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Added "tavernVideo","guildBackground" to "faction" JSON config and schema. If "primaryResource" is set to "gold", silo will generate 500 gold per day

Macron1Robot 11 years ago
parent
commit
b7b890acff

+ 2 - 1
AI/VCAI/VCAI.cpp

@@ -2355,7 +2355,8 @@ TResources VCAI::estimateIncome() const
 			}
 			else
 			{
-				ret[t->town->primaryRes] ++;
+			  if (t->town->primaryRes != Res::GOLD)
+				ret[t->town->primaryRes]++;
 			}
 		}
 	}

+ 8 - 3
client/CCastleInterface.cpp

@@ -847,7 +847,9 @@ void CCastleBuildings::enterTownHall()
 
 void CCastleBuildings::openMagesGuild()
 {
-	GH.pushInt(new CMageGuildScreen(LOCPLINT->castleInt));
+	std::string mageGuildBackground;
+	mageGuildBackground = LOCPLINT->castleInt->town->town->clientInfo.guildBackground;
+	GH.pushInt(new CMageGuildScreen(LOCPLINT->castleInt,mageGuildBackground));
 }
 
 void CCastleBuildings::openTownHall()
@@ -1636,9 +1638,12 @@ void CFortScreen::RecruitArea::clickRight(tribool down, bool previousState)
 	clickLeft(down, false); //r-click does same as l-click - opens recr. window
 }
 
-CMageGuildScreen::CMageGuildScreen(CCastleInterface * owner):
-    CWindowObject(BORDERED, "TPMAGE")
+
+
+
+CMageGuildScreen::CMageGuildScreen(CCastleInterface * owner,std::string imagem) :CWindowObject(BORDERED,imagem)
 {
+
 	OBJ_CONSTRUCTION_CAPTURING_ALL;
 
 	window = new CPicture(owner->town->town->clientInfo.guildWindow , 332, 76);

+ 1 - 1
client/CCastleInterface.h

@@ -360,7 +360,7 @@ class CMageGuildScreen : public CWindowObject
 	CGStatusBar *statusBar;
 
 public:
-	CMageGuildScreen(CCastleInterface * owner);
+	CMageGuildScreen(CCastleInterface * owner,std::string image);
 };
 
 /// The blacksmith window where you can buy available in town war machine

+ 1 - 1
client/GUIClasses.cpp

@@ -3742,8 +3742,8 @@ CTavernWindow::CTavernWindow(const CGObjectInstance *TavernObj):
 		if(selected == -1)
 			recruit->block(true);
 	}
+    CCS->videoh->open(LOCPLINT->castleInt->town->town->clientInfo.tavernVideo);
 
-	CCS->videoh->open("TAVERN.BIK");
 }
 
 void CTavernWindow::recruitb()

+ 2 - 1
config/factions/castle.json

@@ -116,7 +116,8 @@
 
 			"musicTheme" : "music/CstleTown",
 			"defaultTavern" : 5,
-
+            "tavernVideo" : "TAVERN.BIK",
+			"guildBackground" : "TPMAGE.bmp",
 			"townBackground": "TBCSBACK.bmp",
 			"guildWindow": "TPMAGECS.bmp",
 			"buildingsIcons": "HALLCSTL.DEF",

+ 2 - 1
config/factions/conflux.json

@@ -120,7 +120,8 @@
 
 			"musicTheme" : "music/ElemTown",
 			"defaultTavern" : 5,
-
+            "tavernVideo" : "TAVERN.BIK",
+			"guildBackground" : "TPMAGE.bmp",
 			"townBackground": "TBELBACK.bmp",
 			"guildWindow": "TPMAGEEL.bmp",
 			"buildingsIcons": "HALLELEM.DEF",

+ 2 - 1
config/factions/dungeon.json

@@ -115,7 +115,8 @@
 
 			"musicTheme" : "music/Dungeon",
 			"defaultTavern" : 5,
-
+            "tavernVideo" : "TAVERN.BIK",
+			"guildBackground" : "TPMAGE.bmp",
 			"townBackground": "TBDNBACK.bmp",
 			"guildWindow": "TPMAGEDN.bmp",
 			"buildingsIcons": "HALLDUNG.DEF",

+ 2 - 1
config/factions/fortress.json

@@ -116,7 +116,8 @@
 
 			"musicTheme" : "music/FortressTown",
 			"defaultTavern" : 5,
-
+            "tavernVideo" : "TAVERN.BIK",
+			"guildBackground" : "TPMAGE.bmp",
 			"townBackground": "TBFRBACK.bmp",
 			"guildWindow": "TPMAGEFR.bmp",
 			"buildingsIcons": "HALLFORT.DEF",

+ 2 - 1
config/factions/inferno.json

@@ -116,7 +116,8 @@
 
 			"musicTheme" : "music/InfernoTown",
 			"defaultTavern" : 5,
-
+            "tavernVideo" : "TAVERN.BIK",
+			"guildBackground" : "TPMAGE.bmp",
 			"townBackground": "TBINBACK.bmp",
 			"guildWindow": "TPMAGEIN.bmp",
 			"buildingsIcons": "HALLINFR.DEF",

+ 2 - 1
config/factions/necropolis.json

@@ -120,7 +120,8 @@
 
 			"musicTheme" : "music/NecroTown",
 			"defaultTavern" : 5,
-
+            "tavernVideo" : "TAVERN.BIK",
+			"guildBackground" : "TPMAGE.bmp",
 			"townBackground": "TBNCBACK.bmp",
 			"guildWindow": "TPMAGENC.bmp",
 			"buildingsIcons": "HALLNECR.DEF",

+ 2 - 1
config/factions/rampart.json

@@ -120,7 +120,8 @@
 
 			"musicTheme" : "music/Rampart",
 			"defaultTavern" : 5,
-
+            "tavernVideo" : "TAVERN.BIK",
+			"guildBackground" : "TPMAGE.bmp",
 			"townBackground": "TBRMBACK.bmp",
 			"guildWindow": "TPMAGERM.bmp",
 			"buildingsIcons": "HALLRAMP.DEF",

+ 2 - 1
config/factions/stronghold.json

@@ -114,7 +114,8 @@
 
 			"musicTheme" : "music/Stronghold",
 			"defaultTavern" : 5,
-
+            "tavernVideo" : "TAVERN.BIK",
+			"guildBackground" : "TPMAGE.bmp",
 			"townBackground": "TBSTBACK.bmp",
 			"guildWindow": "TPMAGEST.bmp",
 			"buildingsIcons": "HALLSTRN.DEF",

+ 2 - 1
config/factions/tower.json

@@ -115,7 +115,8 @@
 
 			"musicTheme" : "music/TowerTown",
 			"defaultTavern" : 5,
-
+            "tavernVideo" : "TAVERN.BIK",
+			"guildBackground" : "TPMAGE.bmp",
 			"townBackground": "TBTWBACK.bmp",
 			"guildWindow": "TPMAGETW.bmp",
 			"buildingsIcons": "HALLTOWR.DEF",

+ 11 - 2
config/schemas/faction.json

@@ -105,8 +105,7 @@
 			"additionalProperties" : false,
 			"required" : [
 				"adventureMap", "buildingsIcons", "buildings", "creatures", "guildWindow", "names",
-				"hallBackground", "hallSlots", "horde", "mageGuild", "moatDamage", "defaultTavern",
-				"musicTheme", "siege", "structures", "townBackground", "warMachine"
+				"hallBackground", "hallSlots", "horde", "mageGuild", "moatDamage", "defaultTavern", "tavernVideo", "guildBackground", "musicTheme", "siege", "structures", "townBackground", "warMachine"
 			],
 			"description": "town",
 			"properties":{
@@ -168,6 +167,10 @@
 						"minimum" : 0
 					}
 				},
+				"tavernVideo" : {
+					"type" : "string",
+					"description" : "Video for tavern window"
+				},
 				"names" : {
 					"type" : "array",
 					"description" : "Names for towns on adventure map",
@@ -199,6 +202,12 @@
 					"type":"string",
 					"description": "Image with small view on town from mage guild"
 				},
+				"guildBackground": {
+					"type":"string",
+					"description": "Image with background of mage guild",
+					"format" : "imageFile"
+				},
+
 				"hallBackground": {
 					"type":"string",
 					"description": "background image for town hall",

