#include "StdInc.h"
#include "CCreatureHandler.h"

#include "CGeneralTextHandler.h"
#include "filesystem/Filesystem.h"
#include "VCMI_Lib.h"
#include "CGameState.h"
#include "CTownHandler.h"
#include "CModHandler.h"
#include "StringConstants.h"

#include "mapObjects/CObjectClassesHandler.h"

/*
 * CCreatureHandler.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
 *
 */

int CCreature::getQuantityID(const int & quantity)
{
	if (quantity<5)
		return 1;
	if (quantity<10)
		return 2;
	if (quantity<20)
		return 3;
	if (quantity<50)
		return 4;
	if (quantity<100)
		return 5;
	if (quantity<250)
		return 6;
	if (quantity<500)
		return 7;
	if (quantity<1000)
		return 8;
	return 9;
}

int CCreature::estimateCreatureCount(ui32 countID)
{
	static const int creature_count[] = { 0, 3, 8, 15, 35, 75, 175, 375, 750, 2500 };

	if (countID > 9)
		assert("Wrong countID!");

	return creature_count[countID];
}

bool CCreature::isDoubleWide() const
{
	return doubleWide;
}

bool CCreature::isFlying() const
{
	return hasBonusOfType(Bonus::FLYING);
}

bool CCreature::isShooting() const
{
	return hasBonusOfType(Bonus::SHOOTER);
}

bool CCreature::isUndead() const
{
	return hasBonusOfType(Bonus::UNDEAD);
}

/**
 * Determines if the creature is of a good alignment.
 * @return true if the creture is good, false otherwise.
 */
bool CCreature::isGood () const
{
	return VLC->townh->factions[faction]->alignment == EAlignment::GOOD;
}

/**
 * Determines if the creature is of an evil alignment.
 * @return true if the creature is evil, false otherwise.
 */
bool CCreature::isEvil () const
{
	return VLC->townh->factions[faction]->alignment == EAlignment::EVIL;
}

si32 CCreature::maxAmount(const std::vector<si32> &res) const //how many creatures can be bought
{
	int ret = 2147483645;
	int resAmnt = std::min(res.size(),cost.size());
	for(int i=0;i<resAmnt;i++)
		if(cost[i])
			ret = std::min(ret,(int)(res[i]/cost[i]));
	return ret;
}

CCreature::CCreature()
{
	doubleWide = false;
	setNodeType(CBonusSystemNode::CREATURE);
}
void CCreature::addBonus(int val, Bonus::BonusType type, int subtype /*= -1*/)
{
	auto added = new Bonus(Bonus::PERMANENT, type, Bonus::CREATURE_ABILITY, val, idNumber, subtype, Bonus::BASE_NUMBER);
	addNewBonus(added);
}

bool CCreature::isMyUpgrade(const CCreature *anotherCre) const
{
	//TODO upgrade of upgrade?
	return vstd::contains(upgrades, anotherCre->idNumber);
}

bool CCreature::valid() const
{
	return this == VLC->creh->creatures[idNumber];
}

std::string CCreature::nodeName() const
{
	return "\"" + namePl + "\"";
}

bool CCreature::isItNativeTerrain(int terrain) const
{
	return VLC->townh->factions[faction]->nativeTerrain == terrain;
}

void CCreature::setId(CreatureID ID)
{
	idNumber = ID;
	for(auto bonus : getExportedBonusList())
	{
		if(bonus->source == Bonus::CREATURE_ABILITY)
			bonus->sid = ID;
	}
	CBonusSystemNode::treeHasChanged();
}

static void AddAbility(CCreature *cre, const JsonVector &ability_vec)
{
	auto nsf = new Bonus();
	std::string type = ability_vec[0].String();

	auto it = bonusNameMap.find(type);

	if (it == bonusNameMap.end()) {
		if (type == "DOUBLE_WIDE")
			cre->doubleWide = true;
		else if (type == "ENEMY_MORALE_DECREASING") {
			cre->addBonus(-1, Bonus::MORALE);
			cre->getBonusList().back()->effectRange = Bonus::ONLY_ENEMY_ARMY;
		}
		else if (type == "ENEMY_LUCK_DECREASING") {
			cre->addBonus(-1, Bonus::LUCK);
			cre->getBonusList().back()->effectRange = Bonus::ONLY_ENEMY_ARMY;
		} else
            logGlobal->errorStream() << "Error: invalid ability type " << type << " in creatures config";

		return;
	}

	nsf->type = it->second;
	
