr int extraDamage = 1;

	const int minDamage = baseDamage + extraDamage * getTownLevel();

	return {
		minDamage,
		minDamage * 2
	};
}

DamageRange CGTownInstance::getKeepDamageRange() const
{
	assert(hasBuilt(BuildingID::CITADEL));

	// http://heroes.thelazy.net/wiki/Arrow_tower
	// base damage, irregardless of town level
	static constexpr int baseDamage = 10;
	// extra damage, for each building in town
	static constexpr int extraDamage = 2;

	const int minDamage = baseDamage + extraDamage * getTownLevel();

	return {
		minDamage,
		minDamage * 2
	};
}

void CGTownInstance::deleteTownBonus(BuildingID bid)
{
	size_t i = 0;
	CGTownBuilding * freeIt = nullptr;

	for(i = 0; i != bonusingBuildings.size(); i++)
	{
		if(bonusingBuildings[i]->getBuildingType() == bid)
		{
			freeIt = bonusingBuildings[i];
			break;
		}
	}
	if(freeIt == nullptr)
		return;

	auto building = town->buildings.at(bid);
	auto isVisitingBonus = building->IsVisitingBonus();
	auto isWeekBonus = building->IsWeekBonus();

	if(!isVisitingBonus && !isWeekBonus)
		return;

	bonusingBuildings.erase(bonusingBuildings.begin() + i);

	delete freeIt;
}

void CGTownInstance::initObj(CRandomGenerator & rand) ///initialize town structures
{
	blockVisit = true;

	if(townEnvisagesBuilding(BuildingSubID::PORTAL_OF_SUMMONING)) //Dungeon for example
		creatures.resize(GameConstants::CREATURES_PER_TOWN + 1);
	else
		creatures.resize(GameConstants::CREATURES_PER_TOWN);

	for (int level = 0; level < GameConstants::CREATURES_PER_TOWN; level++)
	{
		BuildingID buildID = BuildingID(BuildingID::DWELL_FIRST + level);
		int upgradeNum = 0;

		for (; town->buildings.count(buildID); upgradeNum++, buildID.advance(GameConstants::CREATURES_PER_TOWN))
		{
			if (hasBuilt(buildID) && town->creatures.at(level).size() > upgradeNum)
				creatures[level].second.push_back(town->creatures[level][upgradeNum]);
		}
	}
	initOverriddenBids();
	addTownBonuses(rand); //add special bonuses from buildings to the bonusingBuildings vector.
	recreateBuildingsBonuses();
	updateAppearance();
}

void CGTownInstance::newTurn(CRandomGenerator & rand) const
{
	if (cb->getDate(Date::DAY_OF_WEEK) == 1) //reset on new week
	{
		//give resources if there's a Mystic Pond
		if (hasBuilt(BuildingSubID::MYSTIC_POND)
			&& cb->getDate(Date::DAY) != 1
			&& (tempOwner.isValidPlayer())
			)
		{
			int resID = rand.nextInt(2, 5); //bonus to random rare resource
			resID = (resID==2)?1:resID;
			int resVal = rand.nextInt(1, 4);//with size 1..4
			cb->giveResource(tempOwner, static_cast<EGameResID>(resID), resVal);
			cb->setObjProperty (id, ObjProperty::BONUS_VALUE_FIRST, resID);
			cb->setObjProperty (id, ObjProperty::BONUS_VALUE_SECOND, resVal);
		}
		
		for(const auto * manaVortex : getBonusingBuildings(BuildingSubID::MANA_VORTEX))
			cb->setObjProperty(id, ObjProperty::STRUCTURE_CLEAR_VISITORS, manaVortex->indexOnTV); //reset visitors for Mana Vortex

		//get Mana Vortex or Stables bonuses
		//same code is in the CGameHandler::buildStructure method
		if (visitingHero != nullptr)
			cb->visitCastleObjects(this, visitingHero);

		if (garrisonHero != nullptr)
			cb->visitCastleObjects(this, garrisonHero);

		if (tempOwner == PlayerColor::NEUTRAL) //garrison growth for neutral towns
		{
			std::vector<SlotID> nativeCrits; //slots
			for(const auto & elem : Slots())
			{
				if (elem.second->type->getFaction() == getFaction()) //native
				{
					nativeCrits.push_back(elem.first); //collect matching slots
				}
			}
			if(!nativeCrits.empty())
			{
				SlotID pos = *RandomGeneratorUtil::nextItem(nativeCrits, rand);
				StackLocation sl(this, pos);
				