+ 3601 - 3601
lib/CGameState.cpp

@@ -1,3604 +1,3604 @@
-#include "StdInc.h"
-#include "CGameState.h"
-
-#include "mapping/CCampaignHandler.h"
-#include "CDefObjInfoHandler.h"
-#include "CArtHandler.h"
-#include "CBuildingHandler.h"
-#include "CGeneralTextHandler.h"
-#include "CTownHandler.h"
-#include "CSpellHandler.h"
-#include "CHeroHandler.h"
-#include "CObjectHandler.h"
-#include "CCreatureHandler.h"
-#include "CModHandler.h"
-#include "VCMI_Lib.h"
-#include "Connection.h"
-#include "mapping/CMap.h"
-#include "mapping/CMapService.h"
-#include "StartInfo.h"
-#include "NetPacks.h"
-#include "registerTypes/RegisterTypes.h"
-#include "mapping/CMapInfo.h"
-#include "BattleState.h"
-#include "JsonNode.h"
-#include "filesystem/Filesystem.h"
-#include "GameConstants.h"
-#include "rmg/CMapGenerator.h"
-#include "CStopWatch.h"
-#include "mapping/CMapEditManager.h"
-
-class CGObjectInstance;
-
-#ifdef min
-#undef min
-#endif
-#ifdef max
-#undef max
-#endif
-
-/*
- * CGameState.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
- *
- */
-
-template <typename T> class CApplyOnGS;
-
-class CBaseForGSApply
-{
-public:
-	virtual void applyOnGS(CGameState *gs, void *pack) const =0;
-	virtual ~CBaseForGSApply(){};
-	template<typename U> static CBaseForGSApply *getApplier(const U * t=nullptr)
-	{
-		return new CApplyOnGS<U>;
-	}
-};
-
-template <typename T> class CApplyOnGS : public CBaseForGSApply
-{
-public:
-	void applyOnGS(CGameState *gs, void *pack) const
-	{
-		T *ptr = static_cast<T*>(pack);
-
-		boost::unique_lock<boost::shared_mutex> lock(*gs->mx);
-		ptr->applyGs(gs);
-	}
-};
-
-static CApplier<CBaseForGSApply> *applierGs = nullptr;
-
-// class IObjectCaller
-// {
-// public:
-// 	virtual ~IObjectCaller(){};
-// 	virtual void preInit()=0;
-// 	virtual void postInit()=0;
-// };
-//
-// template <typename T>
-// class CObjectCaller : public IObjectCaller
-// {
-// public:
-// 	void preInit()
-// 	{
-// 		//T::preInit();
-// 	}
-// 	void postInit()
-// 	{
-// 		//T::postInit();
-// 	}
-// };
-
-// class CObjectCallersHandler
-// {
-// public:
-// 	std::vector<IObjectCaller*> apps;
-//
-// 	template<typename T> void registerType(const T * t=nullptr)
-// 	{
-// 		apps.push_back(new CObjectCaller<T>);
-// 	}
-//
-// 	CObjectCallersHandler()
-// 	{
-// 		registerTypesMapObjects(*this);
-// 	}
-//
-// 	~CObjectCallersHandler()
-// 	{
-// 		for (auto & elem : apps)
-// 			delete elem;
-// 	}
-//
-// 	void preInit()
-// 	{
-// // 		for (size_t i = 0; i < apps.size(); i++)
-// // 			apps[i]->preInit();
-// 	}
-//
-// 	void postInit()
-// 	{
-// 	//for (size_t i = 0; i < apps.size(); i++)
-// 	//apps[i]->postInit();
-// 	}
-// } *objCaller = nullptr;
-
-void MetaString::getLocalString(const std::pair<ui8,ui32> &txt, std::string &dst) const
-{
-	int type = txt.first, ser = txt.second;
-
-	if(type == ART_NAMES)
-	{
-		dst = VLC->arth->artifacts[ser]->Name();
-	}
-	else if(type == CRE_PL_NAMES)
-	{
-		dst = VLC->creh->creatures[ser]->namePl;
-	}
-	else if(type == MINE_NAMES)
-	{
-		dst = VLC->generaltexth->mines[ser].first;
-	}
-	else if(type == MINE_EVNTS)
-	{
-		dst = VLC->generaltexth->mines[ser].second;
-	}
-	else if(type == SPELL_NAME)
-	{
-		dst = SpellID(ser).toSpell()->name;
-	}
-	else if(type == CRE_SING_NAMES)
-	{
-		dst = VLC->creh->creatures[ser]->nameSing;
-	}
-	else if(type == ART_DESCR)
-	{
-		dst = VLC->arth->artifacts[ser]->Description();
-	}
-	else if (type == ART_EVNTS)
-	{
-		dst = VLC->arth->artifacts[ser]->EventText();
-	}
-	else
-	{
-		std::vector<std::string> *vec;
-		switch(type)
-		{
-		case GENERAL_TXT:
-			vec = &VLC->generaltexth->allTexts;
-			break;
-		case XTRAINFO_TXT:
-			vec = &VLC->generaltexth->xtrainfo;
-			break;
-		case OBJ_NAMES:
-			vec = &VLC->generaltexth->names;
-			break;
-		case RES_NAMES:
-			vec = &VLC->generaltexth->restypes;
-			break;
-		case ARRAY_TXT:
-			vec = &VLC->generaltexth->arraytxt;
-			break;
-		case CREGENS:
-			vec = &VLC->generaltexth->creGens;
-			break;
-		case CREGENS4:
-			vec = &VLC->generaltexth->creGens4;
-			break;
-		case ADVOB_TXT:
-			vec = &VLC->generaltexth->advobtxt;
-			break;
-		case SEC_SKILL_NAME:
-			vec = &VLC->generaltexth->skillName;
-			break;
-		case COLOR:
-			vec = &VLC->generaltexth->capColors;
-			break;
-		default:
-            logGlobal->errorStream() << "Failed string substitution because type is " << type;
-			dst = "#@#";
-			return;
-		}
-		if(vec->size() <= ser)
-		{
-            logGlobal->errorStream() << "Failed string substitution with type " << type << " because index " << ser << " is out of bounds!";
-			dst = "#!#";
-		}
-		else
-			dst = (*vec)[ser];
-	}
-}
-
-DLL_LINKAGE void MetaString::toString(std::string &dst) const
-{
-	size_t exSt = 0, loSt = 0, nums = 0;
-	dst.clear();
-
-	for(auto & elem : message)
-	{//TEXACT_STRING, TLOCAL_STRING, TNUMBER, TREPLACE_ESTRING, TREPLACE_LSTRING, TREPLACE_NUMBER
-		switch(elem)
-		{
-		case TEXACT_STRING:
-			dst += exactStrings[exSt++];
-			break;
-		case TLOCAL_STRING:
-			{
-				std::string hlp;
-				getLocalString(localStrings[loSt++], hlp);
-				dst += hlp;
-			}
-			break;
-		case TNUMBER:
-			dst += boost::lexical_cast<std::string>(numbers[nums++]);
-			break;
-		case TREPLACE_ESTRING:
-			boost::replace_first(dst, "%s", exactStrings[exSt++]);
-			break;
-		case TREPLACE_LSTRING:
-			{
-				std::string hlp;
-				getLocalString(localStrings[loSt++], hlp);
-				boost::replace_first(dst, "%s", hlp);
-			}
-			break;
-		case TREPLACE_NUMBER:
-			boost::replace_first(dst, "%d", boost::lexical_cast<std::string>(numbers[nums++]));
-			break;
-		case TREPLACE_PLUSNUMBER:
-			boost::replace_first(dst, "%+d", '+' + boost::lexical_cast<std::string>(numbers[nums++]));
-			break;
-		default:
-            logGlobal->errorStream() << "MetaString processing error!";
-			break;
-		}
-	}
-}
-
-DLL_LINKAGE std::string MetaString::toString() const
-{
-	std::string ret;
-	toString(ret);
-	return ret;
-}
-
-DLL_LINKAGE std::string MetaString::buildList () const
-///used to handle loot from creature bank
-{
-
-	size_t exSt = 0, loSt = 0, nums = 0;
-	std::string lista;
-	for (int i = 0; i < message.size(); ++i)
-	{
-		if (i > 0 && (message[i] == TEXACT_STRING || message[i] == TLOCAL_STRING))
-		{
-			if (exSt == exactStrings.size() - 1)
-				lista += VLC->generaltexth->allTexts[141]; //" and "
-			else
-				lista += ", ";
-		}
-		switch (message[i])
-		{
-			case TEXACT_STRING:
-				lista += exactStrings[exSt++];
-				break;
-			case TLOCAL_STRING:
-			{
-				std::string hlp;
-				getLocalString (localStrings[loSt++], hlp);
-				lista += hlp;
-			}
-				break;
-			case TNUMBER:
-				lista += boost::lexical_cast<std::string>(numbers[nums++]);
-				break;
-			case TREPLACE_ESTRING:
-				lista.replace (lista.find("%s"), 2, exactStrings[exSt++]);
-				break;
-			case TREPLACE_LSTRING:
-			{
-				std::string hlp;
-				getLocalString (localStrings[loSt++], hlp);
-				lista.replace (lista.find("%s"), 2, hlp);
-			}
-				break;
-			case TREPLACE_NUMBER:
-				lista.replace (lista.find("%d"), 2, boost::lexical_cast<std::string>(numbers[nums++]));
-				break;
-			default:
-                logGlobal->errorStream() << "MetaString processing error!";
-		}
-
-	}
-	return lista;
-}
-
-
-void  MetaString::addCreReplacement(CreatureID id, TQuantity count) //adds sing or plural name;
-{
-	if (!count)
-		addReplacement (CRE_PL_NAMES, id); //no creatures - just empty name (eg. defeat Angels)
-	else if (count == 1)
-		addReplacement (CRE_SING_NAMES, id);
-	else
-		addReplacement (CRE_PL_NAMES, id);
-}
-
-void MetaString::addReplacement(const CStackBasicDescriptor &stack)
-{
-	assert(stack.type); //valid type
-	addCreReplacement(stack.type->idNumber, stack.count);
-}
-
-static CGObjectInstance * createObject(Obj id, int subid, int3 pos, PlayerColor owner)
-{
-	CGObjectInstance * nobj;
-	switch(id)
-	{
-	case Obj::HERO:
-		nobj = new CGHeroInstance();
-		nobj->appearance = VLC->dobjinfo->pickCandidates(id, VLC->heroh->heroes[subid]->heroClass->id).front();
-		break;
-	case Obj::TOWN:
-		nobj = new CGTownInstance;
-		break;
-	default: //rest of objects
-		nobj = new CGObjectInstance;
-		break;
-	}
-	nobj->ID = id;
-	nobj->subID = subid;
-	nobj->pos = pos;
-	nobj->tempOwner = owner;
-	if (id != Obj::HERO)
-		nobj->appearance = VLC->dobjinfo->pickCandidates(id, subid).front();
-
-	return nobj;
-}
-
-CGHeroInstance * CGameState::HeroesPool::pickHeroFor(bool native, PlayerColor player, const CTown *town,
-	std::map<ui32, ConstTransitivePtr<CGHeroInstance> > &available, CRandomGenerator & rand, const CHeroClass * bannedClass /*= nullptr*/) const
-{
-	CGHeroInstance *ret = nullptr;
-
-	if(player>=PlayerColor::PLAYER_LIMIT)
-	{
-        logGlobal->errorStream() << "Cannot pick hero for " << town->faction->index << ". Wrong owner!";
-		return nullptr;
-	}
-
-	std::vector<CGHeroInstance *> pool;
-
-	if(native)
-	{
-		for(auto & elem : available)
-		{
-			if(pavailable.find(elem.first)->second & 1<<player.getNum()
-				&& elem.second->type->heroClass->faction == town->faction->index)
-			{
-				pool.push_back(elem.second); //get all available heroes
-			}
-		}
-		if(!pool.size())
-		{
-            logGlobal->errorStream() << "Cannot pick native hero for " << player << ". Picking any...";
-			return pickHeroFor(false, player, town, available, rand);
-		}
-		else
-		{
-			ret = *RandomGeneratorUtil::nextItem(pool, rand);
-		}
-	}
-	else
-	{
-		int sum=0, r;
-
-		for(auto & elem : available)
-		{
-			if (pavailable.find(elem.first)->second & (1<<player.getNum()) &&    // hero is available
-			    ( !bannedClass || elem.second->type->heroClass != bannedClass) ) // and his class is not same as other hero
-			{
-				pool.push_back(elem.second);
-				sum += elem.second->type->heroClass->selectionProbability[town->faction->index]; //total weight
-			}
-		}
-		if(!pool.size() || sum == 0)
-		{
-            logGlobal->errorStream() << "There are no heroes available for player " << player<<"!";
-			return nullptr;
-		}
-
-		r = rand.nextInt(sum - 1);
-		for (auto & elem : pool)
-		{
-			r -= elem->type->heroClass->selectionProbability[town->faction->index];
-			if(r < 0)
-			{
-				ret = elem;
-				break;
-			}
-		}
-		if(!ret)
-			ret = pool.back();
-	}
-
-	available.erase(ret->subID);
-	return ret;
-}
-
-void CGameState::CrossoverHeroesList::addHeroToBothLists(CGHeroInstance * hero)
-{
-	heroesFromPreviousScenario.push_back(hero);
-	heroesFromAnyPreviousScenarios.push_back(hero);
-}
-
-void CGameState::CrossoverHeroesList::removeHeroFromBothLists(CGHeroInstance * hero)
-{
-	heroesFromPreviousScenario -= hero;
-	heroesFromAnyPreviousScenarios -= hero;
-}
-
-CGameState::CampaignHeroReplacement::CampaignHeroReplacement(CGHeroInstance * hero, ObjectInstanceID heroPlaceholderId) : hero(hero), heroPlaceholderId(heroPlaceholderId)
-{
-
-}
-
-int CGameState::pickNextHeroType(PlayerColor owner)
-{
-	const PlayerSettings &ps = scenarioOps->getIthPlayersSettings(owner);
-	if(ps.hero >= 0 && !isUsedHero(HeroTypeID(ps.hero))) //we haven't used selected hero
-	{
-		return ps.hero;
-	}
-
-	return pickUnusedHeroTypeRandomly(owner);
-}
-
-int CGameState::pickUnusedHeroTypeRandomly(PlayerColor owner)
-{
-	//list of available heroes for this faction and others
-	std::vector<HeroTypeID> factionHeroes, otherHeroes;
-
-	const PlayerSettings &ps = scenarioOps->getIthPlayersSettings(owner);
-	for(HeroTypeID hid : getUnusedAllowedHeroes())
-	{
-		if(VLC->heroh->heroes[hid.getNum()]->heroClass->faction == ps.castle)
-			factionHeroes.push_back(hid);
-		else
-			otherHeroes.push_back(hid);
-	}
-
-	// select random hero native to "our" faction
-	if(!factionHeroes.empty())
-	{
-		return RandomGeneratorUtil::nextItem(factionHeroes, rand)->getNum();
-	}
-
-	logGlobal->warnStream() << "Cannot find free hero of appropriate faction for player " << owner << " - trying to get first available...";
-	if(!otherHeroes.empty())
-	{
-		return RandomGeneratorUtil::nextItem(otherHeroes, rand)->getNum();
-	}
-
-	logGlobal->errorStream() << "No free allowed heroes!";
-	auto notAllowedHeroesButStillBetterThanCrash = getUnusedAllowedHeroes(true);
-	if(notAllowedHeroesButStillBetterThanCrash.size())
-		return notAllowedHeroesButStillBetterThanCrash.begin()->getNum();
-
-	logGlobal->errorStream() << "No free heroes at all!";
-	assert(0); //current code can't handle this situation
-	return -1; // no available heroes at all
-}
-
-std::pair<Obj,int> CGameState::pickObject (CGObjectInstance *obj)
-{
-	switch(obj->ID)
-	{
-	case Obj::RANDOM_ART:
-		return std::make_pair(Obj::ARTIFACT, VLC->arth->pickRandomArtifact(rand, CArtifact::ART_TREASURE | CArtifact::ART_MINOR | CArtifact::ART_MAJOR | CArtifact::ART_RELIC));
-	case Obj::RANDOM_TREASURE_ART:
-		return std::make_pair(Obj::ARTIFACT, VLC->arth->pickRandomArtifact(rand, CArtifact::ART_TREASURE));
-	case Obj::RANDOM_MINOR_ART:
-		return std::make_pair(Obj::ARTIFACT, VLC->arth->pickRandomArtifact(rand, CArtifact::ART_MINOR));
-	case Obj::RANDOM_MAJOR_ART:
-		return std::make_pair(Obj::ARTIFACT, VLC->arth->pickRandomArtifact(rand, CArtifact::ART_MAJOR));
-	case Obj::RANDOM_RELIC_ART:
-		return std::make_pair(Obj::ARTIFACT, VLC->arth->pickRandomArtifact(rand, CArtifact::ART_RELIC));
-	case Obj::RANDOM_HERO:
-		return std::make_pair(Obj::HERO, pickNextHeroType(obj->tempOwner));
-	case Obj::RANDOM_MONSTER:
-		return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(rand));
-	case Obj::RANDOM_MONSTER_L1:
-		return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(rand, 1));
-	case Obj::RANDOM_MONSTER_L2:
-		return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(rand, 2));
-	case Obj::RANDOM_MONSTER_L3:
-		return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(rand, 3));
-	case Obj::RANDOM_MONSTER_L4:
-		return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(rand, 4));
-	case Obj::RANDOM_RESOURCE:
-		return std::make_pair(Obj::RESOURCE,rand.nextInt(6)); //now it's OH3 style, use %8 for mithril
-	case Obj::RANDOM_TOWN:
-		{
-			PlayerColor align = PlayerColor((static_cast<CGTownInstance*>(obj))->alignment);
-			si32 f; // can be negative (for random)
-			if(align >= PlayerColor::PLAYER_LIMIT)//same as owner / random
-			{
-				if(obj->tempOwner >= PlayerColor::PLAYER_LIMIT)
-					f = -1; //random
-				else
-					f = scenarioOps->getIthPlayersSettings(obj->tempOwner).castle;
-			}
-			else
-			{
-				f = scenarioOps->getIthPlayersSettings(align).castle;
-			}
-			if(f<0)
-			{
-				do
-				{
-					f = rand.nextInt(VLC->townh->factions.size() - 1);
-				}
-				while (VLC->townh->factions[f]->town == nullptr); // find playable faction
-			}
-			return std::make_pair(Obj::TOWN,f);
-		}
-	case Obj::RANDOM_MONSTER_L5:
-		return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(rand, 5));
-	case Obj::RANDOM_MONSTER_L6:
-		return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(rand, 6));
-	case Obj::RANDOM_MONSTER_L7:
-		return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(rand, 7));
-	case Obj::RANDOM_DWELLING:
-	case Obj::RANDOM_DWELLING_LVL:
-	case Obj::RANDOM_DWELLING_FACTION:
-		{
-			CGDwelling * dwl = static_cast<CGDwelling*>(obj);
-			int faction;
-
-			//if castle alignment available
-			if (auto info = dynamic_cast<CCreGenAsCastleInfo*>(dwl->info))
-			{
-				faction = rand.nextInt(VLC->townh->factions.size() - 1);
-				if (info->asCastle)
-				{
-					for(auto & elem : map->objects)
-					{
-						if(!elem)
-							continue;
-
-						if(elem->ID==Obj::RANDOM_TOWN
-							&& dynamic_cast<CGTownInstance*>(elem.get())->identifier == info->identifier)
-						{
-							randomizeObject(elem); //we have to randomize the castle first
-							faction = elem->subID;
-							break;
-						}
-						else if(elem->ID==Obj::TOWN
-							&& dynamic_cast<CGTownInstance*>(elem.get())->identifier == info->identifier)
-						{
-							faction = elem->subID;
-							break;
-						}
-					}
-				}
-				else
-				{
-					while(!(info->castles[0]&(1<<faction)))
-					{
-						if((faction>7) && (info->castles[1]&(1<<(faction-8))))
-							break;
-						faction = rand.nextInt(GameConstants::F_NUMBER - 1);
-					}
-				}
-			}
-			else // castle alignment fixed
-				faction = obj->subID;
-
-			int level;
-
-			//if level set to range
-			if (auto info = dynamic_cast<CCreGenLeveledInfo*>(dwl->info))
-			{
-				level = rand.nextInt(info->minLevel, info->maxLevel);
-			}
-			else // fixed level
-			{
-				level = obj->subID;
-			}
-
-			delete dwl->info;
-			dwl->info = nullptr;
-
-			std::pair<Obj, int> result(Obj::NO_OBJ, -1);
-			CreatureID cid = VLC->townh->factions[faction]->town->creatures[level][0];
-
-			//golem factory is not in list of cregens but can be placed as random object
-			static const CreatureID factoryCreatures[] = {CreatureID::STONE_GOLEM, CreatureID::IRON_GOLEM,
-				CreatureID::GOLD_GOLEM, CreatureID::DIAMOND_GOLEM};
-			std::vector<CreatureID> factory(factoryCreatures, factoryCreatures + ARRAY_COUNT(factoryCreatures));
-			if (vstd::contains(factory, cid))
-				result = std::make_pair(Obj::CREATURE_GENERATOR4, 1);
-
-			//NOTE: this will pick last dwelling with this creature (Mantis #900)
-			//check for block map equality is better but more complex solution
-			for(auto &iter : VLC->objh->cregens)
-				if (iter.second == cid)
-					result = std::make_pair(Obj::CREATURE_GENERATOR1, iter.first);
-
-			if (result.first == Obj::NO_OBJ)
-			{
-                logGlobal->errorStream() << "Error: failed to find creature for dwelling of "<< int(faction) << " of level " << int(level);
-				result = std::make_pair(Obj::CREATURE_GENERATOR1, RandomGeneratorUtil::nextItem(VLC->objh->cregens, rand)->first);
-			}
-
-			return result;
-		}
-	}
-	return std::make_pair(Obj::NO_OBJ,-1);
-}
-
-void CGameState::randomizeObject(CGObjectInstance *cur)
-{
-	std::pair<Obj,int> ran = pickObject(cur);
-	if(ran.first == Obj::NO_OBJ || ran.second<0) //this is not a random object, or we couldn't find anything
-	{
-		if(cur->ID==Obj::TOWN) //town - set def
-		{
-			const TerrainTile &tile = map->getTile(cur->visitablePos());
-			CGTownInstance *t = dynamic_cast<CGTownInstance*>(cur);
-			t->town = VLC->townh->factions[t->subID]->town;
-			t->appearance = VLC->dobjinfo->pickCandidates(Obj::TOWN, t->subID, tile.terType).front();
-			t->updateAppearance();
-		}
-		return;
-	}
-	else if(ran.first==Obj::HERO)//special code for hero
-	{
-		CGHeroInstance *h = dynamic_cast<CGHeroInstance *>(cur);
-        if(!h) {logGlobal->warnStream()<<"Wrong random hero at "<<cur->pos; return;}
-		cur->ID = ran.first;
-		cur->subID = ran.second;
-		h->type = VLC->heroh->heroes[ran.second];
-		h->portrait = h->type->imageIndex;
-		h->randomizeArmy(h->type->heroClass->faction);
-		map->heroesOnMap.push_back(h);
-		return; //TODO: maybe we should do something with definfo?
-	}
-	else if(ran.first==Obj::TOWN)//special code for town
-	{
-		const TerrainTile &tile = map->getTile(cur->visitablePos());
-		CGTownInstance *t = dynamic_cast<CGTownInstance*>(cur);
-        if(!t) {logGlobal->warnStream()<<"Wrong random town at "<<cur->pos; return;}
-		cur->ID = ran.first;
-		cur->subID = ran.second;
-		//FIXME: copy-pasted from above
-		t->town = VLC->townh->factions[t->subID]->town;
-		t->appearance = VLC->dobjinfo->pickCandidates(Obj::TOWN,t->subID, tile.terType).front();
-		t->updateAppearance();
-
-		t->randomizeArmy(t->subID);
-		map->towns.push_back(t);
-		return;
-	}
-	else
-	{
-		if (ran.first  != cur->appearance.id ||
-			ran.second != cur->appearance.subid)
-		{
-			const TerrainTile &tile = map->getTile(cur->visitablePos());
-			cur->appearance = VLC->dobjinfo->pickCandidates(Obj(ran.first),ran.second, tile.terType).front();
-		}
-	}
-	//we have to replace normal random object
-	cur->ID = ran.first;
-	cur->subID = ran.second;
-	map->removeBlockVisTiles(cur, true); //recalculate blockvis tiles - picked object might have different than random placeholder
-	map->addBlockVisTiles(cur);
-}
-
-int CGameState::getDate(Date::EDateType mode) const
-{
-	int temp;
-	switch (mode)
-	{
-	case Date::DAY:
-		return day;
-	case Date::DAY_OF_WEEK: //day of week
-		temp = (day)%7; // 1 - Monday, 7 - Sunday
-		return temp ? temp : 7;
-	case Date::WEEK:  //current week
-		temp = ((day-1)/7)+1;
-		if (!(temp%4))
-			return 4;
-		else
-			return (temp%4);
-	case Date::MONTH: //current month
-		return ((day-1)/28)+1;
-	case Date::DAY_OF_MONTH: //day of month
-		temp = (day)%28;
-		if (temp)
-			return temp;
-		else return 28;
-	}
-	return 0;
-}
-
-CGameState::CGameState()
-{
-	gs = this;
-	mx = new boost::shared_mutex();
-	applierGs = new CApplier<CBaseForGSApply>;
-	registerTypesClientPacks1(*applierGs);
-	registerTypesClientPacks2(*applierGs);
-	//objCaller = new CObjectCallersHandler;
-	globalEffects.setDescription("Global effects");
-	globalEffects.setNodeType(CBonusSystemNode::GLOBAL_EFFECTS);
-}
-
-CGameState::~CGameState()
-{
-	//delete mx;//TODO: crash on Linux (mutex must be unlocked before destruction)
-	map.dellNull();
-	curB.dellNull();
-	//delete scenarioOps; //TODO: fix for loading ind delete
-	//delete initialOpts;
-	delete applierGs;
-	//delete objCaller;
-
-	for(auto ptr : hpool.heroesPool) // clean hero pool
-		ptr.second.dellNull();
-}
-
-BattleInfo * CGameState::setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance * heroes[2], bool creatureBank, const CGTownInstance *town)
-{
-	const TerrainTile &t = map->getTile(tile);
-    ETerrainType terrain = t.terType;
-	if(t.isCoastal() && !t.isWater())
-        terrain = ETerrainType::SAND;
-
-	BFieldType terType = battleGetBattlefieldType(tile);
-	return BattleInfo::setupBattle(tile, terrain, terType, armies, heroes, creatureBank, town);
-}
-
-void CGameState::init(StartInfo * si)
-{
-    logGlobal->infoStream() << "\tUsing random seed: "<< si->seedToBeUsed;
-	rand.setSeed(si->seedToBeUsed);
-	scenarioOps = CMemorySerializer::deepCopy(*si).release();
-	initialOpts = CMemorySerializer::deepCopy(*si).release();
-	si = nullptr;
-
-	switch(scenarioOps->mode)
-	{
-	case StartInfo::NEW_GAME:
-		initNewGame();
-		break;
-	case StartInfo::CAMPAIGN:
-		initCampaign();
-		break;
-	case StartInfo::DUEL:
-		initDuel();
-		return;
-	default:
-        logGlobal->errorStream() << "Wrong mode: " << (int)scenarioOps->mode;
-		return;
-	}
-	VLC->arth->initAllowedArtifactsList(map->allowedArtifact);
-    logGlobal->infoStream() << "Map loaded!";
-
-	checkMapChecksum();
-
-	day = 0;
-
-    logGlobal->debugStream() << "Initialization:";
-
-	initPlayerStates();
-	placeCampaignHeroes();
-	initGrailPosition();
-	initRandomFactionsForPlayers();
-	randomizeMapObjects();
-	placeStartingHeroes();
-	initStartingResources();
-	initHeroes();
-	initStartingBonus();
-	initTowns();
-	initMapObjects();
-	buildBonusSystemTree();
-	initVisitingAndGarrisonedHeroes();
-	initFogOfWar();
-
-    logGlobal->debugStream() << "\tChecking objectives";
-	map->checkForObjectives(); //needs to be run when all objects are properly placed
-
-	auto seedAfterInit = rand.nextInt();
-    logGlobal->infoStream() << "Seed after init is " << seedAfterInit << " (before was " << scenarioOps->seedToBeUsed << ")";
-	if(scenarioOps->seedPostInit > 0)
-	{
-		//RNG must be in the same state on all machines when initialization is done (otherwise we have desync)
-		assert(scenarioOps->seedPostInit == seedAfterInit);
-	}
-	else
-	{
-		scenarioOps->seedPostInit = seedAfterInit; //store the post init "seed"
-	}
-}
-
-void CGameState::initNewGame()
-{
-	if(scenarioOps->createRandomMap())
-	{
-		logGlobal->infoStream() << "Create random map.";
-		CStopWatch sw;
-
-		// Gen map
-		CMapGenerator mapGenerator;
-		map = mapGenerator.generate(scenarioOps->mapGenOptions.get(), scenarioOps->seedToBeUsed).release();
-
-		// Update starting options
-		for(int i = 0; i < map->players.size(); ++i)
-		{
-			const auto & playerInfo = map->players[i];
-			if(playerInfo.canAnyonePlay())
-			{
-				PlayerSettings & playerSettings = scenarioOps->playerInfos[PlayerColor(i)];
-				playerSettings.compOnly = !playerInfo.canHumanPlay;
-				playerSettings.team = playerInfo.team;
-				playerSettings.castle = playerInfo.defaultCastle();
-				if(playerSettings.playerID == PlayerSettings::PLAYER_AI && playerSettings.name.empty())
-				{
-					playerSettings.name = VLC->generaltexth->allTexts[468];
-				}
-				playerSettings.color = PlayerColor(i);
-			}
-			else
-			{
-				scenarioOps->playerInfos.erase(PlayerColor(i));
-			}
-		}
-
-		logGlobal->infoStream() << boost::format("Generated random map in %i ms.") % sw.getDiff();
-	}
-	else
-	{
-		logGlobal->infoStream() << "Open map file: " << scenarioOps->mapname;
-		map = CMapService::loadMap(scenarioOps->mapname).release();
-	}
-}
-
-void CGameState::initCampaign()
-{
-	logGlobal->infoStream() << "Open campaign map file: " << scenarioOps->campState->currentMap;
-	auto campaign = scenarioOps->campState;
-	assert(vstd::contains(campaign->camp->mapPieces, *scenarioOps->campState->currentMap));
-
-	std::string scenarioName = scenarioOps->mapname.substr(0, scenarioOps->mapname.find('.'));
-	boost::to_lower(scenarioName);
-	scenarioName += ':' + boost::lexical_cast<std::string>(*campaign->currentMap);
-
-	std::string & mapContent = campaign->camp->mapPieces[*campaign->currentMap];
-	auto buffer = reinterpret_cast<const ui8 *>(mapContent.data());
-	map = CMapService::loadMap(buffer, mapContent.size(), scenarioName).release();
-}
-
-void CGameState::initDuel()
-{
-	DuelParameters dp;
-	try //CLoadFile likes throwing
-	{
-		if(boost::algorithm::ends_with(scenarioOps->mapname, ".json"))
-		{
-            logGlobal->infoStream() << "Loading duel settings from JSON file: " << scenarioOps->mapname;
-			dp = DuelParameters::fromJSON(scenarioOps->mapname);
-            logGlobal->infoStream() << "JSON file has been successfully read!";
-		}
-		else
-		{
-			CLoadFile lf(scenarioOps->mapname);
-			lf >> dp;
-		}
-	}
-	catch(...)
-	{
-        logGlobal->errorStream() << "Cannot load duel settings from " << scenarioOps->mapname;
-		throw;
-	}
-
-	const CArmedInstance *armies[2] = {nullptr};
-	const CGHeroInstance *heroes[2] = {nullptr};
-	CGTownInstance *town = nullptr;
-
-	for(int i = 0; i < 2; i++)
-	{
-		CArmedInstance *obj = nullptr;
-		if(dp.sides[i].heroId >= 0)
-		{
-			const DuelParameters::SideSettings &ss = dp.sides[i];
-			auto h = new CGHeroInstance();
-			armies[i] = heroes[i] = h;
-			obj = h;
-			h->subID = ss.heroId;
-			for(int i = 0; i < ss.heroPrimSkills.size(); i++)
-				h->pushPrimSkill(static_cast<PrimarySkill::PrimarySkill>(i), ss.heroPrimSkills[i]);
-
-			if(!ss.spells.empty())
-			{
-				h->putArtifact(ArtifactPosition::SPELLBOOK, CArtifactInstance::createNewArtifactInstance(0));
-				boost::copy(ss.spells, std::inserter(h->spells, h->spells.begin()));
-			}
-
-			for(auto &parka : ss.artifacts)
-			{
-				h->putArtifact(ArtifactPosition(parka.first), parka.second);
-			}
-
-			typedef const std::pair<si32, si8> &TSecSKill;
-			for(TSecSKill secSkill : ss.heroSecSkills)
-				h->setSecSkillLevel(SecondarySkill(secSkill.first), secSkill.second, 1);
-
-			h->initHero(HeroTypeID(h->subID));
-			obj->initObj();
-		}
-		else
-		{
-			auto c = new CGCreature();
-			armies[i] = obj = c;
-			//c->subID = 34;
-		}
-
-		obj->setOwner(PlayerColor(i));
-
-		for(int j = 0; j < ARRAY_COUNT(dp.sides[i].stacks); j++)
-		{
-			CreatureID cre = dp.sides[i].stacks[j].type;
-			TQuantity count = dp.sides[i].stacks[j].count;
-			if(count || obj->hasStackAtSlot(SlotID(j)))
-				obj->setCreature(SlotID(j), cre, count);
-		}
-
-		for(const DuelParameters::CusomCreature &cc : dp.creatures)
-		{
-			CCreature *c = VLC->creh->creatures[cc.id];
-			if(cc.attack >= 0)
-				c->getBonusLocalFirst(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK))->val = cc.attack;
-			if(cc.defense >= 0)
-				c->getBonusLocalFirst(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE))->val = cc.defense;
-			if(cc.speed >= 0)
-				c->getBonusLocalFirst(Selector::type(Bonus::STACKS_SPEED))->val = cc.speed;
-			if(cc.HP >= 0)
-				c->getBonusLocalFirst(Selector::type(Bonus::STACK_HEALTH))->val = cc.HP;
-			if(cc.dmg >= 0)
-			{
-				c->getBonusLocalFirst(Selector::typeSubtype(Bonus::CREATURE_DAMAGE, 1))->val = cc.dmg;
-				c->getBonusLocalFirst(Selector::typeSubtype(Bonus::CREATURE_DAMAGE, 2))->val = cc.dmg;
-			}
-			if(cc.shoots >= 0)
-				c->getBonusLocalFirst(Selector::type(Bonus::SHOTS))->val = cc.shoots;
-		}
-	}
-
-	curB = BattleInfo::setupBattle(int3(), dp.terType, dp.bfieldType, armies, heroes, false, town);
-	curB->obstacles = dp.obstacles;
-	curB->localInit();
-}
-
-void CGameState::checkMapChecksum()
-{
-	logGlobal->infoStream() << "\tOur checksum for the map: "<< map->checksum;
-	if(scenarioOps->mapfileChecksum)
-	{
-		logGlobal->infoStream() << "\tServer checksum for " << scenarioOps->mapname <<": "<< scenarioOps->mapfileChecksum;
-		if(map->checksum != scenarioOps->mapfileChecksum)
-		{
-			logGlobal->errorStream() << "Wrong map checksum!!!";
-			throw std::runtime_error("Wrong checksum");
-		}
-	}
-	else
-	{
-		scenarioOps->mapfileChecksum = map->checksum;
-	}
-}
-
-void CGameState::initGrailPosition()
-{
-	logGlobal->debugStream() << "\tPicking grail position";
-	//pick grail location
-	if(map->grailPos.x < 0 || map->grailRadious) //grail not set or set within a radius around some place
-	{
-		if(!map->grailRadious) //radius not given -> anywhere on map
-			map->grailRadious = map->width * 2;
-
-		std::vector<int3> allowedPos;
-		static const int BORDER_WIDTH = 9; // grail must be at least 9 tiles away from border
-
-		// add all not blocked tiles in range
-		for (int i = BORDER_WIDTH; i < map->width - BORDER_WIDTH ; i++)
-		{
-			for (int j = BORDER_WIDTH; j < map->height - BORDER_WIDTH; j++)
-			{
-				for (int k = 0; k < (map->twoLevel ? 2 : 1); k++)
-				{
-					const TerrainTile &t = map->getTile(int3(i, j, k));
-					if(!t.blocked
-						&& !t.visitable
-						&& t.terType != ETerrainType::WATER
-						&& t.terType != ETerrainType::ROCK
-						&& map->grailPos.dist2d(int3(i,j,k)) <= map->grailRadious)
-						allowedPos.push_back(int3(i,j,k));
-				}
-			}
-		}
-
-		//remove tiles with holes
-		for(auto & elem : map->objects)
-			if(elem && elem->ID == Obj::HOLE)
-				allowedPos -= elem->pos;
-
-		if(!allowedPos.empty())
-		{
-			map->grailPos = *RandomGeneratorUtil::nextItem(allowedPos, rand);
-		}
-		else
-		{
-			logGlobal->warnStream() << "Warning: Grail cannot be placed, no appropriate tile found!";
-		}
-	}
-}
-
-void CGameState::initRandomFactionsForPlayers()
-{
-	logGlobal->debugStream() << "\tPicking random factions for players";
-	for(auto & elem : scenarioOps->playerInfos)
-	{
-		if(elem.second.castle==-1)
-		{
-			auto randomID = rand.nextInt(map->players[elem.first.getNum()].allowedFactions.size() - 1);
-			auto iter = map->players[elem.first.getNum()].allowedFactions.begin();
-			std::advance(iter, randomID);
-
-			elem.second.castle = *iter;
-		}
-	}
-}
-
-void CGameState::randomizeMapObjects()
-{
-	logGlobal->debugStream() << "\tRandomizing objects";
-	for(CGObjectInstance *obj : map->objects)
-	{
-		if(!obj) continue;
-
-		randomizeObject(obj);
-		obj->hoverName = VLC->generaltexth->names[obj->ID];
-
-		//handle Favouring Winds - mark tiles under it
-		if(obj->ID == Obj::FAVORABLE_WINDS)
-		{
-			for (int i = 0; i < obj->getWidth() ; i++)
-			{
-				for (int j = 0; j < obj->getHeight() ; j++)
-				{
-					int3 pos = obj->pos - int3(i,j,0);
-					if(map->isInTheMap(pos)) map->getTile(pos).extTileFlags |= 128;
-				}
-			}
-		}
-	}
-}
-
-void CGameState::initPlayerStates()
-{
-	logGlobal->debugStream() << "\tCreating player entries in gs";
-	for(auto & elem : scenarioOps->playerInfos)
-	{
-		std::pair<PlayerColor, PlayerState> ins(elem.first,PlayerState());
-		ins.second.color=ins.first;
-		ins.second.human = elem.second.playerID;
-		ins.second.team = map->players[ins.first.getNum()].team;
-		teams[ins.second.team].id = ins.second.team;//init team
-		teams[ins.second.team].players.insert(ins.first);//add player to team
-		players.insert(ins);
-	}
-}
-
-void CGameState::placeCampaignHeroes()
-{
-	if (scenarioOps->campState)
-	{
-		// place bonus hero
-		auto campaignBonus = scenarioOps->campState->getBonusForCurrentMap();
-		bool campaignGiveHero = campaignBonus && campaignBonus.get().type == CScenarioTravel::STravelBonus::HERO;
-
-		if(campaignGiveHero)
-		{
-			auto playerColor = PlayerColor(campaignBonus->info1);
-			auto it = scenarioOps->playerInfos.find(playerColor);
-			if(it != scenarioOps->playerInfos.end())
-			{
-				auto heroTypeId = campaignBonus->info2;
-				if(heroTypeId == 0xffff) // random bonus hero
-				{
-					heroTypeId = pickUnusedHeroTypeRandomly(playerColor);
-				}
-
-				placeStartingHero(playerColor, HeroTypeID(heroTypeId), map->players[playerColor.getNum()].posOfMainTown);
-			}
-		}
-
-		// replace heroes placeholders
-		auto crossoverHeroes = getCrossoverHeroesFromPreviousScenarios();
-
-		if(!crossoverHeroes.heroesFromAnyPreviousScenarios.empty())
-		{
-			logGlobal->debugStream() << "\tGenerate list of hero placeholders";
-			auto campaignHeroReplacements = generateCampaignHeroesToReplace(crossoverHeroes);
-
-			logGlobal->debugStream() << "\tPrepare crossover heroes";
-			prepareCrossoverHeroes(campaignHeroReplacements, scenarioOps->campState->getCurrentScenario().travelOptions);
-
-			// remove same heroes on the map which will be added through crossover heroes
-			// INFO: we will remove heroes because later it may be possible that the API doesn't allow having heroes
-			// with the same hero type id
-			std::vector<CGHeroInstance *> removedHeroes;
-
-			for(auto & campaignHeroReplacement : campaignHeroReplacements)
-			{
-				auto hero = getUsedHero(HeroTypeID(campaignHeroReplacement.hero->subID));
-				if(hero)
-				{
-					removedHeroes.push_back(hero);
-					map->heroesOnMap -= hero;
-					map->objects[hero->id.getNum()] = nullptr;
-					map->removeBlockVisTiles(hero, true);
-				}
-			}
-
-			logGlobal->debugStream() << "\tReplace placeholders with heroes";
-			replaceHeroesPlaceholders(campaignHeroReplacements);
-
-			// remove hero placeholders on map
-			for(auto obj : map->objects)
-			{
-				if(obj && obj->ID == Obj::HERO_PLACEHOLDER)
-				{
-					auto heroPlaceholder = dynamic_cast<CGHeroPlaceholder *>(obj.get());
-					map->removeBlockVisTiles(heroPlaceholder, true);
-					map->objects[heroPlaceholder->id.getNum()] = nullptr;
-					delete heroPlaceholder;
-				}
-			}
-
-			// now add removed heroes again with unused type ID
-			for(auto hero : removedHeroes)
-			{
-				si32 heroTypeId = 0;
-				if(hero->ID == Obj::HERO)