	JsonUtils::parseTypedBonusShort(ability_vec,nsf);

	nsf->source = Bonus::CREATURE_ABILITY;
	nsf->sid = cre->idNumber;
	
	cre->addNewBonus(nsf);
}

CCreatureHandler::CCreatureHandler()
{
	VLC->creh = this;

	allCreatures.setDescription("All creatures");
	creaturesOfLevel[0].setDescription("Creatures of unnormalized tier");
	for(int i = 1; i < ARRAY_COUNT(creaturesOfLevel); i++)
		creaturesOfLevel[i].setDescription("Creatures of tier " + boost::lexical_cast<std::string>(i));

	loadCommanders();
}

void CCreatureHandler::loadCommanders()
{
	JsonNode data(ResourceID("config/commanders.json"));
	data.setMeta("core"); // assume that commanders are in core mod (for proper bonuses resolution)

	const JsonNode & config = data; // switch to const data accessors

	for (auto bonus : config["bonusPerLevel"].Vector())
	{
		commanderLevelPremy.push_back(JsonUtils::parseBonus (bonus.Vector()));
	}

	int i = 0;
	for (auto skill : config["skillLevels"].Vector())
	{
		skillLevels.push_back (std::vector<ui8>());
		for (auto skillLevel : skill["levels"].Vector())
		{
			skillLevels[i].push_back (skillLevel.Float());
		}
		++i;
	}

	for (auto ability : config["abilityRequirements"].Vector())
	{
		std::pair <Bonus*, std::pair <ui8, ui8> > a;
		a.first = JsonUtils::parseBonus (ability["ability"].Vector());
		a.second.first = ability["skills"].Vector()[0].Float();
		a.second.second = ability["skills"].Vector()[1].Float();
		skillRequirements.push_back (a);
	}
}

void CCreatureHandler::loadBonuses(JsonNode & creature, std::string bonuses)
{
	auto makeBonusNode = [&](std::string type) -> JsonNode
	{
		JsonNode ret;
		ret["type"].String() = type;
		return ret;
	};

	static const std::map<std::string, JsonNode> abilityMap =
	{
	    {"FLYING_ARMY",            makeBonusNode("FLYING")},
	    {"SHOOTING_ARMY",          makeBonusNode("SHOOTER")},
	    {"SIEGE_WEAPON",           makeBonusNode("SIEGE_WEAPON")},
	    {"const_free_attack",      makeBonusNode("BLOCKS_RETALIATION")},
	    {"IS_UNDEAD",              makeBonusNode("UNDEAD")},
	    {"const_no_melee_penalty", makeBonusNode("NO_MELEE_PENALTY")},
	    {"const_jousting",         makeBonusNode("JOUSTING")},
	    {"KING_1",                 makeBonusNode("KING1")},
	    {"KING_2",                 makeBonusNode("KING2")},
		{"KING_3",                 makeBonusNode("KING3")},
		{"const_no_wall_penalty",  makeBonusNode("NO_WALL_PENALTY")},
		{"CATAPULT",               makeBonusNode("CATAPULT")},
		{"MULTI_HEADED",           makeBonusNode("ATTACKS_ALL_ADJACENT")},
		{"IMMUNE_TO_MIND_SPELLS",  makeBonusNode("MIND_IMMUNITY")},
		{"HAS_EXTENDED_ATTACK",    makeBonusNode("TWO_HEX_ATTACK_BREATH")}
	};

	auto hasAbility = [&](const std::string name) -> bool
	{
		return boost::algorithm::find_first(bonuses, name);
	};

	for(auto a : abilityMap)
	{
		if(hasAbility(a.first))
			creature["abilities"][a.first] = a.second;
	}
	if(hasAbility("DOUBLE_WIDE"))
		creature["doubleWide"].Bool() = true;

	if(hasAbility("const_raises_morale"))
	{
		JsonNode node = makeBonusNode("MORALE");
		node["val"].Float() = 1;
		node["propagator"].String() = "HERO";
		creature["abilities"]["const_raises_morale"] = node;
	}
	if(hasAbility("const_lowers_morale"))
	{
		JsonNode node = makeBonusNode("MORALE");
		node["val"].Float() = -1;
		node["effectRange"].String() = "ONLY_ENEMY_ARMY";
		creature["abilities"]["const_lowers_morale"] = node;
	}
}

std::vector<JsonNode> CCreatureHandler::loadLegacyData(size_t dataSize)
{
	creatures.resize(dataSize);
	std::vector<JsonNode> h3Data;
	h3Data.reserve(dataSize);

	CLegacyConfigParser parser("DATA/CRTRAITS.TXT");

	parser.endLine(); // header

	// this file is a bit different in some of Russian localisations:
	//ENG: Singular	Plural Wood ...
	//RUS: Singular	Plural	Plural2 Wood ...
	// Try to detect which version this is by header
	// TODO: use 3rd name? Stand for "whose", e.g. pikemans'
	size_t namesCount;
	{
		if ( parser.readString() != "Singular" || parser.readString() != "Plural" )
			throw std::runtime_error("Incorrect format of CrTraits.txt");

		if (parser.readString() == "Plural2")
			namesCount = 3;
		else
			namesCount = 2;

		parser.endLine();
	}

	for (size_t i=0; i<dataSize; i++)
	{
		//loop till non-empty line
		while (parser.isNextEntryEmpty())
			parser.endLine();