				const CCreature *c = getCreature(pos);
				if (rand.nextInt(99) < 90 || c->upgrades.empty()) //increase number if no upgrade available
				{
					cb->changeStackCount(sl, c->getGrowth());
				}
				else //upgrade
				{
					cb->changeStackType(sl, VLC->creh->objects[*c->upgrades.begin()]);
				}
			}
			if ((stacksCount() < GameConstants::ARMY_SIZE && rand.nextInt(99) < 25) || Slots().empty()) //add new stack
			{
				int i = rand.nextInt(std::min(GameConstants::CREATURES_PER_TOWN, cb->getDate(Date::MONTH) << 1) - 1);
				if (!town->creatures[i].empty())
				{
					CreatureID c = town->creatures[i][0];
					SlotID n;
					
					TQuantity count = creatureGrowth(i);
					if (!count) // no dwelling
						count = VLC->creatures()->getByIndex(c)->getGrowth();
					
					{//no lower tiers or above current month
						
						if ((n = getSlotFor(c)).validSlot())
						{
							StackLocation sl(this, n);
							if (slotEmpty(n))
								cb->insertNewStack(sl, VLC->creh->objects[c], count);
							else //add to existing
								cb->changeStackCount(sl, count);
						}
					}
				}
			}
		}
	}
	
	for(const auto * rewardableBuilding : getBonusingBuildings(BuildingSubID::CUSTOM_VISITING_REWARD))
		rewardableBuilding->newTurn(rand);
}
/*
int3 CGTownInstance::getSightCenter() const
{
	return pos - int3(2,0,0);
}
*/
bool CGTownInstance::passableFor(PlayerColor color) const
{
	if (!armedGarrison())//empty castle - anyone can visit
		return true;
	if ( tempOwner == PlayerColor::NEUTRAL )//neutral guarded - no one can visit
		return false;

	return cb->getPlayerRelations(tempOwner, color) != PlayerRelations::ENEMIES;
}

void CGTownInstance::getOutOffsets( std::vector<int3> &offsets ) const
{
	offsets = {int3(-1,2,0), int3(+1,2,0)};
}

CGTownInstance::EGeneratorState CGTownInstance::shipyardStatus() const
{
	if (!hasBuilt(BuildingID::SHIPYARD))
		return EGeneratorState::UNKNOWN;

	return IShipyard::shipyardStatus();
}

const IObjectInterface * CGTownInstance::getObject() const
{
	return this;
}

void CGTownInstance::mergeGarrisonOnSiege() const
{
	auto getWeakestStackSlot = [&](ui64 powerLimit)
	{
		std::vector<SlotID> weakSlots;
		auto stacksList = visitingHero->stacks;
		std::pair<SlotID, CStackInstance *> pair;
		while(!stacksList.empty())
		{
			pair = *vstd::minElementByFun(stacksList, [&](const std::pair<SlotID, CStackInstance *> & elem) { return elem.second->getPower(); });
			if(powerLimit > pair.second->getPower() &&
				(weakSlots.empty() || pair.second->getPower() == visitingHero->getStack(weakSlots.front()).getPower()))
			{
				weakSlots.push_back(pair.first);
				stacksList.erase(pair.first);
			}
			else
				break;
		}

		if(!weakSlots.empty())
			return *std::max_element(weakSlots.begin(), weakSlots.end());

		return SlotID();
	};

	auto count = static_cast<int>(stacks.size());

	for(int i = 0; i < count; i++)
	{
		auto pair = *vstd::maxElementByFun(stacks, [&](const std::pair<SlotID, CStackInstance *> & elem)
		{
			ui64 power = elem.second->getPower();
			auto dst = visitingHero->getSlotFor(elem.second->getCreatureID());
			if(dst.validSlot() && visitingHero->hasStackAtSlot(dst))
				power += visitingHero->getStack(dst).getPower();

			return power;
		});
		auto dst = visitingHero->getSlotFor(pair.second->getCreatureID());
		if(dst.validSlot())
			cb->moveStack(StackLocation(this, pair.first), StackLocation(visitingHero, dst), -1);
		else
		{
			dst = getWeakestStackSlot(static_cast<int>(pair.second->getPower()));
			if(dst.validSlot())
				cb->swapStacks(StackLocation(this, pair.first), StackLocation(visitingHero, dst));
		}
	}
}