-				{
-					heroTypeId = pickUnusedHeroTypeRandomly(hero->tempOwner);
-				}
-				else if(hero->ID == Obj::PRISON)
-				{
-					auto unusedHeroTypeIds = getUnusedAllowedHeroes();
-					if(!unusedHeroTypeIds.empty())
-					{
-						heroTypeId = (*RandomGeneratorUtil::nextItem(unusedHeroTypeIds, rand)).getNum();
-					}
-					else
-					{
-						logGlobal->errorStream() << "No free hero type ID found to replace prison.";
-						assert(0);
-					}
-				}
-				else
-				{
-					assert(0); // should not happen
-				}
-
-				hero->subID = heroTypeId;
-				hero->portrait = hero->subID;
-				map->getEditManager()->insertObject(hero, hero->pos);
-			}
-		}
-	}
-}
-
-void CGameState::placeStartingHero(PlayerColor playerColor, HeroTypeID heroTypeId, int3 townPos)
-{
-	townPos.x += 1;
-
-	CGHeroInstance * hero =  static_cast<CGHeroInstance*>(createObject(Obj::HERO, heroTypeId.getNum(), townPos, playerColor));
-	map->getEditManager()->insertObject(hero, townPos);
-}
-
-CGameState::CrossoverHeroesList CGameState::getCrossoverHeroesFromPreviousScenarios() const
-{
-	CrossoverHeroesList crossoverHeroes;
-
-	auto campaignState = scenarioOps->campState;
-	auto bonus = campaignState->getBonusForCurrentMap();
-	if (bonus && bonus->type == CScenarioTravel::STravelBonus::HEROES_FROM_PREVIOUS_SCENARIO)
-	{
-		crossoverHeroes.heroesFromAnyPreviousScenarios = crossoverHeroes.heroesFromPreviousScenario = campaignState->camp->scenarios[bonus->info2].crossoverHeroes;
-	}
-	else
-	{
-		if(!campaignState->mapsConquered.empty())
-		{
-			crossoverHeroes.heroesFromPreviousScenario = campaignState->camp->scenarios[campaignState->mapsConquered.back()].crossoverHeroes;
-
-			for(auto mapNr : campaignState->mapsConquered)
-			{
-				// create a list of deleted heroes
-				auto & scenario = campaignState->camp->scenarios[mapNr];
-				auto lostCrossoverHeroes = scenario.getLostCrossoverHeroes();
-
-				// remove heroes which didn't reached the end of the scenario, but were available at the start
-				for(auto hero : lostCrossoverHeroes)
-				{
-					crossoverHeroes.heroesFromAnyPreviousScenarios.erase(range::remove_if(crossoverHeroes.heroesFromAnyPreviousScenarios,
-						CGObjectInstanceBySubIdFinder(hero)), crossoverHeroes.heroesFromAnyPreviousScenarios.end());
-				}
-
-				// now add heroes which completed the scenario
-				for(auto hero : scenario.crossoverHeroes)
-				{
-					// add new heroes and replace old heroes with newer ones
-					auto it = range::find_if(crossoverHeroes.heroesFromAnyPreviousScenarios, CGObjectInstanceBySubIdFinder(hero));
-					if (it != crossoverHeroes.heroesFromAnyPreviousScenarios.end())
-					{
-						// replace old hero with newer one
-						crossoverHeroes.heroesFromAnyPreviousScenarios[it - crossoverHeroes.heroesFromAnyPreviousScenarios.begin()] = hero;
-					}
-					else
-					{
-						// add new hero
-						crossoverHeroes.heroesFromAnyPreviousScenarios.push_back(hero);
-					}
-				}
-			}
-		}
-	}
-
-	// Now we need to perform deep copies of all heroes
-	// The lambda below replaces pointer to a hero with a pointer to its deep copy.
-	auto replaceWithDeepCopy = [](CGHeroInstance *&hero)
-	{
-		// We cache map original hero => copy.
-		// We may be called multiple times with the same hero and should return a single copy.
-		static std::map<CGHeroInstance*, CGHeroInstance*> oldToCopy;
-		if(!oldToCopy[hero])
-			oldToCopy[hero] = CMemorySerializer::deepCopy(*hero).release();
-
-		hero = oldToCopy[hero];
-	};
-	range::for_each(crossoverHeroes.heroesFromAnyPreviousScenarios, replaceWithDeepCopy);
-	range::for_each(crossoverHeroes.heroesFromPreviousScenario,     replaceWithDeepCopy);
-
-	return crossoverHeroes;
-}
-
-void CGameState::prepareCrossoverHeroes(std::vector<CGameState::CampaignHeroReplacement> & campaignHeroReplacements, const CScenarioTravel & travelOptions) const
-{
-	// create heroes list for convenience iterating
-	std::vector<CGHeroInstance *> crossoverHeroes;
-	for(auto & campaignHeroReplacement : campaignHeroReplacements)
-	{
-		crossoverHeroes.push_back(campaignHeroReplacement.hero);
-	}
-
-	// TODO replace magic numbers with named constants
-	// TODO this logic (what should be kept) should be part of CScenarioTravel and be exposed via some clean set of methods
-	if(!(travelOptions.whatHeroKeeps & 1))
-	{
-		//trimming experience
-		for(CGHeroInstance * cgh : crossoverHeroes)
-		{
-			cgh->initExp();
-		}
-	}
-
-	if(!(travelOptions.whatHeroKeeps & 2))
-	{
-		//trimming prim skills
-		for(CGHeroInstance * cgh : crossoverHeroes)
-		{
-			for(int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
-			{
-				auto sel = Selector::type(Bonus::PRIMARY_SKILL)
-					.And(Selector::subtype(g))
-					.And(Selector::sourceType(Bonus::HERO_BASE_SKILL));
-
-				cgh->getBonusLocalFirst(sel)->val = cgh->type->heroClass->primarySkillInitial[g];
-			}
-		}
-	}
-
-	if(!(travelOptions.whatHeroKeeps & 4))
-	{
-		//trimming sec skills
-		for(CGHeroInstance * cgh : crossoverHeroes)
-		{
-			cgh->secSkills = cgh->type->secSkillsInit;
-			cgh->recreateSecondarySkillsBonuses();
-		}
-	}
-
-	if(!(travelOptions.whatHeroKeeps & 8))
-	{
-		for(CGHeroInstance * cgh : crossoverHeroes)
-		{
-			// Trimming spells
-			cgh->spells.clear();
-
-			// Spellbook will also be removed
-			if (cgh->hasSpellbook())
-				ArtifactLocation(cgh, ArtifactPosition(ArtifactPosition::SPELLBOOK)).removeArtifact();
-		}
-	}
-
-	if(!(travelOptions.whatHeroKeeps & 16))
-	{
-		//trimming artifacts
-		for(CGHeroInstance * hero : crossoverHeroes)
-		{
-			size_t totalArts = GameConstants::BACKPACK_START + hero->artifactsInBackpack.size();
-			for (size_t i = 0; i < totalArts; i++ )
-			{
-				auto artifactPosition = ArtifactPosition(i);
-				if(artifactPosition == ArtifactPosition::SPELLBOOK) continue; // do not handle spellbook this way
-
-				const ArtSlotInfo *info = hero->getSlot(artifactPosition);
-				if(!info)
-					continue;
-
-				// TODO: why would there be nullptr artifacts?
-				const CArtifactInstance *art = info->artifact;
-				if(!art)
-					continue;
-
-				int id  = art->artType->id;
-				assert( 8*18 > id );//number of arts that fits into h3m format
-				bool takeable = travelOptions.artifsKeptByHero[id / 8] & ( 1 << (id%8) );
-
-				ArtifactLocation al(hero, artifactPosition);
-				if(!takeable  &&  !al.getSlot()->locked)  //don't try removing locked artifacts -> it crashes #1719
-					al.removeArtifact();
-			}
-		}
-	}
-
-	//trimming creatures
-	for(CGHeroInstance * cgh : crossoverHeroes)
-	{
-		auto shouldSlotBeErased = [&](const std::pair<SlotID, CStackInstance *> & j) -> bool
-		{
-			CreatureID::ECreatureID crid = j.second->getCreatureID().toEnum();
-			return !(travelOptions.monstersKeptByHero[crid / 8] & (1 << (crid % 8)));
-		};
-
-		auto stacksCopy = cgh->stacks; //copy of the map, so we can iterate iover it and remove stacks
-		for(auto &slotPair : stacksCopy)
-			if(shouldSlotBeErased(slotPair))
-				cgh->eraseStack(slotPair.first);
-	}
-
-	// Removing short-term bonuses
-	for(CGHeroInstance * cgh : crossoverHeroes)
-	{
-		cgh->popBonuses(Selector::durationType(Bonus::ONE_DAY));
-		cgh->popBonuses(Selector::durationType(Bonus::ONE_WEEK));
-		cgh->popBonuses(Selector::durationType(Bonus::N_TURNS));
-		cgh->popBonuses(Selector::durationType(Bonus::N_DAYS));
-		cgh->popBonuses(Selector::durationType(Bonus::ONE_BATTLE));
-	}
-
-}
-
-void CGameState::placeStartingHeroes()
-{
-	logGlobal->debugStream() << "\tGiving starting hero";
-
-	for(auto & playerSettingPair : scenarioOps->playerInfos)
-	{
-		auto playerColor = playerSettingPair.first;
-		auto & playerInfo = map->players[playerColor.getNum()];
-		if(playerInfo.generateHeroAtMainTown && playerInfo.hasMainTown)
-		{
-			// Do not place a starting hero if the hero was already placed due to a campaign bonus
-			if(scenarioOps->campState)
-			{
-				if(auto campaignBonus = scenarioOps->campState->getBonusForCurrentMap())
-				{
-					if(campaignBonus->type == CScenarioTravel::STravelBonus::HERO && playerColor == PlayerColor(campaignBonus->info1)) continue;
-				}
-			}
-
-			int heroTypeId = pickNextHeroType(playerColor);
-			if(playerSettingPair.second.hero == -1) playerSettingPair.second.hero = heroTypeId;
-
-			placeStartingHero(playerColor, HeroTypeID(heroTypeId), playerInfo.posOfMainTown);
-		}
-	}
-}
-
-void CGameState::initStartingResources()
-{
-	logGlobal->debugStream() << "\tSetting up resources";
-	const JsonNode config(ResourceID("config/startres.json"));
-	const JsonVector &vector = config["difficulty"].Vector();
-	const JsonNode &level = vector[scenarioOps->difficulty];
-
-	TResources startresAI(level["ai"]);
-	TResources startresHuman(level["human"]);
-
-	for (auto & elem : players)
-	{
-		PlayerState &p = elem.second;
-
-		if (p.human)
-			p.resources = startresHuman;
-		else
-			p.resources = startresAI;
-	}
-
-	auto getHumanPlayerInfo = [&]() -> std::vector<const PlayerSettings *>
-	{
-		std::vector<const PlayerSettings *> ret;
-		for(auto it = scenarioOps->playerInfos.cbegin();
-			it != scenarioOps->playerInfos.cend(); ++it)
-		{
-			if(it->second.playerID != PlayerSettings::PLAYER_AI)
-				ret.push_back(&it->second);
-		}
-
-		return ret;
-	};
-
-	//give start resource bonus in case of campaign
-	if (scenarioOps->mode == StartInfo::CAMPAIGN)
-	{
-		auto chosenBonus = scenarioOps->campState->getBonusForCurrentMap();
-		if(chosenBonus && chosenBonus->type == CScenarioTravel::STravelBonus::RESOURCE)
-		{
-			std::vector<const PlayerSettings *> people = getHumanPlayerInfo(); //players we will give resource bonus
-			for(const PlayerSettings *ps : people)
-			{
-				std::vector<int> res; //resources we will give
-				switch (chosenBonus->info1)
-				{
-				case 0: case 1: case 2: case 3: case 4: case 5: case 6:
-					res.push_back(chosenBonus->info1);
-					break;
-				case 0xFD: //wood+ore
-					res.push_back(Res::WOOD); res.push_back(Res::ORE);
-					break;
-				case 0xFE:  //rare
-					res.push_back(Res::MERCURY); res.push_back(Res::SULFUR); res.push_back(Res::CRYSTAL); res.push_back(Res::GEMS);
-					break;
-				default:
-					assert(0);
-					break;
-				}
-				//increasing resource quantity
-				for (auto & re : res)
-				{
-					players[ps->color].resources[re] += chosenBonus->info2;
-				}
-			}
-		}
-	}
-}
-
-void CGameState::initHeroes()
-{
-	for(auto hero : map->heroesOnMap)  //heroes instances initialization
-	{
-		if (hero->getOwner() == PlayerColor::UNFLAGGABLE)
-		{
-			logGlobal->warnStream() << "Warning - hero with uninitialized owner!";
-			continue;
-		}
-
-		hero->initHero();
-		getPlayer(hero->getOwner())->heroes.push_back(hero);
-		map->allHeroes[hero->type->ID.getNum()] = hero;
-	}
-
-	for(auto obj : map->objects) //prisons
-	{
-		if(obj && obj->ID == Obj::PRISON)
-			map->allHeroes[obj->subID] = dynamic_cast<CGHeroInstance*>(obj.get());
-	}
-
-	std::set<HeroTypeID> heroesToCreate = getUnusedAllowedHeroes(); //ids of heroes to be created and put into the pool
-	for(auto ph : map->predefinedHeroes)
-	{
-		if(!vstd::contains(heroesToCreate, HeroTypeID(ph->subID)))
-			continue;
-		ph->initHero();
-		hpool.heroesPool[ph->subID] = ph;
-		hpool.pavailable[ph->subID] = 0xff;
-		heroesToCreate.erase(ph->type->ID);
-
-		map->allHeroes[ph->subID] = ph;
-	}
-
-	for(HeroTypeID htype : heroesToCreate) //all not used allowed heroes go with default state into the pool
-	{
-		auto  vhi = new CGHeroInstance();
-		vhi->initHero(htype);
-
-		int typeID = htype.getNum();
-		map->allHeroes[typeID] = vhi;
-		hpool.heroesPool[typeID] = vhi;
-		hpool.pavailable[typeID] = 0xff;
-	}
-
-	for(auto & elem : map->disposedHeroes)
-	{
-		hpool.pavailable[elem.heroId] = elem.players;
-	}
-
-	if (scenarioOps->mode == StartInfo::CAMPAIGN) //give campaign bonuses for specific / best hero
-	{
-		auto chosenBonus = scenarioOps->campState->getBonusForCurrentMap();
-		if (chosenBonus && chosenBonus->isBonusForHero() && chosenBonus->info1 != 0xFFFE) //exclude generated heroes
-		{
-			//find human player
-			PlayerColor humanPlayer=PlayerColor::NEUTRAL;
-			for (auto & elem : players)
-			{
-				if(elem.second.human)
-				{
-					humanPlayer = elem.first;
-					break;
-				}
-			}
-			assert(humanPlayer != PlayerColor::NEUTRAL);
-
-			std::vector<ConstTransitivePtr<CGHeroInstance> > & heroes = players[humanPlayer].heroes;
-
-			if (chosenBonus->info1 == 0xFFFD) //most powerful
-			{
-				int maxB = -1;
-				for (int b=0; b<heroes.size(); ++b)
-				{
-					if (maxB == -1 || heroes[b]->getTotalStrength() > heroes[maxB]->getTotalStrength())
-					{
-						maxB = b;
-					}
-				}
-				if(maxB < 0)
-					logGlobal->warnStream() << "Warning - cannot give bonus to hero cause there are no heroes!";
-				else
-					giveCampaignBonusToHero(heroes[maxB]);
-			}
-			else //specific hero
-			{
-				for (auto & heroe : heroes)
-				{
-					if (heroe->subID == chosenBonus->info1)
-					{
-						giveCampaignBonusToHero(heroe);
-						break;
-					}
-				}
-			}
-		}
-	}
-}
-
-void CGameState::giveCampaignBonusToHero(CGHeroInstance * hero)
-{
-	const boost::optional<CScenarioTravel::STravelBonus> & curBonus = scenarioOps->campState->getBonusForCurrentMap();
-	if(!curBonus)
-		return;
-
-	if(curBonus->isBonusForHero())
-	{
-		//apply bonus
-		switch (curBonus->type)
-		{
-		case CScenarioTravel::STravelBonus::SPELL:
-			hero->spells.insert(SpellID(curBonus->info2));
-			break;
-		case CScenarioTravel::STravelBonus::MONSTER:
-			{
-				for(int i=0; i<GameConstants::ARMY_SIZE; i++)
-				{
-					if(hero->slotEmpty(SlotID(i)))
-					{
-						hero->addToSlot(SlotID(i), CreatureID(curBonus->info2), curBonus->info3);
-						break;
-					}
-				}
-			}
-			break;
-		case CScenarioTravel::STravelBonus::ARTIFACT:
-			gs->giveHeroArtifact(hero, static_cast<ArtifactID>(curBonus->info2));
-			break;
-		case CScenarioTravel::STravelBonus::SPELL_SCROLL:
-			{
-				CArtifactInstance * scroll = CArtifactInstance::createScroll(SpellID(curBonus->info2).toSpell());
-				scroll->putAt(ArtifactLocation(hero, scroll->firstAvailableSlot(hero)));
-			}
-			break;
-		case CScenarioTravel::STravelBonus::PRIMARY_SKILL:
-			{
-				const ui8* ptr = reinterpret_cast<const ui8*>(&curBonus->info2);
-				for (int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
-				{
-					int val = ptr[g];
-					if (val == 0)
-					{
-						continue;
-					}
-					auto bb = new Bonus(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::CAMPAIGN_BONUS, val, *scenarioOps->campState->currentMap, g);
-					hero->addNewBonus(bb);
-				}
-			}
-			break;
-		case CScenarioTravel::STravelBonus::SECONDARY_SKILL:
-			hero->setSecSkillLevel(SecondarySkill(curBonus->info2), curBonus->info3, true);
-			break;
-		}
-	}
-}
-
-void CGameState::initFogOfWar()
-{
-	logGlobal->debugStream() << "\tFog of war"; //FIXME: should be initialized after all bonuses are set
-	for(auto & elem : teams)
-	{
-		elem.second.fogOfWarMap.resize(map->width);
-		for(int g=0; g<map->width; ++g)
-			elem.second.fogOfWarMap[g].resize(map->height);
-
-		for(int g=-0; g<map->width; ++g)
-			for(int h=0; h<map->height; ++h)
-				elem.second.fogOfWarMap[g][h].resize(map->twoLevel ? 2 : 1, 0);
-
-		for(int g=0; g<map->width; ++g)
-			for(int h=0; h<map->height; ++h)
-				for(int v = 0; v < (map->twoLevel ? 2 : 1); ++v)
-					elem.second.fogOfWarMap[g][h][v] = 0;
-
-		for(CGObjectInstance *obj : map->objects)
-		{
-			if(!obj || !vstd::contains(elem.second.players, obj->tempOwner)) continue; //not a flagged object
-
-			std::unordered_set<int3, ShashInt3> tiles;
-			obj->getSightTiles(tiles);
-			for(int3 tile : tiles)
-			{
-				elem.second.fogOfWarMap[tile.x][tile.y][tile.z] = 1;
-			}
-		}
-	}
-}
-
-void CGameState::initStartingBonus()
-{
-	logGlobal->debugStream() << "\tStarting bonuses";
-	for(auto & elem : players)
-	{
-		//starting bonus
-		if(scenarioOps->playerInfos[elem.first].bonus==PlayerSettings::RANDOM)
-			scenarioOps->playerInfos[elem.first].bonus = static_cast<PlayerSettings::Ebonus>(rand.nextInt(2));
-		switch(scenarioOps->playerInfos[elem.first].bonus)
-		{
-		case PlayerSettings::GOLD:
-			elem.second.resources[Res::GOLD] += rand.nextInt(500, 1000);
-			break;
-		case PlayerSettings::RESOURCE:
-			{
-				int res = VLC->townh->factions[scenarioOps->playerInfos[elem.first].castle]->town->primaryRes;
-				if(res == Res::WOOD_AND_ORE)
-				{
-					elem.second.resources[Res::WOOD] += rand.nextInt(5, 10);
-					elem.second.resources[Res::ORE] += rand.nextInt(5, 10);
-				}
-				else
-				{
-					elem.second.resources[res] += rand.nextInt(3, 6);
-				}
-				break;
-			}
-		case PlayerSettings::ARTIFACT:
-			{
-				if(!elem.second.heroes.size())
-				{
-					logGlobal->debugStream() << "Cannot give starting artifact - no heroes!";
-					break;
-				}
-				CArtifact *toGive;
-				toGive = VLC->arth->artifacts[VLC->arth->pickRandomArtifact(rand, CArtifact::ART_TREASURE)];
-
-				CGHeroInstance *hero = elem.second.heroes[0];
-				giveHeroArtifact(hero, toGive->id);
-			}
-			break;
-		}
-	}
-}
-
-void CGameState::initTowns()
-{
-	logGlobal->debugStream() << "\tTowns";
-
-	//campaign bonuses for towns
-	if (scenarioOps->mode == StartInfo::CAMPAIGN)
-	{
-		auto chosenBonus = scenarioOps->campState->getBonusForCurrentMap();
-
-		if (chosenBonus && chosenBonus->type == CScenarioTravel::STravelBonus::BUILDING)
-		{
-			for (int g=0; g<map->towns.size(); ++g)
-			{
-				PlayerState * owner = getPlayer(map->towns[g]->getOwner());
-				if (owner)
-				{
-					PlayerInfo & pi = map->players[owner->color.getNum()];
-
-					if (owner->human && //human-owned
-						map->towns[g]->pos == pi.posOfMainTown + int3(2, 0, 0))
-					{
-						map->towns[g]->builtBuildings.insert(
-							CBuildingHandler::campToERMU(chosenBonus->info1, map->towns[g]->subID, map->towns[g]->builtBuildings));
-						break;
-					}
-				}
-			}
-		}
-	}
-
-	CGTownInstance::universitySkills.clear();
-	for ( int i=0; i<4; i++)
-		CGTownInstance::universitySkills.push_back(14+i);//skills for university
-
-	for (auto & elem : map->towns)
-	{
-		CGTownInstance * vti =(elem);
-		if(!vti->town)
-		{
-			vti->town = VLC->townh->factions[vti->subID]->town;
-		}
-		if(vti->name.empty())
-		{
-			vti->name = *RandomGeneratorUtil::nextItem(vti->town->names, rand);
-		}
-
-		//init buildings
-		if(vstd::contains(vti->builtBuildings, BuildingID::DEFAULT)) //give standard set of buildings
-		{
-			vti->builtBuildings.erase(BuildingID::DEFAULT);
-			vti->builtBuildings.insert(BuildingID::VILLAGE_HALL);
-			vti->builtBuildings.insert(BuildingID::TAVERN);
-			vti->builtBuildings.insert(BuildingID::DWELL_FIRST);
-			if(rand.nextInt(1) == 1)
-			{
-				vti->builtBuildings.insert(BuildingID::DWELL_LVL_2);
-			}
-		}
-
-		//#1444 - remove entries that don't have buildings defined (like some unused extra town hall buildings)
-		vstd::erase_if(vti->builtBuildings, [vti](BuildingID bid){
-			return !vti->town->buildings.count(bid) || !vti->town->buildings.at(bid); });
-
-		if (vstd::contains(vti->builtBuildings, BuildingID::SHIPYARD) && vti->shipyardStatus()==IBoatGenerator::TILE_BLOCKED)
-			vti->builtBuildings.erase(BuildingID::SHIPYARD);//if we have harbor without water - erase it (this is H3 behaviour)
-
-		//init hordes
-		for (int i = 0; i<GameConstants::CREATURES_PER_TOWN; i++)
-			if (vstd::contains(vti->builtBuildings,(-31-i))) //if we have horde for this level
-			{
-				vti->builtBuildings.erase(BuildingID(-31-i));//remove old ID
-				if (vti->town->hordeLvl.at(0) == i)//if town first horde is this one
-				{
-					vti->builtBuildings.insert(BuildingID::HORDE_1);//add it
-					if (vstd::contains(vti->builtBuildings,(BuildingID::DWELL_UP_FIRST+i)))//if we have upgraded dwelling as well
-						vti->builtBuildings.insert(BuildingID::HORDE_1_UPGR);//add it as well
-				}
-				if (vti->town->hordeLvl.at(1) == i)//if town second horde is this one
-				{
-					vti->builtBuildings.insert(BuildingID::HORDE_2);
-					if (vstd::contains(vti->builtBuildings,(BuildingID::DWELL_UP_FIRST+i)))
-						vti->builtBuildings.insert(BuildingID::HORDE_2_UPGR);
-				}
-			}
-
-		//Early check for #1444-like problems
-		for(auto building : vti->builtBuildings)
-		{
-			assert(vti->town->buildings.at(building) != nullptr);
-			UNUSED(building);
-		}
-
-		//town events
-		for(CCastleEvent &ev : vti->events)
-		{
-			for (int i = 0; i<GameConstants::CREATURES_PER_TOWN; i++)
-				if (vstd::contains(ev.buildings,(-31-i))) //if we have horde for this level
-				{
-					ev.buildings.erase(BuildingID(-31-i));
-					if (vti->town->hordeLvl.at(0) == i)
-						ev.buildings.insert(BuildingID::HORDE_1);
-					if (vti->town->hordeLvl.at(1) == i)
-						ev.buildings.insert(BuildingID::HORDE_2);
-				}
-		}
-		//init spells
-		logGlobal->debugStream() << "\t\tTown init spells";
-		vti->spells.resize(GameConstants::SPELL_LEVELS);
-
-		for(ui32 z=0; z<vti->obligatorySpells.size();z++)
-		{
-			CSpell *s = vti->obligatorySpells[z].toSpell();
-			vti->spells[s->level-1].push_back(s->id);
-			vti->possibleSpells -= s->id;
-		}
-		logGlobal->debugStream() << "\t\tTown init spells2";
-		while(vti->possibleSpells.size())
-		{
-			ui32 total=0;
-			int sel = -1;
-
-			for(ui32 ps=0;ps<vti->possibleSpells.size();ps++)
-				total += vti->possibleSpells[ps].toSpell()->getProbability(vti->subID);
-
-			if (total == 0) // remaining spells have 0 probability
-				break;
-
-			auto r = rand.nextInt(total - 1);
-			for(ui32 ps=0; ps<vti->possibleSpells.size();ps++)
-			{
-				r -= vti->possibleSpells[ps].toSpell()->getProbability(vti->subID);
-				if(r<0)
-				{
-					sel = ps;
-					break;
-				}
-			}
-			if(sel<0)
-				sel=0;
-
-			CSpell *s = vti->possibleSpells[sel].toSpell();
-			vti->spells[s->level-1].push_back(s->id);
-			vti->possibleSpells -= s->id;
-		}
-		vti->possibleSpells.clear();
-		if(vti->getOwner() != PlayerColor::NEUTRAL)
-			getPlayer(vti->getOwner())->towns.push_back(vti);
-        logGlobal->debugStream() << "\t\tTown init spells3";
-
-	}
-}
-
-void CGameState::initMapObjects()
-{
-	logGlobal->debugStream() << "\tObject initialization";
-//	objCaller->preInit();
-	for(CGObjectInstance *obj : map->objects)
-	{
-		if(obj)
-			obj->initObj();
-	}
-	for(CGObjectInstance *obj : map->objects)
-	{
-		if(!obj)
-			continue;
-
-		switch (obj->ID)
-		{
-			case Obj::QUEST_GUARD:
-			case Obj::SEER_HUT:
-			{
-				auto q = static_cast<CGSeerHut*>(obj);
-				assert (q);
-				q->setObjToKill();
-			}
-		}
-	}
-	CGTeleport::postInit(); //pairing subterranean gates
-}
-
-void CGameState::initVisitingAndGarrisonedHeroes()
-{
-	for(auto k=players.begin(); k!=players.end(); ++k)
-	{
-		if(k->first==PlayerColor::NEUTRAL)
-			continue;
-
-		//init visiting and garrisoned heroes
-		for(CGHeroInstance *h : k->second.heroes)
-		{
-			for(CGTownInstance *t : k->second.towns)
-			{
-				int3 vistile = t->pos; vistile.x--; //tile next to the entrance
-				if(vistile == h->pos || h->pos==t->pos)
-				{
-					t->setVisitingHero(h);
-					if(h->pos == t->pos) //visiting hero placed in the editor has same pos as the town - we need to correct it
-					{
-						map->removeBlockVisTiles(h);
-						h->pos.x -= 1;
-						map->addBlockVisTiles(h);
-					}
-					break;
-				}
-			}
-		}
-	}
-}
-
-BFieldType CGameState::battleGetBattlefieldType(int3 tile)
-{
-	if(tile==int3() && curB)
-		tile = curB->tile;
-	else if(tile==int3() && !curB)
-		return BFieldType::NONE;
-
-	const TerrainTile &t = map->getTile(tile);
-	//fight in mine -> subterranean
-	if(dynamic_cast<const CGMine *>(t.visitableObjects.front()))
-		return BFieldType::SUBTERRANEAN;
-
-	for(auto &obj : map->objects)
-	{
-		//look only for objects covering given tile
-		if( !obj || obj->pos.z != tile.z
-		  || !obj->coveringAt(tile.x - obj->pos.x, tile.y - obj->pos.y))
-			continue;
-
-		switch(obj->ID)
-		{
-		case Obj::CLOVER_FIELD:
-			return BFieldType::CLOVER_FIELD;
-		case Obj::CURSED_GROUND1: case Obj::CURSED_GROUND2:
-			return BFieldType::CURSED_GROUND;
-		case Obj::EVIL_FOG:
-			return BFieldType::EVIL_FOG;
-		case Obj::FAVORABLE_WINDS:
-			return BFieldType::FAVOURABLE_WINDS;
-		case Obj::FIERY_FIELDS:
-			return BFieldType::FIERY_FIELDS;
-		case Obj::HOLY_GROUNDS:
-			return BFieldType::HOLY_GROUND;
-		case Obj::LUCID_POOLS:
-			return BFieldType::LUCID_POOLS;
-		case Obj::MAGIC_CLOUDS:
-			return BFieldType::MAGIC_CLOUDS;
-		case Obj::MAGIC_PLAINS1: case Obj::MAGIC_PLAINS2:
-			return BFieldType::MAGIC_PLAINS;
-		case Obj::ROCKLANDS:
-			return BFieldType::ROCKLANDS;
-		}
-	}
-
-	if(!t.isWater() && t.isCoastal())
-		return BFieldType::SAND_SHORE;
-
-    switch(t.terType)
-	{
-    case ETerrainType::DIRT:
-		return BFieldType(rand.nextInt(3, 5));
-    case ETerrainType::SAND:
-		return BFieldType::SAND_MESAS; //TODO: coast support
-    case ETerrainType::GRASS:
-		return BFieldType(rand.nextInt(6, 7));
-    case ETerrainType::SNOW:
-		return BFieldType(rand.nextInt(10, 11));
-    case ETerrainType::SWAMP:
-		return BFieldType::SWAMP_TREES;
-    case ETerrainType::ROUGH:
-		return BFieldType::ROUGH;
-    case ETerrainType::SUBTERRANEAN:
-		return BFieldType::SUBTERRANEAN;
-    case ETerrainType::LAVA:
-		return BFieldType::LAVA;
-    case ETerrainType::WATER:
-		return BFieldType::SHIP;
-    case ETerrainType::ROCK:
-		return BFieldType::ROCKLANDS;
-	default:
-		return BFieldType::NONE;
-	}
-}
-
-UpgradeInfo CGameState::getUpgradeInfo(const CStackInstance &stack)
-{
-	UpgradeInfo ret;
-	const CCreature *base = stack.type;
-
-	const CGHeroInstance *h = stack.armyObj->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(stack.armyObj) : nullptr;
-	const CGTownInstance *t = nullptr;
-
-	if(stack.armyObj->ID == Obj::TOWN)
-		t = static_cast<const CGTownInstance *>(stack.armyObj);
-	else if(h)
-	{	//hero specialty
-		TBonusListPtr lista = h->getBonuses(Selector::typeSubtype(Bonus::SPECIAL_UPGRADE, base->idNumber));
-		for(const Bonus *it : *lista)
-		{
-			auto nid = CreatureID(it->additionalInfo);
-			if (nid != base->idNumber) //in very specific case the upgrade is available by default (?)
-			{
-				ret.newID.push_back(nid);
-				ret.cost.push_back(VLC->creh->creatures[nid]->cost - base->cost);
-			}
-		}
-		t = h->visitedTown;
-	}
-	if(t)
-	{
-		for(const CGTownInstance::TCreaturesSet::value_type & dwelling : t->creatures)
-		{
-			if (vstd::contains(dwelling.second, base->idNumber)) //Dwelling with our creature
-			{
-				for(auto upgrID : dwelling.second)
-				{
-					if(vstd::contains(base->upgrades, upgrID)) //possible upgrade
-					{
-						ret.newID.push_back(upgrID);
-						ret.cost.push_back(VLC->creh->creatures[upgrID]->cost - base->cost);
-					}
-				}
-			}
-		}
-	}
-
-	//hero is visiting Hill Fort
-	if(h && map->getTile(h->visitablePos()).visitableObjects.front()->ID == Obj::HILL_FORT)
-	{
-		static const int costModifiers[] = {0, 25, 50, 75, 100}; //we get cheaper upgrades depending on level
-		const int costModifier = costModifiers[std::min<int>(std::max((int)base->level - 1, 0), ARRAY_COUNT(costModifiers) - 1)];
-
-		for(auto nid : base->upgrades)
-		{
-			ret.newID.push_back(nid);
-			ret.cost.push_back((VLC->creh->creatures[nid]->cost - base->cost) * costModifier / 100);
-		}
-	}
-
-	if(ret.newID.size())
-		ret.oldID = base->idNumber;
-
-	for (Res::ResourceSet &cost : ret.cost)
-		cost.positive(); //upgrade cost can't be negative, ignore missing resources
-
-	return ret;
-}
-
-PlayerRelations::PlayerRelations CGameState::getPlayerRelations( PlayerColor color1, PlayerColor color2 )
-{
-	if ( color1 == color2 )
-		return PlayerRelations::SAME_PLAYER;
-	if(color1 == PlayerColor::NEUTRAL || color2 == PlayerColor::NEUTRAL) //neutral player has no friends
-		return PlayerRelations::ENEMIES;
-
-	const TeamState * ts = getPlayerTeam(color1);
-	if (ts && vstd::contains(ts->players, color2))
-		return PlayerRelations::ALLIES;
-	return PlayerRelations::ENEMIES;
-}
-
-void CGameState::getNeighbours(const TerrainTile &srct, int3 tile, std::vector<int3> &vec, const boost::logic::tribool &onLand, bool limitCoastSailing)
-{
-	static const int3 dirs[] = { int3(0,1,0),int3(0,-1,0),int3(-1,0,0),int3(+1,0,0),
-					int3(1,1,0),int3(-1,1,0),int3(1,-1,0),int3(-1,-1,0) };
-
-	//vec.reserve(8); //optimization
-	for (auto & dir : dirs)
-	{
-		const int3 hlp = tile + dir;
-		if(!map->isInTheMap(hlp))
-			continue;
-
-		const TerrainTile &hlpt = map->getTile(hlp);
-
-// 		//we cannot visit things from blocked tiles
-// 		if(srct.blocked && !srct.visitable && hlpt.visitable && srct.blockingObjects.front()->ID != HEROI_TYPE)
-// 		{
-// 			continue;
-// 		}
-
-        if(srct.terType == ETerrainType::WATER && limitCoastSailing && hlpt.terType == ETerrainType::WATER && dir.x && dir.y) //diagonal move through water
-		{
-			int3 hlp1 = tile,
-				hlp2 = tile;
-			hlp1.x += dir.x;
-			hlp2.y += dir.y;
-
-            if(map->getTile(hlp1).terType != ETerrainType::WATER || map->getTile(hlp2).terType != ETerrainType::WATER)
-				continue;
-		}
-
-        if((indeterminate(onLand)  ||  onLand == (hlpt.terType!=ETerrainType::WATER) )
-            && hlpt.terType != ETerrainType::ROCK)
-		{
-			vec.push_back(hlp);
-		}
-	}
-}
-
-int CGameState::getMovementCost(const CGHeroInstance *h, const int3 &src, const int3 &dest, bool flying, int remainingMovePoints, bool checkLast)
-{
-	if(src == dest) //same tile
-		return 0;
-
-	TerrainTile &s = map->getTile(src),
-		&d = map->getTile(dest);
-
-	//get basic cost
-	int ret = h->getTileCost(d,s);
-
-	if(d.blocked && flying)
-	{
-		bool freeFlying = h->getBonusesCount(Selector::typeSubtype(Bonus::FLYING_MOVEMENT, 1)) > 0;
-
-		if(!freeFlying)
-		{
-			ret *= 1.4; //40% penalty for movement over blocked tile
-		}
-	}
-    else if (d.terType == ETerrainType::WATER)
-	{
-		if(h->boat && s.hasFavourableWinds() && d.hasFavourableWinds()) //Favourable Winds
-			ret *= 0.666;
-		else if (!h->boat && h->getBonusesCount(Selector::typeSubtype(Bonus::WATER_WALKING, 1)) > 0)
-			ret *= 1.4; //40% penalty for water walking
-	}
-
-	if(src.x != dest.x  &&  src.y != dest.y) //it's diagonal move
-	{
-		int old = ret;
-		ret *= 1.414213;
-		//diagonal move costs too much but normal move is possible - allow diagonal move for remaining move points
-		if(ret > remainingMovePoints  &&  remainingMovePoints >= old)
-		{
-			return remainingMovePoints;
-		}
-	}
-
-
-	int left = remainingMovePoints-ret;
-	if(checkLast  &&  left > 0  &&  remainingMovePoints-ret < 250) //it might be the last tile - if no further move possible we take all move points
-	{
-		std::vector<int3> vec;
-		vec.reserve(8); //optimization
-        getNeighbours(d, dest, vec, s.terType != ETerrainType::WATER, true);
-		for(auto & elem : vec)
-		{
-			int fcost = getMovementCost(h,dest, elem, flying, left, false);
-			if(fcost <= left)
-			{
-				return ret;
-			}
-		}
-		ret = remainingMovePoints;
-	}
-	return ret;
-}
-
-void CGameState::apply(CPack *pack)
-{
-	ui16 typ = typeList.getTypeID(pack);
-	applierGs->apps[typ]->applyOnGS(this,pack);
-}
-
-void CGameState::calculatePaths(const CGHeroInstance *hero, CPathsInfo &out, int3 src, int movement)
-{
-	CPathfinder pathfinder(out, this, hero);
-	pathfinder.calculatePaths(src, movement);
-}
-
-/**
- * Tells if the tile is guarded by a monster as well as the position
- * of the monster that will attack on it.
- *
- * @return int3(-1, -1, -1) if the tile is unguarded, or the position of
- * the monster guarding the tile.
- */
-std::vector<CGObjectInstance*> CGameState::guardingCreatures (int3 pos) const
-{
-	std::vector<CGObjectInstance*> guards;
-	const int3 originalPos = pos;
-	if (!map->isInTheMap(pos))
-		return guards;
-
-	const TerrainTile &posTile = map->getTile(pos);
-	if (posTile.visitable)
-	{
-		for (CGObjectInstance* obj : posTile.visitableObjects)
-		{
-			if(obj->blockVisit)
-			{
-				if (obj->ID == Obj::MONSTER) // Monster
-					guards.push_back(obj);
-			}
-		}
-	}
-	pos -= int3(1, 1, 0); // Start with top left.
-	for (int dx = 0; dx < 3; dx++)
-	{
-		for (int dy = 0; dy < 3; dy++)
-		{
-			if (map->isInTheMap(pos))
-			{
-				const auto & tile = map->getTile(pos);
-                if (tile.visitable && (tile.isWater() == posTile.isWater()))
-				{
-					for (CGObjectInstance* obj : tile.visitableObjects)
-					{
-						if (obj->ID == Obj::MONSTER  &&  map->checkForVisitableDir(pos, &map->getTile(originalPos), originalPos)) // Monster being able to attack investigated tile
-						{
-							guards.push_back(obj);
-						}
-					}
-				}
-			}
-
-			pos.y++;
-		}
-		pos.y -= 3;
-		pos.x++;
-	}
-	return guards;
-
-}
-
-int3 CGameState::guardingCreaturePosition (int3 pos) const
-{
-	return gs->map->guardingCreaturePositions[pos.x][pos.y][pos.z];
-}
-
-bool CGameState::isVisible(int3 pos, PlayerColor player)
-{
-	if(player == PlayerColor::NEUTRAL)
-		return false;
-	return getPlayerTeam(player)->fogOfWarMap[pos.x][pos.y][pos.z];
-}
-
-bool CGameState::isVisible( const CGObjectInstance *obj, boost::optional<PlayerColor> player )
-{
-	if(!player)
-		return true;
-
-	if(*player == PlayerColor::NEUTRAL) //-> TODO ??? needed?
-		return false;
-	//object is visible when at least one blocked tile is visible
-	for(int fy=0; fy < obj->getHeight(); ++fy)
-	{
-		for(int fx=0; fx < obj->getWidth(); ++fx)
-		{
-			int3 pos = obj->pos + int3(-fx, -fy, 0);
-
-			if ( map->isInTheMap(pos) &&
-				 obj->coveringAt(pos.x, pos.y) &&
-				 isVisible(pos, *player))
-				return true;
-		}
-	}
-	return false;
-}
-
-bool CGameState::checkForVisitableDir(const int3 & src, const int3 & dst) const
-{
-	const TerrainTile * pom = &map->getTile(dst);
-	return map->checkForVisitableDir(src, pom, dst);
-}
-
-EVictoryLossCheckResult CGameState::checkForVictoryAndLoss(PlayerColor player) const
-{
-	const std::string & messageWonSelf = VLC->generaltexth->allTexts[659];
-	const std::string & messageWonOther = VLC->generaltexth->allTexts[5];
-	const std::string & messageLostSelf = VLC->generaltexth->allTexts[7];
-	const std::string & messageLostOther = VLC->generaltexth->allTexts[8];
-
-	auto evaluateEvent = [=](const EventCondition & condition)
-	{
-		return this->checkForVictory(player, condition);
-	};
-
-	const PlayerState *p = CGameInfoCallback::getPlayer(player);
-
-	//cheater or tester, but has entered the code...
-	if (p->enteredWinningCheatCode)
-		return EVictoryLossCheckResult::victory(messageWonSelf, messageWonOther);
-
-	if (p->enteredLosingCheatCode)
-		return EVictoryLossCheckResult::defeat(messageLostSelf, messageLostOther);
-
-	for (const TriggeredEvent & event : map->triggeredEvents)
-	{
-		if ((event.trigger.test(evaluateEvent)))
-		{
-			if (event.effect.type == EventEffect::VICTORY)
