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| 
							- /*
 
-  * NetPacksLib.cpp, part of VCMI engine
 
-  *
 
-  * Authors: listed in file AUTHORS in main folder
 
-  *
 
-  * License: GNU General Public License v2.0 or later
 
-  * Full text of license available in license.txt file, in main folder
 
-  *
 
-  */
 
- #include "StdInc.h"
 
- #include "ArtifactUtils.h"
 
- #include "NetPacks.h"
 
- #include "NetPackVisitor.h"
 
- #include "CGeneralTextHandler.h"
 
- #include "CArtHandler.h"
 
- #include "CHeroHandler.h"
 
- #include "VCMI_Lib.h"
 
- #include "mapping/CMap.h"
 
- #include "spells/CSpellHandler.h"
 
- #include "CCreatureHandler.h"
 
- #include "gameState/CGameState.h"
 
- #include "gameState/TavernHeroesPool.h"
 
- #include "CStack.h"
 
- #include "battle/BattleInfo.h"
 
- #include "CTownHandler.h"
 
- #include "mapping/CMapInfo.h"
 
- #include "StartInfo.h"
 
- #include "CPlayerState.h"
 
- #include "TerrainHandler.h"
 
- #include "mapObjects/CGCreature.h"
 
- #include "mapObjects/CGMarket.h"
 
- #include "mapObjectConstructors/AObjectTypeHandler.h"
 
- #include "mapObjectConstructors/CObjectClassesHandler.h"
 
- #include "campaign/CampaignState.h"
 
- #include "GameSettings.h"
 
- VCMI_LIB_NAMESPACE_BEGIN
 
- void CPack::visit(ICPackVisitor & visitor)
 
- {
 
- 	visitBasic(visitor);
 
- 	// visitBasic may destroy this and in such cases we do not want to call visitTyped
 
- 	if(visitor.callTyped())
 
- 	{
 
- 		visitTyped(visitor);
 
- 	}
 
- }
 
- void CPack::visitBasic(ICPackVisitor & visitor)
 
- {
 
- }
 
- void CPack::visitTyped(ICPackVisitor & visitor)
 
- {
 
- }
 
- void CPackForClient::visitBasic(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitForClient(*this);
 
- }
 
- void CPackForServer::visitBasic(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitForServer(*this);
 
- }
 
- void CPackForLobby::visitBasic(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitForLobby(*this);
 
- }
 
- bool CPackForLobby::isForServer() const
 
- {
 
- 	return false;
 
- }
 
- bool CLobbyPackToServer::isForServer() const
 
- {
 
- 	return true;
 
- }
 
- void PackageApplied::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitPackageApplied(*this);
 
- }
 
- void SystemMessage::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitSystemMessage(*this);
 
- }
 
- void PlayerBlocked::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitPlayerBlocked(*this);
 
- }
 
- void PlayerCheated::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitPlayerCheated(*this);
 
- }
 
- void PlayerStartsTurn::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitPlayerStartsTurn(*this);
 
- }
 
- void DaysWithoutTown::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitDaysWithoutTown(*this);
 
- }
 
- void EntitiesChanged::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitEntitiesChanged(*this);
 
- }
 
- void SetResources::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitSetResources(*this);
 
- }
 
- void SetPrimSkill::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitSetPrimSkill(*this);
 
- }
 
- void SetSecSkill::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitSetSecSkill(*this);
 
- }
 
- void HeroVisitCastle::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitHeroVisitCastle(*this);
 
- }
 
- void ChangeSpells::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitChangeSpells(*this);
 
- }
 
- void SetMana::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitSetMana(*this);
 
- }
 
- void SetMovePoints::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitSetMovePoints(*this);
 
- }
 
- void FoWChange::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitFoWChange(*this);
 
- }
 
- void SetAvailableHero::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitSetAvailableHeroes(*this);
 
- }
 
- void GiveBonus::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitGiveBonus(*this);
 
- }
 
- void ChangeObjPos::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitChangeObjPos(*this);
 
- }
 
- void PlayerEndsTurn::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitPlayerEndsTurn(*this);
 
- }
 
- void PlayerEndsGame::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitPlayerEndsGame(*this);
 
- }
 
- void PlayerReinitInterface::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitPlayerReinitInterface(*this);
 
- }
 
- void RemoveBonus::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitRemoveBonus(*this);
 
- }
 
- void SetCommanderProperty::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitSetCommanderProperty(*this);
 
- }
 
- void AddQuest::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitAddQuest(*this);
 
- }
 
- void UpdateArtHandlerLists::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitUpdateArtHandlerLists(*this);
 
- }
 
- void UpdateMapEvents::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitUpdateMapEvents(*this);
 
- }
 
- void UpdateCastleEvents::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitUpdateCastleEvents(*this);
 
- }
 
- void ChangeFormation::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitChangeFormation(*this);
 
- }
 
- void RemoveObject::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitRemoveObject(*this);
 
- }
 
- void TryMoveHero::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitTryMoveHero(*this);
 
- }
 
- void NewStructures::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitNewStructures(*this);
 
- }
 
- void RazeStructures::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitRazeStructures(*this);
 
- }
 
- void SetAvailableCreatures::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitSetAvailableCreatures(*this);
 
- }
 
- void SetHeroesInTown::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitSetHeroesInTown(*this);
 
- }
 
- void HeroRecruited::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitHeroRecruited(*this);
 
- }
 
- void GiveHero::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitGiveHero(*this);
 
- }
 
- void OpenWindow::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitOpenWindow(*this);
 
- }
 
- void NewObject::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitNewObject(*this);
 
- }
 
- void SetAvailableArtifacts::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitSetAvailableArtifacts(*this);
 
- }
 
- void NewArtifact::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitNewArtifact(*this);
 
- }
 
- void ChangeStackCount::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitChangeStackCount(*this);
 
- }
 
- void SetStackType::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitSetStackType(*this);
 
- }
 
- void EraseStack::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitEraseStack(*this);
 
- }
 
- void SwapStacks::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitSwapStacks(*this);
 
- }
 
- void InsertNewStack::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitInsertNewStack(*this);
 
- }
 
- void RebalanceStacks::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitRebalanceStacks(*this);
 
- }
 
- void BulkRebalanceStacks::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitBulkRebalanceStacks(*this);
 
- }
 
- void BulkSmartRebalanceStacks::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitBulkSmartRebalanceStacks(*this);
 
- }
 
- void PutArtifact::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitPutArtifact(*this);
 
- }
 
- void EraseArtifact::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitEraseArtifact(*this);
 
- }
 
- void MoveArtifact::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitMoveArtifact(*this);
 
- }
 
- void BulkMoveArtifacts::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitBulkMoveArtifacts(*this);
 
- }
 
- void AssembledArtifact::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitAssembledArtifact(*this);
 
- }
 
- void DisassembledArtifact::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitDisassembledArtifact(*this);
 
- }
 
- void HeroVisit::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitHeroVisit(*this);
 
- }
 
- void NewTurn::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitNewTurn(*this);
 
- }
 
- void InfoWindow::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitInfoWindow(*this);
 
- }
 
- void SetObjectProperty::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitSetObjectProperty(*this);
 
- }
 
- void ChangeObjectVisitors::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitChangeObjectVisitors(*this);
 
- }
 
- void PrepareHeroLevelUp::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitPrepareHeroLevelUp(*this);
 
- }
 
- void HeroLevelUp::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitHeroLevelUp(*this);
 
- }
 
- void CommanderLevelUp::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitCommanderLevelUp(*this);
 
- }
 
- void BlockingDialog::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitBlockingDialog(*this);
 
- }
 
- void GarrisonDialog::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitGarrisonDialog(*this);
 
- }
 
- void ExchangeDialog::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitExchangeDialog(*this);
 
- }
 
- void TeleportDialog::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitTeleportDialog(*this);
 
- }
 
- void MapObjectSelectDialog::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitMapObjectSelectDialog(*this);
 
- }
 
- void BattleStart::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitBattleStart(*this);
 
- }
 
- void BattleNextRound::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitBattleNextRound(*this);
 
- }
 
- void BattleSetActiveStack::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitBattleSetActiveStack(*this);
 
- }
 
- void BattleResult::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitBattleResult(*this);
 
- }
 
- void BattleLogMessage::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitBattleLogMessage(*this);
 
- }
 
- void BattleStackMoved::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitBattleStackMoved(*this);
 
- }
 
- void BattleUnitsChanged::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitBattleUnitsChanged(*this);
 
- }
 
- void BattleAttack::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitBattleAttack(*this);
 
- }
 
- void StartAction::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitStartAction(*this);
 
- }
 
- void EndAction::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitEndAction(*this);
 
- }
 
- void BattleSpellCast::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitBattleSpellCast(*this);
 
- }
 
- void SetStackEffect::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitSetStackEffect(*this);
 
- }
 
- void StacksInjured::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitStacksInjured(*this);
 
- }
 
- void BattleResultsApplied::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitBattleResultsApplied(*this);
 