void CGTownInstance::removeCapitols(const PlayerColor & owner) const
{
	if (hasCapitol()) // search if there's an older capitol
	{
		PlayerState* state = cb->gameState()->getPlayerState(owner); //get all towns owned by player
		for (auto i = state->towns.cbegin(); i < state->towns.cend(); ++i)
		{
			if (*i != this && (*i)->hasCapitol())
			{
				RazeStructures rs;
				rs.tid = id;
				rs.bid.insert(BuildingID::CAPITOL);
				rs.destroyed = destroyed;
				cb->sendAndApply(&rs);
				return;
			}
		}
	}
}

void CGTownInstance::clearArmy() const
{
	while(!stacks.empty())
	{
		cb->eraseStack(StackLocation(this, stacks.begin()->first));
	}
}

BoatId CGTownInstance::getBoatType() const
{
	return town->faction->boatType;
}

int CGTownInstance::getMarketEfficiency() const
{
	if(!hasBuiltSomeTradeBuilding())
		return 0;

	const PlayerState *p = cb->getPlayerState(tempOwner);
	assert(p);

	int marketCount = 0;
	for(const CGTownInstance *t : p->towns)
		if(t->hasBuiltSomeTradeBuilding())
			marketCount++;

	return marketCount;
}

bool CGTownInstance::allowsTrade(EMarketMode mode) const
{
	switch(mode)
	{
	case EMarketMode::RESOURCE_RESOURCE:
	case EMarketMode::RESOURCE_PLAYER:
		return hasBuilt(BuildingID::MARKETPLACE);

	case EMarketMode::ARTIFACT_RESOURCE:
	case EMarketMode::RESOURCE_ARTIFACT:
		return hasBuilt(BuildingSubID::ARTIFACT_MERCHANT);

	case EMarketMode::CREATURE_RESOURCE:
		return hasBuilt(BuildingSubID::FREELANCERS_GUILD);

	case EMarketMode::CREATURE_UNDEAD:
		return hasBuilt(BuildingSubID::CREATURE_TRANSFORMER);

	case EMarketMode::RESOURCE_SKILL:
		return hasBuilt(BuildingSubID::MAGIC_UNIVERSITY);
	default:
		assert(0);
		return false;
	}
}

std::vector<int> CGTownInstance::availableItemsIds(EMarketMode mode) const
{
	if(mode == EMarketMode::RESOURCE_ARTIFACT)
	{
		std::vector<int> ret;
		for(const CArtifact *a : merchantArtifacts)
			if(a)
				ret.push_back(a->getId());
			else
				ret.push_back(-1);
		return ret;
	}
	else if ( mode == EMarketMode::RESOURCE_SKILL )
	{
		return universitySkills;
	}
	else
		return IMarket::availableItemsIds(mode);
}

void CGTownInstance::setType(si32 ID, si32 subID)
{
	assert(ID == Obj::TOWN); // just in case
	CGObjectInstance::setType(ID, subID);
	town = (*VLC->townh)[subID]->town;
	randomizeArmy(subID);
	updateAppearance();
}

void CGTownInstance::updateAppearance()
{
	auto terrain = cb->gameState()->getTile(visitablePos())->terType->getId();
	//FIXME: not the best way to do this
	auto app = VLC->objtypeh->getHandlerFor(ID, subID)->getOverride(terrain, this);
	if (app)
		appearance = app;
}

std::string CGTownInstance::nodeName() const
{
	return "Town (" + (town ? town->faction->getNameTranslated() : "unknown") + ") of " + getNameTranslated();
}

void CGTownInstance::deserializationFix()
{
	attachTo(townAndVis);

	//Hero is already handled by CGameState::attachArmedObjects

// 	if(visitingHero)
// 		visitingHero->attachTo(&townAndVis);
// 	if(garrisonHero)
// 		garrisonHero->attachTo(this);
}

void CGTownInstance::updateMoraleBonusFromArmy()
{
	auto b = getExportedBonusList().getFirst(Selector::sourceType()(BonusSource::ARMY).And(Selector::type()(BonusType::MORALE)));
	if(!b)
	{
		b = std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::MORALE, BonusSource::ARMY, 0, -1);
		addNewBonus(b);
	}

	if (garrisonHero)
	{
		b->val = 0;
		CBonusSystemNode::treeHasChanged();
	}
	else
		CArmedInstance::updateMoraleBonusFromArmy();
}

void CGTownInstance::recreateBuildingsBonuses()
{
	BonusList bl;
	getExportedBonusList().getBonuses(bl, Selector::sourceType()(BonusSource::TOWN_STRUCTURE));