-				return EVictoryLossCheckResult::victory(event.onFulfill, event.effect.toOtherMessage);
-
-			if (event.effect.type == EventEffect::DEFEAT)
-				return EVictoryLossCheckResult::defeat(event.onFulfill, event.effect.toOtherMessage);
-		}
-	}
-
-	if (checkForStandardLoss(player))
-	{
-		return EVictoryLossCheckResult::defeat(messageLostSelf, messageLostOther);
-	}
-	return EVictoryLossCheckResult();
-}
-
-bool CGameState::checkForVictory( PlayerColor player, const EventCondition & condition ) const
-{
-	const PlayerState *p = CGameInfoCallback::getPlayer(player);
-	switch (condition.condition)
-	{
-		case EventCondition::STANDARD_WIN:
-		{
-			return player == checkForStandardWin();
-		}
-		case EventCondition::HAVE_ARTIFACT: //check if any hero has winning artifact
-		{
-			for(auto & elem : p->heroes)
-				if(elem->hasArt(condition.objectType))
-					return true;
-			return false;
-		}
-		case EventCondition::HAVE_CREATURES:
-		{
-			//check if in players armies there is enough creatures
-			int total = 0; //creature counter
-			for(size_t i = 0; i < map->objects.size(); i++)
-			{
-				const CArmedInstance *ai = nullptr;
-				if(map->objects[i]
-					&& map->objects[i]->tempOwner == player //object controlled by player
-					&&  (ai = dynamic_cast<const CArmedInstance*>(map->objects[i].get()))) //contains army
-				{
-					for(auto & elem : ai->Slots()) //iterate through army
-						if(elem.second->type->idNumber == condition.objectType) //it's searched creature
-							total += elem.second->count;
-				}
-			}
-			return total >= condition.value;
-		}
-		case EventCondition::HAVE_RESOURCES:
-		{
-			return p->resources[condition.objectType] >= condition.value;
-		}
-		case EventCondition::HAVE_BUILDING:
-		{
-			if (condition.object) // specific town
-			{
-				const CGTownInstance *t = static_cast<const CGTownInstance *>(condition.object);
-				return (t->tempOwner == player && t->hasBuilt(BuildingID(condition.objectType)));
-			}
-			else // any town
-			{
-				for (const CGTownInstance * t : p->towns)
-				{
-					if (t->hasBuilt(BuildingID(condition.objectType)))
-						return true;
-				}
-				return false;
-			}
-		}
-		case EventCondition::DESTROY:
-		{
-			if (condition.object) // mode A - destroy specific object of this type
-			{
-				if (auto hero = dynamic_cast<const CGHeroInstance*>(condition.object))
-					return boost::range::find(gs->map->heroesOnMap, hero) == gs->map->heroesOnMap.end();
-				else
-					return getObj(condition.object->id) == nullptr;
-			}
-			else
-			{
-				for(auto & elem : map->objects) // mode B - destroy all objects of this type
-				{
-					if(elem && elem->ID == condition.objectType)
-						return false;
-				}
-				return true;
-			}
-		}
-		case EventCondition::CONTROL:
-		{
-			// list of players that need to control object to fulfull condition
-			// NOTE: cgameinfocallback specified explicitly in order to get const version
-			auto & team = CGameInfoCallback::getPlayerTeam(player)->players;
-
-			if (condition.object) // mode A - flag one specific object, like town
-			{
-				return team.count(condition.object->tempOwner) != 0;
-			}
-			else
-			{
-				for(auto & elem : map->objects) // mode B - flag all objects of this type
-				{
-					 //check not flagged objs
-					if ( elem && elem->ID == condition.objectType && team.count(elem->tempOwner) == 0 )
-						return false;
-				}
-				return true;
-			}
-		}
-		case EventCondition::TRANSPORT:
-		{
-			const CGTownInstance *t = static_cast<const CGTownInstance *>(condition.object);
-			if((t->visitingHero && t->visitingHero->hasArt(condition.objectType))
-				|| (t->garrisonHero && t->garrisonHero->hasArt(condition.objectType)))
-			{
-				return true;
-			}
-			return false;
-		}
-		case EventCondition::DAYS_PASSED:
-		{
-			return gs->day > condition.value;
-		}
-		case EventCondition::IS_HUMAN:
-		{
-			return p->human ? condition.value == 1 : condition.value == 0;
-		}
-		case EventCondition::DAYS_WITHOUT_TOWN:
-		{
-			if (p->daysWithoutCastle)
-				return p->daysWithoutCastle.get() >= condition.value;
-			else
-				return false;
-		}
-		case EventCondition::CONST_VALUE:
-		{
-			return condition.value; // just convert to bool
-		}
-	}
-	assert(0);
-	return false;
-}
-
-PlayerColor CGameState::checkForStandardWin() const
-{
-	//std victory condition is:
-	//all enemies lost
-	PlayerColor supposedWinner = PlayerColor::NEUTRAL;
-	TeamID winnerTeam = TeamID::NO_TEAM;
-	for(auto & elem : players)
-	{
-		if(elem.second.status == EPlayerStatus::INGAME && elem.first < PlayerColor::PLAYER_LIMIT)
-		{
-			if(supposedWinner == PlayerColor::NEUTRAL)
-			{
-				//first player remaining ingame - candidate for victory
-				supposedWinner = elem.second.color;
-				winnerTeam = elem.second.team;
-			}
-			else if(winnerTeam != elem.second.team)
-			{
-				//current candidate has enemy remaining in game -> no vicotry
-				return PlayerColor::NEUTRAL;
-			}
-		}
-	}
-
-	return supposedWinner;
-}
-
-bool CGameState::checkForStandardLoss( PlayerColor player ) const
-{
-	//std loss condition is: player lost all towns and heroes
-	const PlayerState &p = *CGameInfoCallback::getPlayer(player);
-	return !p.heroes.size() && !p.towns.size();
-}
-
-struct statsHLP
-{
-	typedef std::pair< PlayerColor, si64 > TStat;
-	//converts [<player's color, value>] to vec[place] -> platers
-	static std::vector< std::vector< PlayerColor > > getRank( std::vector<TStat> stats )
-	{
-		std::sort(stats.begin(), stats.end(), statsHLP());
-
-		//put first element
-		std::vector< std::vector<PlayerColor> > ret;
-		std::vector<PlayerColor> tmp;
-		tmp.push_back( stats[0].first );
-		ret.push_back( tmp );
-
-		//the rest of elements
-		for(int g=1; g<stats.size(); ++g)
-		{
-			if(stats[g].second == stats[g-1].second)
-			{
-				(ret.end()-1)->push_back( stats[g].first );
-			}
-			else
-			{
-				//create next occupied rank
-				std::vector<PlayerColor> tmp;
-				tmp.push_back(stats[g].first);
-				ret.push_back(tmp);
-			}
-		}
-
-		return ret;
-	}
-
-	bool operator()(const TStat & a, const TStat & b) const
-	{
-		return a.second > b.second;
-	}
-
-	static const CGHeroInstance * findBestHero(CGameState * gs, PlayerColor color)
-	{
-		std::vector<ConstTransitivePtr<CGHeroInstance> > &h = gs->players[color].heroes;
-		if(!h.size())
-			return nullptr;
-		//best hero will be that with highest exp
-		int best = 0;
-		for(int b=1; b<h.size(); ++b)
-		{
-			if(h[b]->exp > h[best]->exp)
-			{
-				best = b;
-			}
-		}
-		return h[best];
-	}
-
-	//calculates total number of artifacts that belong to given player
-	static int getNumberOfArts(const PlayerState * ps)
-	{
-		int ret = 0;
-		for(auto h : ps->heroes)
-		{
-			ret += h->artifactsInBackpack.size() + h->artifactsWorn.size();
-		}
-		return ret;
-	}
-
-	// get total strength of player army
-	static si64 getArmyStrength(const PlayerState * ps)
-	{
-		si64 str = 0;
-
-		for(auto h : ps->heroes)
-		{
-			if(!h->inTownGarrison)		//original h3 behavior
-				str += h->getArmyStrength();
-		}
-		return str;
-	}
-};
-
-void CGameState::obtainPlayersStats(SThievesGuildInfo & tgi, int level)
-{
-	auto playerInactive = [&](PlayerColor color)
-	{
-		return color == PlayerColor::NEUTRAL || players.at(color).status != EPlayerStatus::INGAME;
-	};
-
-#define FILL_FIELD(FIELD, VAL_GETTER) \
-	{ \
-		std::vector< std::pair< PlayerColor, si64 > > stats; \
-		for(auto g = players.begin(); g != players.end(); ++g) \
-		{ \
-			if(playerInactive(g->second.color)) \
-				continue; \
-			std::pair< PlayerColor, si64 > stat; \
-			stat.first = g->second.color; \
-			stat.second = VAL_GETTER; \
-			stats.push_back(stat); \
-		} \
-		tgi.FIELD = statsHLP::getRank(stats); \
-	}
-
-	for(auto & elem : players)
-	{
-		if(!playerInactive(elem.second.color))
-			tgi.playerColors.push_back(elem.second.color);
-	}
-
-	if(level >= 1) //num of towns & num of heroes
-	{
-		//num of towns
-		FILL_FIELD(numOfTowns, g->second.towns.size())
-		//num of heroes
-		FILL_FIELD(numOfHeroes, g->second.heroes.size())
-		//best hero's portrait
-		for(auto g = players.cbegin(); g != players.cend(); ++g)
-		{
-			if(playerInactive(g->second.color))
-				continue;
-			const CGHeroInstance * best = statsHLP::findBestHero(this, g->second.color);
-			InfoAboutHero iah;
-			iah.initFromHero(best, level >= 8);
-			iah.army.clear();
-			tgi.colorToBestHero[g->second.color] = iah;
-		}
-	}
-	if(level >= 2) //gold
-	{
-		FILL_FIELD(gold, g->second.resources[Res::GOLD])
-	}
-	if(level >= 2) //wood & ore
-	{
-		FILL_FIELD(woodOre, g->second.resources[Res::WOOD] + g->second.resources[Res::ORE])
-	}
-	if(level >= 3) //mercury, sulfur, crystal, gems
-	{
-		FILL_FIELD(mercSulfCrystGems, g->second.resources[Res::MERCURY] + g->second.resources[Res::SULFUR] + g->second.resources[Res::CRYSTAL] + g->second.resources[Res::GEMS])
-	}
-	if(level >= 4) //obelisks found
-	{
-		FILL_FIELD(obelisks, CGObelisk::visited[gs->getPlayerTeam(g->second.color)->id])
-	}
-	if(level >= 5) //artifacts
-	{
-		FILL_FIELD(artifacts, statsHLP::getNumberOfArts(&g->second))
-	}
-	if(level >= 6) //army strength
-	{
-		FILL_FIELD(army, statsHLP::getArmyStrength(&g->second))
-	}
-	if(level >= 7) //income
-	{
-		//TODO:obtainPlayersStats - income
-	}
-	if(level >= 8) //best hero's stats
-	{
-		//already set in  lvl 1 handling
-	}
-	if(level >= 9) //personality
-	{
-		for(auto g = players.cbegin(); g != players.cend(); ++g)
-		{
-			if(playerInactive(g->second.color)) //do nothing for neutral player
-				continue;
-			if(g->second.human)
-			{
-                tgi.personality[g->second.color] = EAiTactic::NONE;
-			}
-			else //AI
-			{
-                tgi.personality[g->second.color] = map->players[g->second.color.getNum()].aiTactic;
-			}
-
-		}
-	}
-	if(level >= 10) //best creature
-	{
-		//best creatures belonging to player (highest AI value)
-		for(auto g = players.cbegin(); g != players.cend(); ++g)
-		{
-			if(playerInactive(g->second.color)) //do nothing for neutral player
-				continue;
-			int bestCre = -1; //best creature's ID
-			for(auto & elem : g->second.heroes)
-			{
-				for(auto it = elem->Slots().begin(); it != elem->Slots().end(); ++it)
-				{
-					int toCmp = it->second->type->idNumber; //ID of creature we should compare with the best one
-					if(bestCre == -1 || VLC->creh->creatures[bestCre]->AIValue < VLC->creh->creatures[toCmp]->AIValue)
-					{
-						bestCre = toCmp;
-					}
-				}
-			}
-			tgi.bestCreature[g->second.color] = bestCre;
-		}
-	}
-
-#undef FILL_FIELD
-}
-
-std::map<ui32, ConstTransitivePtr<CGHeroInstance> > CGameState::unusedHeroesFromPool()
-{
-	std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = hpool.heroesPool;
-	for ( auto i = players.cbegin() ; i != players.cend();i++)
-		for(auto j = i->second.availableHeroes.cbegin(); j != i->second.availableHeroes.cend(); j++)
-			if(*j)
-				pool.erase((**j).subID);
-
-	return pool;
-}
-
-void CGameState::buildBonusSystemTree()
-{
-	buildGlobalTeamPlayerTree();
-	attachArmedObjects();
-
-	for(CGTownInstance *t : map->towns)
-	{
-		t->deserializationFix();
-	}
-	// CStackInstance <-> CCreature, CStackInstance <-> CArmedInstance, CArtifactInstance <-> CArtifact
-	// are provided on initializing / deserializing
-}
-
-void CGameState::deserializationFix()
-{
-	buildGlobalTeamPlayerTree();
-	attachArmedObjects();
-}
-
-void CGameState::buildGlobalTeamPlayerTree()
-{
-	for(auto k=teams.begin(); k!=teams.end(); ++k)
-	{
-		TeamState *t = &k->second;
-		t->attachTo(&globalEffects);
-
-		for(PlayerColor teamMember : k->second.players)
-		{
-			PlayerState *p = getPlayer(teamMember);
-			assert(p);
-			p->attachTo(t);
-		}
-	}
-}
-
-void CGameState::attachArmedObjects()
-{
-	for(CGObjectInstance *obj : map->objects)
-	{
-		if(CArmedInstance *armed = dynamic_cast<CArmedInstance*>(obj))
-			armed->whatShouldBeAttached()->attachTo(armed->whereShouldBeAttached(this));
-	}
-}
-
-void CGameState::giveHeroArtifact(CGHeroInstance *h, ArtifactID aid)
-{
-	 CArtifact * const artifact = VLC->arth->artifacts[aid]; //pointer to constant object
-	 CArtifactInstance *ai = CArtifactInstance::createNewArtifactInstance(artifact);
-	 map->addNewArtifactInstance(ai);
-	 ai->putAt(ArtifactLocation(h, ai->firstAvailableSlot(h)));
-}
-
-std::set<HeroTypeID> CGameState::getUnusedAllowedHeroes(bool alsoIncludeNotAllowed /*= false*/) const
-{
-	std::set<HeroTypeID> ret;
-	for(int i = 0; i < map->allowedHeroes.size(); i++)
-		if(map->allowedHeroes[i] || alsoIncludeNotAllowed)
-			ret.insert(HeroTypeID(i));
-
-	for(auto hero : map->heroesOnMap)  //heroes instances initialization
-	{
-		if(hero->type)
-			ret -= hero->type->ID;
-		else
-			ret -= HeroTypeID(hero->subID);
-	}
-
-	for(auto obj : map->objects) //prisons
-		if(obj && obj->ID == Obj::PRISON)
-			ret -= HeroTypeID(obj->subID);
-
-	return ret;
-}
-
-std::vector<CGameState::CampaignHeroReplacement> CGameState::generateCampaignHeroesToReplace(CrossoverHeroesList & crossoverHeroes)
-{
-	std::vector<CampaignHeroReplacement> campaignHeroReplacements;
-
-	//selecting heroes by type
-	for(auto obj : map->objects)
-	{
-		if(obj && obj->ID == Obj::HERO_PLACEHOLDER)
-		{
-			auto heroPlaceholder = dynamic_cast<CGHeroPlaceholder *>(obj.get());
-			if(heroPlaceholder->subID != 0xFF) //select by type
-			{
-				auto it = range::find_if(crossoverHeroes.heroesFromAnyPreviousScenarios, [heroPlaceholder](CGHeroInstance * hero)
-				{
-					return hero->subID == heroPlaceholder->subID;
-				});
-
-				if(it != crossoverHeroes.heroesFromAnyPreviousScenarios.end())
-				{
-					auto hero = *it;
-					crossoverHeroes.removeHeroFromBothLists(hero);
-					campaignHeroReplacements.push_back(CampaignHeroReplacement(hero, heroPlaceholder->id));
-				}
-			}
-		}
-	}
-
-	//selecting heroes by power
-	range::sort(crossoverHeroes.heroesFromPreviousScenario, [](const CGHeroInstance * a, const CGHeroInstance * b)
-	{
-		return a->getHeroStrength() > b->getHeroStrength();
-	}); //sort, descending strength
-
-	// sort hero placeholders descending power
-	std::vector<CGHeroPlaceholder *> heroPlaceholders;
-	for(auto obj : map->objects)
-	{
-		if(obj && obj->ID == Obj::HERO_PLACEHOLDER)
-		{
-			auto heroPlaceholder = dynamic_cast<CGHeroPlaceholder *>(obj.get());
-			if(heroPlaceholder->subID == 0xFF) //select by power
-			{
-				heroPlaceholders.push_back(heroPlaceholder);
-			}
-		}
-	}
-	range::sort(heroPlaceholders, [](const CGHeroPlaceholder * a, const CGHeroPlaceholder * b)
-	{
-		return a->power > b->power;
-	});
-
-	for(int i = 0; i < heroPlaceholders.size(); ++i)
-	{
-		auto heroPlaceholder = heroPlaceholders[i];
-		if(crossoverHeroes.heroesFromPreviousScenario.size() > i)
-		{
-			campaignHeroReplacements.push_back(CampaignHeroReplacement(crossoverHeroes.heroesFromPreviousScenario[i], heroPlaceholder->id));
-		}
-	}
-
-	return campaignHeroReplacements;
-}
-
-void CGameState::replaceHeroesPlaceholders(const std::vector<CGameState::CampaignHeroReplacement> & campaignHeroReplacements)
-{
-	for(auto campaignHeroReplacement : campaignHeroReplacements)
-	{
-		auto heroPlaceholder = dynamic_cast<CGHeroPlaceholder*>(getObjInstance(campaignHeroReplacement.heroPlaceholderId));
-
-		CGHeroInstance *heroToPlace = campaignHeroReplacement.hero;
-		heroToPlace->id = campaignHeroReplacement.heroPlaceholderId;
-		heroToPlace->tempOwner = heroPlaceholder->tempOwner;
-		heroToPlace->pos = heroPlaceholder->pos;
-		heroToPlace->type = VLC->heroh->heroes[heroToPlace->subID];
-
-		for(auto &&i : heroToPlace->stacks)
-			i.second->type = VLC->creh->creatures[i.second->getCreatureID()];
-
-		auto fixArtifact = [&](CArtifactInstance * art)
-		{
-			art->artType = VLC->arth->artifacts[art->artType->id];
-			gs->map->artInstances.push_back(art);
-			art->id = ArtifactInstanceID(gs->map->artInstances.size() - 1);
-		};
-
-		for(auto &&i : heroToPlace->artifactsWorn)
-			fixArtifact(i.second.artifact);
-		for(auto &&i : heroToPlace->artifactsInBackpack)
-			fixArtifact(i.artifact);
-
-		map->heroesOnMap.push_back(heroToPlace);
-		map->objects[heroToPlace->id.getNum()] = heroToPlace;
-		map->addBlockVisTiles(heroToPlace);
-
-		scenarioOps->campState->getCurrentScenario().placedCrossoverHeroes.push_back(heroToPlace);
-	}
-}
-
-bool CGameState::isUsedHero(HeroTypeID hid) const
-{
-	return getUsedHero(hid);
-}
-
-CGHeroInstance * CGameState::getUsedHero(HeroTypeID hid) const
-{
-	for(auto hero : map->heroesOnMap)  //heroes instances initialization
-	{
-		if(hero->subID == hid.getNum())
-		{
-			return hero;
-		}
-	}
-
-	for(auto obj : map->objects) //prisons
-	{
-		if(obj && obj->ID == Obj::PRISON && obj->subID == hid.getNum())
-		{
-			return dynamic_cast<CGHeroInstance *>(obj.get());
-		}
-	}
-
-	return nullptr;
-}
-
-CGPathNode::CGPathNode()
-:coord(-1,-1,-1)
-{
-	accessible = NOT_SET;
-	land = 0;
-	moveRemains = 0;
-	turns = 255;
-	theNodeBefore = nullptr;
-}
-
-bool CGPathNode::reachable() const
-{
-	return turns < 255;
-}
-
-bool CPathsInfo::getPath( const int3 &dst, CGPath &out )
-{
-	assert(isValid);
-
-	out.nodes.clear();
-	const CGPathNode *curnode = &nodes[dst.x][dst.y][dst.z];
-	if(!curnode->theNodeBefore)
-		return false;
-
-
-	while(curnode)
-	{
-		CGPathNode cpn = *curnode;
-		curnode = curnode->theNodeBefore;
-		out.nodes.push_back(cpn);
-	}
-	return true;
-}
-
-CPathsInfo::CPathsInfo( const int3 &Sizes )
-:sizes(Sizes)
-{
-	hero = nullptr;
-	nodes = new CGPathNode**[sizes.x];
-	for(int i = 0; i < sizes.x; i++)
-	{
-		nodes[i] = new CGPathNode*[sizes.y];
-		for (int j = 0; j < sizes.y; j++)
-		{
-			nodes[i][j] = new CGPathNode[sizes.z];
-		}
-	}
-}
-
-CPathsInfo::~CPathsInfo()
-{
-	for(int i = 0; i < sizes.x; i++)
-	{
-		for (int j = 0; j < sizes.y; j++)
-		{
-			delete [] nodes[i][j];
-		}
-		delete [] nodes[i];
-	}
-	delete [] nodes;
-}
-
-int3 CGPath::startPos() const
-{
-	return nodes[nodes.size()-1].coord;
-}
-
-int3 CGPath::endPos() const
-{
-	return nodes[0].coord;
-}
-
-void CGPath::convert( ui8 mode )
-{
-	if(mode==0)
-	{
-		for(auto & elem : nodes)
-		{
-			elem.coord = CGHeroInstance::convertPosition(elem.coord,true);
-		}
-	}
-}
-
-PlayerState::PlayerState()
- : color(-1), currentSelection(0xffffffff), enteredWinningCheatCode(0),
-   enteredLosingCheatCode(0), status(EPlayerStatus::INGAME)
-{
-	setNodeType(PLAYER);
-}
-
-std::string PlayerState::nodeName() const
-{
-	return "Player " + (color.getNum() < VLC->generaltexth->capColors.size() ? VLC->generaltexth->capColors[color.getNum()] : boost::lexical_cast<std::string>(color));
-}
-
-InfoAboutArmy::InfoAboutArmy():
-    owner(PlayerColor::NEUTRAL)
-{}
-
-InfoAboutArmy::InfoAboutArmy(const CArmedInstance *Army, bool detailed)
-{
-	initFromArmy(Army, detailed);
-}
-
-void InfoAboutArmy::initFromArmy(const CArmedInstance *Army, bool detailed)
-{
-	army = ArmyDescriptor(Army, detailed);
-	owner = Army->tempOwner;
-	name = Army->getHoverText();
-}
-
-void InfoAboutHero::assign(const InfoAboutHero & iah)
-{
-	InfoAboutArmy::operator = (iah);
-
-	details = (iah.details ? new Details(*iah.details) : nullptr);
-	hclass = iah.hclass;
-	portrait = iah.portrait;
-}
-
-InfoAboutHero::InfoAboutHero():
-    details(nullptr),
-    hclass(nullptr),
-    portrait(-1)
-{}
-
-InfoAboutHero::InfoAboutHero(const InfoAboutHero & iah):
-    InfoAboutArmy()
-{
-	assign(iah);
-}
-
-InfoAboutHero::InfoAboutHero(const CGHeroInstance *h, bool detailed)
-	: details(nullptr),
-	hclass(nullptr),
-	portrait(-1)
-{
-	initFromHero(h, detailed);
-}
-
-InfoAboutHero::~InfoAboutHero()
-{
-	delete details;
-}
-
-InfoAboutHero & InfoAboutHero::operator=(const InfoAboutHero & iah)
-{
-	assign(iah);
-	return *this;
-}
-
-void InfoAboutHero::initFromHero(const CGHeroInstance *h, bool detailed)
-{
-	if(!h)
-		return;
-
-	initFromArmy(h, detailed);
-
-	hclass = h->type->heroClass;
-	name = h->name;
-	portrait = h->portrait;
-
-	if(detailed)
-	{
-		//include details about hero
-		details = new Details;
-		details->luck = h->LuckVal();
-		details->morale = h->MoraleVal();
-		details->mana = h->mana;
-		details->primskills.resize(GameConstants::PRIMARY_SKILLS);
-
-		for (int i = 0; i < GameConstants::PRIMARY_SKILLS ; i++)
-		{
-			details->primskills[i] = h->getPrimSkillLevel(static_cast<PrimarySkill::PrimarySkill>(i));
-		}
-	}
-}
-
-InfoAboutTown::InfoAboutTown():
-    details(nullptr),
-    tType(nullptr),
-    built(0),
-    fortLevel(0)
-{
-
-}
-
-InfoAboutTown::InfoAboutTown(const CGTownInstance *t, bool detailed)
-{
-	initFromTown(t, detailed);
-}
-
-InfoAboutTown::~InfoAboutTown()
-{
-	delete details;
-}
-
-void InfoAboutTown::initFromTown(const CGTownInstance *t, bool detailed)
-{
-	initFromArmy(t, detailed);
-	army = ArmyDescriptor(t->getUpperArmy(), detailed);
-	built = t->builded;
-	fortLevel = t->fortLevel();
-	name = t->name;
-	tType = t->town;
-
-	if(detailed)
-	{
-		//include details about hero
-		details = new Details;
-		details->goldIncome = t->dailyIncome();
-		details->customRes = t->hasBuilt(BuildingID::RESOURCE_SILO);
-		details->hallLevel = t->hallLevel();
-		details->garrisonedHero = t->garrisonHero;
-	}
-}
-
-ArmyDescriptor::ArmyDescriptor(const CArmedInstance *army, bool detailed)
-    : isDetailed(detailed)
-{
-	for(auto & elem : army->Slots())
-	{
-		if(detailed)
-			(*this)[elem.first] = *elem.second;
-		else
-			(*this)[elem.first] = CStackBasicDescriptor(elem.second->type, elem.second->getQuantityID());
-	}
-}
-
-ArmyDescriptor::ArmyDescriptor()
-    : isDetailed(false)
-{
-
-}
-
-int ArmyDescriptor::getStrength() const
-{
-	ui64 ret = 0;
-	if(isDetailed)
-	{
-		for(auto & elem : *this)
-			ret += elem.second.type->AIValue * elem.second.count;
-	}
-	else
-	{
-		for(auto & elem : *this)
-			ret += elem.second.type->AIValue * CCreature::estimateCreatureCount(elem.second.count);
-	}
-	return ret;
-}
-
-DuelParameters::SideSettings::StackSettings::StackSettings()
-	: type(CreatureID::NONE), count(0)
-{
-}
-
-DuelParameters::SideSettings::StackSettings::StackSettings(CreatureID Type, si32 Count)
-	: type(Type), count(Count)
-{
-}
-
-DuelParameters::SideSettings::SideSettings()
-{
-	heroId = -1;
-}
-
-DuelParameters::DuelParameters():
-    terType(ETerrainType::DIRT),
-    bfieldType(BFieldType::ROCKLANDS)
-{
-}
-
-DuelParameters DuelParameters::fromJSON(const std::string &fname)
-{
-	DuelParameters ret;
-
-	const JsonNode duelData(ResourceID("DATA/" + fname, EResType::TEXT));
-	ret.terType = ETerrainType((int)duelData["terType"].Float());
-	ret.bfieldType = BFieldType((int)duelData["bfieldType"].Float());
-	for(const JsonNode &n : duelData["sides"].Vector())
-	{
-		SideSettings &ss = ret.sides[(int)n["side"].Float()];
-		int i = 0;
-		for(const JsonNode &stackNode : n["army"].Vector())
-		{
-			ss.stacks[i].type = CreatureID((si32)stackNode.Vector()[0].Float());
-			ss.stacks[i].count = stackNode.Vector()[1].Float();
-			i++;
-		}
-
-		if(n["heroid"].getType() == JsonNode::DATA_FLOAT)
-			ss.heroId = n["heroid"].Float();
-		else
-			ss.heroId = -1;
-
-		for(const JsonNode &entry : n["heroPrimSkills"].Vector())
-			ss.heroPrimSkills.push_back(entry.Float());
-
-		for(const JsonNode &skillNode : n["heroSecSkills"].Vector())
-		{
-			std::pair<si32, si8> secSkill;
-			secSkill.first = skillNode.Vector()[0].Float();
-			secSkill.second = skillNode.Vector()[1].Float();
-			ss.heroSecSkills.push_back(secSkill);
-		}
-
-		assert(ss.heroPrimSkills.empty() || ss.heroPrimSkills.size() == GameConstants::PRIMARY_SKILLS);
-
-		if(ss.heroId != -1)
-		{
-			const JsonNode & spells = n["spells"];
-			if(spells.getType() == JsonNode::DATA_STRING  &&  spells.String() == "all")
-			{
-				for(auto spell : VLC->spellh->objects)
-					if(spell->id <= SpellID::SUMMON_AIR_ELEMENTAL)
-						ss.spells.insert(spell->id);
-			}
-			else
-				for(const JsonNode &spell : n["spells"].Vector())
-					ss.spells.insert(SpellID(spell.Float()));
-		}
-	}
-
-	for(const JsonNode &n : duelData["obstacles"].Vector())
-	{
-		auto oi = make_shared<CObstacleInstance>();
-		if(n.getType() == JsonNode::DATA_VECTOR)
-		{
-			oi->ID = n.Vector()[0].Float();
-			oi->pos = n.Vector()[1].Float();
-		}
-		else
-		{
-			assert(n.getType() == JsonNode::DATA_FLOAT);
-			oi->ID = 21;
-			oi->pos = n.Float();
-		}
-		oi->uniqueID = ret.obstacles.size();
-		ret.obstacles.push_back(oi);
-	}
-
-	for(const JsonNode &n : duelData["creatures"].Vector())
-	{
-		CusomCreature cc;
-		cc.id = n["id"].Float();
-
-#define retrieve(name)								\
-	if(n[ #name ].getType() == JsonNode::DATA_FLOAT)\
-	cc.name = n[ #name ].Float();			\
-	else											\
-	cc.name = -1;
-
-		retrieve(attack);
-		retrieve(defense);
-		retrieve(HP);
-		retrieve(dmg);
-		retrieve(shoots);
-		retrieve(speed);
-		ret.creatures.push_back(cc);
-	}
-
-	return ret;
-}
-
-TeamState::TeamState()
-{
-	setNodeType(TEAM);
-}
-
-void CPathfinder::initializeGraph()
-{
-	CGPathNode ***graph = out.nodes;
-	for(size_t i=0; i < out.sizes.x; ++i)
-	{
-		for(size_t j=0; j < out.sizes.y; ++j)
-		{
-			for(size_t k=0; k < out.sizes.z; ++k)
-			{
-				curPos = int3(i,j,k);
-				const TerrainTile *tinfo = &gs->map->getTile(int3(i, j, k));
-				CGPathNode &node = graph[i][j][k];
-
-				node.accessible = evaluateAccessibility(tinfo);
-				node.turns = 0xff;
-				node.moveRemains = 0;
-				node.coord.x = i;
-				node.coord.y = j;
-				node.coord.z = k;
-                node.land = tinfo->terType != ETerrainType::WATER;
-				node.theNodeBefore = nullptr;
-			}
-		}
-	}
-}
-
-void CPathfinder::calculatePaths(int3 src /*= int3(-1,-1,-1)*/, int movement /*= -1*/)
-{
-	assert(hero);
-	assert(hero == getHero(hero->id));
-	if(src.x < 0)
-		src = hero->getPosition(false);
-	if(movement < 0)
-		movement = hero->movement;
-	bool flying = hero->hasBonusOfType(Bonus::FLYING_MOVEMENT);
-	int maxMovePointsLand = hero->maxMovePoints(true);
-	int maxMovePointsWater = hero->maxMovePoints(false);
-
+#include "StdInc.h"
+#include "CGameState.h"
+
+#include "mapping/CCampaignHandler.h"
+#include "CDefObjInfoHandler.h"
+#include "CArtHandler.h"
+#include "CBuildingHandler.h"
+#include "CGeneralTextHandler.h"
+#include "CTownHandler.h"
+#include "CSpellHandler.h"
+#include "CHeroHandler.h"
+#include "CObjectHandler.h"
+#include "CCreatureHandler.h"
+#include "CModHandler.h"
+#include "VCMI_Lib.h"
+#include "Connection.h"
+#include "mapping/CMap.h"
+#include "mapping/CMapService.h"
+#include "StartInfo.h"
+#include "NetPacks.h"
+#include "registerTypes/RegisterTypes.h"
+#include "mapping/CMapInfo.h"
+#include "BattleState.h"
+#include "JsonNode.h"
+#include "filesystem/Filesystem.h"
+#include "GameConstants.h"
+#include "rmg/CMapGenerator.h"
+#include "CStopWatch.h"
+#include "mapping/CMapEditManager.h"
+
+class CGObjectInstance;
+
+#ifdef min
+#undef min
+#endif
+#ifdef max
+#undef max
+#endif
+
+/*
+ * CGameState.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
+ *
+ */
+
+template <typename T> class CApplyOnGS;
+
+class CBaseForGSApply
+{
+public:
+	virtual void applyOnGS(CGameState *gs, void *pack) const =0;
+	virtual ~CBaseForGSApply(){};
+	template<typename U> static CBaseForGSApply *getApplier(const U * t=nullptr)
+	{
+		return new CApplyOnGS<U>;
+	}
+};
+
+template <typename T> class CApplyOnGS : public CBaseForGSApply
+{
+public:
+	void applyOnGS(CGameState *gs, void *pack) const
+	{
+		T *ptr = static_cast<T*>(pack);
+
+		boost::unique_lock<boost::shared_mutex> lock(*gs->mx);
+		ptr->applyGs(gs);
+	}
+};
+
+static CApplier<CBaseForGSApply> *applierGs = nullptr;
+
+// class IObjectCaller
+// {
+// public:
+// 	virtual ~IObjectCaller(){};
+// 	virtual void preInit()=0;
+// 	virtual void postInit()=0;
+// };
+//
+// template <typename T>
+// class CObjectCaller : public IObjectCaller
+// {
+// public:
+// 	void preInit()
+// 	{
+// 		//T::preInit();
+// 	}
+// 	void postInit()
+// 	{
+// 		//T::postInit();
+// 	}
+// };
+
+// class CObjectCallersHandler
+// {
+// public:
+// 	std::vector<IObjectCaller*> apps;
+//
+// 	template<typename T> void registerType(const T * t=nullptr)
+// 	{
+// 		apps.push_back(new CObjectCaller<T>);
+// 	}
+//
+// 	CObjectCallersHandler()
+// 	{
+// 		registerTypesMapObjects(*this);
+// 	}
+//
+// 	~CObjectCallersHandler()
+// 	{
+// 		for (auto & elem : apps)
+// 			delete elem;
+// 	}
+//
+// 	void preInit()
+// 	{
+// // 		for (size_t i = 0; i < apps.size(); i++)
+// // 			apps[i]->preInit();
+// 	}
+//
+// 	void postInit()
+// 	{
+// 	//for (size_t i = 0; i < apps.size(); i++)
+// 	//apps[i]->postInit();
+// 	}
+// } *objCaller = nullptr;
+
+void MetaString::getLocalString(const std::pair<ui8,ui32> &txt, std::string &dst) const
+{
+	int type = txt.first, ser = txt.second;
+
+	if(type == ART_NAMES)
+	{
+		dst = VLC->arth->artifacts[ser]->Name();
+	}
+	else if(type == CRE_PL_NAMES)
+	{
+		dst = VLC->creh->creatures[ser]->namePl;
+	}
+	else if(type == MINE_NAMES)
+	{
+		dst = VLC->generaltexth->mines[ser].first;
+	}
+	else if(type == MINE_EVNTS)
+	{
+		dst = VLC->generaltexth->mines[ser].second;
+	}
+	else if(type == SPELL_NAME)
+	{
+		dst = SpellID(ser).toSpell()->name;
+	}
+	else if(type == CRE_SING_NAMES)
+	{
+		dst = VLC->creh->creatures[ser]->nameSing;
+	}
+	else if(type == ART_DESCR)
+	{
+		dst = VLC->arth->artifacts[ser]->Description();
+	}
+	else if (type == ART_EVNTS)
+	{
+		dst = VLC->arth->artifacts[ser]->EventText();
+	}
+	else
+	{
+		std::vector<std::string> *vec;
+		switch(type)
+		{
+		case GENERAL_TXT:
+			vec = &VLC->generaltexth->allTexts;
+			break;
+		case XTRAINFO_TXT:
+			vec = &VLC->generaltexth->xtrainfo;
+			break;
+		case OBJ_NAMES:
+			vec = &VLC->generaltexth->names;
+			break;
+		case RES_NAMES:
+			vec = &VLC->generaltexth->restypes;
+			break;
+		case ARRAY_TXT:
+			vec = &VLC->generaltexth->arraytxt;
+			break;
+		case CREGENS:
+			vec = &VLC->generaltexth->creGens;
+			break;
+		case CREGENS4:
+			vec = &VLC->generaltexth->creGens4;
+			break;
+		case ADVOB_TXT:
+			vec = &VLC->generaltexth->advobtxt;
+			break;
+		case SEC_SKILL_NAME:
+			vec = &VLC->generaltexth->skillName;
+			break;
+		case COLOR:
+			vec = &VLC->generaltexth->capColors;
+			break;
+		default:
+            logGlobal->errorStream() << "Failed string substitution because type is " << type;
+			dst = "#@#";
+			return;
+		}
+		if(vec->size() <= ser)
+		{
+            logGlobal->errorStream() << "Failed string substitution with type " << type << " because index " << ser << " is out of bounds!";
+			dst = "#!#";
+		}
+		else
+			dst = (*vec)[ser];
+	}
+}
+
+DLL_LINKAGE void MetaString::toString(std::string &dst) const
+{
+	size_t exSt = 0, loSt = 0, nums = 0;
+	dst.clear();
+
+	for(auto & elem : message)
+	{//TEXACT_STRING, TLOCAL_STRING, TNUMBER, TREPLACE_ESTRING, TREPLACE_LSTRING, TREPLACE_NUMBER
+		switch(elem)
+		{
+		case TEXACT_STRING:
+			dst += exactStrings[exSt++];
+			break;
+		case TLOCAL_STRING:
+			{
+				std::string hlp;
+				getLocalString(localStrings[loSt++], hlp);
+				dst += hlp;
+			}
+			break;
+		case TNUMBER:
+			dst += boost::lexical_cast<std::string>(numbers[nums++]);
+			break;
+		case TREPLACE_ESTRING:
+			boost::replace_first(dst, "%s", exactStrings[exSt++]);
+			break;
+		case TREPLACE_LSTRING:
+			{
+				std::string hlp;
+				getLocalString(localStrings[loSt++], hlp);
+				boost::replace_first(dst, "%s", hlp);
+			}
+			break;
+		case TREPLACE_NUMBER:
+			boost::replace_first(dst, "%d", boost::lexical_cast<std::string>(numbers[nums++]));
+			break;
+		case TREPLACE_PLUSNUMBER:
+			boost::replace_first(dst, "%+d", '+' + boost::lexical_cast<std::string>(numbers[nums++]));
+			break;
+		default:
+            logGlobal->errorStream() << "MetaString processing error!";
+			break;
+		}
+	}
+}
+
+DLL_LINKAGE std::string MetaString::toString() const
+{
+	std::string ret;
+	toString(ret);
+	return ret;
+}
+
+DLL_LINKAGE std::string MetaString::buildList () const
+///used to handle loot from creature bank
+{
+
+	size_t exSt = 0, loSt = 0, nums = 0;
+	std::string lista;
+	for (int i = 0; i < message.size(); ++i)
+	{
+		if (i > 0 && (message[i] == TEXACT_STRING || message[i] == TLOCAL_STRING))
+		{
+			if (exSt == exactStrings.size() - 1)
+				lista += VLC->generaltexth->allTexts[141]; //" and "
+			else
+				lista += ", ";
+		}
+		switch (message[i])
+		{
+			case TEXACT_STRING:
+				lista += exactStrings[exSt++];
+				break;
+			case TLOCAL_STRING:
+			{
+				std::string hlp;
+				getLocalString (localStrings[loSt++], hlp);
+				lista += hlp;
+			}
+				break;
+			case TNUMBER:
+				lista += boost::lexical_cast<std::string>(numbers[nums++]);
+				break;
+			case TREPLACE_ESTRING:
+				lista.replace (lista.find("%s"), 2, exactStrings[exSt++]);
+				break;
+			case TREPLACE_LSTRING:
+			{
+				std::string hlp;
+				getLocalString (localStrings[loSt++], hlp);
+				lista.replace (lista.find("%s"), 2, hlp);
+			}
+				break;
+			case TREPLACE_NUMBER:
+				lista.replace (lista.find("%d"), 2, boost::lexical_cast<std::string>(numbers[nums++]));
+				break;
+			default:
+                logGlobal->errorStream() << "MetaString processing error!";
+		}
+
+	}
+	return lista;
+}
+
+
+void  MetaString::addCreReplacement(CreatureID id, TQuantity count) //adds sing or plural name;
+{
+	if (!count)
+		addReplacement (CRE_PL_NAMES, id); //no creatures - just empty name (eg. defeat Angels)
+	else if (count == 1)
+		addReplacement (CRE_SING_NAMES, id);
+	else
+		addReplacement (CRE_PL_NAMES, id);
+}
+
+void MetaString::addReplacement(const CStackBasicDescriptor &stack)
+{
+	assert(stack.type); //valid type
+	addCreReplacement(stack.type->idNumber, stack.count);
+}
+
+static CGObjectInstance * createObject(Obj id, int subid, int3 pos, PlayerColor owner)
+{
+	CGObjectInstance * nobj;
+	switch(id)
+	{
+	case Obj::HERO:
+		nobj = new CGHeroInstance();
+		nobj->appearance = VLC->dobjinfo->pickCandidates(id, VLC->heroh->heroes[subid]->heroClass->id).front();
+		break;
+	case Obj::TOWN:
+		nobj = new CGTownInstance;
+		break;
+	default: //rest of objects
+		nobj = new CGObjectInstance;
+		break;
+	}
+	nobj->ID = id;
+	nobj->subID = subid;
+	nobj->pos = pos;
+	nobj->tempOwner = owner;
+	if (id != Obj::HERO)
+		nobj->appearance = VLC->dobjinfo->pickCandidates(id, subid).front();
+
+	return nobj;
+}
+
+CGHeroInstance * CGameState::HeroesPool::pickHeroFor(bool native, PlayerColor player, const CTown *town,
+	std::map<ui32, ConstTransitivePtr<CGHeroInstance> > &available, CRandomGenerator & rand, const CHeroClass * bannedClass /*= nullptr*/) const
+{
+	CGHeroInstance *ret = nullptr;
+
+	if(player>=PlayerColor::PLAYER_LIMIT)
+	{
+        logGlobal->errorStream() << "Cannot pick hero for " << town->faction->index << ". Wrong owner!";
+		return nullptr;
+	}
+
+	std::vector<CGHeroInstance *> pool;
+
+	if(native)
+	{
+		for(auto & elem : available)