- }
 
- void BattleObstaclesChanged::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitBattleObstaclesChanged(*this);
 
- }
 
- void BattleSetStackProperty::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitBattleSetStackProperty(*this);
 
- }
 
- void BattleTriggerEffect::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitBattleTriggerEffect(*this);
 
- }
 
- void BattleUpdateGateState::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitBattleUpdateGateState(*this);
 
- }
 
- void AdvmapSpellCast::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitAdvmapSpellCast(*this);
 
- }
 
- void ShowWorldViewEx::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitShowWorldViewEx(*this);
 
- }
 
- void EndTurn::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitEndTurn(*this);
 
- }
 
- void DismissHero::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitDismissHero(*this);
 
- }
 
- void MoveHero::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitMoveHero(*this);
 
- }
 
- void CastleTeleportHero::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitCastleTeleportHero(*this);
 
- }
 
- void ArrangeStacks::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitArrangeStacks(*this);
 
- }
 
- void BulkMoveArmy::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitBulkMoveArmy(*this);
 
- }
 
- void BulkSplitStack::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitBulkSplitStack(*this);
 
- }
 
- void BulkMergeStacks::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitBulkMergeStacks(*this);
 
- }
 
- void BulkSmartSplitStack::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitBulkSmartSplitStack(*this);
 
- }
 
- void DisbandCreature::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitDisbandCreature(*this);
 
- }
 
- void BuildStructure::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitBuildStructure(*this);
 
- }
 
- void RazeStructure::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitRazeStructure(*this);
 
- }
 
- void RecruitCreatures::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitRecruitCreatures(*this);
 
- }
 
- void UpgradeCreature::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitUpgradeCreature(*this);
 
- }
 
- void GarrisonHeroSwap::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitGarrisonHeroSwap(*this);
 
- }
 
- void ExchangeArtifacts::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitExchangeArtifacts(*this);
 
- }
 
- void BulkExchangeArtifacts::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitBulkExchangeArtifacts(*this);
 
- }
 
- void AssembleArtifacts::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitAssembleArtifacts(*this);
 
- }
 
- void EraseArtifactByClient::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitEraseArtifactByClient(*this);
 
- }
 
- void BuyArtifact::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitBuyArtifact(*this);
 
- }
 
- void TradeOnMarketplace::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitTradeOnMarketplace(*this);
 
- }
 
- void SetFormation::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitSetFormation(*this);
 
- }
 
- void HireHero::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitHireHero(*this);
 
- }
 
- void BuildBoat::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitBuildBoat(*this);
 
- }
 
- void QueryReply::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitQueryReply(*this);
 
- }
 
- void MakeAction::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitMakeAction(*this);
 
- }
 
- void DigWithHero::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitDigWithHero(*this);
 
- }
 
- void CastAdvSpell::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitCastAdvSpell(*this);
 
- }
 
- void SaveGame::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitSaveGame(*this);
 
- }
 
- void PlayerMessage::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitPlayerMessage(*this);
 
- }
 
- void PlayerMessageClient::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitPlayerMessageClient(*this);
 
- }
 
- void CenterView::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitCenterView(*this);
 
- }
 
- void LobbyClientConnected::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitLobbyClientConnected(*this);
 
- }
 
- void LobbyClientDisconnected::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitLobbyClientDisconnected(*this);
 
- }
 
- void LobbyChatMessage::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitLobbyChatMessage(*this);
 
- }
 
- void LobbyGuiAction::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitLobbyGuiAction(*this);
 
- }
 
- void LobbyLoadProgress::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitLobbyLoadProgress(*this);
 
- }
 
- void LobbyEndGame::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitLobbyEndGame(*this);
 
- }
 
- void LobbyStartGame::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitLobbyStartGame(*this);
 
- }
 
- void LobbyChangeHost::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitLobbyChangeHost(*this);
 
- }
 
- void LobbyUpdateState::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitLobbyUpdateState(*this);
 
- }
 
- void LobbySetMap::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitLobbySetMap(*this);
 
- }
 
- void LobbySetCampaign::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitLobbySetCampaign(*this);
 
- }
 
- void LobbySetCampaignMap::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitLobbySetCampaignMap(*this);
 
- }
 
- void LobbySetCampaignBonus::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitLobbySetCampaignBonus(*this);
 
- }
 
- void LobbyChangePlayerOption::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitLobbyChangePlayerOption(*this);
 
- }
 
- void LobbySetPlayer::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitLobbySetPlayer(*this);
 
- }
 
- void LobbySetSimturns::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitLobbySetSimturns(*this);
 
- }
 
- void LobbySetTurnTime::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitLobbySetTurnTime(*this);
 
- }
 
- void LobbySetDifficulty::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitLobbySetDifficulty(*this);
 
- }
 
- void LobbyForceSetPlayer::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitLobbyForceSetPlayer(*this);
 
- }
 
- void LobbyShowMessage::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitLobbyShowMessage(*this);
 
- }
 
- void SetResources::applyGs(CGameState * gs) const
 
- {
 
- 	assert(player.isValidPlayer());
 
- 	if(abs)
 
- 		gs->getPlayerState(player)->resources = res;
 
- 	else
 
- 		gs->getPlayerState(player)->resources += res;
 
- 	//just ensure that player resources are not negative
 
- 	//server is responsible to check if player can afford deal
 
- 	//but events on server side are allowed to take more than player have
 
- 	gs->getPlayerState(player)->resources.positive();
 
- }
 
- void SetPrimSkill::applyGs(CGameState * gs) const
 
- {
 
- 	CGHeroInstance * hero = gs->getHero(id);
 
- 	assert(hero);
 
- 	hero->setPrimarySkill(which, val, abs);
 
- }
 
- void SetSecSkill::applyGs(CGameState * gs) const
 
- {
 
- 	CGHeroInstance *hero = gs->getHero(id);
 
- 	hero->setSecSkillLevel(which, val, abs);
 
- }
 
- void SetCommanderProperty::applyGs(CGameState *gs)
 
- {
 
- 	CCommanderInstance * commander = gs->getHero(heroid)->commander;
 
- 	assert (commander);
 
- 	switch (which)
 
- 	{
 
- 		case BONUS:
 
- 			commander->accumulateBonus (std::make_shared<Bonus>(accumulatedBonus));
 
- 			break;
 
- 		case SPECIAL_SKILL:
 
- 			commander->accumulateBonus (std::make_shared<Bonus>(accumulatedBonus));
 
- 			commander->specialSkills.insert (additionalInfo);
 
- 			break;
 
- 		case SECONDARY_SKILL:
 
- 			commander->secondarySkills[additionalInfo] = static_cast<ui8>(amount);
 
- 			break;
 
- 		case ALIVE:
 
- 			if (amount)
 
- 				commander->setAlive(true);
 
- 			else
 
- 				commander->setAlive(false);
 
- 			break;
 
- 		case EXPERIENCE:
 
- 			commander->giveStackExp(amount); //TODO: allow setting exp for stacks via netpacks
 
- 			break;
 
- 	}
 
- }
 
- void AddQuest::applyGs(CGameState * gs) const
 
- {
 
- 	assert (vstd::contains(gs->players, player));
 
- 	auto * vec = &gs->players[player].quests;
 
- 	if (!vstd::contains(*vec, quest))
 
- 		vec->push_back (quest);
 
- 	else
 
- 		logNetwork->warn("Warning! Attempt to add duplicated quest");
 
- }
 
- void UpdateArtHandlerLists::applyGs(CGameState * gs) const
 
- {
 
- 	VLC->arth->minors = minors;
 
- 	VLC->arth->majors = majors;
 
- 	VLC->arth->treasures = treasures;
 
- 	VLC->arth->relics = relics;
 
- }
 
- void UpdateMapEvents::applyGs(CGameState * gs) const
 
- {
 
- 	gs->map->events = events;
 
- }
 
- void UpdateCastleEvents::applyGs(CGameState * gs) const
 
- {
 
- 	auto * t = gs->getTown(town);
 
- 	t->events = events;
 
- }
 
- void ChangeFormation::applyGs(CGameState * gs) const
 
- {
 
- 	gs->getHero(hid)->setFormation(formation);
 
- }
 
- void HeroVisitCastle::applyGs(CGameState * gs) const
 
- {
 
- 	CGHeroInstance *h = gs->getHero(hid);
 
- 	CGTownInstance *t = gs->getTown(tid);
 
- 	assert(h);
 
- 	assert(t);
 
- 	if(start())
 
- 		t->setVisitingHero(h);
 
- 	else
 
- 		t->setVisitingHero(nullptr);
 
- }
 
- void ChangeSpells::applyGs(CGameState *gs)
 
- {
 
- 	CGHeroInstance *hero = gs->getHero(hid);
 
- 	if(learn)
 
- 		for(const auto & sid : spells)
 
- 			hero->addSpellToSpellbook(sid);
 
- 	else
 
- 		for(const auto & sid : spells)
 
- 			hero->removeSpellFromSpellbook(sid);
 