		JsonNode data;

		data["name"]["singular"].String() =  parser.readString();

		if (namesCount == 3)
			parser.readString();

		data["name"]["plural"].String() =  parser.readString();

		for(int v=0; v<7; ++v)
			data["cost"][GameConstants::RESOURCE_NAMES[v]].Float() = parser.readNumber();

		data["fightValue"].Float() = parser.readNumber();
		data["aiValue"].Float() = parser.readNumber();
		data["growth"].Float() = parser.readNumber();
		data["horde"].Float() = parser.readNumber();

		data["hitPoints"].Float() = parser.readNumber();
		data["speed"].Float() = parser.readNumber();
		data["attack"].Float() = parser.readNumber();
		data["defense"].Float() = parser.readNumber();
		data["damage"]["min"].Float() = parser.readNumber();
		data["damage"]["max"].Float() = parser.readNumber();

		if (float shots = parser.readNumber())
			data["shots"].Float() = shots;

		if (float spells = parser.readNumber())
			data["spellPoints"].Float() = spells;

		data["advMapAmount"]["min"].Float() = parser.readNumber();
		data["advMapAmount"]["max"].Float() = parser.readNumber();

		data["abilityText"].String() = parser.readString();
		loadBonuses(data, parser.readString()); //Attributes

		h3Data.push_back(data);
	}

	loadAnimationInfo(h3Data);

	return h3Data;
}

void CCreatureHandler::loadObject(std::string scope, std::string name, const JsonNode & data)
{
	auto object = loadFromJson(data);
	object->setId(CreatureID(creatures.size()));
	object->iconIndex = object->idNumber + 2;

	creatures.push_back(object);

	VLC->modh->identifiers.registerObject(scope, "creature", name, object->idNumber);

	for(auto node : data["extraNames"].Vector())
	{
		VLC->modh->identifiers.registerObject(scope, "creature", node.String(), object->idNumber);
	}
}

void CCreatureHandler::loadObject(std::string scope, std::string name, const JsonNode & data, size_t index)
{
	auto object = loadFromJson(data);
	object->setId(CreatureID(index));
	object->iconIndex = object->idNumber + 2;

	if(data["hasDoubleWeek"].Bool()) //
	{
		doubledCreatures.insert (object->idNumber); //we need to have id (or identifier) before it is inserted
	}

	assert(creatures[index] == nullptr); // ensure that this id was not loaded before
	creatures[index] = object;

	VLC->modh->identifiers.registerObject(scope, "creature", name, object->idNumber);
	for(auto & node : data["extraNames"].Vector())
	{
		VLC->modh->identifiers.registerObject(scope, "creature", node.String(), object->idNumber);
	}
}

std::vector<bool> CCreatureHandler::getDefaultAllowed() const
{
	std::vector<bool> ret;

	for(const CCreature * crea : creatures)
	{
		ret.push_back(crea ? !crea->special : false);
	}
	return ret;
}

void CCreatureHandler::loadCrExpBon()
{
	if (VLC->modh->modules.STACK_EXP) 	//reading default stack experience bonuses
	{
		CLegacyConfigParser parser("DATA/CREXPBON.TXT");

		Bonus b; //prototype with some default properties
		b.source = Bonus::STACK_EXPERIENCE;
		b.duration = Bonus::PERMANENT;
		b.valType = Bonus::ADDITIVE_VALUE;
		b.effectRange = Bonus::NO_LIMIT;
		b.additionalInfo = 0;
		b.turnsRemain = 0;
		BonusList bl;

		parser.endLine();

		parser.readString(); //ignore index
		loadStackExp(b, bl, parser);
		for(Bonus * b : bl)
			addBonusForAllCreatures(b); //health bonus is common for all
		parser.endLine();

		for (int i = 1; i < 7; ++i)
		{
			for (int j = 0; j < 4; ++j) //four modifiers common for tiers
			{
				parser.readString(); //ignore index
				bl.clear();
				loadStackExp(b, bl, parser);
				for(Bonus * b : bl)
					addBonusForTier(i, b);
				parser.endLine();
			}
		}
		for (int j = 0; j < 4; ++j) //tier 7
		{
			parser.readString(); //ignore index
			bl.clear();
			loadStackExp(b, bl, parser);
			for(Bonus * b : bl)
			{
				addBonusForTier(7, b);
				creaturesOfLevel[0].addNewBonus(b); //bonuses from level 7 are given to high-level creatures
			}
			parser.endLine();
		}
		do //parse everything that's left
		{
			auto sid = parser.readNumber(); //id = this particular creature ID
			b.sid = sid;
			bl.clear();
			loadStackExp(b, bl, parser);
			for(Bonus * b : bl)
			{
				creatures[sid]->addNewBonus(b); //add directly to CCreature Node
			}
		}
		while (parser.endLine());