+		{
+			if(pavailable.find(elem.first)->second & 1<<player.getNum()
+				&& elem.second->type->heroClass->faction == town->faction->index)
+			{
+				pool.push_back(elem.second); //get all available heroes
+			}
+		}
+		if(!pool.size())
+		{
+            logGlobal->errorStream() << "Cannot pick native hero for " << player << ". Picking any...";
+			return pickHeroFor(false, player, town, available, rand);
+		}
+		else
+		{
+			ret = *RandomGeneratorUtil::nextItem(pool, rand);
+		}
+	}
+	else
+	{
+		int sum=0, r;
+
+		for(auto & elem : available)
+		{
+			if (pavailable.find(elem.first)->second & (1<<player.getNum()) &&    // hero is available
+			    ( !bannedClass || elem.second->type->heroClass != bannedClass) ) // and his class is not same as other hero
+			{
+				pool.push_back(elem.second);
+				sum += elem.second->type->heroClass->selectionProbability[town->faction->index]; //total weight
+			}
+		}
+		if(!pool.size() || sum == 0)
+		{
+            logGlobal->errorStream() << "There are no heroes available for player " << player<<"!";
+			return nullptr;
+		}
+
+		r = rand.nextInt(sum - 1);
+		for (auto & elem : pool)
+		{
+			r -= elem->type->heroClass->selectionProbability[town->faction->index];
+			if(r < 0)
+			{
+				ret = elem;
+				break;
+			}
+		}
+		if(!ret)
+			ret = pool.back();
+	}
+
+	available.erase(ret->subID);
+	return ret;
+}
+
+void CGameState::CrossoverHeroesList::addHeroToBothLists(CGHeroInstance * hero)
+{
+	heroesFromPreviousScenario.push_back(hero);
+	heroesFromAnyPreviousScenarios.push_back(hero);
+}
+
+void CGameState::CrossoverHeroesList::removeHeroFromBothLists(CGHeroInstance * hero)
+{
+	heroesFromPreviousScenario -= hero;
+	heroesFromAnyPreviousScenarios -= hero;
+}
+
+CGameState::CampaignHeroReplacement::CampaignHeroReplacement(CGHeroInstance * hero, ObjectInstanceID heroPlaceholderId) : hero(hero), heroPlaceholderId(heroPlaceholderId)
+{
+
+}
+
+int CGameState::pickNextHeroType(PlayerColor owner)
+{
+	const PlayerSettings &ps = scenarioOps->getIthPlayersSettings(owner);
+	if(ps.hero >= 0 && !isUsedHero(HeroTypeID(ps.hero))) //we haven't used selected hero
+	{
+		return ps.hero;
+	}
+
+	return pickUnusedHeroTypeRandomly(owner);
+}
+
+int CGameState::pickUnusedHeroTypeRandomly(PlayerColor owner)
+{
+	//list of available heroes for this faction and others
+	std::vector<HeroTypeID> factionHeroes, otherHeroes;
+
+	const PlayerSettings &ps = scenarioOps->getIthPlayersSettings(owner);
+	for(HeroTypeID hid : getUnusedAllowedHeroes())
+	{
+		if(VLC->heroh->heroes[hid.getNum()]->heroClass->faction == ps.castle)
+			factionHeroes.push_back(hid);
+		else
+			otherHeroes.push_back(hid);
+	}
+
+	// select random hero native to "our" faction
+	if(!factionHeroes.empty())
+	{
+		return RandomGeneratorUtil::nextItem(factionHeroes, rand)->getNum();
+	}
+
+	logGlobal->warnStream() << "Cannot find free hero of appropriate faction for player " << owner << " - trying to get first available...";
+	if(!otherHeroes.empty())
+	{
+		return RandomGeneratorUtil::nextItem(otherHeroes, rand)->getNum();
+	}
+
+	logGlobal->errorStream() << "No free allowed heroes!";
+	auto notAllowedHeroesButStillBetterThanCrash = getUnusedAllowedHeroes(true);
+	if(notAllowedHeroesButStillBetterThanCrash.size())
+		return notAllowedHeroesButStillBetterThanCrash.begin()->getNum();
+
+	logGlobal->errorStream() << "No free heroes at all!";
+	assert(0); //current code can't handle this situation
+	return -1; // no available heroes at all
+}
+
+std::pair<Obj,int> CGameState::pickObject (CGObjectInstance *obj)
+{
+	switch(obj->ID)
+	{
+	case Obj::RANDOM_ART:
+		return std::make_pair(Obj::ARTIFACT, VLC->arth->pickRandomArtifact(rand, CArtifact::ART_TREASURE | CArtifact::ART_MINOR | CArtifact::ART_MAJOR | CArtifact::ART_RELIC));
+	case Obj::RANDOM_TREASURE_ART:
+		return std::make_pair(Obj::ARTIFACT, VLC->arth->pickRandomArtifact(rand, CArtifact::ART_TREASURE));
+	case Obj::RANDOM_MINOR_ART:
+		return std::make_pair(Obj::ARTIFACT, VLC->arth->pickRandomArtifact(rand, CArtifact::ART_MINOR));
+	case Obj::RANDOM_MAJOR_ART:
+		return std::make_pair(Obj::ARTIFACT, VLC->arth->pickRandomArtifact(rand, CArtifact::ART_MAJOR));
+	case Obj::RANDOM_RELIC_ART:
+		return std::make_pair(Obj::ARTIFACT, VLC->arth->pickRandomArtifact(rand, CArtifact::ART_RELIC));
+	case Obj::RANDOM_HERO:
+		return std::make_pair(Obj::HERO, pickNextHeroType(obj->tempOwner));
+	case Obj::RANDOM_MONSTER:
+		return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(rand));
+	case Obj::RANDOM_MONSTER_L1:
+		return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(rand, 1));
+	case Obj::RANDOM_MONSTER_L2:
+		return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(rand, 2));
+	case Obj::RANDOM_MONSTER_L3:
+		return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(rand, 3));
+	case Obj::RANDOM_MONSTER_L4:
+		return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(rand, 4));
+	case Obj::RANDOM_RESOURCE:
+		return std::make_pair(Obj::RESOURCE,rand.nextInt(6)); //now it's OH3 style, use %8 for mithril
+	case Obj::RANDOM_TOWN:
+		{
+			PlayerColor align = PlayerColor((static_cast<CGTownInstance*>(obj))->alignment);
+			si32 f; // can be negative (for random)
+			if(align >= PlayerColor::PLAYER_LIMIT)//same as owner / random
+			{
+				if(obj->tempOwner >= PlayerColor::PLAYER_LIMIT)
+					f = -1; //random
+				else
+					f = scenarioOps->getIthPlayersSettings(obj->tempOwner).castle;
+			}
+			else
+			{
+				f = scenarioOps->getIthPlayersSettings(align).castle;
+			}
+			if(f<0)
+			{
+				do
+				{
+					f = rand.nextInt(VLC->townh->factions.size() - 1);
+				}
+				while (VLC->townh->factions[f]->town == nullptr); // find playable faction
+			}
+			return std::make_pair(Obj::TOWN,f);
+		}
+	case Obj::RANDOM_MONSTER_L5:
+		return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(rand, 5));
+	case Obj::RANDOM_MONSTER_L6:
+		return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(rand, 6));
+	case Obj::RANDOM_MONSTER_L7:
+		return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(rand, 7));
+	case Obj::RANDOM_DWELLING:
+	case Obj::RANDOM_DWELLING_LVL:
+	case Obj::RANDOM_DWELLING_FACTION:
+		{
+			CGDwelling * dwl = static_cast<CGDwelling*>(obj);
+			int faction;
+
+			//if castle alignment available
+			if (auto info = dynamic_cast<CCreGenAsCastleInfo*>(dwl->info))
+			{
+				faction = rand.nextInt(VLC->townh->factions.size() - 1);
+				if (info->asCastle)
+				{
+					for(auto & elem : map->objects)
+					{
+						if(!elem)
+							continue;
+
+						if(elem->ID==Obj::RANDOM_TOWN
+							&& dynamic_cast<CGTownInstance*>(elem.get())->identifier == info->identifier)
+						{
+							randomizeObject(elem); //we have to randomize the castle first
+							faction = elem->subID;
+							break;
+						}
+						else if(elem->ID==Obj::TOWN
+							&& dynamic_cast<CGTownInstance*>(elem.get())->identifier == info->identifier)
+						{
+							faction = elem->subID;
+							break;
+						}
+					}
+				}
+				else
+				{
+					while(!(info->castles[0]&(1<<faction)))
+					{
+						if((faction>7) && (info->castles[1]&(1<<(faction-8))))
+							break;
+						faction = rand.nextInt(GameConstants::F_NUMBER - 1);
+					}
+				}
+			}
+			else // castle alignment fixed
+				faction = obj->subID;
+
+			int level;
+
+			//if level set to range
+			if (auto info = dynamic_cast<CCreGenLeveledInfo*>(dwl->info))
+			{
+				level = rand.nextInt(info->minLevel, info->maxLevel);
+			}
+			else // fixed level
+			{
+				level = obj->subID;
+			}
+
+			delete dwl->info;
+			dwl->info = nullptr;
+
+			std::pair<Obj, int> result(Obj::NO_OBJ, -1);
+			CreatureID cid = VLC->townh->factions[faction]->town->creatures[level][0];
+
+			//golem factory is not in list of cregens but can be placed as random object
+			static const CreatureID factoryCreatures[] = {CreatureID::STONE_GOLEM, CreatureID::IRON_GOLEM,
+				CreatureID::GOLD_GOLEM, CreatureID::DIAMOND_GOLEM};
+			std::vector<CreatureID> factory(factoryCreatures, factoryCreatures + ARRAY_COUNT(factoryCreatures));
+			if (vstd::contains(factory, cid))
+				result = std::make_pair(Obj::CREATURE_GENERATOR4, 1);
+
+			//NOTE: this will pick last dwelling with this creature (Mantis #900)
+			//check for block map equality is better but more complex solution
+			for(auto &iter : VLC->objh->cregens)
+				if (iter.second == cid)
+					result = std::make_pair(Obj::CREATURE_GENERATOR1, iter.first);
+
+			if (result.first == Obj::NO_OBJ)
+			{
+                logGlobal->errorStream() << "Error: failed to find creature for dwelling of "<< int(faction) << " of level " << int(level);
+				result = std::make_pair(Obj::CREATURE_GENERATOR1, RandomGeneratorUtil::nextItem(VLC->objh->cregens, rand)->first);
+			}
+
+			return result;
+		}
+	}
+	return std::make_pair(Obj::NO_OBJ,-1);
+}
+
+void CGameState::randomizeObject(CGObjectInstance *cur)
+{
+	std::pair<Obj,int> ran = pickObject(cur);
+	if(ran.first == Obj::NO_OBJ || ran.second<0) //this is not a random object, or we couldn't find anything
+	{
+		if(cur->ID==Obj::TOWN) //town - set def
+		{
+			const TerrainTile &tile = map->getTile(cur->visitablePos());
+			CGTownInstance *t = dynamic_cast<CGTownInstance*>(cur);
+			t->town = VLC->townh->factions[t->subID]->town;
+			t->appearance = VLC->dobjinfo->pickCandidates(Obj::TOWN, t->subID, tile.terType).front();
+			t->updateAppearance();
+		}
+		return;
+	}
+	else if(ran.first==Obj::HERO)//special code for hero
+	{
+		CGHeroInstance *h = dynamic_cast<CGHeroInstance *>(cur);
+        if(!h) {logGlobal->warnStream()<<"Wrong random hero at "<<cur->pos; return;}
+		cur->ID = ran.first;
+		cur->subID = ran.second;
+		h->type = VLC->heroh->heroes[ran.second];
+		h->portrait = h->type->imageIndex;
+		h->randomizeArmy(h->type->heroClass->faction);
+		map->heroesOnMap.push_back(h);
+		return; //TODO: maybe we should do something with definfo?
+	}
+	else if(ran.first==Obj::TOWN)//special code for town
+	{
+		const TerrainTile &tile = map->getTile(cur->visitablePos());
+		CGTownInstance *t = dynamic_cast<CGTownInstance*>(cur);
+        if(!t) {logGlobal->warnStream()<<"Wrong random town at "<<cur->pos; return;}
+		cur->ID = ran.first;
+		cur->subID = ran.second;
+		//FIXME: copy-pasted from above
+		t->town = VLC->townh->factions[t->subID]->town;
+		t->appearance = VLC->dobjinfo->pickCandidates(Obj::TOWN,t->subID, tile.terType).front();
+		t->updateAppearance();
+
+		t->randomizeArmy(t->subID);
+		map->towns.push_back(t);
+		return;
+	}
+	else
+	{
+		if (ran.first  != cur->appearance.id ||
+			ran.second != cur->appearance.subid)
+		{
+			const TerrainTile &tile = map->getTile(cur->visitablePos());
+			cur->appearance = VLC->dobjinfo->pickCandidates(Obj(ran.first),ran.second, tile.terType).front();
+		}
+	}
+	//we have to replace normal random object
+	cur->ID = ran.first;
+	cur->subID = ran.second;
+	map->removeBlockVisTiles(cur, true); //recalculate blockvis tiles - picked object might have different than random placeholder
+	map->addBlockVisTiles(cur);
+}
+
+int CGameState::getDate(Date::EDateType mode) const
+{
+	int temp;
+	switch (mode)
+	{
+	case Date::DAY:
+		return day;
+	case Date::DAY_OF_WEEK: //day of week
+		temp = (day)%7; // 1 - Monday, 7 - Sunday
+		return temp ? temp : 7;
+	case Date::WEEK:  //current week
+		temp = ((day-1)/7)+1;
+		if (!(temp%4))
+			return 4;
+		else
+			return (temp%4);
+	case Date::MONTH: //current month
+		return ((day-1)/28)+1;
+	case Date::DAY_OF_MONTH: //day of month
+		temp = (day)%28;
+		if (temp)
+			return temp;
+		else return 28;
+	}
+	return 0;
+}
+
+CGameState::CGameState()
+{
+	gs = this;
+	mx = new boost::shared_mutex();
+	applierGs = new CApplier<CBaseForGSApply>;
+	registerTypesClientPacks1(*applierGs);
+	registerTypesClientPacks2(*applierGs);
+	//objCaller = new CObjectCallersHandler;
+	globalEffects.setDescription("Global effects");
+	globalEffects.setNodeType(CBonusSystemNode::GLOBAL_EFFECTS);
+}
+
+CGameState::~CGameState()
+{
+	//delete mx;//TODO: crash on Linux (mutex must be unlocked before destruction)
+	map.dellNull();
+	curB.dellNull();
+	//delete scenarioOps; //TODO: fix for loading ind delete
+	//delete initialOpts;
+	delete applierGs;
+	//delete objCaller;
+
+	for(auto ptr : hpool.heroesPool) // clean hero pool
+		ptr.second.dellNull();
+}
+
+BattleInfo * CGameState::setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance * heroes[2], bool creatureBank, const CGTownInstance *town)
+{
+	const TerrainTile &t = map->getTile(tile);
+    ETerrainType terrain = t.terType;
+	if(t.isCoastal() && !t.isWater())
+        terrain = ETerrainType::SAND;
+
+	BFieldType terType = battleGetBattlefieldType(tile);
+	return BattleInfo::setupBattle(tile, terrain, terType, armies, heroes, creatureBank, town);
+}
+
+void CGameState::init(StartInfo * si)
+{
+    logGlobal->infoStream() << "\tUsing random seed: "<< si->seedToBeUsed;
+	rand.setSeed(si->seedToBeUsed);
+	scenarioOps = CMemorySerializer::deepCopy(*si).release();
+	initialOpts = CMemorySerializer::deepCopy(*si).release();
+	si = nullptr;
+
+	switch(scenarioOps->mode)
+	{
+	case StartInfo::NEW_GAME:
+		initNewGame();
+		break;
+	case StartInfo::CAMPAIGN:
+		initCampaign();
+		break;
+	case StartInfo::DUEL:
+		initDuel();
+		return;
+	default:
+        logGlobal->errorStream() << "Wrong mode: " << (int)scenarioOps->mode;
+		return;
+	}
+	VLC->arth->initAllowedArtifactsList(map->allowedArtifact);
+    logGlobal->infoStream() << "Map loaded!";
+
+	checkMapChecksum();
+
+	day = 0;
+
+    logGlobal->debugStream() << "Initialization:";
+
+	initPlayerStates();
+	placeCampaignHeroes();
+	initGrailPosition();
+	initRandomFactionsForPlayers();
+	randomizeMapObjects();
+	placeStartingHeroes();
+	initStartingResources();
+	initHeroes();
+	initStartingBonus();
+	initTowns();
+	initMapObjects();
+	buildBonusSystemTree();
+	initVisitingAndGarrisonedHeroes();
+	initFogOfWar();
+
+    logGlobal->debugStream() << "\tChecking objectives";
+	map->checkForObjectives(); //needs to be run when all objects are properly placed
+
+	auto seedAfterInit = rand.nextInt();
+    logGlobal->infoStream() << "Seed after init is " << seedAfterInit << " (before was " << scenarioOps->seedToBeUsed << ")";
+	if(scenarioOps->seedPostInit > 0)
+	{
+		//RNG must be in the same state on all machines when initialization is done (otherwise we have desync)
+		assert(scenarioOps->seedPostInit == seedAfterInit);
+	}
+	else
+	{
+		scenarioOps->seedPostInit = seedAfterInit; //store the post init "seed"
+	}
+}
+
+void CGameState::initNewGame()
+{
+	if(scenarioOps->createRandomMap())
+	{
+		logGlobal->infoStream() << "Create random map.";
+		CStopWatch sw;
+
+		// Gen map
+		CMapGenerator mapGenerator;
+		map = mapGenerator.generate(scenarioOps->mapGenOptions.get(), scenarioOps->seedToBeUsed).release();
+
+		// Update starting options
+		for(int i = 0; i < map->players.size(); ++i)
+		{
+			const auto & playerInfo = map->players[i];
+			if(playerInfo.canAnyonePlay())
+			{
+				PlayerSettings & playerSettings = scenarioOps->playerInfos[PlayerColor(i)];
+				playerSettings.compOnly = !playerInfo.canHumanPlay;
+				playerSettings.team = playerInfo.team;
+				playerSettings.castle = playerInfo.defaultCastle();
+				if(playerSettings.playerID == PlayerSettings::PLAYER_AI && playerSettings.name.empty())
+				{
+					playerSettings.name = VLC->generaltexth->allTexts[468];
+				}
+				playerSettings.color = PlayerColor(i);
+			}
+			else
+			{
+				scenarioOps->playerInfos.erase(PlayerColor(i));
+			}
+		}
+
+		logGlobal->infoStream() << boost::format("Generated random map in %i ms.") % sw.getDiff();
+	}
+	else
+	{
+		logGlobal->infoStream() << "Open map file: " << scenarioOps->mapname;
+		map = CMapService::loadMap(scenarioOps->mapname).release();
+	}
+}
+
+void CGameState::initCampaign()
+{
+	logGlobal->infoStream() << "Open campaign map file: " << scenarioOps->campState->currentMap;
+	auto campaign = scenarioOps->campState;
+	assert(vstd::contains(campaign->camp->mapPieces, *scenarioOps->campState->currentMap));
+
+	std::string scenarioName = scenarioOps->mapname.substr(0, scenarioOps->mapname.find('.'));
+	boost::to_lower(scenarioName);
+	scenarioName += ':' + boost::lexical_cast<std::string>(*campaign->currentMap);
+
+	std::string & mapContent = campaign->camp->mapPieces[*campaign->currentMap];
+	auto buffer = reinterpret_cast<const ui8 *>(mapContent.data());
+	map = CMapService::loadMap(buffer, mapContent.size(), scenarioName).release();
+}
+
+void CGameState::initDuel()
+{
+	DuelParameters dp;
+	try //CLoadFile likes throwing
+	{
+		if(boost::algorithm::ends_with(scenarioOps->mapname, ".json"))
+		{
+            logGlobal->infoStream() << "Loading duel settings from JSON file: " << scenarioOps->mapname;
+			dp = DuelParameters::fromJSON(scenarioOps->mapname);
+            logGlobal->infoStream() << "JSON file has been successfully read!";
+		}
+		else
+		{
+			CLoadFile lf(scenarioOps->mapname);
+			lf >> dp;
+		}
+	}
+	catch(...)
+	{
+        logGlobal->errorStream() << "Cannot load duel settings from " << scenarioOps->mapname;
+		throw;
+	}
+
+	const CArmedInstance *armies[2] = {nullptr};
+	const CGHeroInstance *heroes[2] = {nullptr};
+	CGTownInstance *town = nullptr;
+
+	for(int i = 0; i < 2; i++)
+	{
+		CArmedInstance *obj = nullptr;
+		if(dp.sides[i].heroId >= 0)
+		{
+			const DuelParameters::SideSettings &ss = dp.sides[i];
+			auto h = new CGHeroInstance();
+			armies[i] = heroes[i] = h;
+			obj = h;
+			h->subID = ss.heroId;
+			for(int i = 0; i < ss.heroPrimSkills.size(); i++)
+				h->pushPrimSkill(static_cast<PrimarySkill::PrimarySkill>(i), ss.heroPrimSkills[i]);
+
+			if(!ss.spells.empty())
+			{
+				h->putArtifact(ArtifactPosition::SPELLBOOK, CArtifactInstance::createNewArtifactInstance(0));
+				boost::copy(ss.spells, std::inserter(h->spells, h->spells.begin()));
+			}
+
+			for(auto &parka : ss.artifacts)
+			{
+				h->putArtifact(ArtifactPosition(parka.first), parka.second);
+			}
+
+			typedef const std::pair<si32, si8> &TSecSKill;
+			for(TSecSKill secSkill : ss.heroSecSkills)
+				h->setSecSkillLevel(SecondarySkill(secSkill.first), secSkill.second, 1);
+
+			h->initHero(HeroTypeID(h->subID));
+			obj->initObj();
+		}
+		else
+		{
+			auto c = new CGCreature();
+			armies[i] = obj = c;
+			//c->subID = 34;
+		}
+
+		obj->setOwner(PlayerColor(i));
+
+		for(int j = 0; j < ARRAY_COUNT(dp.sides[i].stacks); j++)
+		{
+			CreatureID cre = dp.sides[i].stacks[j].type;
+			TQuantity count = dp.sides[i].stacks[j].count;
+			if(count || obj->hasStackAtSlot(SlotID(j)))
+				obj->setCreature(SlotID(j), cre, count);
+		}
+
+		for(const DuelParameters::CusomCreature &cc : dp.creatures)
+		{
+			CCreature *c = VLC->creh->creatures[cc.id];
+			if(cc.attack >= 0)
+				c->getBonusLocalFirst(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK))->val = cc.attack;
+			if(cc.defense >= 0)
+				c->getBonusLocalFirst(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE))->val = cc.defense;
+			if(cc.speed >= 0)
+				c->getBonusLocalFirst(Selector::type(Bonus::STACKS_SPEED))->val = cc.speed;
+			if(cc.HP >= 0)
+				c->getBonusLocalFirst(Selector::type(Bonus::STACK_HEALTH))->val = cc.HP;
+			if(cc.dmg >= 0)
+			{
+				c->getBonusLocalFirst(Selector::typeSubtype(Bonus::CREATURE_DAMAGE, 1))->val = cc.dmg;
+				c->getBonusLocalFirst(Selector::typeSubtype(Bonus::CREATURE_DAMAGE, 2))->val = cc.dmg;
+			}
+			if(cc.shoots >= 0)
+				c->getBonusLocalFirst(Selector::type(Bonus::SHOTS))->val = cc.shoots;
+		}
+	}
+
+	curB = BattleInfo::setupBattle(int3(), dp.terType, dp.bfieldType, armies, heroes, false, town);
+	curB->obstacles = dp.obstacles;
+	curB->localInit();
+}
+
+void CGameState::checkMapChecksum()
+{
+	logGlobal->infoStream() << "\tOur checksum for the map: "<< map->checksum;
+	if(scenarioOps->mapfileChecksum)
+	{
+		logGlobal->infoStream() << "\tServer checksum for " << scenarioOps->mapname <<": "<< scenarioOps->mapfileChecksum;
+		if(map->checksum != scenarioOps->mapfileChecksum)
+		{
+			logGlobal->errorStream() << "Wrong map checksum!!!";
+			throw std::runtime_error("Wrong checksum");
+		}
+	}
+	else
+	{
+		scenarioOps->mapfileChecksum = map->checksum;
+	}
+}
+
+void CGameState::initGrailPosition()
+{
+	logGlobal->debugStream() << "\tPicking grail position";
+	//pick grail location
+	if(map->grailPos.x < 0 || map->grailRadious) //grail not set or set within a radius around some place
+	{
+		if(!map->grailRadious) //radius not given -> anywhere on map
+			map->grailRadious = map->width * 2;
+
+		std::vector<int3> allowedPos;
+		static const int BORDER_WIDTH = 9; // grail must be at least 9 tiles away from border
+
+		// add all not blocked tiles in range
+		for (int i = BORDER_WIDTH; i < map->width - BORDER_WIDTH ; i++)
+		{
+			for (int j = BORDER_WIDTH; j < map->height - BORDER_WIDTH; j++)
+			{
+				for (int k = 0; k < (map->twoLevel ? 2 : 1); k++)
+				{
+					const TerrainTile &t = map->getTile(int3(i, j, k));
+					if(!t.blocked
+						&& !t.visitable
+						&& t.terType != ETerrainType::WATER
+						&& t.terType != ETerrainType::ROCK
+						&& map->grailPos.dist2d(int3(i,j,k)) <= map->grailRadious)
+						allowedPos.push_back(int3(i,j,k));
+				}
+			}
+		}
+
+		//remove tiles with holes
+		for(auto & elem : map->objects)
+			if(elem && elem->ID == Obj::HOLE)
+				allowedPos -= elem->pos;
+
+		if(!allowedPos.empty())
+		{
+			map->grailPos = *RandomGeneratorUtil::nextItem(allowedPos, rand);
+		}
+		else
+		{
+			logGlobal->warnStream() << "Warning: Grail cannot be placed, no appropriate tile found!";
+		}
+	}
+}
+
+void CGameState::initRandomFactionsForPlayers()
+{
+	logGlobal->debugStream() << "\tPicking random factions for players";
+	for(auto & elem : scenarioOps->playerInfos)
+	{
+		if(elem.second.castle==-1)
+		{
+			auto randomID = rand.nextInt(map->players[elem.first.getNum()].allowedFactions.size() - 1);
+			auto iter = map->players[elem.first.getNum()].allowedFactions.begin();
+			std::advance(iter, randomID);
+
+			elem.second.castle = *iter;
+		}
+	}
+}
+
+void CGameState::randomizeMapObjects()
+{
+	logGlobal->debugStream() << "\tRandomizing objects";
+	for(CGObjectInstance *obj : map->objects)
+	{
+		if(!obj) continue;
+
+		randomizeObject(obj);
+		obj->hoverName = VLC->generaltexth->names[obj->ID];
+
+		//handle Favouring Winds - mark tiles under it
+		if(obj->ID == Obj::FAVORABLE_WINDS)
+		{
+			for (int i = 0; i < obj->getWidth() ; i++)
+			{
+				for (int j = 0; j < obj->getHeight() ; j++)
+				{
+					int3 pos = obj->pos - int3(i,j,0);
+					if(map->isInTheMap(pos)) map->getTile(pos).extTileFlags |= 128;
+				}
+			}
+		}
+	}
+}
+
+void CGameState::initPlayerStates()
+{
+	logGlobal->debugStream() << "\tCreating player entries in gs";
+	for(auto & elem : scenarioOps->playerInfos)
+	{
+		std::pair<PlayerColor, PlayerState> ins(elem.first,PlayerState());
+		ins.second.color=ins.first;
+		ins.second.human = elem.second.playerID;
+		ins.second.team = map->players[ins.first.getNum()].team;
+		teams[ins.second.team].id = ins.second.team;//init team
+		teams[ins.second.team].players.insert(ins.first);//add player to team
+		players.insert(ins);
+	}
+}
+
+void CGameState::placeCampaignHeroes()
+{
+	if (scenarioOps->campState)
+	{
+		// place bonus hero
+		auto campaignBonus = scenarioOps->campState->getBonusForCurrentMap();
+		bool campaignGiveHero = campaignBonus && campaignBonus.get().type == CScenarioTravel::STravelBonus::HERO;
+
+		if(campaignGiveHero)
+		{
+			auto playerColor = PlayerColor(campaignBonus->info1);
+			auto it = scenarioOps->playerInfos.find(playerColor);
+			if(it != scenarioOps->playerInfos.end())
+			{
+				auto heroTypeId = campaignBonus->info2;
+				if(heroTypeId == 0xffff) // random bonus hero
+				{
+					heroTypeId = pickUnusedHeroTypeRandomly(playerColor);
+				}
+
+				placeStartingHero(playerColor, HeroTypeID(heroTypeId), map->players[playerColor.getNum()].posOfMainTown);
+			}
+		}
+
+		// replace heroes placeholders
+		auto crossoverHeroes = getCrossoverHeroesFromPreviousScenarios();
+
+		if(!crossoverHeroes.heroesFromAnyPreviousScenarios.empty())
+		{
+			logGlobal->debugStream() << "\tGenerate list of hero placeholders";
+			auto campaignHeroReplacements = generateCampaignHeroesToReplace(crossoverHeroes);
+
+			logGlobal->debugStream() << "\tPrepare crossover heroes";
+			prepareCrossoverHeroes(campaignHeroReplacements, scenarioOps->campState->getCurrentScenario().travelOptions);
+
+			// remove same heroes on the map which will be added through crossover heroes
+			// INFO: we will remove heroes because later it may be possible that the API doesn't allow having heroes
+			// with the same hero type id
+			std::vector<CGHeroInstance *> removedHeroes;
+
+			for(auto & campaignHeroReplacement : campaignHeroReplacements)
+			{
+				auto hero = getUsedHero(HeroTypeID(campaignHeroReplacement.hero->subID));
+				if(hero)
+				{
+					removedHeroes.push_back(hero);
+					map->heroesOnMap -= hero;
+					map->objects[hero->id.getNum()] = nullptr;
+					map->removeBlockVisTiles(hero, true);
+				}
+			}
+
+			logGlobal->debugStream() << "\tReplace placeholders with heroes";
+			replaceHeroesPlaceholders(campaignHeroReplacements);
+
+			// remove hero placeholders on map
+			for(auto obj : map->objects)
+			{
+				if(obj && obj->ID == Obj::HERO_PLACEHOLDER)
+				{
+					auto heroPlaceholder = dynamic_cast<CGHeroPlaceholder *>(obj.get());
+					map->removeBlockVisTiles(heroPlaceholder, true);
+					map->objects[heroPlaceholder->id.getNum()] = nullptr;
+					delete heroPlaceholder;
+				}
+			}
+
+			// now add removed heroes again with unused type ID
+			for(auto hero : removedHeroes)
+			{
+				si32 heroTypeId = 0;
+				if(hero->ID == Obj::HERO)
+				{
+					heroTypeId = pickUnusedHeroTypeRandomly(hero->tempOwner);
+				}
+				else if(hero->ID == Obj::PRISON)
+				{
+					auto unusedHeroTypeIds = getUnusedAllowedHeroes();
+					if(!unusedHeroTypeIds.empty())
+					{
+						heroTypeId = (*RandomGeneratorUtil::nextItem(unusedHeroTypeIds, rand)).getNum();
+					}
+					else
+					{
+						logGlobal->errorStream() << "No free hero type ID found to replace prison.";
+						assert(0);
+					}
+				}
+				else
+				{
+					assert(0); // should not happen
+				}
+
+				hero->subID = heroTypeId;
+				hero->portrait = hero->subID;
+				map->getEditManager()->insertObject(hero, hero->pos);
+			}
+		}
+	}
+}
+
+void CGameState::placeStartingHero(PlayerColor playerColor, HeroTypeID heroTypeId, int3 townPos)
+{
+	townPos.x += 1;
+
+	CGHeroInstance * hero =  static_cast<CGHeroInstance*>(createObject(Obj::HERO, heroTypeId.getNum(), townPos, playerColor));
+	map->getEditManager()->insertObject(hero, townPos);
+}
+
+CGameState::CrossoverHeroesList CGameState::getCrossoverHeroesFromPreviousScenarios() const
+{
+	CrossoverHeroesList crossoverHeroes;
+
+	auto campaignState = scenarioOps->campState;
+	auto bonus = campaignState->getBonusForCurrentMap();
+	if (bonus && bonus->type == CScenarioTravel::STravelBonus::HEROES_FROM_PREVIOUS_SCENARIO)
+	{
+		crossoverHeroes.heroesFromAnyPreviousScenarios = crossoverHeroes.heroesFromPreviousScenario = campaignState->camp->scenarios[bonus->info2].crossoverHeroes;
+	}
+	else
+	{
+		if(!campaignState->mapsConquered.empty())
+		{
+			crossoverHeroes.heroesFromPreviousScenario = campaignState->camp->scenarios[campaignState->mapsConquered.back()].crossoverHeroes;
+
+			for(auto mapNr : campaignState->mapsConquered)
+			{
+				// create a list of deleted heroes
+				auto & scenario = campaignState->camp->scenarios[mapNr];
+				auto lostCrossoverHeroes = scenario.getLostCrossoverHeroes();
+
+				// remove heroes which didn't reached the end of the scenario, but were available at the start
+				for(auto hero : lostCrossoverHeroes)
+				{
+					crossoverHeroes.heroesFromAnyPreviousScenarios.erase(range::remove_if(crossoverHeroes.heroesFromAnyPreviousScenarios,
+						CGObjectInstanceBySubIdFinder(hero)), crossoverHeroes.heroesFromAnyPreviousScenarios.end());
+				}
+
+				// now add heroes which completed the scenario
+				for(auto hero : scenario.crossoverHeroes)
+				{
+					// add new heroes and replace old heroes with newer ones
+					auto it = range::find_if(crossoverHeroes.heroesFromAnyPreviousScenarios, CGObjectInstanceBySubIdFinder(hero));
+					if (it != crossoverHeroes.heroesFromAnyPreviousScenarios.end())
+					{
+						// replace old hero with newer one
+						crossoverHeroes.heroesFromAnyPreviousScenarios[it - crossoverHeroes.heroesFromAnyPreviousScenarios.begin()] = hero;
+					}
+					else
+					{
+						// add new hero
+						crossoverHeroes.heroesFromAnyPreviousScenarios.push_back(hero);
+					}
+				}
+			}
+		}
+	}
+
+	// Now we need to perform deep copies of all heroes
+	// The lambda below replaces pointer to a hero with a pointer to its deep copy.
+	auto replaceWithDeepCopy = [](CGHeroInstance *&hero)
+	{
+		// We cache map original hero => copy.
+		// We may be called multiple times with the same hero and should return a single copy.
+		static std::map<CGHeroInstance*, CGHeroInstance*> oldToCopy;
+		if(!oldToCopy[hero])
+			oldToCopy[hero] = CMemorySerializer::deepCopy(*hero).release();
+
+		hero = oldToCopy[hero];
+	};
+	range::for_each(crossoverHeroes.heroesFromAnyPreviousScenarios, replaceWithDeepCopy);
+	range::for_each(crossoverHeroes.heroesFromPreviousScenario,     replaceWithDeepCopy);
+
+	return crossoverHeroes;
+}
+
+void CGameState::prepareCrossoverHeroes(std::vector<CGameState::CampaignHeroReplacement> & campaignHeroReplacements, const CScenarioTravel & travelOptions) const
+{
+	// create heroes list for convenience iterating
+	std::vector<CGHeroInstance *> crossoverHeroes;
+	for(auto & campaignHeroReplacement : campaignHeroReplacements)
+	{
+		crossoverHeroes.push_back(campaignHeroReplacement.hero);
+	}
+
+	// TODO replace magic numbers with named constants
+	// TODO this logic (what should be kept) should be part of CScenarioTravel and be exposed via some clean set of methods
+	if(!(travelOptions.whatHeroKeeps & 1))
+	{
+		//trimming experience
+		for(CGHeroInstance * cgh : crossoverHeroes)
+		{
+			cgh->initExp();
+		}
+	}
+
+	if(!(travelOptions.whatHeroKeeps & 2))
+	{
+		//trimming prim skills
+		for(CGHeroInstance * cgh : crossoverHeroes)
+		{
+			for(int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
+			{
+				auto sel = Selector::type(Bonus::PRIMARY_SKILL)
+					.And(Selector::subtype(g))
+					.And(Selector::sourceType(Bonus::HERO_BASE_SKILL));
+
+				cgh->getBonusLocalFirst(sel)->val = cgh->type->heroClass->primarySkillInitial[g];
+			}
+		}
+	}
+
+	if(!(travelOptions.whatHeroKeeps & 4))
+	{
+		//trimming sec skills
+		for(CGHeroInstance * cgh : crossoverHeroes)
+		{
+			cgh->secSkills = cgh->type->secSkillsInit;
+			cgh->recreateSecondarySkillsBonuses();
+		}
+	}
+
+	if(!(travelOptions.whatHeroKeeps & 8))
+	{
+		for(CGHeroInstance * cgh : crossoverHeroes)
+		{
+			// Trimming spells
+			cgh->spells.clear();
+
+			// Spellbook will also be removed
+			if (cgh->hasSpellbook())
+				ArtifactLocation(cgh, ArtifactPosition(ArtifactPosition::SPELLBOOK)).removeArtifact();
+		}
+	}
+
+	if(!(travelOptions.whatHeroKeeps & 16))
+	{
+		//trimming artifacts
+		for(CGHeroInstance * hero : crossoverHeroes)
+		{
+			size_t totalArts = GameConstants::BACKPACK_START + hero->artifactsInBackpack.size();
+			for (size_t i = 0; i < totalArts; i++ )
+			{
+				auto artifactPosition = ArtifactPosition(i);
+				if(artifactPosition == ArtifactPosition::SPELLBOOK) continue; // do not handle spellbook this way
+
+				const ArtSlotInfo *info = hero->getSlot(artifactPosition);
+				if(!info)
+					continue;
+
+				// TODO: why would there be nullptr artifacts?
+				const CArtifactInstance *art = info->artifact;
+				if(!art)
+					continue;
+
+				int id  = art->artType->id;
+				assert( 8*18 > id );//number of arts that fits into h3m format
+				bool takeable = travelOptions.artifsKeptByHero[id / 8] & ( 1 << (id%8) );
+
+				ArtifactLocation al(hero, artifactPosition);
+				if(!takeable  &&  !al.getSlot()->locked)  //don't try removing locked artifacts -> it crashes #1719
+					al.removeArtifact();
+			}
+		}
+	}
+
+	//trimming creatures
+	for(CGHeroInstance * cgh : crossoverHeroes)
+	{
+		auto shouldSlotBeErased = [&](const std::pair<SlotID, CStackInstance *> & j) -> bool
+		{
+			CreatureID::ECreatureID crid = j.second->getCreatureID().toEnum();
+			return !(travelOptions.monstersKeptByHero[crid / 8] & (1 << (crid % 8)));
+		};
+
+		auto stacksCopy = cgh->stacks; //copy of the map, so we can iterate iover it and remove stacks
+		for(auto &slotPair : stacksCopy)
+			if(shouldSlotBeErased(slotPair))
+				cgh->eraseStack(slotPair.first);
+	}
+
+	// Removing short-term bonuses
+	for(CGHeroInstance * cgh : crossoverHeroes)
+	{
+		cgh->popBonuses(Selector::durationType(Bonus::ONE_DAY));
+		cgh->popBonuses(Selector::durationType(Bonus::ONE_WEEK));
+		cgh->popBonuses(Selector::durationType(Bonus::N_TURNS));
+		cgh->popBonuses(Selector::durationType(Bonus::N_DAYS));
+		cgh->popBonuses(Selector::durationType(Bonus::ONE_BATTLE));
+	}
+
+}
+
+void CGameState::placeStartingHeroes()
+{
+	logGlobal->debugStream() << "\tGiving starting hero";
+
+	for(auto & playerSettingPair : scenarioOps->playerInfos)
+	{
+		auto playerColor = playerSettingPair.first;
+		auto & playerInfo = map->players[playerColor.getNum()];
+		if(playerInfo.generateHeroAtMainTown && playerInfo.hasMainTown)
+		{
+			// Do not place a starting hero if the hero was already placed due to a campaign bonus
+			if(scenarioOps->campState)
+			{
+				if(auto campaignBonus = scenarioOps->campState->getBonusForCurrentMap())
+				{
+					if(campaignBonus->type == CScenarioTravel::STravelBonus::HERO && playerColor == PlayerColor(campaignBonus->info1)) continue;
+				}
+			}
+
+			int heroTypeId = pickNextHeroType(playerColor);
+			if(playerSettingPair.second.hero == -1) playerSettingPair.second.hero = heroTypeId;
+
+			placeStartingHero(playerColor, HeroTypeID(heroTypeId), playerInfo.posOfMainTown);
+		}
+	}
+}
+
+void CGameState::initStartingResources()
+{
+	logGlobal->debugStream() << "\tSetting up resources";
+	const JsonNode config(ResourceID("config/startres.json"));
+	const JsonVector &vector = config["difficulty"].Vector();
+	const JsonNode &level = vector[scenarioOps->difficulty];
+
+	TResources startresAI(level["ai"]);
+	TResources startresHuman(level["human"]);
+
+	for (auto & elem : players)
+	{
+		PlayerState &p = elem.second;
+
+		if (p.human)
+			p.resources = startresHuman;
+		else
+			p.resources = startresAI;
+	}
+
+	auto getHumanPlayerInfo = [&]() -> std::vector<const PlayerSettings *>