- }
 
- void SetMana::applyGs(CGameState * gs) const
 
- {
 
- 	CGHeroInstance * hero = gs->getHero(hid);
 
- 	assert(hero);
 
- 	if(absolute)
 
- 		hero->mana = val;
 
- 	else
 
- 		hero->mana += val;
 
- 	vstd::amax(hero->mana, 0); //not less than 0
 
- }
 
- void SetMovePoints::applyGs(CGameState * gs) const
 
- {
 
- 	CGHeroInstance *hero = gs->getHero(hid);
 
- 	assert(hero);
 
- 	if(absolute)
 
- 		hero->setMovementPoints(val);
 
- 	else
 
- 		hero->setMovementPoints(hero->movementPointsRemaining() + val);
 
- }
 
- void FoWChange::applyGs(CGameState *gs)
 
- {
 
- 	TeamState * team = gs->getPlayerTeam(player);
 
- 	auto fogOfWarMap = team->fogOfWarMap;
 
- 	for(const int3 & t : tiles)
 
- 		(*fogOfWarMap)[t.z][t.x][t.y] = mode;
 
- 	if (mode == 0) //do not hide too much
 
- 	{
 
- 		std::unordered_set<int3> tilesRevealed;
 
- 		for (auto & elem : gs->map->objects)
 
- 		{
 
- 			const CGObjectInstance *o = elem;
 
- 			if (o)
 
- 			{
 
- 				switch(o->ID)
 
- 				{
 
- 				case Obj::HERO:
 
- 				case Obj::MINE:
 
- 				case Obj::TOWN:
 
- 				case Obj::ABANDONED_MINE:
 
- 					if(vstd::contains(team->players, o->tempOwner)) //check owned observators
 
- 						gs->getTilesInRange(tilesRevealed, o->getSightCenter(), o->getSightRadius(), o->tempOwner, 1);
 
- 					break;
 
- 				}
 
- 			}
 
- 		}
 
- 		for(const int3 & t : tilesRevealed) //probably not the most optimal solution ever
 
- 			(*fogOfWarMap)[t.z][t.x][t.y] = 1;
 
- 	}
 
- }
 
- void SetAvailableHero::applyGs(CGameState *gs)
 
- {
 
- 	gs->heroesPool->setHeroForPlayer(player, slotID, hid, army, roleID);
 
- }
 
- void GiveBonus::applyGs(CGameState *gs)
 
- {
 
- 	CBonusSystemNode *cbsn = nullptr;
 
- 	switch(who)
 
- 	{
 
- 	case ETarget::HERO:
 
- 		cbsn = gs->getHero(ObjectInstanceID(id));
 
- 		break;
 
- 	case ETarget::PLAYER:
 
- 		cbsn = gs->getPlayerState(PlayerColor(id));
 
- 		break;
 
- 	case ETarget::TOWN:
 
- 		cbsn = gs->getTown(ObjectInstanceID(id));
 
- 		break;
 
- 	case ETarget::BATTLE:
 
- 		assert(Bonus::OneBattle(&bonus));
 
- 		cbsn = dynamic_cast<CBonusSystemNode*>(gs->getBattle(BattleID(id)));
 
- 		break;
 
- 	}
 
- 	assert(cbsn);
 
- 	if(Bonus::OneWeek(&bonus))
 
- 		bonus.turnsRemain = 8 - gs->getDate(Date::DAY_OF_WEEK); // set correct number of days before adding bonus
 
- 	auto b = std::make_shared<Bonus>(bonus);
 
- 	cbsn->addNewBonus(b);
 
- 	std::string &descr = b->description;
 
- 	if(bdescr.empty() && (bonus.type == BonusType::LUCK || bonus.type == BonusType::MORALE))
 
- 	{
 
- 		if (bonus.source == BonusSource::OBJECT)
 
- 		{
 
- 			descr = VLC->generaltexth->arraytxt[bonus.val > 0 ? 110 : 109]; //+/-%d Temporary until next battle"
 
- 		}
 
- 		else if(bonus.source == BonusSource::TOWN_STRUCTURE)
 
- 		{
 
- 			descr = bonus.description;
 
- 			return;
 
- 		}
 
- 		else
 
- 		{
 
- 			descr = bdescr.toString();
 
- 		}
 
- 	}
 
- 	else
 
- 	{
 
- 		descr = bdescr.toString();
 
- 	}
 
- 	// Some of(?) versions of H3 use %s here instead of %d. Try to replace both of them
 
- 	boost::replace_first(descr, "%d", std::to_string(std::abs(bonus.val)));
 
- 	boost::replace_first(descr, "%s", std::to_string(std::abs(bonus.val)));
 
- }
 
- void ChangeObjPos::applyGs(CGameState *gs)
 
- {
 
- 	CGObjectInstance *obj = gs->getObjInstance(objid);
 
- 	if(!obj)
 
- 	{
 
- 		logNetwork->error("Wrong ChangeObjPos: object %d doesn't exist!", objid.getNum());
 
- 		return;
 
- 	}
 
- 	gs->map->removeBlockVisTiles(obj);
 
- 	obj->pos = nPos + obj->getVisitableOffset();
 
- 	gs->map->addBlockVisTiles(obj);
 
- }
 
- void ChangeObjectVisitors::applyGs(CGameState * gs) const
 
- {
 
- 	switch (mode) {
 
- 		case VISITOR_ADD:
 
- 			gs->getHero(hero)->visitedObjects.insert(object);
 
- 			gs->getPlayerState(gs->getHero(hero)->tempOwner)->visitedObjects.insert(object);
 
- 			break;
 
- 		case VISITOR_ADD_TEAM:
 
- 			{
 
- 				TeamState *ts = gs->getPlayerTeam(gs->getHero(hero)->tempOwner);
 
- 				for(const auto & color : ts->players)
 
- 				{
 
- 					gs->getPlayerState(color)->visitedObjects.insert(object);
 
- 				}
 
- 			}
 
- 			break;
 
- 		case VISITOR_CLEAR:
 
- 			for (CGHeroInstance * hero : gs->map->allHeroes)
 
- 			{
 
- 				if (hero)
 
- 				{
 
- 					hero->visitedObjects.erase(object); // remove visit info from all heroes, including those that are not present on map
 
- 				}
 
- 			}
 
- 			for(auto &elem : gs->players)
 
- 			{
 
- 				elem.second.visitedObjects.erase(object);
 
- 			}
 
- 			break;
 
- 		case VISITOR_REMOVE:
 
- 			gs->getHero(hero)->visitedObjects.erase(object);
 
- 			break;
 
- 	}
 
- }
 
- void PlayerEndsGame::applyGs(CGameState * gs) const
 
- {
 
- 	PlayerState *p = gs->getPlayerState(player);
 
- 	if(victoryLossCheckResult.victory())
 
- 	{
 
- 		p->status = EPlayerStatus::WINNER;
 
- 		// TODO: Campaign-specific code might as well go somewhere else
 
- 		// keep all heroes from the winning player
 
- 		if(p->human && gs->scenarioOps->campState)
 
- 		{
 
- 			std::vector<CGHeroInstance *> crossoverHeroes;
 
- 			for (CGHeroInstance * hero : gs->map->heroesOnMap)
 
- 				if (hero->tempOwner == player)
 
- 					crossoverHeroes.push_back(hero);
 
- 			gs->scenarioOps->campState->setCurrentMapAsConquered(crossoverHeroes);
 
- 		}
 
- 	}
 
- 	else
 
- 	{
 
- 		p->status = EPlayerStatus::LOSER;
 
- 	}
 
- 	// defeated player may be making turn right now
 
- 	gs->actingPlayers.erase(player);
 
- }
 
- void PlayerReinitInterface::applyGs(CGameState *gs)
 
- {
 
- 	if(!gs || !gs->scenarioOps)
 
- 		return;
 
- 	
 
- 	//TODO: what does mean if more that one player connected?
 