	for(const auto & b : bl)
		removeBonus(b);

	for(const auto & bid : builtBuildings)
	{
		if(vstd::contains(overriddenBuildings, bid)) //tricky! -> checks tavern only if no bratherhood of sword
			continue;

		auto building = town->buildings.at(bid);

		if(building->buildingBonuses.empty())
			continue;

		for(auto & bonus : building->buildingBonuses)
			addNewBonus(bonus);
	}
}

void CGTownInstance::setVisitingHero(CGHeroInstance *h)
{
	if(visitingHero.get() == h)
		return;
	
	if(h)
	{
		PlayerState *p = cb->gameState()->getPlayerState(h->tempOwner);
		assert(p);
		h->detachFrom(*p);
		h->attachTo(townAndVis);
		visitingHero = h;
		h->visitedTown = this;
		h->inTownGarrison = false;
	}
	else
	{
		PlayerState *p = cb->gameState()->getPlayerState(visitingHero->tempOwner);
		visitingHero->visitedTown = nullptr;
		visitingHero->detachFrom(townAndVis);
		visitingHero->attachTo(*p);
		visitingHero = nullptr;
	}
}

void CGTownInstance::setGarrisonedHero(CGHeroInstance *h)
{
	if(garrisonHero.get() == h)
		return;
	
	if(h)
	{
		PlayerState *p = cb->gameState()->getPlayerState(h->tempOwner);
		assert(p);
		h->detachFrom(*p);
		h->attachTo(*this);
		garrisonHero = h;
		h->visitedTown = this;
		h->inTownGarrison = true;
	}
	else
	{
		PlayerState *p = cb->gameState()->getPlayerState(garrisonHero->tempOwner);
		garrisonHero->visitedTown = nullptr;
		garrisonHero->inTownGarrison = false;
		garrisonHero->detachFrom(*this);
		garrisonHero->attachTo(*p);
		garrisonHero = nullptr;
	}
	updateMoraleBonusFromArmy(); //avoid giving morale bonus for same army twice
}

bool CGTownInstance::armedGarrison() const
{
	return !stacks.empty() || garrisonHero;
}

const CTown * CGTownInstance::getTown() const
{
    if(ID == Obj::RANDOM_TOWN)
		return VLC->townh->randomTown;
	else
	{
		if(nullptr == town)
		{
			return (*VLC->townh)[subID]->town;
		}
		else
			return town;
	}
}

int CGTownInstance::getTownLevel() const
{
	// count all buildings that are not upgrades
	int level = 0;

	for(const auto & bid : builtBuildings)
	{
		if(town->buildings.at(bid)->upgrade == BuildingID::NONE)
			level++;
	}
	return level;
}

CBonusSystemNode & CGTownInstance::whatShouldBeAttached()
{
	return townAndVis;
}

std::string CGTownInstance::getNameTranslated() const
{
	return VLC->generaltexth->translate(nameTextId);
}

void CGTownInstance::setNameTextId( const std::string & newName )
{
	nameTextId = newName;
}

const CArmedInstance * CGTownInstance::getUpperArmy() const
{
	if(garrisonHero)
		return garrisonHero;
	return this;
}

std::vector<const CGTownBuilding *> CGTownInstance::getBonusingBuildings(BuildingSubID::EBuildingSubID subId) const
{
	std::vector<const CGTownBuilding *> ret;
	for(auto * const building : bonusingBuildings)
	{
		if(building->getBuildingSubtype() == subId)
			ret.push_back(building);
	}
	return ret;
}


bool CGTownInstance::hasBuiltSomeTradeBuilding() const
{
	for(const auto & bid : builtBuildings)
	{
		if(town->buildings.at(bid)->IsTradeBuilding())
			return true;
	}
	return false;
}

bool CGTownInstance::hasBuilt(BuildingSubID::EBuildingSubID buildingID) const
{
	for(const auto & bid : builtBuildings)
	{
		if(town->buildings.at(bid)->subId == buildingID)
			return true;
	}
	return false;
}

bool CGTownInstance::hasBuilt(const BuildingID & buildingID) const
{
	return vstd::contains(builtBuildings, buildingID);
}

bool CGTownInstance::hasBuilt(const BuildingID & buildingID, int townID) const
{
	if (townID == town->faction->getIndex() || townID == ETownType::ANY)
		return hasBuilt(buildingID);
	return false;
}