+	{
+		std::vector<const PlayerSettings *> ret;
+		for(auto it = scenarioOps->playerInfos.cbegin();
+			it != scenarioOps->playerInfos.cend(); ++it)
+		{
+			if(it->second.playerID != PlayerSettings::PLAYER_AI)
+				ret.push_back(&it->second);
+		}
+
+		return ret;
+	};
+
+	//give start resource bonus in case of campaign
+	if (scenarioOps->mode == StartInfo::CAMPAIGN)
+	{
+		auto chosenBonus = scenarioOps->campState->getBonusForCurrentMap();
+		if(chosenBonus && chosenBonus->type == CScenarioTravel::STravelBonus::RESOURCE)
+		{
+			std::vector<const PlayerSettings *> people = getHumanPlayerInfo(); //players we will give resource bonus
+			for(const PlayerSettings *ps : people)
+			{
+				std::vector<int> res; //resources we will give
+				switch (chosenBonus->info1)
+				{
+				case 0: case 1: case 2: case 3: case 4: case 5: case 6:
+					res.push_back(chosenBonus->info1);
+					break;
+				case 0xFD: //wood+ore
+					res.push_back(Res::WOOD); res.push_back(Res::ORE);
+					break;
+				case 0xFE:  //rare
+					res.push_back(Res::MERCURY); res.push_back(Res::SULFUR); res.push_back(Res::CRYSTAL); res.push_back(Res::GEMS);
+					break;
+				default:
+					assert(0);
+					break;
+				}
+				//increasing resource quantity
+				for (auto & re : res)
+				{
+					players[ps->color].resources[re] += chosenBonus->info2;
+				}
+			}
+		}
+	}
+}
+
+void CGameState::initHeroes()
+{
+	for(auto hero : map->heroesOnMap)  //heroes instances initialization
+	{
+		if (hero->getOwner() == PlayerColor::UNFLAGGABLE)
+		{
+			logGlobal->warnStream() << "Warning - hero with uninitialized owner!";
+			continue;
+		}
+
+		hero->initHero();
+		getPlayer(hero->getOwner())->heroes.push_back(hero);
+		map->allHeroes[hero->type->ID.getNum()] = hero;
+	}
+
+	for(auto obj : map->objects) //prisons
+	{
+		if(obj && obj->ID == Obj::PRISON)
+			map->allHeroes[obj->subID] = dynamic_cast<CGHeroInstance*>(obj.get());
+	}
+
+	std::set<HeroTypeID> heroesToCreate = getUnusedAllowedHeroes(); //ids of heroes to be created and put into the pool
+	for(auto ph : map->predefinedHeroes)
+	{
+		if(!vstd::contains(heroesToCreate, HeroTypeID(ph->subID)))
+			continue;
+		ph->initHero();
+		hpool.heroesPool[ph->subID] = ph;
+		hpool.pavailable[ph->subID] = 0xff;
+		heroesToCreate.erase(ph->type->ID);
+
+		map->allHeroes[ph->subID] = ph;
+	}
+
+	for(HeroTypeID htype : heroesToCreate) //all not used allowed heroes go with default state into the pool
+	{
+		auto  vhi = new CGHeroInstance();
+		vhi->initHero(htype);
+
+		int typeID = htype.getNum();
+		map->allHeroes[typeID] = vhi;
+		hpool.heroesPool[typeID] = vhi;
+		hpool.pavailable[typeID] = 0xff;
+	}
+
+	for(auto & elem : map->disposedHeroes)
+	{
+		hpool.pavailable[elem.heroId] = elem.players;
+	}
+
+	if (scenarioOps->mode == StartInfo::CAMPAIGN) //give campaign bonuses for specific / best hero
+	{
+		auto chosenBonus = scenarioOps->campState->getBonusForCurrentMap();
+		if (chosenBonus && chosenBonus->isBonusForHero() && chosenBonus->info1 != 0xFFFE) //exclude generated heroes
+		{
+			//find human player
+			PlayerColor humanPlayer=PlayerColor::NEUTRAL;
+			for (auto & elem : players)
+			{
+				if(elem.second.human)
+				{
+					humanPlayer = elem.first;
+					break;
+				}
+			}
+			assert(humanPlayer != PlayerColor::NEUTRAL);
+
+			std::vector<ConstTransitivePtr<CGHeroInstance> > & heroes = players[humanPlayer].heroes;
+
+			if (chosenBonus->info1 == 0xFFFD) //most powerful
+			{
+				int maxB = -1;
+				for (int b=0; b<heroes.size(); ++b)
+				{
+					if (maxB == -1 || heroes[b]->getTotalStrength() > heroes[maxB]->getTotalStrength())
+					{
+						maxB = b;
+					}
+				}
+				if(maxB < 0)
+					logGlobal->warnStream() << "Warning - cannot give bonus to hero cause there are no heroes!";
+				else
+					giveCampaignBonusToHero(heroes[maxB]);
+			}
+			else //specific hero
+			{
+				for (auto & heroe : heroes)
+				{
+					if (heroe->subID == chosenBonus->info1)
+					{
+						giveCampaignBonusToHero(heroe);
+						break;
+					}
+				}
+			}
+		}
+	}
+}
+
+void CGameState::giveCampaignBonusToHero(CGHeroInstance * hero)
+{
+	const boost::optional<CScenarioTravel::STravelBonus> & curBonus = scenarioOps->campState->getBonusForCurrentMap();
+	if(!curBonus)
+		return;
+
+	if(curBonus->isBonusForHero())
+	{
+		//apply bonus
+		switch (curBonus->type)
+		{
+		case CScenarioTravel::STravelBonus::SPELL:
+			hero->spells.insert(SpellID(curBonus->info2));
+			break;
+		case CScenarioTravel::STravelBonus::MONSTER:
+			{
+				for(int i=0; i<GameConstants::ARMY_SIZE; i++)
+				{
+					if(hero->slotEmpty(SlotID(i)))
+					{
+						hero->addToSlot(SlotID(i), CreatureID(curBonus->info2), curBonus->info3);
+						break;
+					}
+				}
+			}
+			break;
+		case CScenarioTravel::STravelBonus::ARTIFACT:
+			gs->giveHeroArtifact(hero, static_cast<ArtifactID>(curBonus->info2));
+			break;
+		case CScenarioTravel::STravelBonus::SPELL_SCROLL:
+			{
+				CArtifactInstance * scroll = CArtifactInstance::createScroll(SpellID(curBonus->info2).toSpell());
+				scroll->putAt(ArtifactLocation(hero, scroll->firstAvailableSlot(hero)));
+			}
+			break;
+		case CScenarioTravel::STravelBonus::PRIMARY_SKILL:
+			{
+				const ui8* ptr = reinterpret_cast<const ui8*>(&curBonus->info2);
+				for (int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
+				{
+					int val = ptr[g];
+					if (val == 0)
+					{
+						continue;
+					}
+					auto bb = new Bonus(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::CAMPAIGN_BONUS, val, *scenarioOps->campState->currentMap, g);
+					hero->addNewBonus(bb);
+				}
+			}
+			break;
+		case CScenarioTravel::STravelBonus::SECONDARY_SKILL:
+			hero->setSecSkillLevel(SecondarySkill(curBonus->info2), curBonus->info3, true);
+			break;
+		}
+	}
+}
+
+void CGameState::initFogOfWar()
+{
+	logGlobal->debugStream() << "\tFog of war"; //FIXME: should be initialized after all bonuses are set
+	for(auto & elem : teams)
+	{
+		elem.second.fogOfWarMap.resize(map->width);
+		for(int g=0; g<map->width; ++g)
+			elem.second.fogOfWarMap[g].resize(map->height);
+
+		for(int g=-0; g<map->width; ++g)
+			for(int h=0; h<map->height; ++h)
+				elem.second.fogOfWarMap[g][h].resize(map->twoLevel ? 2 : 1, 0);
+
+		for(int g=0; g<map->width; ++g)
+			for(int h=0; h<map->height; ++h)
+				for(int v = 0; v < (map->twoLevel ? 2 : 1); ++v)
+					elem.second.fogOfWarMap[g][h][v] = 0;
+
+		for(CGObjectInstance *obj : map->objects)
+		{
+			if(!obj || !vstd::contains(elem.second.players, obj->tempOwner)) continue; //not a flagged object
+
+			std::unordered_set<int3, ShashInt3> tiles;
+			obj->getSightTiles(tiles);
+			for(int3 tile : tiles)
+			{
+				elem.second.fogOfWarMap[tile.x][tile.y][tile.z] = 1;
+			}
+		}
+	}
+}
+
+void CGameState::initStartingBonus()
+{
+	logGlobal->debugStream() << "\tStarting bonuses";
+	for(auto & elem : players)
+	{
+		//starting bonus
+		if(scenarioOps->playerInfos[elem.first].bonus==PlayerSettings::RANDOM)
+			scenarioOps->playerInfos[elem.first].bonus = static_cast<PlayerSettings::Ebonus>(rand.nextInt(2));
+		switch(scenarioOps->playerInfos[elem.first].bonus)
+		{
+		case PlayerSettings::GOLD:
+			elem.second.resources[Res::GOLD] += rand.nextInt(500, 1000);
+			break;
+		case PlayerSettings::RESOURCE:
+			{
+				int res = VLC->townh->factions[scenarioOps->playerInfos[elem.first].castle]->town->primaryRes;
+				if(res == Res::WOOD_AND_ORE)
+				{
+					elem.second.resources[Res::WOOD] += rand.nextInt(5, 10);
+					elem.second.resources[Res::ORE] += rand.nextInt(5, 10);
+				}
+				else
+				{
+					elem.second.resources[res] += rand.nextInt(3, 6);
+				}
+				break;
+			}
+		case PlayerSettings::ARTIFACT:
+			{
+				if(!elem.second.heroes.size())
+				{
+					logGlobal->debugStream() << "Cannot give starting artifact - no heroes!";
+					break;
+				}
+				CArtifact *toGive;
+				toGive = VLC->arth->artifacts[VLC->arth->pickRandomArtifact(rand, CArtifact::ART_TREASURE)];
+
+				CGHeroInstance *hero = elem.second.heroes[0];
+				giveHeroArtifact(hero, toGive->id);
+			}
+			break;
+		}
+	}
+}
+
+void CGameState::initTowns()
+{
+	logGlobal->debugStream() << "\tTowns";
+
+	//campaign bonuses for towns
+	if (scenarioOps->mode == StartInfo::CAMPAIGN)
+	{
+		auto chosenBonus = scenarioOps->campState->getBonusForCurrentMap();
+
+		if (chosenBonus && chosenBonus->type == CScenarioTravel::STravelBonus::BUILDING)
+		{
+			for (int g=0; g<map->towns.size(); ++g)
+			{
+				PlayerState * owner = getPlayer(map->towns[g]->getOwner());
+				if (owner)
+				{
+					PlayerInfo & pi = map->players[owner->color.getNum()];
+
+					if (owner->human && //human-owned
+						map->towns[g]->pos == pi.posOfMainTown + int3(2, 0, 0))
+					{
+						map->towns[g]->builtBuildings.insert(
+							CBuildingHandler::campToERMU(chosenBonus->info1, map->towns[g]->subID, map->towns[g]->builtBuildings));
+						break;
+					}
+				}
+			}
+		}
+	}
+
+	CGTownInstance::universitySkills.clear();
+	for ( int i=0; i<4; i++)
+		CGTownInstance::universitySkills.push_back(14+i);//skills for university
+
+	for (auto & elem : map->towns)
+	{
+		CGTownInstance * vti =(elem);
+		if(!vti->town)
+		{
+			vti->town = VLC->townh->factions[vti->subID]->town;
+		}
+		if(vti->name.empty())
+		{
+			vti->name = *RandomGeneratorUtil::nextItem(vti->town->names, rand);
+		}
+
+		//init buildings
+		if(vstd::contains(vti->builtBuildings, BuildingID::DEFAULT)) //give standard set of buildings
+		{
+			vti->builtBuildings.erase(BuildingID::DEFAULT);
+			vti->builtBuildings.insert(BuildingID::VILLAGE_HALL);
+			vti->builtBuildings.insert(BuildingID::TAVERN);
+			vti->builtBuildings.insert(BuildingID::DWELL_FIRST);
+			if(rand.nextInt(1) == 1)
+			{
+				vti->builtBuildings.insert(BuildingID::DWELL_LVL_2);
+			}
+		}
+
+		//#1444 - remove entries that don't have buildings defined (like some unused extra town hall buildings)
+		vstd::erase_if(vti->builtBuildings, [vti](BuildingID bid){
+			return !vti->town->buildings.count(bid) || !vti->town->buildings.at(bid); });
+
+		if (vstd::contains(vti->builtBuildings, BuildingID::SHIPYARD) && vti->shipyardStatus()==IBoatGenerator::TILE_BLOCKED)
+			vti->builtBuildings.erase(BuildingID::SHIPYARD);//if we have harbor without water - erase it (this is H3 behaviour)
+
+		//init hordes
+		for (int i = 0; i<GameConstants::CREATURES_PER_TOWN; i++)
+			if (vstd::contains(vti->builtBuildings,(-31-i))) //if we have horde for this level
+			{
+				vti->builtBuildings.erase(BuildingID(-31-i));//remove old ID
+				if (vti->town->hordeLvl.at(0) == i)//if town first horde is this one
+				{
+					vti->builtBuildings.insert(BuildingID::HORDE_1);//add it
+					if (vstd::contains(vti->builtBuildings,(BuildingID::DWELL_UP_FIRST+i)))//if we have upgraded dwelling as well
+						vti->builtBuildings.insert(BuildingID::HORDE_1_UPGR);//add it as well
+				}
+				if (vti->town->hordeLvl.at(1) == i)//if town second horde is this one
+				{
+					vti->builtBuildings.insert(BuildingID::HORDE_2);
+					if (vstd::contains(vti->builtBuildings,(BuildingID::DWELL_UP_FIRST+i)))
+						vti->builtBuildings.insert(BuildingID::HORDE_2_UPGR);
+				}
+			}
+
+		//Early check for #1444-like problems
+		for(auto building : vti->builtBuildings)
+		{
+			assert(vti->town->buildings.at(building) != nullptr);
+			UNUSED(building);
+		}
+
+		//town events
+		for(CCastleEvent &ev : vti->events)
+		{
+			for (int i = 0; i<GameConstants::CREATURES_PER_TOWN; i++)
+				if (vstd::contains(ev.buildings,(-31-i))) //if we have horde for this level
+				{
+					ev.buildings.erase(BuildingID(-31-i));
+					if (vti->town->hordeLvl.at(0) == i)
+						ev.buildings.insert(BuildingID::HORDE_1);
+					if (vti->town->hordeLvl.at(1) == i)
+						ev.buildings.insert(BuildingID::HORDE_2);
+				}
+		}
+		//init spells
+		logGlobal->debugStream() << "\t\tTown init spells";
+		vti->spells.resize(GameConstants::SPELL_LEVELS);
+
+		for(ui32 z=0; z<vti->obligatorySpells.size();z++)
+		{
+			CSpell *s = vti->obligatorySpells[z].toSpell();
+			vti->spells[s->level-1].push_back(s->id);
+			vti->possibleSpells -= s->id;
+		}
+		logGlobal->debugStream() << "\t\tTown init spells2";
+		while(vti->possibleSpells.size())
+		{
+			ui32 total=0;
+			int sel = -1;
+
+			for(ui32 ps=0;ps<vti->possibleSpells.size();ps++)
+				total += vti->possibleSpells[ps].toSpell()->getProbability(vti->subID);
+
+			if (total == 0) // remaining spells have 0 probability
+				break;
+
+			auto r = rand.nextInt(total - 1);
+			for(ui32 ps=0; ps<vti->possibleSpells.size();ps++)
+			{
+				r -= vti->possibleSpells[ps].toSpell()->getProbability(vti->subID);
+				if(r<0)
+				{
+					sel = ps;
+					break;
+				}
+			}
+			if(sel<0)
+				sel=0;
+
+			CSpell *s = vti->possibleSpells[sel].toSpell();
+			vti->spells[s->level-1].push_back(s->id);
+			vti->possibleSpells -= s->id;
+		}
+		vti->possibleSpells.clear();
+		if(vti->getOwner() != PlayerColor::NEUTRAL)
+			getPlayer(vti->getOwner())->towns.push_back(vti);
+        logGlobal->debugStream() << "\t\tTown init spells3";
+
+	}
+}
+
+void CGameState::initMapObjects()
+{
+	logGlobal->debugStream() << "\tObject initialization";
+//	objCaller->preInit();
+	for(CGObjectInstance *obj : map->objects)
+	{
+		if(obj)
+			obj->initObj();
+	}
+	for(CGObjectInstance *obj : map->objects)
+	{
+		if(!obj)
+			continue;
+
+		switch (obj->ID)
+		{
+			case Obj::QUEST_GUARD:
+			case Obj::SEER_HUT:
+			{
+				auto q = static_cast<CGSeerHut*>(obj);
+				assert (q);
+				q->setObjToKill();
+			}
+		}
+	}
+	CGTeleport::postInit(); //pairing subterranean gates
+}
+
+void CGameState::initVisitingAndGarrisonedHeroes()
+{
+	for(auto k=players.begin(); k!=players.end(); ++k)
+	{
+		if(k->first==PlayerColor::NEUTRAL)
+			continue;
+
+		//init visiting and garrisoned heroes
+		for(CGHeroInstance *h : k->second.heroes)
+		{
+			for(CGTownInstance *t : k->second.towns)
+			{
+				int3 vistile = t->pos; vistile.x--; //tile next to the entrance
+				if(vistile == h->pos || h->pos==t->pos)
+				{
+					t->setVisitingHero(h);
+					if(h->pos == t->pos) //visiting hero placed in the editor has same pos as the town - we need to correct it
+					{
+						map->removeBlockVisTiles(h);
+						h->pos.x -= 1;
+						map->addBlockVisTiles(h);
+					}
+					break;
+				}
+			}
+		}
+	}
+}
+
+BFieldType CGameState::battleGetBattlefieldType(int3 tile)
+{
+	if(tile==int3() && curB)
+		tile = curB->tile;
+	else if(tile==int3() && !curB)
+		return BFieldType::NONE;
+
+	const TerrainTile &t = map->getTile(tile);
+	//fight in mine -> subterranean
+	if(dynamic_cast<const CGMine *>(t.visitableObjects.front()))
+		return BFieldType::SUBTERRANEAN;
+
+	for(auto &obj : map->objects)
+	{
+		//look only for objects covering given tile
+		if( !obj || obj->pos.z != tile.z
+		  || !obj->coveringAt(tile.x - obj->pos.x, tile.y - obj->pos.y))
+			continue;
+
+		switch(obj->ID)
+		{
+		case Obj::CLOVER_FIELD:
+			return BFieldType::CLOVER_FIELD;
+		case Obj::CURSED_GROUND1: case Obj::CURSED_GROUND2:
+			return BFieldType::CURSED_GROUND;
+		case Obj::EVIL_FOG:
+			return BFieldType::EVIL_FOG;
+		case Obj::FAVORABLE_WINDS:
+			return BFieldType::FAVOURABLE_WINDS;
+		case Obj::FIERY_FIELDS:
+			return BFieldType::FIERY_FIELDS;
+		case Obj::HOLY_GROUNDS:
+			return BFieldType::HOLY_GROUND;
+		case Obj::LUCID_POOLS:
+			return BFieldType::LUCID_POOLS;
+		case Obj::MAGIC_CLOUDS:
+			return BFieldType::MAGIC_CLOUDS;
+		case Obj::MAGIC_PLAINS1: case Obj::MAGIC_PLAINS2:
+			return BFieldType::MAGIC_PLAINS;
+		case Obj::ROCKLANDS:
+			return BFieldType::ROCKLANDS;
+		}
+	}
+
+	if(!t.isWater() && t.isCoastal())
+		return BFieldType::SAND_SHORE;
+
+    switch(t.terType)
+	{
+    case ETerrainType::DIRT:
+		return BFieldType(rand.nextInt(3, 5));
+    case ETerrainType::SAND:
+		return BFieldType::SAND_MESAS; //TODO: coast support
+    case ETerrainType::GRASS:
+		return BFieldType(rand.nextInt(6, 7));
+    case ETerrainType::SNOW:
+		return BFieldType(rand.nextInt(10, 11));
+    case ETerrainType::SWAMP:
+		return BFieldType::SWAMP_TREES;
+    case ETerrainType::ROUGH:
+		return BFieldType::ROUGH;
+    case ETerrainType::SUBTERRANEAN:
+		return BFieldType::SUBTERRANEAN;
+    case ETerrainType::LAVA:
+		return BFieldType::LAVA;
+    case ETerrainType::WATER:
+		return BFieldType::SHIP;
+    case ETerrainType::ROCK:
+		return BFieldType::ROCKLANDS;
+	default:
+		return BFieldType::NONE;
+	}
+}
+
+UpgradeInfo CGameState::getUpgradeInfo(const CStackInstance &stack)
+{
+	UpgradeInfo ret;
+	const CCreature *base = stack.type;
+
+	const CGHeroInstance *h = stack.armyObj->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(stack.armyObj) : nullptr;
+	const CGTownInstance *t = nullptr;
+
+	if(stack.armyObj->ID == Obj::TOWN)
+		t = static_cast<const CGTownInstance *>(stack.armyObj);
+	else if(h)
+	{	//hero specialty
+		TBonusListPtr lista = h->getBonuses(Selector::typeSubtype(Bonus::SPECIAL_UPGRADE, base->idNumber));
+		for(const Bonus *it : *lista)
+		{
+			auto nid = CreatureID(it->additionalInfo);
+			if (nid != base->idNumber) //in very specific case the upgrade is available by default (?)
+			{
+				ret.newID.push_back(nid);
+				ret.cost.push_back(VLC->creh->creatures[nid]->cost - base->cost);
+			}
+		}
+		t = h->visitedTown;
+	}
+	if(t)
+	{
+		for(const CGTownInstance::TCreaturesSet::value_type & dwelling : t->creatures)
+		{
+			if (vstd::contains(dwelling.second, base->idNumber)) //Dwelling with our creature
+			{
+				for(auto upgrID : dwelling.second)
+				{
+					if(vstd::contains(base->upgrades, upgrID)) //possible upgrade
+					{
+						ret.newID.push_back(upgrID);
+						ret.cost.push_back(VLC->creh->creatures[upgrID]->cost - base->cost);
+					}
+				}
+			}
+		}
+	}
+
+	//hero is visiting Hill Fort
+	if(h && map->getTile(h->visitablePos()).visitableObjects.front()->ID == Obj::HILL_FORT)
+	{
+		static const int costModifiers[] = {0, 25, 50, 75, 100}; //we get cheaper upgrades depending on level
+		const int costModifier = costModifiers[std::min<int>(std::max((int)base->level - 1, 0), ARRAY_COUNT(costModifiers) - 1)];
+
+		for(auto nid : base->upgrades)
+		{
+			ret.newID.push_back(nid);
+			ret.cost.push_back((VLC->creh->creatures[nid]->cost - base->cost) * costModifier / 100);
+		}
+	}
+
+	if(ret.newID.size())
+		ret.oldID = base->idNumber;
+
+	for (Res::ResourceSet &cost : ret.cost)
+		cost.positive(); //upgrade cost can't be negative, ignore missing resources
+
+	return ret;
+}
+
+PlayerRelations::PlayerRelations CGameState::getPlayerRelations( PlayerColor color1, PlayerColor color2 )
+{
+	if ( color1 == color2 )
+		return PlayerRelations::SAME_PLAYER;
+	if(color1 == PlayerColor::NEUTRAL || color2 == PlayerColor::NEUTRAL) //neutral player has no friends
+		return PlayerRelations::ENEMIES;
+
+	const TeamState * ts = getPlayerTeam(color1);
+	if (ts && vstd::contains(ts->players, color2))
+		return PlayerRelations::ALLIES;
+	return PlayerRelations::ENEMIES;
+}
+
+void CGameState::getNeighbours(const TerrainTile &srct, int3 tile, std::vector<int3> &vec, const boost::logic::tribool &onLand, bool limitCoastSailing)
+{
+	static const int3 dirs[] = { int3(0,1,0),int3(0,-1,0),int3(-1,0,0),int3(+1,0,0),
+					int3(1,1,0),int3(-1,1,0),int3(1,-1,0),int3(-1,-1,0) };
+
+	//vec.reserve(8); //optimization
+	for (auto & dir : dirs)
+	{
+		const int3 hlp = tile + dir;
+		if(!map->isInTheMap(hlp))
+			continue;
+
+		const TerrainTile &hlpt = map->getTile(hlp);
+
+// 		//we cannot visit things from blocked tiles
+// 		if(srct.blocked && !srct.visitable && hlpt.visitable && srct.blockingObjects.front()->ID != HEROI_TYPE)
+// 		{
+// 			continue;
+// 		}
+
+        if(srct.terType == ETerrainType::WATER && limitCoastSailing && hlpt.terType == ETerrainType::WATER && dir.x && dir.y) //diagonal move through water
+		{
+			int3 hlp1 = tile,
+				hlp2 = tile;
+			hlp1.x += dir.x;
+			hlp2.y += dir.y;
+
+            if(map->getTile(hlp1).terType != ETerrainType::WATER || map->getTile(hlp2).terType != ETerrainType::WATER)
+				continue;
+		}
+
+        if((indeterminate(onLand)  ||  onLand == (hlpt.terType!=ETerrainType::WATER) )
+            && hlpt.terType != ETerrainType::ROCK)
+		{
+			vec.push_back(hlp);
+		}
+	}
+}
+
+int CGameState::getMovementCost(const CGHeroInstance *h, const int3 &src, const int3 &dest, bool flying, int remainingMovePoints, bool checkLast)
+{
+	if(src == dest) //same tile
+		return 0;
+
+	TerrainTile &s = map->getTile(src),
+		&d = map->getTile(dest);
+
+	//get basic cost
+	int ret = h->getTileCost(d,s);
+
+	if(d.blocked && flying)
+	{
+		bool freeFlying = h->getBonusesCount(Selector::typeSubtype(Bonus::FLYING_MOVEMENT, 1)) > 0;
+
+		if(!freeFlying)
+		{
+			ret *= 1.4; //40% penalty for movement over blocked tile
+		}
+	}
+    else if (d.terType == ETerrainType::WATER)
+	{
+		if(h->boat && s.hasFavourableWinds() && d.hasFavourableWinds()) //Favourable Winds
+			ret *= 0.666;
+		else if (!h->boat && h->getBonusesCount(Selector::typeSubtype(Bonus::WATER_WALKING, 1)) > 0)
+			ret *= 1.4; //40% penalty for water walking
+	}
+
+	if(src.x != dest.x  &&  src.y != dest.y) //it's diagonal move
+	{
+		int old = ret;
+		ret *= 1.414213;
+		//diagonal move costs too much but normal move is possible - allow diagonal move for remaining move points
+		if(ret > remainingMovePoints  &&  remainingMovePoints >= old)
+		{
+			return remainingMovePoints;
+		}
+	}
+
+
+	int left = remainingMovePoints-ret;
+	if(checkLast  &&  left > 0  &&  remainingMovePoints-ret < 250) //it might be the last tile - if no further move possible we take all move points
+	{
+		std::vector<int3> vec;
+		vec.reserve(8); //optimization
+        getNeighbours(d, dest, vec, s.terType != ETerrainType::WATER, true);
+		for(auto & elem : vec)
+		{
+			int fcost = getMovementCost(h,dest, elem, flying, left, false);
+			if(fcost <= left)
+			{
+				return ret;
+			}
+		}
+		ret = remainingMovePoints;
+	}
+	return ret;
+}
+
+void CGameState::apply(CPack *pack)
+{
+	ui16 typ = typeList.getTypeID(pack);
+	applierGs->apps[typ]->applyOnGS(this,pack);
+}
+
+void CGameState::calculatePaths(const CGHeroInstance *hero, CPathsInfo &out, int3 src, int movement)
+{
+	CPathfinder pathfinder(out, this, hero);
+	pathfinder.calculatePaths(src, movement);
+}
+
+/**
+ * Tells if the tile is guarded by a monster as well as the position
+ * of the monster that will attack on it.
+ *
+ * @return int3(-1, -1, -1) if the tile is unguarded, or the position of
+ * the monster guarding the tile.
+ */
+std::vector<CGObjectInstance*> CGameState::guardingCreatures (int3 pos) const
+{
+	std::vector<CGObjectInstance*> guards;
+	const int3 originalPos = pos;
+	if (!map->isInTheMap(pos))
+		return guards;
+
+	const TerrainTile &posTile = map->getTile(pos);
+	if (posTile.visitable)
+	{
+		for (CGObjectInstance* obj : posTile.visitableObjects)
+		{
+			if(obj->blockVisit)
+			{
+				if (obj->ID == Obj::MONSTER) // Monster
+					guards.push_back(obj);
+			}
+		}
+	}
+	pos -= int3(1, 1, 0); // Start with top left.
+	for (int dx = 0; dx < 3; dx++)
+	{
+		for (int dy = 0; dy < 3; dy++)
+		{
+			if (map->isInTheMap(pos))
+			{
+				const auto & tile = map->getTile(pos);
+                if (tile.visitable && (tile.isWater() == posTile.isWater()))
+				{
+					for (CGObjectInstance* obj : tile.visitableObjects)
+					{
+						if (obj->ID == Obj::MONSTER  &&  map->checkForVisitableDir(pos, &map->getTile(originalPos), originalPos)) // Monster being able to attack investigated tile
+						{
+							guards.push_back(obj);
+						}
+					}
+				}
+			}
+
+			pos.y++;
+		}
+		pos.y -= 3;
+		pos.x++;
+	}
+	return guards;
+
+}
+
+int3 CGameState::guardingCreaturePosition (int3 pos) const
+{
+	return gs->map->guardingCreaturePositions[pos.x][pos.y][pos.z];
+}
+
+bool CGameState::isVisible(int3 pos, PlayerColor player)
+{
+	if(player == PlayerColor::NEUTRAL)
+		return false;
+	return getPlayerTeam(player)->fogOfWarMap[pos.x][pos.y][pos.z];
+}
+
+bool CGameState::isVisible( const CGObjectInstance *obj, boost::optional<PlayerColor> player )
+{
+	if(!player)
+		return true;
+
+	if(*player == PlayerColor::NEUTRAL) //-> TODO ??? needed?
+		return false;
+	//object is visible when at least one blocked tile is visible
+	for(int fy=0; fy < obj->getHeight(); ++fy)
+	{
+		for(int fx=0; fx < obj->getWidth(); ++fx)
+		{
+			int3 pos = obj->pos + int3(-fx, -fy, 0);
+
+			if ( map->isInTheMap(pos) &&
+				 obj->coveringAt(pos.x, pos.y) &&
+				 isVisible(pos, *player))
+				return true;
+		}
+	}
+	return false;
+}
+
+bool CGameState::checkForVisitableDir(const int3 & src, const int3 & dst) const
+{
+	const TerrainTile * pom = &map->getTile(dst);
+	return map->checkForVisitableDir(src, pom, dst);
+}
+
+EVictoryLossCheckResult CGameState::checkForVictoryAndLoss(PlayerColor player) const
+{
+	const std::string & messageWonSelf = VLC->generaltexth->allTexts[659];
+	const std::string & messageWonOther = VLC->generaltexth->allTexts[5];
+	const std::string & messageLostSelf = VLC->generaltexth->allTexts[7];
+	const std::string & messageLostOther = VLC->generaltexth->allTexts[8];
+
+	auto evaluateEvent = [=](const EventCondition & condition)
+	{
+		return this->checkForVictory(player, condition);
+	};
+
+	const PlayerState *p = CGameInfoCallback::getPlayer(player);
+
+	//cheater or tester, but has entered the code...
+	if (p->enteredWinningCheatCode)
+		return EVictoryLossCheckResult::victory(messageWonSelf, messageWonOther);
+
+	if (p->enteredLosingCheatCode)
+		return EVictoryLossCheckResult::defeat(messageLostSelf, messageLostOther);
+
+	for (const TriggeredEvent & event : map->triggeredEvents)
+	{
+		if ((event.trigger.test(evaluateEvent)))
+		{
+			if (event.effect.type == EventEffect::VICTORY)
+				return EVictoryLossCheckResult::victory(event.onFulfill, event.effect.toOtherMessage);
+
+			if (event.effect.type == EventEffect::DEFEAT)
+				return EVictoryLossCheckResult::defeat(event.onFulfill, event.effect.toOtherMessage);
+		}
+	}
+
+	if (checkForStandardLoss(player))
+	{
+		return EVictoryLossCheckResult::defeat(messageLostSelf, messageLostOther);
+	}
+	return EVictoryLossCheckResult();
+}
+
+bool CGameState::checkForVictory( PlayerColor player, const EventCondition & condition ) const
+{
+	const PlayerState *p = CGameInfoCallback::getPlayer(player);
+	switch (condition.condition)
+	{
+		case EventCondition::STANDARD_WIN:
+		{
+			return player == checkForStandardWin();
+		}
+		case EventCondition::HAVE_ARTIFACT: //check if any hero has winning artifact
+		{
+			for(auto & elem : p->heroes)
+				if(elem->hasArt(condition.objectType))
+					return true;
+			return false;
+		}
+		case EventCondition::HAVE_CREATURES:
+		{
+			//check if in players armies there is enough creatures
+			int total = 0; //creature counter
+			for(size_t i = 0; i < map->objects.size(); i++)
+			{
+				const CArmedInstance *ai = nullptr;
+				if(map->objects[i]
+					&& map->objects[i]->tempOwner == player //object controlled by player
+					&&  (ai = dynamic_cast<const CArmedInstance*>(map->objects[i].get()))) //contains army
+				{
+					for(auto & elem : ai->Slots()) //iterate through army
+						if(elem.second->type->idNumber == condition.objectType) //it's searched creature
+							total += elem.second->count;
+				}
+			}
+			return total >= condition.value;
+		}
+		case EventCondition::HAVE_RESOURCES:
+		{
+			return p->resources[condition.objectType] >= condition.value;
+		}
+		case EventCondition::HAVE_BUILDING:
+		{
+			if (condition.object) // specific town
+			{
+				const CGTownInstance *t = static_cast<const CGTownInstance *>(condition.object);
+				return (t->tempOwner == player && t->hasBuilt(BuildingID(condition.objectType)));
+			}
+			else // any town
+			{
+				for (const CGTownInstance * t : p->towns)
+				{
+					if (t->hasBuilt(BuildingID(condition.objectType)))
+						return true;
+				}
+				return false;
+			}
+		}
+		case EventCondition::DESTROY:
+		{
+			if (condition.object) // mode A - destroy specific object of this type
+			{
+				if (auto hero = dynamic_cast<const CGHeroInstance*>(condition.object))
+					return boost::range::find(gs->map->heroesOnMap, hero) == gs->map->heroesOnMap.end();
+				else
+					return getObj(condition.object->id) == nullptr;
+			}
+			else
+			{
+				for(auto & elem : map->objects) // mode B - destroy all objects of this type
+				{
+					if(elem && elem->ID == condition.objectType)
+						return false;
+				}
+				return true;
+			}
+		}
+		case EventCondition::CONTROL:
+		{
+			// list of players that need to control object to fulfull condition
+			// NOTE: cgameinfocallback specified explicitly in order to get const version
+			auto & team = CGameInfoCallback::getPlayerTeam(player)->players;
+
+			if (condition.object) // mode A - flag one specific object, like town
+			{
+				return team.count(condition.object->tempOwner) != 0;
+			}
+			else
+			{
+				for(auto & elem : map->objects) // mode B - flag all objects of this type
+				{
+					 //check not flagged objs
+					if ( elem && elem->ID == condition.objectType && team.count(elem->tempOwner) == 0 )
+						return false;
+				}
+				return true;
+			}
+		}
+		case EventCondition::TRANSPORT:
+		{
+			const CGTownInstance *t = static_cast<const CGTownInstance *>(condition.object);
+			if((t->visitingHero && t->visitingHero->hasArt(condition.objectType))
+				|| (t->garrisonHero && t->garrisonHero->hasArt(condition.objectType)))
+			{
+				return true;
+			}
+			return false;
+		}
+		case EventCondition::DAYS_PASSED:
+		{
+			return gs->day > condition.value;
+		}
+		case EventCondition::IS_HUMAN:
+		{
+			return p->human ? condition.value == 1 : condition.value == 0;
+		}
+		case EventCondition::DAYS_WITHOUT_TOWN:
+		{
+			if (p->daysWithoutCastle)
+				return p->daysWithoutCastle.get() >= condition.value;
+			else
+				return false;
+		}
+		case EventCondition::CONST_VALUE:
+		{
+			return condition.value; // just convert to bool
+		}
+	}
+	assert(0);
+	return false;
+}
+
+PlayerColor CGameState::checkForStandardWin() const
+{
+	//std victory condition is:
+	//all enemies lost
+	PlayerColor supposedWinner = PlayerColor::NEUTRAL;
+	TeamID winnerTeam = TeamID::NO_TEAM;
+	for(auto & elem : players)
+	{
+		if(elem.second.status == EPlayerStatus::INGAME && elem.first < PlayerColor::PLAYER_LIMIT)
+		{
+			if(supposedWinner == PlayerColor::NEUTRAL)
+			{
+				//first player remaining ingame - candidate for victory
+				supposedWinner = elem.second.color;
+				winnerTeam = elem.second.team;
+			}
+			else if(winnerTeam != elem.second.team)
+			{
+				//current candidate has enemy remaining in game -> no vicotry
+				return PlayerColor::NEUTRAL;
+			}
+		}
+	}
+
+	return supposedWinner;
+}
+
+bool CGameState::checkForStandardLoss( PlayerColor player ) const
+{
+	//std loss condition is: player lost all towns and heroes
+	const PlayerState &p = *CGameInfoCallback::getPlayer(player);
+	return !p.heroes.size() && !p.towns.size();
+}
+
+struct statsHLP
+{
+	typedef std::pair< PlayerColor, si64 > TStat;
+	//converts [<player's color, value>] to vec[place] -> platers
+	static std::vector< std::vector< PlayerColor > > getRank( std::vector<TStat> stats )
+	{
+		std::sort(stats.begin(), stats.end(), statsHLP());
+
+		//put first element
+		std::vector< std::vector<PlayerColor> > ret;
+		std::vector<PlayerColor> tmp;
+		tmp.push_back( stats[0].first );
+		ret.push_back( tmp );
+
+		//the rest of elements
+		for(int g=1; g<stats.size(); ++g)
+		{
+			if(stats[g].second == stats[g-1].second)
+			{
+				(ret.end()-1)->push_back( stats[g].first );
+			}
+			else
+			{
+				//create next occupied rank
+				std::vector<PlayerColor> tmp;
+				tmp.push_back(stats[g].first);
+				ret.push_back(tmp);
+			}
+		}
+
+		return ret;
+	}
+
+	bool operator()(const TStat & a, const TStat & b) const
+	{
+		return a.second > b.second;
+	}
+
+	static const CGHeroInstance * findBestHero(CGameState * gs, PlayerColor color)
+	{
+		std::vector<ConstTransitivePtr<CGHeroInstance> > &h = gs->players[color].heroes;
+		if(!h.size())
+			return nullptr;
+		//best hero will be that with highest exp
+		int best = 0;
+		for(int b=1; b<h.size(); ++b)
+		{
+			if(h[b]->exp > h[best]->exp)
+			{
+				best = b;
+			}
+		}
+		return h[best];
+	}
+
+	//calculates total number of artifacts that belong to given player
+	static int getNumberOfArts(const PlayerState * ps)
+	{
+		int ret = 0;
+		for(auto h : ps->heroes)
+		{
+			ret += h->artifactsInBackpack.size() + h->artifactsWorn.size();
+		}
+		return ret;
+	}
+
+	// get total strength of player army
+	static si64 getArmyStrength(const PlayerState * ps)
+	{
+		si64 str = 0;
+
+		for(auto h : ps->heroes)
+		{
+			if(!h->inTownGarrison)		//original h3 behavior
+				str += h->getArmyStrength();
+		}
+		return str;
+	}
+};
+
+void CGameState::obtainPlayersStats(SThievesGuildInfo & tgi, int level)
+{
+	auto playerInactive = [&](PlayerColor color)
+	{
+		return color == PlayerColor::NEUTRAL || players.at(color).status != EPlayerStatus::INGAME;
+	};
+
+#define FILL_FIELD(FIELD, VAL_GETTER) \
+	{ \
+		std::vector< std::pair< PlayerColor, si64 > > stats; \
+		for(auto g = players.begin(); g != players.end(); ++g) \
+		{ \
+			if(playerInactive(g->second.color)) \
+				continue; \
+			std::pair< PlayerColor, si64 > stat; \
+			stat.first = g->second.color; \
+			stat.second = VAL_GETTER; \
+			stats.push_back(stat); \
+		} \
+		tgi.FIELD = statsHLP::getRank(stats); \
+	}
+
+	for(auto & elem : players)
+	{
+		if(!playerInactive(elem.second.color))
+			tgi.playerColors.push_back(elem.second.color);
+	}
+
+	if(level >= 1) //num of towns & num of heroes
+	{
+		//num of towns
+		FILL_FIELD(numOfTowns, g->second.towns.size())
+		//num of heroes
+		FILL_FIELD(numOfHeroes, g->second.heroes.size())
+		//best hero's portrait
+		for(auto g = players.cbegin(); g != players.cend(); ++g)
+		{
+			if(playerInactive(g->second.color))
+				continue;
+			const CGHeroInstance * best = statsHLP::findBestHero(this, g->second.color);
+			InfoAboutHero iah;
+			iah.initFromHero(best, level >= 8);
+			iah.army.clear();
+			tgi.colorToBestHero[g->second.color] = iah;
+		}
+	}
+	if(level >= 2) //gold
+	{
+		FILL_FIELD(gold, g->second.resources[Res::GOLD])
+	}
+	if(level >= 2) //wood & ore
+	{
+		FILL_FIELD(woodOre, g->second.resources[Res::WOOD] + g->second.resources[Res::ORE])
+	}
+	if(level >= 3) //mercury, sulfur, crystal, gems
+	{
+		FILL_FIELD(mercSulfCrystGems, g->second.resources[Res::MERCURY] + g->second.resources[Res::SULFUR] + g->second.resources[Res::CRYSTAL] + g->second.resources[Res::GEMS])
+	}
+	if(level >= 4) //obelisks found
+	{
+		FILL_FIELD(obelisks, CGObelisk::visited[gs->getPlayerTeam(g->second.color)->id])