- 	if(playerConnectionId == PlayerSettings::PLAYER_AI)
 
- 	{
 
- 		for(const auto & player : players)
 
- 			gs->scenarioOps->getIthPlayersSettings(player).connectedPlayerIDs.clear();
 
- 	}
 
- }
 
- void RemoveBonus::applyGs(CGameState *gs)
 
- {
 
- 	CBonusSystemNode * node = nullptr;
 
- 	if (who == GiveBonus::ETarget::HERO)
 
- 		node = gs->getHero(ObjectInstanceID(whoID));
 
- 	else
 
- 		node = gs->getPlayerState(PlayerColor(whoID));
 
- 	BonusList &bonuses = node->getExportedBonusList();
 
- 	for(const auto & b : bonuses)
 
- 	{
 
- 		if(vstd::to_underlying(b->source) == source && b->sid == id)
 
- 		{
 
- 			bonus = *b; //backup bonus (to show to interfaces later)
 
- 			node->removeBonus(b);
 
- 			break;
 
- 		}
 
- 	}
 
- }
 
- void RemoveObject::applyGs(CGameState *gs)
 
- {
 
- 	CGObjectInstance *obj = gs->getObjInstance(objectID);
 
- 	logGlobal->debug("removing object id=%d; address=%x; name=%s", objectID, (intptr_t)obj, obj->getObjectName());
 
- 	//unblock tiles
 
- 	gs->map->removeBlockVisTiles(obj);
 
- 	if(obj->ID == Obj::HERO) //remove beaten hero
 
- 	{
 
- 		auto * beatenHero = dynamic_cast<CGHeroInstance *>(obj);
 
- 		assert(beatenHero);
 
- 		PlayerState * p = gs->getPlayerState(beatenHero->tempOwner);
 
- 		gs->map->heroesOnMap -= beatenHero;
 
- 		p->heroes -= beatenHero;
 
- 		auto * siegeNode = beatenHero->whereShouldBeAttachedOnSiege(gs);
 
- 		// FIXME: workaround:
 
- 		// hero should be attached to siegeNode after battle
 
- 		// however this code might also be called on dismissing hero while in town
 
- 		if (siegeNode && vstd::contains(beatenHero->getParentNodes(), siegeNode))
 
- 				beatenHero->detachFrom(*siegeNode);
 
- 		beatenHero->tempOwner = PlayerColor::NEUTRAL; //no one owns beaten hero
 
- 		vstd::erase_if(beatenHero->artifactsInBackpack, [](const ArtSlotInfo& asi)
 
- 		{
 
- 			return asi.artifact->artType->getId() == ArtifactID::GRAIL;
 
- 		});
 
- 		if(beatenHero->visitedTown)
 
- 		{
 
- 			if(beatenHero->visitedTown->garrisonHero == beatenHero)
 
- 				beatenHero->visitedTown->garrisonHero = nullptr;
 
- 			else
 
- 				beatenHero->visitedTown->visitingHero = nullptr;
 
- 			beatenHero->visitedTown = nullptr;
 
- 			beatenHero->inTownGarrison = false;
 
- 		}
 
- 		//return hero to the pool, so he may reappear in tavern
 
- 		gs->heroesPool->addHeroToPool(beatenHero);
 
- 		gs->map->objects[objectID.getNum()] = nullptr;
 
- 		//If hero on Boat is removed, the Boat disappears
 
- 		if(beatenHero->boat)
 
- 		{
 
- 			beatenHero->detachFrom(const_cast<CGBoat&>(*beatenHero->boat));
 
- 			gs->map->instanceNames.erase(beatenHero->boat->instanceName);
 
- 			gs->map->objects[beatenHero->boat->id.getNum()].dellNull();
 
- 			beatenHero->boat = nullptr;
 
- 		}
 
- 		return;
 
- 	}
 
- 	const auto * quest = dynamic_cast<const IQuestObject *>(obj);
 
- 	if (quest)
 
- 	{
 
- 		gs->map->quests[quest->quest->qid] = nullptr;
 
- 		for (auto &player : gs->players)
 
- 		{
 
- 			for (auto &q : player.second.quests)
 
- 			{
 
- 				if (q.obj == obj)
 
- 				{
 
- 					q.obj = nullptr;
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- 	for (TriggeredEvent & event : gs->map->triggeredEvents)
 
- 	{
 
- 		auto patcher = [&](EventCondition cond) -> EventExpression::Variant
 
- 		{
 
- 			if (cond.object == obj)
 
- 			{
 
- 				if (cond.condition == EventCondition::DESTROY || cond.condition == EventCondition::DESTROY_0)
 
- 				{
 
- 					cond.condition = EventCondition::CONST_VALUE;
 
- 					cond.value = 1; // destroyed object, from now on always fulfilled
 
- 				}
 
- 				else if (cond.condition == EventCondition::CONTROL || cond.condition == EventCondition::HAVE_0)
 
- 				{
 
- 					cond.condition = EventCondition::CONST_VALUE;
 
- 					cond.value = 0; // destroyed object, from now on can not be fulfilled
 
- 				}
 
- 			}
 
- 			return cond;
 
- 		};
 
- 		event.trigger = event.trigger.morph(patcher);
 
- 	}
 
- 	gs->map->instanceNames.erase(obj->instanceName);
 
- 	gs->map->objects[objectID.getNum()].dellNull();
 
- 	gs->map->calculateGuardingGreaturePositions();
 
- }
 
- static int getDir(const int3 & src, const int3 & dst)
 
- {
 
- 	int ret = -1;
 
- 	if(dst.x+1 == src.x && dst.y+1 == src.y) //tl
 
- 	{
 
- 		ret = 1;
 
- 	}
 
- 	else if(dst.x == src.x && dst.y+1 == src.y) //t
 
- 	{
 
- 		ret = 2;
 
- 	}
 
- 	else if(dst.x-1 == src.x && dst.y+1 == src.y) //tr
 
- 	{
 
- 		ret = 3;
 
- 	}
 
- 	else if(dst.x-1 == src.x && dst.y == src.y) //r
 
- 	{
 
- 		ret = 4;
 
- 	}
 
- 	else if(dst.x-1 == src.x && dst.y-1 == src.y) //br
 
- 	{
 
- 		ret = 5;
 
- 	}
 
- 	else if(dst.x == src.x && dst.y-1 == src.y) //b
 
- 	{
 
- 		ret = 6;
 
- 	}
 
- 	else if(dst.x+1 == src.x && dst.y-1 == src.y) //bl
 
- 	{
 
- 		ret = 7;
 
- 	}
 
- 	else if(dst.x+1 == src.x && dst.y == src.y) //l
 
- 	{
 
- 		ret = 8;
 
- 	}
 
- 	return ret;
 
- }
 
- void TryMoveHero::applyGs(CGameState *gs)
 
- {
 
- 	CGHeroInstance *h = gs->getHero(id);
 
- 	if (!h)
 
- 	{
 
- 		logGlobal->error("Attempt ot move unavailable hero %d", id.getNum());
 
- 		return;
 
- 	}
 
- 	h->setMovementPoints(movePoints);
 
- 	if((result == SUCCESS || result == BLOCKING_VISIT || result == EMBARK || result == DISEMBARK) && start != end)
 
- 	{
 
- 		auto dir = getDir(start,end);
 
- 		if(dir > 0  &&  dir <= 8)
 
- 			h->moveDir = dir;
 
- 		//else don`t change move direction - hero might have traversed the subterranean gate, direction should be kept
 
- 	}
 
- 	if(result == EMBARK) //hero enters boat at destination tile
 
- 	{
 
- 		const TerrainTile &tt = gs->map->getTile(h->convertToVisitablePos(end));
 
- 		assert(tt.visitableObjects.size() >= 1  &&  tt.visitableObjects.back()->ID == Obj::BOAT); //the only visitable object at destination is Boat
 
- 		auto * boat = dynamic_cast<CGBoat *>(tt.visitableObjects.back());
 
- 		assert(boat);
 
- 		gs->map->removeBlockVisTiles(boat); //hero blockvis mask will be used, we don't need to duplicate it with boat
 
- 		h->boat = boat;
 
- 		h->attachTo(*boat);
 
- 		boat->hero = h;
 
- 	}
 
- 	else if(result == DISEMBARK) //hero leaves boat to destination tile
 
- 	{
 
- 		auto * b = const_cast<CGBoat *>(h->boat);
 
- 		b->direction = h->moveDir;
 
- 		b->pos = start;
 
- 		b->hero = nullptr;
 
- 		gs->map->addBlockVisTiles(b);
 
- 		h->detachFrom(*b);
 
- 		h->boat = nullptr;
 
- 	}
 
- 	if(start!=end && (result == SUCCESS || result == TELEPORTATION || result == EMBARK || result == DISEMBARK))
 
- 	{
 
- 		gs->map->removeBlockVisTiles(h);
 
- 		h->pos = end;
 
- 		if(auto * b = const_cast<CGBoat *>(h->boat))
 
- 			b->pos = end;
 
- 		gs->map->addBlockVisTiles(h);
 
- 	}
 
- 	auto fogOfWarMap = gs->getPlayerTeam(h->getOwner())->fogOfWarMap;
 
- 	for(const int3 & t : fowRevealed)
 
- 		(*fogOfWarMap)[t.z][t.x][t.y] = 1;
 
- }
 
- void NewStructures::applyGs(CGameState *gs)
 
- {
 
- 	CGTownInstance *t = gs->getTown(tid);
 
- 	for(const auto & id : bid)
 
- 	{
 
- 		assert(t->town->buildings.at(id) != nullptr);
 
- 		t->builtBuildings.insert(id);
 
- 		t->updateAppearance();
 
- 		auto currentBuilding = t->town->buildings.at(id);
 
- 		if(currentBuilding->overrideBids.empty())
 
- 			continue;
 
- 		for(const auto & overrideBid : currentBuilding->overrideBids)
 
- 		{
 
- 			t->overriddenBuildings.insert(overrideBid);
 