		//Calculate rank exp values, formula appears complicated bu no parsing needed
		expRanks.resize(8);
		int dif = 0;
		int it = 8000; //ignore name of this variable
		expRanks[0].push_back(it);
		for (int j = 1; j < 10; ++j) //used for tiers 8-10, and all other probably
		{
			expRanks[0].push_back(expRanks[0][j-1] + it + dif);
			dif += it/5;
		}
		for (int i = 1; i < 8; ++i)
		{
			dif = 0;
			it = 1000 * i;
			expRanks[i].push_back(it);
			for (int j = 1; j < 10; ++j)
			{
				expRanks[i].push_back(expRanks[i][j-1] + it + dif);
				dif += it/5;
			}
		}

		CLegacyConfigParser expBonParser("DATA/CREXPMOD.TXT");

		expBonParser.endLine(); //header

		maxExpPerBattle.resize(8);
		for (int i = 1; i < 8; ++i)
		{
			expBonParser.readString(); //index
			expBonParser.readString(); //float multiplier -> hardcoded
			expBonParser.readString(); //ignore upgrade mod? ->hardcoded
			expBonParser.readString(); //already calculated

			maxExpPerBattle[i] = expBonParser.readNumber();
			expRanks[i].push_back(expRanks[i].back() + expBonParser.readNumber());

			expBonParser.endLine();
		}
		//skeleton gets exp penalty
			creatures[56].get()->addBonus(-50, Bonus::EXP_MULTIPLIER, -1);
			creatures[57].get()->addBonus(-50, Bonus::EXP_MULTIPLIER, -1);
		//exp for tier >7, rank 11
			expRanks[0].push_back(147000);
			expAfterUpgrade = 75; //percent
			maxExpPerBattle[0] = maxExpPerBattle[7];

	}//end of Stack Experience
}

void CCreatureHandler::loadAnimationInfo(std::vector<JsonNode> &h3Data)
{
	CLegacyConfigParser parser("DATA/CRANIM.TXT");

	parser.endLine(); // header
	parser.endLine();

	for(int dd=0; dd<VLC->modh->settings.data["textData"]["creature"].Float(); ++dd)
	{
		while (parser.isNextEntryEmpty() && parser.endLine()) // skip empty lines
			;

		loadUnitAnimInfo(h3Data[dd]["graphics"], parser);
		parser.endLine();
	}
}

void CCreatureHandler::loadUnitAnimInfo(JsonNode & graphics, CLegacyConfigParser & parser)
{
	graphics["timeBetweenFidgets"].Float() = parser.readNumber();

	JsonNode & animationTime = graphics["animationTime"];
	animationTime["walk"].Float() = parser.readNumber();
	animationTime["attack"].Float() = parser.readNumber();
	animationTime["flight"].Float() = parser.readNumber();
	animationTime["idle"].Float() = 10.0;

	JsonNode & missile = graphics["missile"];
	JsonNode & offsets = missile["offset"];

	offsets["upperX"].Float() = parser.readNumber();
	offsets["upperY"].Float() = parser.readNumber();
	offsets["middleX"].Float() = parser.readNumber();
	offsets["middleY"].Float() = parser.readNumber();
	offsets["lowerX"].Float() = parser.readNumber();
	offsets["lowerY"].Float() = parser.readNumber();

	for(int i=0; i<12; i++)
	{
		JsonNode entry;
		entry.Float() = parser.readNumber();
		missile["frameAngles"].Vector().push_back(entry);
	}

	graphics["troopCountLocationOffset"].Float() = parser.readNumber();

	missile["attackClimaxFrame"].Float() = parser.readNumber();

	// assume that creature is not a shooter and should not have whole missile field
	if (missile["frameAngles"].Vector()[0].Float() == 0 &&
	    missile["attackClimaxFrame"].Float() == 0)
		graphics.Struct().erase("missile");
}

CCreature * CCreatureHandler::loadFromJson(const JsonNode & node)
{
	auto  cre = new CCreature();

	const JsonNode & name = node["name"];
	cre->nameSing = name["singular"].String();
	cre->namePl = name["plural"].String();

	cre->cost = Res::ResourceSet(node["cost"]);

	cre->fightValue = node["fightValue"].Float();
	cre->AIValue = node["aiValue"].Float();
	cre->growth = node["growth"].Float();
	cre->hordeGrowth = node["horde"].Float(); // Needed at least until configurable buildings

	cre->addBonus(node["hitPoints"].Float(), Bonus::STACK_HEALTH);
	cre->addBonus(node["speed"].Float(), Bonus::STACKS_SPEED);
	cre->addBonus(node["attack"].Float(), Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK);
	cre->addBonus(node["defense"].Float(), Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE);

	cre->addBonus(node["damage"]["min"].Float(), Bonus::CREATURE_DAMAGE, 1);
	cre->addBonus(node["damage"]["max"].Float(), Bonus::CREATURE_DAMAGE, 2);