+	}
+	if(level >= 5) //artifacts
+	{
+		FILL_FIELD(artifacts, statsHLP::getNumberOfArts(&g->second))
+	}
+	if(level >= 6) //army strength
+	{
+		FILL_FIELD(army, statsHLP::getArmyStrength(&g->second))
+	}
+	if(level >= 7) //income
+	{
+		//TODO:obtainPlayersStats - income
+	}
+	if(level >= 8) //best hero's stats
+	{
+		//already set in  lvl 1 handling
+	}
+	if(level >= 9) //personality
+	{
+		for(auto g = players.cbegin(); g != players.cend(); ++g)
+		{
+			if(playerInactive(g->second.color)) //do nothing for neutral player
+				continue;
+			if(g->second.human)
+			{
+                tgi.personality[g->second.color] = EAiTactic::NONE;
+			}
+			else //AI
+			{
+                tgi.personality[g->second.color] = map->players[g->second.color.getNum()].aiTactic;
+			}
+
+		}
+	}
+	if(level >= 10) //best creature
+	{
+		//best creatures belonging to player (highest AI value)
+		for(auto g = players.cbegin(); g != players.cend(); ++g)
+		{
+			if(playerInactive(g->second.color)) //do nothing for neutral player
+				continue;
+			int bestCre = -1; //best creature's ID
+			for(auto & elem : g->second.heroes)
+			{
+				for(auto it = elem->Slots().begin(); it != elem->Slots().end(); ++it)
+				{
+					int toCmp = it->second->type->idNumber; //ID of creature we should compare with the best one
+					if(bestCre == -1 || VLC->creh->creatures[bestCre]->AIValue < VLC->creh->creatures[toCmp]->AIValue)
+					{
+						bestCre = toCmp;
+					}
+				}
+			}
+			tgi.bestCreature[g->second.color] = bestCre;
+		}
+	}
+
+#undef FILL_FIELD
+}
+
+std::map<ui32, ConstTransitivePtr<CGHeroInstance> > CGameState::unusedHeroesFromPool()
+{
+	std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = hpool.heroesPool;
+	for ( auto i = players.cbegin() ; i != players.cend();i++)
+		for(auto j = i->second.availableHeroes.cbegin(); j != i->second.availableHeroes.cend(); j++)
+			if(*j)
+				pool.erase((**j).subID);
+
+	return pool;
+}
+
+void CGameState::buildBonusSystemTree()
+{
+	buildGlobalTeamPlayerTree();
+	attachArmedObjects();
+
+	for(CGTownInstance *t : map->towns)
+	{
+		t->deserializationFix();
+	}
+	// CStackInstance <-> CCreature, CStackInstance <-> CArmedInstance, CArtifactInstance <-> CArtifact
+	// are provided on initializing / deserializing
+}
+
+void CGameState::deserializationFix()
+{
+	buildGlobalTeamPlayerTree();
+	attachArmedObjects();
+}
+
+void CGameState::buildGlobalTeamPlayerTree()
+{
+	for(auto k=teams.begin(); k!=teams.end(); ++k)
+	{
+		TeamState *t = &k->second;
+		t->attachTo(&globalEffects);
+
+		for(PlayerColor teamMember : k->second.players)
+		{
+			PlayerState *p = getPlayer(teamMember);
+			assert(p);
+			p->attachTo(t);
+		}
+	}
+}
+
+void CGameState::attachArmedObjects()
+{
+	for(CGObjectInstance *obj : map->objects)
+	{
+		if(CArmedInstance *armed = dynamic_cast<CArmedInstance*>(obj))
+			armed->whatShouldBeAttached()->attachTo(armed->whereShouldBeAttached(this));
+	}
+}
+
+void CGameState::giveHeroArtifact(CGHeroInstance *h, ArtifactID aid)
+{
+	 CArtifact * const artifact = VLC->arth->artifacts[aid]; //pointer to constant object
+	 CArtifactInstance *ai = CArtifactInstance::createNewArtifactInstance(artifact);
+	 map->addNewArtifactInstance(ai);
+	 ai->putAt(ArtifactLocation(h, ai->firstAvailableSlot(h)));
+}
+
+std::set<HeroTypeID> CGameState::getUnusedAllowedHeroes(bool alsoIncludeNotAllowed /*= false*/) const
+{
+	std::set<HeroTypeID> ret;
+	for(int i = 0; i < map->allowedHeroes.size(); i++)
+		if(map->allowedHeroes[i] || alsoIncludeNotAllowed)
+			ret.insert(HeroTypeID(i));
+
+	for(auto hero : map->heroesOnMap)  //heroes instances initialization
+	{
+		if(hero->type)
+			ret -= hero->type->ID;
+		else
+			ret -= HeroTypeID(hero->subID);
+	}
+
+	for(auto obj : map->objects) //prisons
+		if(obj && obj->ID == Obj::PRISON)
+			ret -= HeroTypeID(obj->subID);
+
+	return ret;
+}
+
+std::vector<CGameState::CampaignHeroReplacement> CGameState::generateCampaignHeroesToReplace(CrossoverHeroesList & crossoverHeroes)
+{
+	std::vector<CampaignHeroReplacement> campaignHeroReplacements;
+
+	//selecting heroes by type
+	for(auto obj : map->objects)
+	{
+		if(obj && obj->ID == Obj::HERO_PLACEHOLDER)
+		{
+			auto heroPlaceholder = dynamic_cast<CGHeroPlaceholder *>(obj.get());
+			if(heroPlaceholder->subID != 0xFF) //select by type
+			{
+				auto it = range::find_if(crossoverHeroes.heroesFromAnyPreviousScenarios, [heroPlaceholder](CGHeroInstance * hero)
+				{
+					return hero->subID == heroPlaceholder->subID;
+				});
+
+				if(it != crossoverHeroes.heroesFromAnyPreviousScenarios.end())
+				{
+					auto hero = *it;
+					crossoverHeroes.removeHeroFromBothLists(hero);
+					campaignHeroReplacements.push_back(CampaignHeroReplacement(hero, heroPlaceholder->id));
+				}
+			}
+		}
+	}
+
+	//selecting heroes by power
+	range::sort(crossoverHeroes.heroesFromPreviousScenario, [](const CGHeroInstance * a, const CGHeroInstance * b)
+	{
+		return a->getHeroStrength() > b->getHeroStrength();
+	}); //sort, descending strength
+
+	// sort hero placeholders descending power
+	std::vector<CGHeroPlaceholder *> heroPlaceholders;
+	for(auto obj : map->objects)
+	{
+		if(obj && obj->ID == Obj::HERO_PLACEHOLDER)
+		{
+			auto heroPlaceholder = dynamic_cast<CGHeroPlaceholder *>(obj.get());
+			if(heroPlaceholder->subID == 0xFF) //select by power
+			{
+				heroPlaceholders.push_back(heroPlaceholder);
+			}
+		}
+	}
+	range::sort(heroPlaceholders, [](const CGHeroPlaceholder * a, const CGHeroPlaceholder * b)
+	{
+		return a->power > b->power;
+	});
+
+	for(int i = 0; i < heroPlaceholders.size(); ++i)
+	{
+		auto heroPlaceholder = heroPlaceholders[i];
+		if(crossoverHeroes.heroesFromPreviousScenario.size() > i)
+		{
+			campaignHeroReplacements.push_back(CampaignHeroReplacement(crossoverHeroes.heroesFromPreviousScenario[i], heroPlaceholder->id));
+		}
+	}
+
+	return campaignHeroReplacements;
+}
+
+void CGameState::replaceHeroesPlaceholders(const std::vector<CGameState::CampaignHeroReplacement> & campaignHeroReplacements)
+{
+	for(auto campaignHeroReplacement : campaignHeroReplacements)
+	{
+		auto heroPlaceholder = dynamic_cast<CGHeroPlaceholder*>(getObjInstance(campaignHeroReplacement.heroPlaceholderId));
+
+		CGHeroInstance *heroToPlace = campaignHeroReplacement.hero;
+		heroToPlace->id = campaignHeroReplacement.heroPlaceholderId;
+		heroToPlace->tempOwner = heroPlaceholder->tempOwner;
+		heroToPlace->pos = heroPlaceholder->pos;
+		heroToPlace->type = VLC->heroh->heroes[heroToPlace->subID];
+
+		for(auto &&i : heroToPlace->stacks)
+			i.second->type = VLC->creh->creatures[i.second->getCreatureID()];
+
+		auto fixArtifact = [&](CArtifactInstance * art)
+		{
+			art->artType = VLC->arth->artifacts[art->artType->id];
+			gs->map->artInstances.push_back(art);
+			art->id = ArtifactInstanceID(gs->map->artInstances.size() - 1);
+		};
+
+		for(auto &&i : heroToPlace->artifactsWorn)
+			fixArtifact(i.second.artifact);
+		for(auto &&i : heroToPlace->artifactsInBackpack)
+			fixArtifact(i.artifact);
+
+		map->heroesOnMap.push_back(heroToPlace);
+		map->objects[heroToPlace->id.getNum()] = heroToPlace;
+		map->addBlockVisTiles(heroToPlace);
+
+		scenarioOps->campState->getCurrentScenario().placedCrossoverHeroes.push_back(heroToPlace);
+	}
+}
+
+bool CGameState::isUsedHero(HeroTypeID hid) const
+{
+	return getUsedHero(hid);
+}
+
+CGHeroInstance * CGameState::getUsedHero(HeroTypeID hid) const
+{
+	for(auto hero : map->heroesOnMap)  //heroes instances initialization
+	{
+		if(hero->subID == hid.getNum())
+		{
+			return hero;
+		}
+	}
+
+	for(auto obj : map->objects) //prisons
+	{
+		if(obj && obj->ID == Obj::PRISON && obj->subID == hid.getNum())
+		{
+			return dynamic_cast<CGHeroInstance *>(obj.get());
+		}
+	}
+
+	return nullptr;
+}
+
+CGPathNode::CGPathNode()
+:coord(-1,-1,-1)
+{
+	accessible = NOT_SET;
+	land = 0;
+	moveRemains = 0;
+	turns = 255;
+	theNodeBefore = nullptr;
+}
+
+bool CGPathNode::reachable() const
+{
+	return turns < 255;
+}
+
+bool CPathsInfo::getPath( const int3 &dst, CGPath &out )
+{
+	assert(isValid);
+
+	out.nodes.clear();
+	const CGPathNode *curnode = &nodes[dst.x][dst.y][dst.z];
+	if(!curnode->theNodeBefore)
+		return false;
+
+
+	while(curnode)
+	{
+		CGPathNode cpn = *curnode;
+		curnode = curnode->theNodeBefore;
+		out.nodes.push_back(cpn);
+	}
+	return true;
+}
+
+CPathsInfo::CPathsInfo( const int3 &Sizes )
+:sizes(Sizes)
+{
+	hero = nullptr;
+	nodes = new CGPathNode**[sizes.x];
+	for(int i = 0; i < sizes.x; i++)
+	{
+		nodes[i] = new CGPathNode*[sizes.y];
+		for (int j = 0; j < sizes.y; j++)
+		{
+			nodes[i][j] = new CGPathNode[sizes.z];
+		}
+	}
+}
+
+CPathsInfo::~CPathsInfo()
+{
+	for(int i = 0; i < sizes.x; i++)
+	{
+		for (int j = 0; j < sizes.y; j++)
+		{
+			delete [] nodes[i][j];
+		}
+		delete [] nodes[i];
+	}
+	delete [] nodes;
+}
+
+int3 CGPath::startPos() const
+{
+	return nodes[nodes.size()-1].coord;
+}
+
+int3 CGPath::endPos() const
+{
+	return nodes[0].coord;
+}
+
+void CGPath::convert( ui8 mode )
+{
+	if(mode==0)
+	{
+		for(auto & elem : nodes)
+		{
+			elem.coord = CGHeroInstance::convertPosition(elem.coord,true);
+		}
+	}
+}
+
+PlayerState::PlayerState()
+ : color(-1), currentSelection(0xffffffff), enteredWinningCheatCode(0),
+   enteredLosingCheatCode(0), status(EPlayerStatus::INGAME)
+{
+	setNodeType(PLAYER);
+}
+
+std::string PlayerState::nodeName() const
+{
+	return "Player " + (color.getNum() < VLC->generaltexth->capColors.size() ? VLC->generaltexth->capColors[color.getNum()] : boost::lexical_cast<std::string>(color));
+}
+
+InfoAboutArmy::InfoAboutArmy():
+    owner(PlayerColor::NEUTRAL)
+{}
+
+InfoAboutArmy::InfoAboutArmy(const CArmedInstance *Army, bool detailed)
+{
+	initFromArmy(Army, detailed);
+}
+
+void InfoAboutArmy::initFromArmy(const CArmedInstance *Army, bool detailed)
+{
+	army = ArmyDescriptor(Army, detailed);
+	owner = Army->tempOwner;
+	name = Army->getHoverText();
+}
+
+void InfoAboutHero::assign(const InfoAboutHero & iah)
+{
+	InfoAboutArmy::operator = (iah);
+
+	details = (iah.details ? new Details(*iah.details) : nullptr);
+	hclass = iah.hclass;
+	portrait = iah.portrait;
+}
+
+InfoAboutHero::InfoAboutHero():
+    details(nullptr),
+    hclass(nullptr),
+    portrait(-1)
+{}
+
+InfoAboutHero::InfoAboutHero(const InfoAboutHero & iah):
+    InfoAboutArmy()
+{
+	assign(iah);
+}
+
+InfoAboutHero::InfoAboutHero(const CGHeroInstance *h, bool detailed)
+	: details(nullptr),
+	hclass(nullptr),
+	portrait(-1)
+{
+	initFromHero(h, detailed);
+}
+
+InfoAboutHero::~InfoAboutHero()
+{
+	delete details;
+}
+
+InfoAboutHero & InfoAboutHero::operator=(const InfoAboutHero & iah)
+{
+	assign(iah);
+	return *this;
+}
+
+void InfoAboutHero::initFromHero(const CGHeroInstance *h, bool detailed)
+{
+	if(!h)
+		return;
+
+	initFromArmy(h, detailed);
+
+	hclass = h->type->heroClass;
+	name = h->name;
+	portrait = h->portrait;
+
+	if(detailed)
+	{
+		//include details about hero
+		details = new Details;
+		details->luck = h->LuckVal();
+		details->morale = h->MoraleVal();
+		details->mana = h->mana;
+		details->primskills.resize(GameConstants::PRIMARY_SKILLS);
+
+		for (int i = 0; i < GameConstants::PRIMARY_SKILLS ; i++)
+		{
+			details->primskills[i] = h->getPrimSkillLevel(static_cast<PrimarySkill::PrimarySkill>(i));
+		}
+	}
+}
+
+InfoAboutTown::InfoAboutTown():
+    details(nullptr),
+    tType(nullptr),
+    built(0),
+    fortLevel(0)
+{
+
+}
+
+InfoAboutTown::InfoAboutTown(const CGTownInstance *t, bool detailed)
+{
+	initFromTown(t, detailed);
+}
+
+InfoAboutTown::~InfoAboutTown()
+{
+	delete details;
+}
+
+void InfoAboutTown::initFromTown(const CGTownInstance *t, bool detailed)
+{
+	initFromArmy(t, detailed);
+	army = ArmyDescriptor(t->getUpperArmy(), detailed);
+	built = t->builded;
+	fortLevel = t->fortLevel();
+	name = t->name;
+	tType = t->town;
+
+	if(detailed)
+	{
+		//include details about hero
+		details = new Details;
+		details->goldIncome = t->dailyIncome();
+		details->customRes = t->hasBuilt(BuildingID::RESOURCE_SILO);
+		details->hallLevel = t->hallLevel();
+		details->garrisonedHero = t->garrisonHero;
+	}
+}
+
+ArmyDescriptor::ArmyDescriptor(const CArmedInstance *army, bool detailed)
+    : isDetailed(detailed)
+{
+	for(auto & elem : army->Slots())
+	{
+		if(detailed)
+			(*this)[elem.first] = *elem.second;
+		else
+			(*this)[elem.first] = CStackBasicDescriptor(elem.second->type, elem.second->getQuantityID());
+	}
+}
+
+ArmyDescriptor::ArmyDescriptor()
+    : isDetailed(false)
+{
+
+}
+
+int ArmyDescriptor::getStrength() const
+{
+	ui64 ret = 0;
+	if(isDetailed)
+	{
+		for(auto & elem : *this)
+			ret += elem.second.type->AIValue * elem.second.count;
+	}
+	else
+	{
+		for(auto & elem : *this)
+			ret += elem.second.type->AIValue * CCreature::estimateCreatureCount(elem.second.count);
+	}
+	return ret;
+}
+
+DuelParameters::SideSettings::StackSettings::StackSettings()
+	: type(CreatureID::NONE), count(0)
+{
+}
+
+DuelParameters::SideSettings::StackSettings::StackSettings(CreatureID Type, si32 Count)
+	: type(Type), count(Count)
+{
+}
+
+DuelParameters::SideSettings::SideSettings()
+{
+	heroId = -1;
+}
+
+DuelParameters::DuelParameters():
+    terType(ETerrainType::DIRT),
+    bfieldType(BFieldType::ROCKLANDS)
+{
+}
+
+DuelParameters DuelParameters::fromJSON(const std::string &fname)
+{
+	DuelParameters ret;
+
+	const JsonNode duelData(ResourceID("DATA/" + fname, EResType::TEXT));
+	ret.terType = ETerrainType((int)duelData["terType"].Float());
+	ret.bfieldType = BFieldType((int)duelData["bfieldType"].Float());
+	for(const JsonNode &n : duelData["sides"].Vector())
+	{
+		SideSettings &ss = ret.sides[(int)n["side"].Float()];
+		int i = 0;
+		for(const JsonNode &stackNode : n["army"].Vector())
+		{
+			ss.stacks[i].type = CreatureID((si32)stackNode.Vector()[0].Float());
+			ss.stacks[i].count = stackNode.Vector()[1].Float();
+			i++;
+		}
+
+		if(n["heroid"].getType() == JsonNode::DATA_FLOAT)
+			ss.heroId = n["heroid"].Float();
+		else
+			ss.heroId = -1;
+
+		for(const JsonNode &entry : n["heroPrimSkills"].Vector())
+			ss.heroPrimSkills.push_back(entry.Float());
+
+		for(const JsonNode &skillNode : n["heroSecSkills"].Vector())
+		{
+			std::pair<si32, si8> secSkill;
+			secSkill.first = skillNode.Vector()[0].Float();
+			secSkill.second = skillNode.Vector()[1].Float();
+			ss.heroSecSkills.push_back(secSkill);
+		}
+
+		assert(ss.heroPrimSkills.empty() || ss.heroPrimSkills.size() == GameConstants::PRIMARY_SKILLS);
+
+		if(ss.heroId != -1)
+		{
+			const JsonNode & spells = n["spells"];
+			if(spells.getType() == JsonNode::DATA_STRING  &&  spells.String() == "all")
+			{
+				for(auto spell : VLC->spellh->objects)
+					if(spell->id <= SpellID::SUMMON_AIR_ELEMENTAL)
+						ss.spells.insert(spell->id);
+			}
+			else
+				for(const JsonNode &spell : n["spells"].Vector())
+					ss.spells.insert(SpellID(spell.Float()));
+		}
+	}
+
+	for(const JsonNode &n : duelData["obstacles"].Vector())
+	{
+		auto oi = make_shared<CObstacleInstance>();
+		if(n.getType() == JsonNode::DATA_VECTOR)
+		{
+			oi->ID = n.Vector()[0].Float();
+			oi->pos = n.Vector()[1].Float();
+		}
+		else
+		{
+			assert(n.getType() == JsonNode::DATA_FLOAT);
+			oi->ID = 21;
+			oi->pos = n.Float();
+		}
+		oi->uniqueID = ret.obstacles.size();
+		ret.obstacles.push_back(oi);
+	}
+
+	for(const JsonNode &n : duelData["creatures"].Vector())
+	{
+		CusomCreature cc;
+		cc.id = n["id"].Float();
+
+#define retrieve(name)								\
+	if(n[ #name ].getType() == JsonNode::DATA_FLOAT)\
+	cc.name = n[ #name ].Float();			\
+	else											\
+	cc.name = -1;
+
+		retrieve(attack);
+		retrieve(defense);
+		retrieve(HP);
+		retrieve(dmg);
+		retrieve(shoots);
+		retrieve(speed);
+		ret.creatures.push_back(cc);
+	}
+
+	return ret;
+}
+
+TeamState::TeamState()
+{
+	setNodeType(TEAM);
+}
+
+void CPathfinder::initializeGraph()
+{
+	CGPathNode ***graph = out.nodes;
+	for(size_t i=0; i < out.sizes.x; ++i)
+	{
+		for(size_t j=0; j < out.sizes.y; ++j)
+		{
+			for(size_t k=0; k < out.sizes.z; ++k)
+			{
+				curPos = int3(i,j,k);
+				const TerrainTile *tinfo = &gs->map->getTile(int3(i, j, k));
+				CGPathNode &node = graph[i][j][k];
+
+				node.accessible = evaluateAccessibility(tinfo);
+				node.turns = 0xff;
+				node.moveRemains = 0;
+				node.coord.x = i;
+				node.coord.y = j;
+				node.coord.z = k;
+                node.land = tinfo->terType != ETerrainType::WATER;
+				node.theNodeBefore = nullptr;
+			}
+		}
+	}
+}
+
+void CPathfinder::calculatePaths(int3 src /*= int3(-1,-1,-1)*/, int movement /*= -1*/)
+{
+	assert(hero);
+	assert(hero == getHero(hero->id));
+	if(src.x < 0)
+		src = hero->getPosition(false);
+	if(movement < 0)
+		movement = hero->movement;
+	bool flying = hero->hasBonusOfType(Bonus::FLYING_MOVEMENT);
+	int maxMovePointsLand = hero->maxMovePoints(true);
+	int maxMovePointsWater = hero->maxMovePoints(false);
+
 	auto maxMovePoints = [&](CGPathNode *cp) -> int
 	{
 		return cp->land ? maxMovePointsLand : maxMovePointsWater;
-	};
-
-	out.hero = hero;
-	out.hpos = src;
-
-	if(!gs->map->isInTheMap(src)/* || !gs->map->isInTheMap(dest)*/) //check input
-	{
-        logGlobal->errorStream() << "CGameState::calculatePaths: Hero outside the gs->map? How dare you...";
-		return;
-	}
-
-	initializeGraph();
-
-
-	//initial tile - set cost on 0 and add to the queue
-	CGPathNode &initialNode = *getNode(src);
-	initialNode.turns = 0;
-	initialNode.moveRemains = movement;
-	mq.push_back(&initialNode);
-
-	std::vector<int3> neighbours;
-	neighbours.reserve(16);
-	while(!mq.empty())
-	{
-		cp = mq.front();
-		mq.pop_front();
-
-		const int3 sourceGuardPosition = gs->map->guardingCreaturePositions[cp->coord.x][cp->coord.y][cp->coord.z];
-		bool guardedSource = (sourceGuardPosition != int3(-1, -1, -1) && cp->coord != src);
-		ct = &gs->map->getTile(cp->coord);
-
-		int movement = cp->moveRemains, turn = cp->turns;
-		if(!movement)
-		{
-			movement = maxMovePoints(cp);
-			turn++;
-		}
-
-
-		//add accessible neighbouring nodes to the queue
-		neighbours.clear();
-
-		//handling subterranean gate => it's exit is the only neighbour
-        bool subterraneanEntry = (ct->topVisitableId() == Obj::SUBTERRANEAN_GATE && useSubterraneanGates);
-		if(subterraneanEntry)
-		{
-			//try finding the exit gate
-			if(const CGObjectInstance *outGate = getObj(CGTeleport::getMatchingGate(ct->visitableObjects.back()->id), false))
-			{
-				const int3 outPos = outGate->visitablePos();
-				//gs->getNeighbours(*getTile(outPos), outPos, neighbours, boost::logic::indeterminate, !cp->land);
-				neighbours.push_back(outPos);
-			}
-			else
-			{
-				//gate with no exit (blocked) -> do nothing with this node
-				continue;
-			}
-		}
-
-		gs->getNeighbours(*ct, cp->coord, neighbours, boost::logic::indeterminate, !cp->land);
-
-		for(auto & neighbour : neighbours)
-		{
-			const int3 &n = neighbour; //current neighbor
-			dp = getNode(n);
-			dt = &gs->map->getTile(n);
-            destTopVisObjID = dt->topVisitableId();
-
-			useEmbarkCost = 0; //0 - usual movement; 1 - embark; 2 - disembark
-
-			int turnAtNextTile = turn;
-
-
-			const bool destIsGuardian = sourceGuardPosition == n;
-
-			if(!goodForLandSeaTransition())
-				continue;
-
-			if(!canMoveBetween(cp->coord, dp->coord) || dp->accessible == CGPathNode::BLOCKED )
-				continue;
-
-			//special case -> hero embarked a boat standing on a guarded tile -> we must allow to move away from that tile
-            if(cp->accessible == CGPathNode::VISITABLE && guardedSource && cp->theNodeBefore->land && ct->topVisitableId() == Obj::BOAT)
-				guardedSource = false;
-
-			int cost = gs->getMovementCost(hero, cp->coord, dp->coord, flying, movement);
-
-			//special case -> moving from src Subterranean gate to dest gate -> it's free
-			if(subterraneanEntry && destTopVisObjID == Obj::SUBTERRANEAN_GATE && cp->coord.z != dp->coord.z)
-				cost = 0;
-
-			int remains = movement - cost;
-
-			if(useEmbarkCost)
-			{
-				remains = hero->movementPointsAfterEmbark(movement, cost, useEmbarkCost - 1);
-				cost = movement - remains;
-			}
-
-			if(remains < 0)
-			{
-				//occurs rarely, when hero with low movepoints tries to leave the road
-				turnAtNextTile++;
-				int moveAtNextTile = maxMovePoints(cp);
-				cost = gs->getMovementCost(hero, cp->coord, dp->coord, flying, moveAtNextTile); //cost must be updated, movement points changed :(
-				remains = moveAtNextTile - cost;
-			}
-
-			if((dp->turns==0xff		//we haven't been here before
-				|| dp->turns > turnAtNextTile
-				|| (dp->turns >= turnAtNextTile  &&  dp->moveRemains < remains)) //this route is faster
-				&& (!guardedSource || destIsGuardian)) // Can step into tile of guard
-			{
-
-				assert(dp != cp->theNodeBefore); //two tiles can't point to each other
-				dp->moveRemains = remains;
-				dp->turns = turnAtNextTile;
-				dp->theNodeBefore = cp;
-
-				const bool guardedDst = gs->map->guardingCreaturePositions[dp->coord.x][dp->coord.y][dp->coord.z].valid()
-										&& dp->accessible == CGPathNode::BLOCKVIS;
-
-				if (dp->accessible == CGPathNode::ACCESSIBLE
-					|| (useEmbarkCost && allowEmbarkAndDisembark)
-					|| destTopVisObjID == Obj::SUBTERRANEAN_GATE
-					|| (guardedDst && !guardedSource)) // Can step into a hostile tile once.
-				{
-					mq.push_back(dp);
-				}
-			}
-		} //neighbours loop
-	} //queue loop
-
-	out.isValid = true;
-}
-
-CGPathNode *CPathfinder::getNode(const int3 &coord)
-{
-	return &out.nodes[coord.x][coord.y][coord.z];
-}
-
-bool CPathfinder::canMoveBetween(const int3 &a, const int3 &b) const
-{
-	return gs->checkForVisitableDir(a, b) && gs->checkForVisitableDir(b, a);
-}
-
-CGPathNode::EAccessibility CPathfinder::evaluateAccessibility(const TerrainTile *tinfo) const
-{
-	CGPathNode::EAccessibility ret = (tinfo->blocked ? CGPathNode::BLOCKED : CGPathNode::ACCESSIBLE);
-
-
-    if(tinfo->terType == ETerrainType::ROCK || !FoW[curPos.x][curPos.y][curPos.z])
-		return CGPathNode::BLOCKED;
-
-	if(tinfo->visitable)
-	{
-		if(tinfo->visitableObjects.front()->ID == Obj::SANCTUARY && tinfo->visitableObjects.back()->ID == Obj::HERO && tinfo->visitableObjects.back()->tempOwner != hero->tempOwner) //non-owned hero stands on Sanctuary
-		{
-			return CGPathNode::BLOCKED;
-		}
-		else
-		{
-			for(const CGObjectInstance *obj : tinfo->visitableObjects)
-			{
-				if(obj->passableFor(hero->tempOwner)) //special object instance specific passableness flag - overwrites other accessibility flags
-				{
-					ret = CGPathNode::ACCESSIBLE;
-				}
-				else if(obj->blockVisit)
-				{
-					return CGPathNode::BLOCKVIS;
-				}
-				else if(obj->ID != Obj::EVENT) //pathfinder should ignore placed events
-				{
-					ret =  CGPathNode::VISITABLE;
-				}
-			}
-		}
-	}
-	else if (gs->map->guardingCreaturePositions[curPos.x][curPos.y][curPos.z].valid()
-		&& !tinfo->blocked)
-	{
-		// Monster close by; blocked visit for battle.
-		return CGPathNode::BLOCKVIS;
-	}
-
-	return ret;
-}
-
-bool CPathfinder::goodForLandSeaTransition()
-{
-	if(cp->land != dp->land) //hero can traverse land<->sea only in special circumstances
-	{
-		if(cp->land) //from land to sea -> embark or assault hero on boat
-		{
-			if(dp->accessible == CGPathNode::ACCESSIBLE || destTopVisObjID < 0) //cannot enter empty water tile from land -> it has to be visitable
-				return false;
-			if(destTopVisObjID != Obj::HERO && destTopVisObjID != Obj::BOAT) //only boat or hero can be accessed from land
-				return false;
-			if(destTopVisObjID == Obj::BOAT)
-				useEmbarkCost = 1;
-		}
-		else //disembark
-		{
-			//can disembark only on coastal tiles
-			if(!dt->isCoastal())
-				return false;
-
-			//tile must be accessible -> exception: unblocked blockvis tiles -> clear but guarded by nearby monster coast
-			if( (dp->accessible != CGPathNode::ACCESSIBLE && (dp->accessible != CGPathNode::BLOCKVIS || dt->blocked))
-				|| dt->visitable)  //TODO: passableness problem -> town says it's passable (thus accessible) but we obviously can't disembark onto town gate
-				return false;;
-
-			useEmbarkCost = 2;
-		}
-	}
-
-	return true;
-}
-
-CPathfinder::CPathfinder(CPathsInfo &_out, CGameState *_gs, const CGHeroInstance *_hero) : CGameInfoCallback(_gs, boost::optional<PlayerColor>()), out(_out), hero(_hero), FoW(getPlayerTeam(hero->tempOwner)->fogOfWarMap)
-{
-	useSubterraneanGates = true;
-	allowEmbarkAndDisembark = true;
-}
-
-EVictoryLossCheckResult::EVictoryLossCheckResult() :
-	intValue(0)
-{
-}
-
-EVictoryLossCheckResult::EVictoryLossCheckResult(si32 intValue, std::string toSelf, std::string toOthers) :
-	messageToSelf(toSelf),
-	messageToOthers(toOthers),
-	intValue(intValue)
-{
-}
-
-bool EVictoryLossCheckResult::operator==(EVictoryLossCheckResult const & other) const
-{
-	return intValue == other.intValue;
-}
-
-bool EVictoryLossCheckResult::operator!=(EVictoryLossCheckResult const & other) const
-{
-	return intValue != other.intValue;
-}
-
-bool EVictoryLossCheckResult::victory() const
-{
-	return intValue == VICTORY;
-}
-
-bool EVictoryLossCheckResult::loss() const
-{
-	return intValue == DEFEAT;
-}
-
-EVictoryLossCheckResult EVictoryLossCheckResult::invert()
-{
-	return EVictoryLossCheckResult(-intValue, messageToOthers, messageToSelf);
-}
-
-EVictoryLossCheckResult EVictoryLossCheckResult::victory(std::string toSelf, std::string toOthers)
-{
-	return EVictoryLossCheckResult(VICTORY, toSelf, toOthers);
-}
-
-EVictoryLossCheckResult EVictoryLossCheckResult::defeat(std::string toSelf, std::string toOthers)
-{
-	return EVictoryLossCheckResult(DEFEAT, toSelf, toOthers);
-}
-
-std::ostream & operator<<(std::ostream & os, const EVictoryLossCheckResult & victoryLossCheckResult)
-{
-	os << victoryLossCheckResult.messageToSelf;
-	return os;
-}
-
-CRandomGenerator & CGameState::getRandomGenerator()
-{
-	return rand;
-}
+	};
+
+	out.hero = hero;
+	out.hpos = src;
+
+	if(!gs->map->isInTheMap(src)/* || !gs->map->isInTheMap(dest)*/) //check input
+	{
+        logGlobal->errorStream() << "CGameState::calculatePaths: Hero outside the gs->map? How dare you...";
+		return;
+	}
+
+	initializeGraph();
+
+
+	//initial tile - set cost on 0 and add to the queue
+	CGPathNode &initialNode = *getNode(src);
+	initialNode.turns = 0;
+	initialNode.moveRemains = movement;
+	mq.push_back(&initialNode);
+
+	std::vector<int3> neighbours;
+	neighbours.reserve(16);
+	while(!mq.empty())
+	{
+		cp = mq.front();
+		mq.pop_front();
+
+		const int3 sourceGuardPosition = gs->map->guardingCreaturePositions[cp->coord.x][cp->coord.y][cp->coord.z];
+		bool guardedSource = (sourceGuardPosition != int3(-1, -1, -1) && cp->coord != src);
+		ct = &gs->map->getTile(cp->coord);
+
+		int movement = cp->moveRemains, turn = cp->turns;
+		if(!movement)
+		{
+			movement = maxMovePoints(cp);
+			turn++;
+		}
+
+
+		//add accessible neighbouring nodes to the queue
+		neighbours.clear();
+
+		//handling subterranean gate => it's exit is the only neighbour
+        bool subterraneanEntry = (ct->topVisitableId() == Obj::SUBTERRANEAN_GATE && useSubterraneanGates);
+		if(subterraneanEntry)
+		{
+			//try finding the exit gate
+			if(const CGObjectInstance *outGate = getObj(CGTeleport::getMatchingGate(ct->visitableObjects.back()->id), false))
+			{
+				const int3 outPos = outGate->visitablePos();
+				//gs->getNeighbours(*getTile(outPos), outPos, neighbours, boost::logic::indeterminate, !cp->land);
+				neighbours.push_back(outPos);
+			}
+			else
+			{
+				//gate with no exit (blocked) -> do nothing with this node
+				continue;
+			}
+		}
+
+		gs->getNeighbours(*ct, cp->coord, neighbours, boost::logic::indeterminate, !cp->land);
+
+		for(auto & neighbour : neighbours)
+		{
+			const int3 &n = neighbour; //current neighbor
+			dp = getNode(n);
+			dt = &gs->map->getTile(n);
+            destTopVisObjID = dt->topVisitableId();
+
+			useEmbarkCost = 0; //0 - usual movement; 1 - embark; 2 - disembark
+
+			int turnAtNextTile = turn;
+
+
+			const bool destIsGuardian = sourceGuardPosition == n;
+
+			if(!goodForLandSeaTransition())
+				continue;
+
+			if(!canMoveBetween(cp->coord, dp->coord) || dp->accessible == CGPathNode::BLOCKED )
+				continue;
+
+			//special case -> hero embarked a boat standing on a guarded tile -> we must allow to move away from that tile
+            if(cp->accessible == CGPathNode::VISITABLE && guardedSource && cp->theNodeBefore->land && ct->topVisitableId() == Obj::BOAT)
+				guardedSource = false;
+
+			int cost = gs->getMovementCost(hero, cp->coord, dp->coord, flying, movement);
+
+			//special case -> moving from src Subterranean gate to dest gate -> it's free
+			if(subterraneanEntry && destTopVisObjID == Obj::SUBTERRANEAN_GATE && cp->coord.z != dp->coord.z)
+				cost = 0;
+
+			int remains = movement - cost;
+
+			if(useEmbarkCost)
+			{
+				remains = hero->movementPointsAfterEmbark(movement, cost, useEmbarkCost - 1);
+				cost = movement - remains;
+			}
+
+			if(remains < 0)
+			{
+				//occurs rarely, when hero with low movepoints tries to leave the road
+				turnAtNextTile++;
+				int moveAtNextTile = maxMovePoints(cp);
+				cost = gs->getMovementCost(hero, cp->coord, dp->coord, flying, moveAtNextTile); //cost must be updated, movement points changed :(
+				remains = moveAtNextTile - cost;
+			}
+
+			if((dp->turns==0xff		//we haven't been here before
+				|| dp->turns > turnAtNextTile
+				|| (dp->turns >= turnAtNextTile  &&  dp->moveRemains < remains)) //this route is faster
+				&& (!guardedSource || destIsGuardian)) // Can step into tile of guard
+			{
+
+				assert(dp != cp->theNodeBefore); //two tiles can't point to each other
+				dp->moveRemains = remains;
+				dp->turns = turnAtNextTile;
+				dp->theNodeBefore = cp;
+
+				const bool guardedDst = gs->map->guardingCreaturePositions[dp->coord.x][dp->coord.y][dp->coord.z].valid()
+										&& dp->accessible == CGPathNode::BLOCKVIS;
+
+				if (dp->accessible == CGPathNode::ACCESSIBLE
+					|| (useEmbarkCost && allowEmbarkAndDisembark)
+					|| destTopVisObjID == Obj::SUBTERRANEAN_GATE
+					|| (guardedDst && !guardedSource)) // Can step into a hostile tile once.
+				{
+					mq.push_back(dp);
+				}
+			}
+		} //neighbours loop
+	} //queue loop
+
+	out.isValid = true;
+}
+
+CGPathNode *CPathfinder::getNode(const int3 &coord)
+{
+	return &out.nodes[coord.x][coord.y][coord.z];
+}
+
+bool CPathfinder::canMoveBetween(const int3 &a, const int3 &b) const
+{
+	return gs->checkForVisitableDir(a, b) && gs->checkForVisitableDir(b, a);
+}
+
+CGPathNode::EAccessibility CPathfinder::evaluateAccessibility(const TerrainTile *tinfo) const
+{
+	CGPathNode::EAccessibility ret = (tinfo->blocked ? CGPathNode::BLOCKED : CGPathNode::ACCESSIBLE);
+
+
+    if(tinfo->terType == ETerrainType::ROCK || !FoW[curPos.x][curPos.y][curPos.z])
+		return CGPathNode::BLOCKED;
+
+	if(tinfo->visitable)
+	{
+		if(tinfo->visitableObjects.front()->ID == Obj::SANCTUARY && tinfo->visitableObjects.back()->ID == Obj::HERO && tinfo->visitableObjects.back()->tempOwner != hero->tempOwner) //non-owned hero stands on Sanctuary
+		{
+			return CGPathNode::BLOCKED;
+		}
+		else
+		{
+			for(const CGObjectInstance *obj : tinfo->visitableObjects)
+			{
+				if(obj->passableFor(hero->tempOwner)) //special object instance specific passableness flag - overwrites other accessibility flags
+				{
+					ret = CGPathNode::ACCESSIBLE;
+				}
+				else if(obj->blockVisit)
+				{
+					return CGPathNode::BLOCKVIS;
+				}
+				else if(obj->ID != Obj::EVENT) //pathfinder should ignore placed events
+				{
+					ret =  CGPathNode::VISITABLE;
+				}
+			}
+		}
+	}
+	else if (gs->map->guardingCreaturePositions[curPos.x][curPos.y][curPos.z].valid()
+		&& !tinfo->blocked)
+	{
+		// Monster close by; blocked visit for battle.
+		return CGPathNode::BLOCKVIS;
+	}
+
+	return ret;
+}
+
+bool CPathfinder::goodForLandSeaTransition()
+{
+	if(cp->land != dp->land) //hero can traverse land<->sea only in special circumstances
+	{
+		if(cp->land) //from land to sea -> embark or assault hero on boat
+		{
+			if(dp->accessible == CGPathNode::ACCESSIBLE || destTopVisObjID < 0) //cannot enter empty water tile from land -> it has to be visitable
+				return false;
+			if(destTopVisObjID != Obj::HERO && destTopVisObjID != Obj::BOAT) //only boat or hero can be accessed from land
+				return false;
+			if(destTopVisObjID == Obj::BOAT)
+				useEmbarkCost = 1;
+		}
+		else //disembark
+		{
+			//can disembark only on coastal tiles
+			if(!dt->isCoastal())
+				return false;
+
+			//tile must be accessible -> exception: unblocked blockvis tiles -> clear but guarded by nearby monster coast
+			if( (dp->accessible != CGPathNode::ACCESSIBLE && (dp->accessible != CGPathNode::BLOCKVIS || dt->blocked))
+				|| dt->visitable)  //TODO: passableness problem -> town says it's passable (thus accessible) but we obviously can't disembark onto town gate
+				return false;;
+
+			useEmbarkCost = 2;
+		}
+	}
+
+	return true;
+}
+
+CPathfinder::CPathfinder(CPathsInfo &_out, CGameState *_gs, const CGHeroInstance *_hero) : CGameInfoCallback(_gs, boost::optional<PlayerColor>()), out(_out), hero(_hero), FoW(getPlayerTeam(hero->tempOwner)->fogOfWarMap)
+{
+	useSubterraneanGates = true;
+	allowEmbarkAndDisembark = true;
+}
+
+EVictoryLossCheckResult::EVictoryLossCheckResult() :
+	intValue(0)
+{
+}
+
+EVictoryLossCheckResult::EVictoryLossCheckResult(si32 intValue, std::string toSelf, std::string toOthers) :
+	messageToSelf(toSelf),
+	messageToOthers(toOthers),
+	intValue(intValue)
+{
+}
+
+bool EVictoryLossCheckResult::operator==(EVictoryLossCheckResult const & other) const
+{
+	return intValue == other.intValue;
+}
+
+bool EVictoryLossCheckResult::operator!=(EVictoryLossCheckResult const & other) const
+{
+	return intValue != other.intValue;
+}
+
+bool EVictoryLossCheckResult::victory() const
+{
+	return intValue == VICTORY;
+}
+
+bool EVictoryLossCheckResult::loss() const
+{
+	return intValue == DEFEAT;
+}
+
+EVictoryLossCheckResult EVictoryLossCheckResult::invert()
+{
+	return EVictoryLossCheckResult(-intValue, messageToOthers, messageToSelf);
+}
+
+EVictoryLossCheckResult EVictoryLossCheckResult::victory(std::string toSelf, std::string toOthers)
+{
+	return EVictoryLossCheckResult(VICTORY, toSelf, toOthers);
+}
+
+EVictoryLossCheckResult EVictoryLossCheckResult::defeat(std::string toSelf, std::string toOthers)
+{
+	return EVictoryLossCheckResult(DEFEAT, toSelf, toOthers);
+}
+
+std::ostream & operator<<(std::ostream & os, const EVictoryLossCheckResult & victoryLossCheckResult)
+{
+	os << victoryLossCheckResult.messageToSelf;
+	return os;
+}
+
+CRandomGenerator & CGameState::getRandomGenerator()
+{
+	return rand;
+}