- 			t->deleteTownBonus(overrideBid);
 
- 		}
 
- 	}
 
- 	t->builded = builded;
 
- 	t->recreateBuildingsBonuses();
 
- }
 
- void RazeStructures::applyGs(CGameState *gs)
 
- {
 
- 	CGTownInstance *t = gs->getTown(tid);
 
- 	for(const auto & id : bid)
 
- 	{
 
- 		t->builtBuildings.erase(id);
 
- 		t->updateAppearance();
 
- 	}
 
- 	t->destroyed = destroyed; //yeaha
 
- 	t->recreateBuildingsBonuses();
 
- }
 
- void SetAvailableCreatures::applyGs(CGameState * gs) const
 
- {
 
- 	auto * dw = dynamic_cast<CGDwelling *>(gs->getObjInstance(tid));
 
- 	assert(dw);
 
- 	dw->creatures = creatures;
 
- }
 
- void SetHeroesInTown::applyGs(CGameState * gs) const
 
- {
 
- 	CGTownInstance *t = gs->getTown(tid);
 
- 	CGHeroInstance * v = gs->getHero(visiting);
 
- 	CGHeroInstance * g = gs->getHero(garrison);
 
- 	bool newVisitorComesFromGarrison = v && v == t->garrisonHero;
 
- 	bool newGarrisonComesFromVisiting = g && g == t->visitingHero;
 
- 	if(newVisitorComesFromGarrison)
 
- 		t->setGarrisonedHero(nullptr);
 
- 	if(newGarrisonComesFromVisiting)
 
- 		t->setVisitingHero(nullptr);
 
- 	if(!newGarrisonComesFromVisiting || v)
 
- 		t->setVisitingHero(v);
 
- 	if(!newVisitorComesFromGarrison || g)
 
- 		t->setGarrisonedHero(g);
 
- 	if(v)
 
- 	{
 
- 		gs->map->addBlockVisTiles(v);
 
- 	}
 
- 	if(g)
 
- 	{
 
- 		gs->map->removeBlockVisTiles(g);
 
- 	}
 
- }
 
- void HeroRecruited::applyGs(CGameState * gs) const
 
- {
 
- 	CGHeroInstance *h = gs->heroesPool->takeHeroFromPool(hid);
 
- 	CGTownInstance *t = gs->getTown(tid);
 
- 	PlayerState *p = gs->getPlayerState(player);
 
- 	if (boatId != ObjectInstanceID::NONE)
 
- 	{
 
- 		CGObjectInstance *obj = gs->getObjInstance(boatId);
 
- 		auto * boat = dynamic_cast<CGBoat *>(obj);
 
- 		if (boat)
 
- 		{
 
- 			gs->map->removeBlockVisTiles(boat);
 
- 			h->attachToBoat(boat);
 
- 		}
 
- 	}
 
- 	h->setOwner(player);
 
- 	h->pos = tile;
 
- 	h->initObj(gs->getRandomGenerator());
 
- 	if(h->id == ObjectInstanceID())
 
- 	{
 
- 		h->id = ObjectInstanceID(static_cast<si32>(gs->map->objects.size()));
 
- 		gs->map->objects.emplace_back(h);
 
- 	}
 
- 	else
 
- 		gs->map->objects[h->id.getNum()] = h;
 
- 	gs->map->heroesOnMap.emplace_back(h);
 
- 	p->heroes.emplace_back(h);
 
- 	h->attachTo(*p);
 
- 	gs->map->addBlockVisTiles(h);
 
- 	if(t)
 
- 		t->setVisitingHero(h);
 
- }
 
- void GiveHero::applyGs(CGameState * gs) const
 
- {
 
- 	CGHeroInstance *h = gs->getHero(id);
 
- 	if (boatId != ObjectInstanceID::NONE)
 
- 	{
 
- 		CGObjectInstance *obj = gs->getObjInstance(boatId);
 
- 		auto * boat = dynamic_cast<CGBoat *>(obj);
 
- 		if (boat)
 
- 		{
 
- 			gs->map->removeBlockVisTiles(boat);
 
- 			h->attachToBoat(boat);
 
- 		}
 
- 	}
 
- 	//bonus system
 
- 	h->detachFrom(gs->globalEffects);
 
- 	h->attachTo(*gs->getPlayerState(player));
 
- 	auto oldVisitablePos = h->visitablePos();
 
- 	gs->map->removeBlockVisTiles(h,true);
 
- 	h->appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, h->type->heroClass->getIndex())->getTemplates().front();
 
- 	h->setOwner(player);
 
- 	h->setMovementPoints(h->movementPointsLimit(true));
 
- 	h->pos = h->convertFromVisitablePos(oldVisitablePos);
 
- 	gs->map->heroesOnMap.emplace_back(h);
 
- 	gs->getPlayerState(h->getOwner())->heroes.emplace_back(h);
 
- 	gs->map->addBlockVisTiles(h);
 
- 	h->inTownGarrison = false;
 
- }
 
- void NewObject::applyGs(CGameState *gs)
 
- {
 
- 	TerrainId terrainType = ETerrainId::NONE;
 
- 	if (!gs->isInTheMap(targetPos))
 
- 	{
 
- 		logGlobal->error("Attempt to create object outside map at %s!", targetPos.toString());
 
- 		return;
 
- 	}
 
- 	const TerrainTile & t = gs->map->getTile(targetPos);
 
- 	terrainType = t.terType->getId();
 
- 	auto handler = VLC->objtypeh->getHandlerFor(ID, subID);
 
- 	CGObjectInstance * o = handler->create();
 
- 	handler->configureObject(o, gs->getRandomGenerator());
 
- 	
 
- 	if (ID == Obj::MONSTER) //probably more options will be needed
 
- 	{
 
- 		//CStackInstance hlp;
 
- 		auto * cre = dynamic_cast<CGCreature *>(o);
 
- 		//cre->slots[0] = hlp;
 
- 		assert(cre);
 
- 		cre->notGrowingTeam = cre->neverFlees = false;
 
- 		cre->character = 2;
 
- 		cre->gainedArtifact = ArtifactID::NONE;
 
- 		cre->identifier = -1;
 
- 		cre->addToSlot(SlotID(0), new CStackInstance(CreatureID(subID), -1)); //add placeholder stack
 
- 	}
 
- 	assert(!handler->getTemplates(terrainType).empty());
 
- 	if (handler->getTemplates().empty())
 
- 	{
 
- 		logGlobal->error("Attempt to create object (%d %d) with no templates!", ID, subID);
 
- 		return;
 
- 	}
 
- 	if (!handler->getTemplates(terrainType).empty())
 
- 		o->appearance = handler->getTemplates(terrainType).front();
 
- 	else
 
- 		o->appearance = handler->getTemplates().front();
 
- 	o->id = ObjectInstanceID(static_cast<si32>(gs->map->objects.size()));
 
- 	o->ID = ID;
 
- 	o->subID = subID;
 
- 	o->pos = targetPos + o->getVisitableOffset();
 
- 	gs->map->objects.emplace_back(o);
 
- 	gs->map->addBlockVisTiles(o);
 
- 	o->initObj(gs->getRandomGenerator());
 
- 	gs->map->calculateGuardingGreaturePositions();
 
- 	createdObjectID = o->id;
 
- 	logGlobal->debug("Added object id=%d; address=%x; name=%s", o->id, (intptr_t)o, o->getObjectName());
 
- }
 
- void NewArtifact::applyGs(CGameState *gs)
 
- {
 
- 	assert(!vstd::contains(gs->map->artInstances, art));
 
- 	assert(!art->getParentNodes().size());
 
- 	assert(art->artType);
 
- 	art->setType(art->artType);
 
- 	if(art->isCombined())
 
- 	{
 
- 		for(const auto & part : art->artType->getConstituents())
 
- 			art->addPart(ArtifactUtils::createNewArtifactInstance(part), ArtifactPosition::PRE_FIRST);
 
- 	}
 
- 	gs->map->addNewArtifactInstance(art);
 
- }
 
- const CStackInstance * StackLocation::getStack()
 
- {
 
- 	if(!army->hasStackAtSlot(slot))
 
- 	{
 
- 		logNetwork->warn("%s don't have a stack at slot %d", army->nodeName(), slot.getNum());
 
- 		return nullptr;
 
- 	}
 
- 	return &army->getStack(slot);
 
- }
 
- struct ObjectRetriever
 
- {
 
- 	const CArmedInstance * operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
 
- 	{
 
- 		return h;
 
- 	}
 
- 	const CArmedInstance * operator()(const ConstTransitivePtr<CStackInstance> &s) const
 
- 	{
 
- 		return s->armyObj;
 
- 	}
 
- };
 
- template<typename T>
 
- struct GetBase
 
- {
 
- 	template <typename TArg>
 
- 	T * operator()(TArg &arg) const
 
- 	{
 
- 		return arg;
 
- 	}
 
- };
 
- void ArtifactLocation::removeArtifact()
 
- {
 
- 	CArtifactInstance *a = getArt();
 