TResources CGTownInstance::getBuildingCost(const BuildingID & buildingID) const
{
	if (vstd::contains(town->buildings, buildingID))
		return town->buildings.at(buildingID)->resources;
	else
	{
		logGlobal->error("Town %s at %s has no possible building %d!", getNameTranslated(), pos.toString(), buildingID.toEnum());
		return TResources();
	}

}

CBuilding::TRequired CGTownInstance::genBuildingRequirements(const BuildingID & buildID, bool deep) const
{
	const CBuilding * building = town->buildings.at(buildID);

	//TODO: find better solution to prevent infinite loops
	std::set<BuildingID> processed;

	std::function<CBuilding::TRequired::Variant(const BuildingID &)> dependTest =
	[&](const BuildingID & id) -> CBuilding::TRequired::Variant
	{
		if (town->buildings.count(id) == 0)
		{
			logMod->error("Invalid building ID %d in building dependencies!", id.getNum());
			return CBuilding::TRequired::OperatorAll();
		}

		const CBuilding * build = town->buildings.at(id);
		CBuilding::TRequired::OperatorAll requirements;

		if (!hasBuilt(id))
		{
			if (deep)
				requirements.expressions.emplace_back(id);
			else
				return id;
		}

		if(!vstd::contains(processed, id))
		{
			processed.insert(id);
			if (build->upgrade != BuildingID::NONE)
				requirements.expressions.push_back(dependTest(build->upgrade));

			requirements.expressions.push_back(build->requirements.morph(dependTest));
		}
		return requirements;
	};

	CBuilding::TRequired::OperatorAll requirements;
	if (building->upgrade != BuildingID::NONE)
	{
		const CBuilding * upgr = town->buildings.at(building->upgrade);

		requirements.expressions.push_back(dependTest(upgr->bid));
		processed.clear();
	}
	requirements.expressions.push_back(building->requirements.morph(dependTest));

	CBuilding::TRequired::Variant variant(requirements);
	CBuilding::TRequired ret(variant);
	ret.minimize();
	return ret;
}

void CGTownInstance::addHeroToStructureVisitors(const CGHeroInstance *h, si64 structureInstanceID ) const
{
	if(visitingHero == h)
		cb->setObjProperty(id, ObjProperty::STRUCTURE_ADD_VISITING_HERO, structureInstanceID); //add to visitors
	else if(garrisonHero == h)
		cb->setObjProperty(id, ObjProperty::STRUCTURE_ADD_GARRISONED_HERO, structureInstanceID); //then it must be garrisoned hero
	else
	{
		//should never ever happen
		logGlobal->error("Cannot add hero %s to visitors of structure # %d", h->getNameTranslated(), structureInstanceID);
		throw std::runtime_error("internal error");
	}
}

void CGTownInstance::battleFinished(const CGHeroInstance * hero, const BattleResult & result) const
{
	if(result.winner == BattleSide::ATTACKER)
	{
		clearArmy();
		onTownCaptured(hero->getOwner());
	}
}

void CGTownInstance::onTownCaptured(const PlayerColor & winner) const
{
	setOwner(winner);
	FoWChange fw;
	fw.player = winner;
	fw.mode = 1;
	cb->getTilesInRange(fw.tiles, getSightCenter(), getSightRadius(), winner, 1);
	cb->sendAndApply(& fw);
}

void CGTownInstance::afterAddToMap(CMap * map)
{
	if(ID == Obj::TOWN)
		map->towns.emplace_back(this);
}

void CGTownInstance::afterRemoveFromMap(CMap * map)
{
	if (ID == Obj::TOWN)
		vstd::erase_if_present(map->towns, this);
}

void CGTownInstance::reset()
{
	CGTownInstance::merchantArtifacts.clear();
	CGTownInstance::universitySkills.clear();
}

void CGTownInstance::serializeJsonOptions(JsonSerializeFormat & handler)
{
	CGObjectInstance::serializeJsonOwner(handler);
	if(!handler.saving)
		handler.serializeEnum("tightFormation", formation, NArmyFormation::names); //for old format
	CArmedInstance::serializeJsonOptions(handler);
	handler.serializeString("name", nameTextId);