+ 2 - 0
lib/CObjectHandler.cpp

@@ -2283,6 +2283,8 @@ int CGTownInstance::dailyIncome() const
 		ret+=1000;
 	else if (hasBuilt(BuildingID::VILLAGE_HALL))
 		ret+=500;
+	if (hasBuilt(BuildingID::RESOURCE_SILO)&&(town->primaryRes==Res::GOLD))
+		ret += 500;
 	return ret;
 }
 bool CGTownInstance::hasFort() const

+ 14 - 0
lib/CTownHandler.cpp

@@ -510,6 +510,17 @@ void CTownHandler::loadClientData(CTown &town, const JsonNode & source)
 	info.guildWindow = source["guildWindow"].String();
 	info.buildingsIcons = source["buildingsIcons"].String();
 
+	//left for back compatibility - will be removed later
+	if (source["guildBackground"].String() != "")
+		info.guildBackground = source["guildBackground"].String();
+	else
+		info.guildBackground = "TPMAGE.bmp";
+	if (source["tavernVideo"].String() != "")
+	    info.tavernVideo = source["tavernVideo"].String();
+	else
+		info.tavernVideo = "TAVERN.BIK";
+	//end of legacy assignment 
+
 	info.advMapVillage = source["adventureMap"]["village"].String();
 	info.advMapCastle  = source["adventureMap"]["castle"].String();
 	info.advMapCapitol = source["adventureMap"]["capitol"].String();
@@ -535,6 +546,8 @@ void CTownHandler::loadTown(CTown &town, const JsonNode & source)
 
 	town.moatDamage = source["moatDamage"].Float();
 
+	
+
 	town.mageLevel = source["mageGuild"].Float();
 	town.names = source["names"].convertTo<std::vector<std::string> >();
 
@@ -648,6 +661,7 @@ CFaction * CTownHandler::loadFromJson(const JsonNode &source, std::string identi
 	faction->creatureBg120 = source["creatureBackground"]["120px"].String();
 	faction->creatureBg130 = source["creatureBackground"]["130px"].String();
 
+
 	faction->nativeTerrain = ETerrainType(vstd::find_pos(GameConstants::TERRAIN_NAMES,
 		source["nativeTerrain"].String()));
 	int alignment = vstd::find_pos(EAlignment::names, source["alignment"].String());

+ 6 - 3
lib/CTownHandler.h

@@ -116,6 +116,8 @@ public:
 
 	std::string creatureBg120;
 	std::string creatureBg130;
+	
+	
 
 	std::vector<SPuzzleInfo> puzzleMap;
 
@@ -132,7 +134,7 @@ public:
 	~CTown();
 
 	CFaction * faction;
-
+	
 	std::vector<std::string> names; //names of the town instances
 
 	/// level -> list of creatures on this tier
@@ -170,9 +172,10 @@ public:
 		int icons[2][2];
 		std::string iconSmall[2][2]; /// icon names used during loading
 		std::string iconLarge[2][2];
-
+		std::string tavernVideo;
 		std::string musicTheme;
 		std::string townBackground;
+		std::string guildBackground;
 		std::string guildWindow;
 		std::string buildingsIcons;
 		std::string hallBackground;
@@ -193,7 +196,7 @@ public:
 
 		template <typename Handler> void serialize(Handler &h, const int version)
 		{
-			h & icons & iconSmall & iconLarge & musicTheme & townBackground & guildWindow & buildingsIcons & hallBackground;
+			h & icons & iconSmall & iconLarge & tavernVideo & musicTheme & townBackground & guildBackground & guildWindow & buildingsIcons & hallBackground;
 			h & advMapVillage & advMapCastle & advMapCapitol & hallSlots & structures;
 			h & siegePrefix & siegePositions & siegeShooter;
 		}

File diff suppressed because it is too large
+ 596 - 596
lib/JsonDetail.cpp


+ 2 - 1
server/CGameHandler.cpp

@@ -1339,7 +1339,8 @@ void CGameHandler::newTurn()
 				}
 				else
 				{
-					n.res[player][t->town->primaryRes] ++;
+					if (t->town->primaryRes != Res::GOLD)
+					  n.res[player][t->town->primaryRes] ++;
 				}
 			}
 

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