- 	assert(a);
 
- 	a->removeFrom(*this);
 
- }
 
- const CArmedInstance * ArtifactLocation::relatedObj() const
 
- {
 
- 	return std::visit(ObjectRetriever(), artHolder);
 
- }
 
- PlayerColor ArtifactLocation::owningPlayer() const
 
- {
 
- 	const auto * obj = relatedObj();
 
- 	return obj ? obj->tempOwner : PlayerColor::NEUTRAL;
 
- }
 
- CArtifactSet *ArtifactLocation::getHolderArtSet()
 
- {
 
- 	return std::visit(GetBase<CArtifactSet>(), artHolder);
 
- }
 
- CBonusSystemNode *ArtifactLocation::getHolderNode()
 
- {
 
- 	return std::visit(GetBase<CBonusSystemNode>(), artHolder);
 
- }
 
- const CArtifactInstance *ArtifactLocation::getArt() const
 
- {
 
- 	const auto * s = getSlot();
 
- 	if(s)
 
- 		return s->getArt();
 
- 	else
 
- 		return nullptr;
 
- }
 
- CArtifactSet * ArtifactLocation::getHolderArtSet() const
 
- {
 
- 	auto * t = const_cast<ArtifactLocation *>(this);
 
- 	return t->getHolderArtSet();
 
- }
 
- const CBonusSystemNode * ArtifactLocation::getHolderNode() const
 
- {
 
- 	auto * t = const_cast<ArtifactLocation *>(this);
 
- 	return t->getHolderNode();
 
- }
 
- CArtifactInstance *ArtifactLocation::getArt()
 
- {
 
- 	const ArtifactLocation *t = this;
 
- 	return const_cast<CArtifactInstance*>(t->getArt());
 
- }
 
- const ArtSlotInfo *ArtifactLocation::getSlot() const
 
- {
 
- 	return getHolderArtSet()->getSlot(slot);
 
- }
 
- void ChangeStackCount::applyGs(CGameState * gs)
 
- {
 
- 	auto * srcObj = gs->getArmyInstance(army);
 
- 	if(!srcObj)
 
- 		logNetwork->error("[CRITICAL] ChangeStackCount: invalid army object %d, possible game state corruption.", army.getNum());
 
- 	if(absoluteValue)
 
- 		srcObj->setStackCount(slot, count);
 
- 	else
 
- 		srcObj->changeStackCount(slot, count);
 
- }
 
- void SetStackType::applyGs(CGameState * gs)
 
- {
 
- 	auto * srcObj = gs->getArmyInstance(army);
 
- 	if(!srcObj)
 
- 		logNetwork->error("[CRITICAL] SetStackType: invalid army object %d, possible game state corruption.", army.getNum());
 
- 	srcObj->setStackType(slot, type);
 
- }
 
- void EraseStack::applyGs(CGameState * gs)
 
- {
 
- 	auto * srcObj = gs->getArmyInstance(army);
 
- 	if(!srcObj)
 
- 		logNetwork->error("[CRITICAL] EraseStack: invalid army object %d, possible game state corruption.", army.getNum());
 
- 	srcObj->eraseStack(slot);
 
- }
 
- void SwapStacks::applyGs(CGameState * gs)
 
- {
 
- 	auto * srcObj = gs->getArmyInstance(srcArmy);
 
- 	if(!srcObj)
 
- 		logNetwork->error("[CRITICAL] SwapStacks: invalid army object %d, possible game state corruption.", srcArmy.getNum());
 
- 	auto * dstObj = gs->getArmyInstance(dstArmy);
 
- 	if(!dstObj)
 
- 		logNetwork->error("[CRITICAL] SwapStacks: invalid army object %d, possible game state corruption.", dstArmy.getNum());
 
- 	CStackInstance * s1 = srcObj->detachStack(srcSlot);
 
- 	CStackInstance * s2 = dstObj->detachStack(dstSlot);
 
- 	srcObj->putStack(srcSlot, s2);
 
- 	dstObj->putStack(dstSlot, s1);
 
- }
 
- void InsertNewStack::applyGs(CGameState *gs)
 
- {
 
- 	if(auto * obj = gs->getArmyInstance(army))
 
- 		obj->putStack(slot, new CStackInstance(type, count));
 
- 	else
 
- 		logNetwork->error("[CRITICAL] InsertNewStack: invalid army object %d, possible game state corruption.", army.getNum());
 
- }
 
- void RebalanceStacks::applyGs(CGameState * gs)
 
- {
 
- 	auto * srcObj = gs->getArmyInstance(srcArmy);
 
- 	if(!srcObj)
 
- 		logNetwork->error("[CRITICAL] RebalanceStacks: invalid army object %d, possible game state corruption.", srcArmy.getNum());
 
- 	auto * dstObj = gs->getArmyInstance(dstArmy);
 
- 	if(!dstObj)
 
- 		logNetwork->error("[CRITICAL] RebalanceStacks: invalid army object %d, possible game state corruption.", dstArmy.getNum());
 
- 	StackLocation src(srcObj, srcSlot);
 
- 	StackLocation dst(dstObj, dstSlot);
 
- 	const CCreature * srcType = src.army->getCreature(src.slot);
 
- 	TQuantity srcCount = src.army->getStackCount(src.slot);
 
- 	bool stackExp = VLC->settings()->getBoolean(EGameSettings::MODULE_STACK_EXPERIENCE);
 
- 	if(srcCount == count) //moving whole stack
 
- 	{
 
- 		[[maybe_unused]] const CCreature *c = dst.army->getCreature(dst.slot);
 
- 		if(c) //stack at dest -> merge
 
- 		{
 
- 			assert(c == srcType);
 
- 			auto alHere = ArtifactLocation (src.getStack(), ArtifactPosition::CREATURE_SLOT);
 
- 			auto alDest = ArtifactLocation (dst.getStack(), ArtifactPosition::CREATURE_SLOT);
 
- 			auto * artHere = alHere.getArt();
 
- 			auto * artDest = alDest.getArt();
 
- 			if (artHere)
 
- 			{
 
- 				if (alDest.getArt())
 
- 				{
 
- 					auto * hero = dynamic_cast<CGHeroInstance *>(src.army.get());
 
- 					auto dstSlot = ArtifactUtils::getArtBackpackPosition(hero, alDest.getArt()->getTypeId());
 
- 					if(hero && dstSlot != ArtifactPosition::PRE_FIRST)
 
- 					{
 
- 						artDest->move (alDest, ArtifactLocation (hero, dstSlot));
 
- 					}
 
- 					//else - artifact cna be lost :/
 
- 					else
 
- 					{
 
- 						EraseArtifact ea;
 
- 						ea.al = alDest;
 
- 						ea.applyGs(gs);
 
- 						logNetwork->warn("Cannot move artifact! No free slots");
 
- 					}
 
- 					artHere->move (alHere, alDest);
 
- 					//TODO: choose from dialog
 
- 				}
 
- 				else //just move to the other slot before stack gets erased
 
- 				{
 
- 					artHere->move (alHere, alDest);
 
- 				}
 
- 			}
 
- 			if (stackExp)
 
- 			{
 
- 				ui64 totalExp = srcCount * src.army->getStackExperience(src.slot) + dst.army->getStackCount(dst.slot) * dst.army->getStackExperience(dst.slot);
 
- 				src.army->eraseStack(src.slot);
 
- 				dst.army->changeStackCount(dst.slot, count);
 
- 				dst.army->setStackExp(dst.slot, totalExp /(dst.army->getStackCount(dst.slot))); //mean
 
- 			}
 
- 			else
 
- 			{
 
- 				src.army->eraseStack(src.slot);
 
- 				dst.army->changeStackCount(dst.slot, count);
 
- 			}
 
- 		}
 
- 		else //move stack to an empty slot, no exp change needed
 
- 		{
 
- 			CStackInstance *stackDetached = src.army->detachStack(src.slot);
 
- 			dst.army->putStack(dst.slot, stackDetached);
 
- 		}
 
- 	}
 
- 	else
 
- 	{
 
- 		[[maybe_unused]] const CCreature *c = dst.army->getCreature(dst.slot);
 
- 		if(c) //stack at dest -> rebalance
 
- 		{
 
- 			assert(c == srcType);
 
- 			if (stackExp)
 
- 			{
 
- 				ui64 totalExp = srcCount * src.army->getStackExperience(src.slot) + dst.army->getStackCount(dst.slot) * dst.army->getStackExperience(dst.slot);
 
- 				src.army->changeStackCount(src.slot, -count);
 
- 				dst.army->changeStackCount(dst.slot, count);
 
- 				dst.army->setStackExp(dst.slot, totalExp /(src.army->getStackCount(src.slot) + dst.army->getStackCount(dst.slot))); //mean
 
- 			}
 
- 			else
 
- 			{
 
- 				src.army->changeStackCount(src.slot, -count);
 
- 				dst.army->changeStackCount(dst.slot, count);
 