	assert(node["damage"]["min"].Float() <= node["damage"]["max"].Float());

	cre->ammMin = node["advMapAmount"]["min"].Float();
	cre->ammMax = node["advMapAmount"]["max"].Float();
	assert(cre->ammMin <= cre->ammMax);

	if (!node["shots"].isNull())
		cre->addBonus(node["shots"].Float(), Bonus::SHOTS);

	if (node["spellPoints"].isNull())
		cre->addBonus(node["spellPoints"].Float(), Bonus::CASTS);

	cre->doubleWide = node["doubleWide"].Bool();

	loadStackExperience(cre, node["stackExperience"]);
	loadJsonAnimation(cre, node["graphics"]);
	loadCreatureJson(cre, node);
	return cre;
}

void CCreatureHandler::loadJsonAnimation(CCreature * cre, const JsonNode & graphics)
{
	cre->animation.timeBetweenFidgets = graphics["timeBetweenFidgets"].Float();
	cre->animation.troopCountLocationOffset = graphics["troopCountLocationOffset"].Float();

	const JsonNode & animationTime = graphics["animationTime"];
	cre->animation.walkAnimationTime = animationTime["walk"].Float();
	cre->animation.idleAnimationTime = animationTime["idle"].Float();
	cre->animation.attackAnimationTime = animationTime["attack"].Float();
	cre->animation.flightAnimationDistance = animationTime["flight"].Float(); //?

	const JsonNode & missile = graphics["missile"];
	const JsonNode & offsets = missile["offset"];
	cre->animation.upperRightMissleOffsetX = offsets["upperX"].Float();
	cre->animation.upperRightMissleOffsetY = offsets["upperY"].Float();
	cre->animation.rightMissleOffsetX = offsets["middleX"].Float();
	cre->animation.rightMissleOffsetY = offsets["middleY"].Float();
	cre->animation.lowerRightMissleOffsetX = offsets["lowerX"].Float();
	cre->animation.lowerRightMissleOffsetY = offsets["lowerY"].Float();

	cre->animation.attackClimaxFrame = missile["attackClimaxFrame"].Float();
	cre->animation.missleFrameAngles = missile["frameAngles"].convertTo<std::vector<double> >();

	cre->advMapDef = graphics["map"].String();
	cre->smallIconName = graphics["iconSmall"].String();
	cre->largeIconName = graphics["iconLarge"].String();
}

void CCreatureHandler::loadCreatureJson(CCreature * creature, const JsonNode & config)
{
	creature->level = config["level"].Float();
	creature->animDefName = config["graphics"]["animation"].String();

	//FIXME: MOD COMPATIBILITY
	if (config["abilities"].getType() == JsonNode::DATA_STRUCT)
	{
		for(auto &ability : config["abilities"].Struct())
		{
			if (!ability.second.isNull())
			{
				auto b = JsonUtils::parseBonus(ability.second);
				b->source = Bonus::CREATURE_ABILITY;
				b->duration = Bonus::PERMANENT;
				creature->addNewBonus(b);
			}
		}
	}
	else
	{
		for(const JsonNode &ability : config["abilities"].Vector())
		{
			if (ability.getType() == JsonNode::DATA_VECTOR)
			{
				assert(0); // should be unused now
				AddAbility(creature, ability.Vector()); // used only for H3 creatures
			}
			else
			{
				auto b = JsonUtils::parseBonus(ability);
				b->source = Bonus::CREATURE_ABILITY;
				b->duration = Bonus::PERMANENT;
				creature->addNewBonus(b);
			}
		}
	}

	VLC->modh->identifiers.requestIdentifier("faction", config["faction"], [=](si32 faction)
	{
		creature->faction = faction;
	});

	for(const JsonNode &value : config["upgrades"].Vector())
	{
		VLC->modh->identifiers.requestIdentifier("creature", value, [=](si32 identifier)
		{
			creature->upgrades.insert(CreatureID(identifier));
		});
	}

	creature->animation.projectileImageName = config["graphics"]["missile"]["projectile"].String();

	creature->special = config["special"].Bool() || config["disabled"].Bool();

	const JsonNode & sounds = config["sound"];

#define GET_SOUND_VALUE(value_name) creature->sounds.value_name = sounds[#value_name].String()
	GET_SOUND_VALUE(attack);
	GET_SOUND_VALUE(defend);
	GET_SOUND_VALUE(killed);
	GET_SOUND_VALUE(move);
	GET_SOUND_VALUE(shoot);
	GET_SOUND_VALUE(wince);
	GET_SOUND_VALUE(startMoving);
	GET_SOUND_VALUE(endMoving);
#undef GET_SOUND_VALUE
}