	{
		auto decodeBuilding = [this](const std::string & identifier) -> si32
		{
			auto rawId = VLC->identifiers()->getIdentifier(ModScope::scopeMap(), getTown()->getBuildingScope(), identifier);

			if(rawId)
				return rawId.value();
			else
				return -1;
		};

		auto encodeBuilding = [this](si32 index) -> std::string
		{
			return getTown()->buildings.at(BuildingID(index))->getJsonKey();
		};

		const std::set<si32> standard = getTown()->getAllBuildings();//by default all buildings are allowed
		JsonSerializeFormat::LICSet buildingsLIC(standard, decodeBuilding, encodeBuilding);

		if(handler.saving)
		{
			bool customBuildings = false;

			boost::logic::tribool hasFort(false);

			for(const BuildingID & id : forbiddenBuildings)
			{
				buildingsLIC.none.insert(id);
				customBuildings = true;
			}

			for(const BuildingID & id : builtBuildings)
			{
				if(id == BuildingID::DEFAULT)
					continue;

				const CBuilding * building = getTown()->buildings.at(id);

				if(building->mode == CBuilding::BUILD_AUTO)
					continue;

				if(id == BuildingID::FORT)
					hasFort = true;

				buildingsLIC.all.insert(id);
				customBuildings = true;
			}

			if(customBuildings)
				handler.serializeLIC("buildings", buildingsLIC);
			else
				handler.serializeBool("hasFort",hasFort);
		}
		else
		{
			handler.serializeLIC("buildings", buildingsLIC);

			builtBuildings.insert(BuildingID::VILLAGE_HALL);

			if(buildingsLIC.none.empty() && buildingsLIC.all.empty())
			{
				builtBuildings.insert(BuildingID::DEFAULT);

				bool hasFort = false;
				handler.serializeBool("hasFort",hasFort);
				if(hasFort)
					builtBuildings.insert(BuildingID::FORT);
			}
			else
			{
				for(const si32 item : buildingsLIC.none)
					forbiddenBuildings.insert(BuildingID(item));
				for(const si32 item : buildingsLIC.all)
					builtBuildings.insert(BuildingID(item));
			}
		}
	}

	{
		std::vector<bool> standard = VLC->spellh->getDefaultAllowed();
		JsonSerializeFormat::LIC spellsLIC(standard, SpellID::decode, SpellID::encode);

		if(handler.saving)
		{
			for(const SpellID & id : possibleSpells)
				spellsLIC.any[id.num] = true;

			for(const SpellID & id : obligatorySpells)
				spellsLIC.all[id.num] = true;
		}

		handler.serializeLIC("spells", spellsLIC);

		if(!handler.saving)
		{
			possibleSpells.clear();
			for(si32 idx = 0; idx < spellsLIC.any.size(); idx++)
			{
				if(spellsLIC.any[idx])
					possibleSpells.emplace_back(idx);
			}

			obligatorySpells.clear();
			for(si32 idx = 0; idx < spellsLIC.all.size(); idx++)
			{
				if(spellsLIC.all[idx])
					obligatorySpells.emplace_back(idx);
			}
		}
	}
}

FactionID CGTownInstance::getFaction() const
{
	return town->faction->getId();
}

TerrainId CGTownInstance::getNativeTerrain() const
{
	return town->faction->getNativeTerrain();
}

GrowthInfo::Entry::Entry(const std::string &format, int _count)
	: count(_count)
{
	description = boost::str(boost::format(format) % count);
}

GrowthInfo::Entry::Entry(int subID, const BuildingID & building, int _count): count(_count)
{
	description = boost::str(boost::format("%s %+d") % (*VLC->townh)[subID]->town->buildings.at(building)->getNameTranslated() % count);
}

GrowthInfo::Entry::Entry(int _count, std::string fullDescription):
	count(_count),
	description(std::move(fullDescription))
{
}

CTownAndVisitingHero::CTownAndVisitingHero()
{
	setNodeType(TOWN_AND_VISITOR);
}

int GrowthInfo::totalGrowth() const
{
	int ret = 0;
	for(const Entry &entry : entries)
		ret += entry.count;

	return ret;
}

void CGTownInstance::fillUpgradeInfo(UpgradeInfo & info, const CStackInstance &stack) const
{
	for(const CGTownInstance::TCreaturesSet::value_type & dwelling : creatures)
	{
		if (vstd::contains(dwelling.second, stack.type->getId())) //Dwelling with our creature
		{
			for(const auto & upgrID : dwelling.second)
			{
				if(vstd::contains(stack.type->upgrades, upgrID)) //possible upgrade
				{
					info.newID.push_back(upgrID);
					info.cost.push_back(upgrID.toCreature()->getFullRecruitCost() - stack.type->getFullRecruitCost());
				}
			}
		}
	}
}

VCMI_LIB_NAMESPACE_END