- 			}
 
- 		}
 
- 		else //split stack to an empty slot
 
- 		{
 
- 			src.army->changeStackCount(src.slot, -count);
 
- 			dst.army->addToSlot(dst.slot, srcType->getId(), count, false);
 
- 			if (stackExp)
 
- 				dst.army->setStackExp(dst.slot, src.army->getStackExperience(src.slot));
 
- 		}
 
- 	}
 
- 	CBonusSystemNode::treeHasChanged();
 
- }
 
- void BulkRebalanceStacks::applyGs(CGameState * gs)
 
- {
 
- 	for(auto & move : moves)
 
- 		move.applyGs(gs);
 
- }
 
- void BulkSmartRebalanceStacks::applyGs(CGameState * gs)
 
- {
 
- 	for(auto & move : moves)
 
- 		move.applyGs(gs);
 
- 	for(auto & change : changes)
 
- 		change.applyGs(gs);
 
- }
 
- void PutArtifact::applyGs(CGameState *gs)
 
- {
 
- 	assert(art->canBePutAt(al));
 
- 	// Ensure that artifact has been correctly added via NewArtifact pack
 
- 	assert(vstd::contains(gs->map->artInstances, art));
 
- 	assert(!art->getParentNodes().empty());
 
- 	art->putAt(al);
 
- }
 
- void EraseArtifact::applyGs(CGameState *gs)
 
- {
 
- 	const auto * slot = al.getSlot();
 
- 	if(slot->locked)
 
- 	{
 
- 		logGlobal->debug("Erasing locked artifact: %s", slot->artifact->artType->getNameTranslated());
 
- 		DisassembledArtifact dis;
 
- 		dis.al.artHolder = al.artHolder;
 
- 		auto * aset = al.getHolderArtSet();
 
- 		#ifndef NDEBUG
 
- 		bool found = false;
 
- 		#endif
 
- 		for(auto& p : aset->artifactsWorn)
 
- 		{
 
- 			auto art = p.second.artifact;
 
- 			if(art->isCombined() && art->isPart(slot->artifact))
 
- 			{
 
- 				dis.al.slot = aset->getArtPos(art);
 
- 				#ifndef NDEBUG
 
- 				found = true;
 
- 				#endif
 
- 				break;
 
- 			}
 
- 		}
 
- 		assert(found && "Failed to determine the assembly this locked artifact belongs to");
 
- 		logGlobal->debug("Found the corresponding assembly: %s", dis.al.getSlot()->artifact->artType->getNameTranslated());
 
- 		dis.applyGs(gs);
 
- 	}
 
- 	else
 
- 	{
 
- 		logGlobal->debug("Erasing artifact %s", slot->artifact->artType->getNameTranslated());
 
- 	}
 
- 	al.removeArtifact();
 
- }
 
- void MoveArtifact::applyGs(CGameState * gs)
 
- {
 
- 	CArtifactInstance * art = src.getArt();
 
- 	assert(!ArtifactUtils::isSlotEquipment(dst.slot) || !dst.getArt());
 
- 	art->move(src, dst);
 
- }
 
- void BulkMoveArtifacts::applyGs(CGameState * gs)
 
- {
 
- 	enum class EBulkArtsOp
 
- 	{
 
- 		BULK_MOVE,
 
- 		BULK_REMOVE,
 
- 		BULK_PUT
 
- 	};
 
- 	auto bulkArtsOperation = [this](std::vector<LinkedSlots> & artsPack, 
 
- 		CArtifactSet * artSet, EBulkArtsOp operation) -> void
 
- 	{
 
- 		int numBackpackArtifactsMoved = 0;
 
- 		for(auto & slot : artsPack)
 
- 		{
 
- 			// When an object gets removed from the backpack, the backpack shrinks
 
- 			// so all the following indices will be affected. Thus, we need to update
 
- 			// the subsequent artifact slots to account for that
 
- 			auto srcPos = slot.srcPos;
 
- 			if(ArtifactUtils::isSlotBackpack(srcPos) && (operation != EBulkArtsOp::BULK_PUT))
 
- 			{
 
- 				srcPos = ArtifactPosition(srcPos.num - numBackpackArtifactsMoved);
 
- 			}
 
- 			const auto * slotInfo = artSet->getSlot(srcPos);
 
- 			assert(slotInfo);
 
- 			auto * art = const_cast<CArtifactInstance *>(slotInfo->getArt());
 
- 			assert(art);
 
- 			switch(operation)
 
- 			{
 
- 			case EBulkArtsOp::BULK_MOVE:
 
- 				const_cast<CArtifactInstance*>(art)->move(
 
- 					ArtifactLocation(srcArtHolder, srcPos), ArtifactLocation(dstArtHolder, slot.dstPos));
 
- 				break;
 
- 			case EBulkArtsOp::BULK_REMOVE:
 
- 				art->removeFrom(ArtifactLocation(dstArtHolder, srcPos));
 
- 				break;
 
- 			case EBulkArtsOp::BULK_PUT:
 
- 				art->putAt(ArtifactLocation(srcArtHolder, slot.dstPos));
 
- 				break;
 
- 			default:
 
- 				break;
 
- 			}
 
- 			if(srcPos >= ArtifactPosition::BACKPACK_START)
 
- 			{
 
- 				numBackpackArtifactsMoved++;
 
- 			}
 
- 		}
 
- 	};
 
- 	
 
- 	if(swap)
 
- 	{
 
- 		// Swap
 
- 		auto * leftSet = getSrcHolderArtSet();
 
- 		auto * rightSet = getDstHolderArtSet();
 
- 		CArtifactFittingSet artFittingSet(leftSet->bearerType());
 
- 		artFittingSet.artifactsWorn = rightSet->artifactsWorn;
 
- 		artFittingSet.artifactsInBackpack = rightSet->artifactsInBackpack;
 
- 		bulkArtsOperation(artsPack1, rightSet, EBulkArtsOp::BULK_REMOVE);
 
- 		bulkArtsOperation(artsPack0, leftSet, EBulkArtsOp::BULK_MOVE);
 
- 		bulkArtsOperation(artsPack1, &artFittingSet, EBulkArtsOp::BULK_PUT);
 
- 	}
 
- 	else
 
- 	{
 
- 		bulkArtsOperation(artsPack0, getSrcHolderArtSet(), EBulkArtsOp::BULK_MOVE);
 
- 	}
 
- }
 
- void AssembledArtifact::applyGs(CGameState *gs)
 
- {
 
- 	CArtifactSet * artSet = al.getHolderArtSet();
 
- 	const CArtifactInstance * transformedArt = al.getArt();
 
- 	assert(transformedArt);
 
- 	assert(vstd::contains_if(ArtifactUtils::assemblyPossibilities(artSet, transformedArt->getTypeId()), [=](const CArtifact * art)->bool
 
- 		{
 
- 			return art->getId() == builtArt->getId();
 
- 		}));
 
- 	const auto transformedArtSlot = artSet->getSlotByInstance(transformedArt);
 
- 	auto * combinedArt = new CArtifactInstance(builtArt);
 
- 	gs->map->addNewArtifactInstance(combinedArt);
 
- 	// Find slots for all involved artifacts
 
- 	std::vector<ArtifactPosition> slotsInvolved;
 
- 	for(const auto constituent : builtArt->getConstituents())
 
- 	{
 
- 		ArtifactPosition slot;
 
- 		if(transformedArt->getTypeId() == constituent->getId())
 
- 			slot = transformedArtSlot;
 
- 		else
 
- 			slot = artSet->getArtPos(constituent->getId(), false, false);
 
- 		assert(slot != ArtifactPosition::PRE_FIRST);
 
- 		slotsInvolved.emplace_back(slot);
 
- 	}
 
- 	std::sort(slotsInvolved.begin(), slotsInvolved.end(), std::greater<>());
 
- 	// Find a slot for combined artifact
 
- 	al.slot = transformedArtSlot;
 
- 	for(const auto slot : slotsInvolved)
 
- 	{
 
- 		if(ArtifactUtils::isSlotEquipment(transformedArtSlot))
 
- 		{
 
- 			if(ArtifactUtils::isSlotBackpack(slot))
 
- 			{
 
- 				al.slot = ArtifactPosition::BACKPACK_START;
 
- 				break;
 
- 			}
 
- 			if(!vstd::contains(combinedArt->artType->getPossibleSlots().at(artSet->bearerType()), al.slot)
 
- 				&& vstd::contains(combinedArt->artType->getPossibleSlots().at(artSet->bearerType()), slot))
 
- 				al.slot = slot;
 
- 		}
 
- 		else
 
- 		{
 
- 			if(ArtifactUtils::isSlotBackpack(slot))
 
- 				al.slot = std::min(al.slot, slot);
 
- 		}
 
- 	}
 
- 	// Delete parts from hero
 
- 	for(const auto slot : slotsInvolved)
 
- 	{
 
- 		const auto constituentInstance = artSet->getArt(slot);
 