void CCreatureHandler::loadStackExperience(CCreature * creature, const JsonNode & input)
{
	for (const JsonNode &exp : input.Vector())
	{
		auto bonus = JsonUtils::parseBonus (exp["bonus"]);
		bonus->source = Bonus::STACK_EXPERIENCE;
		bonus->duration = Bonus::PERMANENT;
		const JsonVector &values = exp["values"].Vector();
		int lowerLimit = 1;//, upperLimit = 255;
		if (values[0].getType() == JsonNode::JsonType::DATA_BOOL)
		{
			for (const JsonNode &val : values)
			{
				if (val.Bool() == true)
				{
					bonus->limiter = std::make_shared<RankRangeLimiter>(RankRangeLimiter(lowerLimit));
					creature->addNewBonus (new Bonus(*bonus)); //bonuses must be unique objects
					break; //TODO: allow bonuses to turn off?
				}
				++lowerLimit;
			}
		}
		else
		{
			int lastVal = 0;
			for (const JsonNode &val : values)
			{
				if (val.Float() != lastVal)
				{
					bonus->val = val.Float() - lastVal;
					bonus->limiter.reset (new RankRangeLimiter(lowerLimit));
					creature->addNewBonus (new Bonus(*bonus));
				}
				lastVal = val.Float();
				++lowerLimit;
			}
		}
		delete bonus;
	}
}

void CCreatureHandler::loadStackExp(Bonus & b, BonusList & bl, CLegacyConfigParser & parser) //help function for parsing CREXPBON.txt
{
	bool enable = false; //some bonuses are activated with values 2 or 1
	std::string buf = parser.readString();
	std::string mod = parser.readString();

	switch (buf[0])
	{
	case 'H':
		b.type = Bonus::STACK_HEALTH;
		b.valType = Bonus::PERCENT_TO_BASE;
		break;
	case 'A':
		b.type = Bonus::PRIMARY_SKILL;
		b.subtype = PrimarySkill::ATTACK;
		break;
	case 'D':
		b.type = Bonus::PRIMARY_SKILL;
		b.subtype = PrimarySkill::DEFENSE;
		break;
	case 'M': //Max damage
		b.type = Bonus::CREATURE_DAMAGE;
		b.subtype = 2;
		break;
	case 'm': //Min damage
		b.type = Bonus::CREATURE_DAMAGE;
		b.subtype = 1;
		break;
	case 'S':
		b.type = Bonus::STACKS_SPEED; break;
	case 'O':
		b.type = Bonus::SHOTS; break;
	case 'b':
		b.type = Bonus::ENEMY_DEFENCE_REDUCTION; break;
	case 'C':
		b.type = Bonus::CHANGES_SPELL_COST_FOR_ALLY; break;
	case 'd':
		b.type = Bonus::DEFENSIVE_STANCE; break;
	case 'e':
		b.type = Bonus::DOUBLE_DAMAGE_CHANCE;
		b.subtype = 0;
		break;
	case 'E':
		b.type = Bonus::DEATH_STARE;
		b.subtype = 0; //Gorgon
		break;
	case 'F':
		b.type = Bonus::FEAR; break;
	case 'g':
		b.type = Bonus::SPELL_DAMAGE_REDUCTION;
		b.subtype = -1; //all magic schools
		break;
	case 'P':
		b.type = Bonus::CASTS; break;
	case 'R':
		b.type = Bonus::ADDITIONAL_RETALIATION; break;
	case 'W':
		b.type = Bonus::MAGIC_RESISTANCE;
		b.subtype = 0; //otherwise creature window goes crazy
		break;
	case 'f': //on-off skill
		enable = true; //sometimes format is: 2 -> 0, 1 -> 1
		switch (mod[0])
		{
			case 'A':
				b.type = Bonus::ATTACKS_ALL_ADJACENT; break;
			case 'b':
				b.type = Bonus::RETURN_AFTER_STRIKE; break;
			case 'B':
				b.type = Bonus::TWO_HEX_ATTACK_BREATH; break;
			case 'c':
				b.type = Bonus::JOUSTING; break;
			case 'D':
				b.type = Bonus::ADDITIONAL_ATTACK; break;
			case 'f':
				b.type = Bonus::FEARLESS; break;
			case 'F':
				b.type = Bonus::FLYING; break;
			case 'm':
				b.type = Bonus::SELF_MORALE; break;
			case 'M':
				b.type = Bonus::NO_MORALE; break;
			case 'p': //Mind spells
			case 'P':
				b.type = Bonus::MIND_IMMUNITY; break;
			case 'r':
				b.type = Bonus::REBIRTH; //on/off? makes sense?
				b.subtype = 0;
				b.val = 20; //arbitrary value
				break;
			case 'R':
				b.type = Bonus::BLOCKS_RETALIATION; break;
			case 's':
				b.type = Bonus::FREE_SHOOTING; break;
			case 'u':
				b.type = Bonus::SPELL_RESISTANCE_AURA; break;
			case 'U':
				b.type = Bonus::UNDEAD; break;
			default:
                logGlobal->traceStream() << "Not parsed bonus " << buf << mod;
				return;
				break;
		}
		break;
	case 'w': //specific spell immunities, enabled/disabled
		enable = true;
		switch (mod[0])
		{
			case 'B': //Blind
				b.type = Bonus::SPELL_IMMUNITY;
				b.subtype = SpellID::BLIND;
				b.additionalInfo = 0;//normal immunity
				break;
			case 'H': //Hypnotize
				b.type = Bonus::SPELL_IMMUNITY;
				b.subtype = SpellID::HYPNOTIZE;
				b.additionalInfo = 0;//normal immunity
				break;
			case 'I': //Implosion
				b.type = Bonus::SPELL_IMMUNITY;
				b.subtype = SpellID::IMPLOSION;
				b.additionalInfo = 0;//normal immunity
				break;
			case 'K': //Berserk
				b.type = Bonus::SPELL_IMMUNITY;
				b.subtype = SpellID::BERSERK;
				b.additionalInfo = 0;//normal immunity
				break;
			case 'M': //Meteor Shower
				b.type = Bonus::SPELL_IMMUNITY;
				b.subtype = SpellID::METEOR_SHOWER;
				b.additionalInfo = 0;//normal immunity
				break;
			case 'N': //dispell beneficial spells
				b.type = Bonus::SPELL_IMMUNITY;
				b.subtype = SpellID::DISPEL_HELPFUL_SPELLS;
				b.additionalInfo = 0;//normal immunity
				break;
			case 'R': //Armageddon
				b.type = Bonus::SPELL_IMMUNITY;
				b.subtype = SpellID::ARMAGEDDON;
				b.additionalInfo = 0;//normal immunity
				break;
			case 'S': //Slow
				b.type = Bonus::SPELL_IMMUNITY;
				b.subtype = SpellID::SLOW;
				b.additionalInfo = 0;//normal immunity
				break;
			case '6':
			case '7':
			case '8':
			case '9':
				b.type = Bonus::LEVEL_SPELL_IMMUNITY;
				b.val = std::atoi(mod.c_str()) - 5;
				break;
			case ':':
				b.type = Bonus::LEVEL_SPELL_IMMUNITY;
				b.val = GameConstants::SPELL_LEVELS; //in case someone adds higher level spells?
				break;
			case 'F':
				b.type = Bonus::FIRE_IMMUNITY;
				b.subtype = 1; //not positive
				break;
			case 'O':
				b.type = Bonus::FIRE_IMMUNITY;
				b.subtype = 2; //only direct damage
				break;
			case 'f':
				b.type = Bonus::FIRE_IMMUNITY;
				b.subtype = 0; //all
				break;
			case 'C':
				b.type = Bonus::WATER_IMMUNITY;
				b.subtype = 1; //not positive
				break;
			case 'W':
				b.type = Bonus::WATER_IMMUNITY;
				b.subtype = 2; //only direct damage
				break;
			case 'w':
				b.type = Bonus::WATER_IMMUNITY;
				b.subtype = 0; //all
				break;
			case 'E':
				b.type = Bonus::EARTH_IMMUNITY;
				b.subtype = 2; //only direct damage
				break;
			case 'e':
				b.type = Bonus::EARTH_IMMUNITY;
				b.subtype = 0; //all
				break;
			case 'A':
				b.type = Bonus::AIR_IMMUNITY;
				b.subtype = 2; //only direct damage
				break;
			case 'a':
				b.type = Bonus::AIR_IMMUNITY;
				b.subtype = 0; //all
				break;
			case 'D':
				b.type = Bonus::DIRECT_DAMAGE_IMMUNITY;
				break;
			case '0':
				b.type = Bonus::RECEPTIVE;
				break;
			case 'm':
				b.type = Bonus::MIND_IMMUNITY;
				break;
			default:
                logGlobal->traceStream() << "Not parsed bonus " << buf << mod;
				return;
		}
		break;

	case 'i':
		enable = true;
		b.type = Bonus::NO_DISTANCE_PENALTY;
		break;
	case 'o':
		enable = true;
		b.type = Bonus::NO_WALL_PENALTY;
		break;

	case 'a':
	case 'c':
	case 'K':
	case 'k':
		b.type = Bonus::SPELL_AFTER_ATTACK;
		b.subtype = stringToNumber(mod);
		break;
	case 'h':
		b.type= Bonus::HATE;
		b.subtype = stringToNumber(mod);
		break;
	case 'p':
	case 'J':
		b.type = Bonus::SPELL_BEFORE_ATTACK;
		b.subtype = stringToNumber(mod);
		b.additionalInfo = 3; //always expert?
		break;
	case 'r':
		b.type = Bonus::HP_REGENERATION;
		b.val = stringToNumber(mod);
		break;
	case 's':
		b.type = Bonus::ENCHANTED;
		b.subtype = stringToNumber(mod);
		b.valType = Bonus::INDEPENDENT_MAX;
		break;
	default:
        logGlobal->traceStream() << "Not parsed bonus " << buf << mod;
		return;
		break;
	}
	switch (mod[0])
	{
		case '+':
		case '=': //should we allow percent values to stack or pick highest?
			b.valType = Bonus::ADDITIVE_VALUE;
			break;
	}

	//limiters, range
	si32 lastVal, curVal, lastLev = 0;

	if (enable) //0 and 2 means non-active, 1 - active
	{
		if (b.type != Bonus::REBIRTH)
			b.val = 0; //on-off ability, no value specified
		curVal = parser.readNumber();// 0 level is never active
		for (int i = 1; i < 11; ++i)
		{
			curVal = parser.readNumber();
			if (curVal == 1)
			{
				b.limiter.reset (new RankRangeLimiter(i));
				bl.push_back(new Bonus(b));
				break; //never turned off it seems
			}
		}
	}
	else
	{
		lastVal = parser.readNumber();
		if (b.type == Bonus::HATE)
			lastVal *= 10; //odd fix
		//FIXME: value for zero level should be stored in our config files (independent of stack exp)
		for (int i = 1; i < 11; ++i)
		{
			curVal = parser.readNumber();
			if (b.type == Bonus::HATE)
				curVal *= 10; //odd fix
			if (curVal > lastVal) //threshold, add new bonus
			{
				b.val = curVal - lastVal;
				lastVal = curVal;
				b.limiter.reset (new RankRangeLimiter(i));
				bl.push_back(new Bonus(b));
				lastLev = i; //start new range from here, i = previous rank
			}
			else if (curVal < lastVal)
			{
				b.val = lastVal;
				b.limiter.reset (new RankRangeLimiter(lastLev, i));
			}
		}
	}
}

int CCreatureHandler::stringToNumber(std::string & s)
{
	boost::algorithm::replace_first(s,"#",""); //drop hash character
	return std::atoi(s.c_str());
}

CCreatureHandler::~CCreatureHandler()
{
	for(auto & creature : creatures)
		creature.dellNull();
}

CreatureID CCreatureHandler::pickRandomMonster(CRandomGenerator & rand, int tier) const
{
	int r = 0;
	if(tier == -1) //pick any allowed creature
	{
		do
		{
			r = (*RandomGeneratorUtil::nextItem(creatures, rand))->idNumber;
		} while (VLC->creh->creatures[r] && VLC->creh->creatures[r]->special); // find first "not special" creature
	}
	else
	{
		assert(vstd::iswithin(tier, 1, 7));
		std::vector<CreatureID> allowed;
		for(const CBonusSystemNode *b : creaturesOfLevel[tier].getChildrenNodes())
		{
			assert(b->getNodeType() == CBonusSystemNode::CREATURE);
			const CCreature * crea = dynamic_cast<const CCreature*>(b);
			if(crea && !crea->special)
				allowed.push_back(crea->idNumber);
		}

		if(!allowed.size())
		{
            logGlobal->warnStream() << "Cannot pick a random creature of tier " << tier << "!";
			return CreatureID::NONE;
		}

		return *RandomGeneratorUtil::nextItem(allowed, rand);
	}
	assert (r >= 0); //should always be, but it crashed
	return CreatureID(r);
}

void CCreatureHandler::addBonusForTier(int tier, Bonus *b)
{
	assert(vstd::iswithin(tier, 1, 7));
	creaturesOfLevel[tier].addNewBonus(b);
}

void CCreatureHandler::addBonusForAllCreatures(Bonus *b)
{
	allCreatures.addNewBonus(b);
}

void CCreatureHandler::buildBonusTreeForTiers()
{
	for(CCreature *c : creatures)
	{
		if(vstd::isbetween(c->level, 0, ARRAY_COUNT(creaturesOfLevel)))
			c->attachTo(&creaturesOfLevel[c->level]);
		else
			c->attachTo(&creaturesOfLevel[0]);
	}
	for(CBonusSystemNode &b : creaturesOfLevel)
		b.attachTo(&allCreatures);
}

void CCreatureHandler::afterLoadFinalization()
{
	for (CCreature * crea : creatures)
	{
		VLC->objtypeh->loadSubObject(crea->nameSing, JsonNode(), Obj::MONSTER, crea->idNumber.num);
		if (!crea->advMapDef.empty())
		{
			JsonNode templ;
			templ["animation"].String() = crea->advMapDef;
			VLC->objtypeh->getHandlerFor(Obj::MONSTER, crea->idNumber)->addTemplate(templ);
		}

		// object does not have any templates - this is not usable object (e.g. pseudo-creature like Arrow Tower)
		if (VLC->objtypeh->getHandlerFor(Obj::MONSTER, crea->idNumber.num)->getTemplates().empty())
			VLC->objtypeh->removeSubObject(Obj::MONSTER, crea->idNumber.num);
	}
}

void CCreatureHandler::deserializationFix()
{
	buildBonusTreeForTiers();
}