- 		constituentInstance->removeFrom(ArtifactLocation(al.artHolder, slot));
 
- 		if(ArtifactUtils::isSlotEquipment(al.slot) && slot != al.slot)
 
- 			combinedArt->addPart(constituentInstance, slot);
 
- 		else
 
- 			combinedArt->addPart(constituentInstance, ArtifactPosition::PRE_FIRST);
 
- 	}
 
- 	// Put new combined artifacts
 
- 	combinedArt->putAt(al);
 
- }
 
- void DisassembledArtifact::applyGs(CGameState *gs)
 
- {
 
- 	auto * disassembled = al.getArt();
 
- 	assert(disassembled);
 
- 	auto parts = disassembled->getPartsInfo();
 
- 	disassembled->removeFrom(al);
 
- 	for(auto & part : parts)
 
- 	{
 
- 		ArtifactLocation partLoc = al;
 
- 		// ArtifactPosition::PRE_FIRST is value of main part slot -> it'll replace combined artifact in its pos
 
- 		partLoc.slot = (ArtifactUtils::isSlotEquipment(part.slot) ? part.slot : al.slot);
 
- 		disassembled->detachFrom(*part.art);
 
- 		part.art->putAt(partLoc);
 
- 	}
 
- 	gs->map->eraseArtifactInstance(disassembled);
 
- }
 
- void HeroVisit::applyGs(CGameState *gs)
 
- {
 
- }
 
- void SetAvailableArtifacts::applyGs(CGameState * gs) const
 
- {
 
- 	if(id >= 0)
 
- 	{
 
- 		if(auto * bm = dynamic_cast<CGBlackMarket *>(gs->map->objects[id].get()))
 
- 		{
 
- 			bm->artifacts = arts;
 
- 		}
 
- 		else
 
- 		{
 
- 			logNetwork->error("Wrong black market id!");
 
- 		}
 
- 	}
 
- 	else
 
- 	{
 
- 		CGTownInstance::merchantArtifacts = arts;
 
- 	}
 
- }
 
- void NewTurn::applyGs(CGameState *gs)
 
- {
 
- 	gs->day = day;
 
- 	// Update bonuses before doing anything else so hero don't get more MP than needed
 
- 	gs->globalEffects.removeBonusesRecursive(Bonus::OneDay); //works for children -> all game objs
 
- 	gs->globalEffects.reduceBonusDurations(Bonus::NDays);
 
- 	gs->globalEffects.reduceBonusDurations(Bonus::OneWeek);
 
- 	//TODO not really a single root hierarchy, what about bonuses placed elsewhere? [not an issue with H3 mechanics but in the future...]
 
- 	for(const NewTurn::Hero & h : heroes) //give mana/movement point
 
- 	{
 
- 		CGHeroInstance *hero = gs->getHero(h.id);
 
- 		if(!hero)
 
- 		{
 
- 			logGlobal->error("Hero %d not found in NewTurn::applyGs", h.id.getNum());
 
- 			continue;
 
- 		}
 
- 		hero->setMovementPoints(h.move);
 
- 		hero->mana = h.mana;
 
- 	}
 
- 	gs->heroesPool->onNewDay();
 
- 	for(const auto & re : res)
 
- 	{
 
- 		assert(re.first.isValidPlayer());
 
- 		gs->getPlayerState(re.first)->resources = re.second;
 
- 	}
 
- 	for(const auto & creatureSet : cres) //set available creatures in towns
 
- 		creatureSet.second.applyGs(gs);
 
- 	for(CGTownInstance* t : gs->map->towns)
 
- 		t->builded = 0;
 
- 	if(gs->getDate(Date::DAY_OF_WEEK) == 1)
 
- 		gs->updateRumor();
 
- }
 
- void SetObjectProperty::applyGs(CGameState * gs) const
 
- {
 
- 	CGObjectInstance *obj = gs->getObjInstance(id);
 
- 	if(!obj)
 
- 	{
 
- 		logNetwork->error("Wrong object ID - property cannot be set!");
 
- 		return;
 
- 	}
 
- 	auto * cai = dynamic_cast<CArmedInstance *>(obj);
 
- 	if(what == ObjProperty::OWNER && cai)
 
- 	{
 
- 		if(obj->ID == Obj::TOWN)
 
- 		{
 
- 			auto * t = dynamic_cast<CGTownInstance *>(obj);
 
- 			assert(t);
 
- 			PlayerColor oldOwner = t->tempOwner;
 
- 			if(oldOwner.isValidPlayer())
 
- 			{
 
- 				auto * state = gs->getPlayerState(oldOwner);
 
- 				state->towns -= t;
 
- 				if(state->towns.empty())
 
- 					*state->daysWithoutCastle = 0;
 
- 			}
 
- 			if(PlayerColor(val).isValidPlayer())
 
- 			{
 
- 				PlayerState * p = gs->getPlayerState(PlayerColor(val));
 
- 				p->towns.emplace_back(t);
 
- 				//reset counter before NewTurn to avoid no town message if game loaded at turn when one already captured
 
- 				if(p->daysWithoutCastle)
 
- 					p->daysWithoutCastle = std::nullopt;
 
- 			}
 
- 		}
 
- 		CBonusSystemNode & nodeToMove = cai->whatShouldBeAttached();
 
- 		nodeToMove.detachFrom(cai->whereShouldBeAttached(gs));
 
- 		obj->setProperty(what,val);
 
- 		nodeToMove.attachTo(cai->whereShouldBeAttached(gs));
 
- 	}
 
- 	else //not an armed instance
 
- 	{
 
- 		obj->setProperty(what,val);
 
- 	}
 
- }
 
- void PrepareHeroLevelUp::applyGs(CGameState * gs)
 
- {
 
- 	auto * hero = gs->getHero(heroId);
 
- 	assert(hero);
 
- 	auto proposedSkills = hero->getLevelUpProposedSecondarySkills();
 
- 	if(skills.size() == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
 
- 	{
 
- 		skills.push_back(*RandomGeneratorUtil::nextItem(proposedSkills, hero->skillsInfo.rand));
 
- 	}
 
- 	else
 
- 	{
 
- 		skills = proposedSkills;
 
- 	}
 
- }
 
- void HeroLevelUp::applyGs(CGameState * gs) const
 
- {
 
- 	auto * hero = gs->getHero(heroId);
 
- 	assert(hero);
 
- 	hero->levelUp(skills);
 
- }
 
- void CommanderLevelUp::applyGs(CGameState * gs) const
 
- {
 
- 	auto * hero = gs->getHero(heroId);
 
- 	assert(hero);
 
- 	auto commander = hero->commander;
 
- 	assert(commander);
 
- 	commander->levelUp();
 
- }
 
- void BattleStart::applyGs(CGameState * gs) const
 
- {
 
- 	assert(battleID == gs->nextBattleID);
 
- 	gs->currentBattles.emplace_back(info);
 
- 	info->battleID = gs->nextBattleID;
 
- 	info->localInit();
 
- 	gs->nextBattleID = vstd::next(gs->nextBattleID, 1);
 
- }
 
- void BattleNextRound::applyGs(CGameState * gs) const
 
- {
 
- 	gs->getBattle(battleID)->nextRound();
 
- }
 
- void BattleSetActiveStack::applyGs(CGameState * gs) const
 
- {
 
- 	gs->getBattle(battleID)->nextTurn(stack);
 
- }
 
- void BattleTriggerEffect::applyGs(CGameState * gs) const
 
- {
 
- 	CStack * st = gs->getBattle(battleID)->getStack(stackID);
 
- 	assert(st);
 
- 	switch(static_cast<BonusType>(effect))
 
- 	{
 
- 	case BonusType::HP_REGENERATION:
 
- 	{
 
- 		int64_t toHeal = val;
 
- 		st->heal(toHeal, EHealLevel::HEAL, EHealPower::PERMANENT);
 
- 		break;
 
- 	}
 
- 	case BonusType::MANA_DRAIN:
 
- 	{
 
- 		CGHeroInstance * h = gs->getHero(ObjectInstanceID(additionalInfo));
 
- 		st->drainedMana = true;
 
- 		h->mana -= val;
 
- 		vstd::amax(h->mana, 0);
 
- 		break;
 
- 	}
 
- 	case BonusType::POISON:
 
- 	{
 
- 		auto b = st->getBonusLocalFirst(Selector::source(BonusSource::SPELL_EFFECT, SpellID::POISON)
 
- 				.And(Selector::type()(BonusType::STACK_HEALTH)));
 
- 		if (b)
 
- 			b->val = val;
 
- 		break;
 
- 	}
 
- 	case BonusType::ENCHANTER:
 
- 	case BonusType::MORALE:
 
- 		break;
 
- 	case BonusType::FEAR:
 
- 		st->fear = true;
 
- 		break;
 
- 	default:
 
- 		logNetwork->error("Unrecognized trigger effect type %d", effect);
 
- 	}
 
- }
 
- void BattleUpdateGateState::applyGs(CGameState * gs) const
 
- {
 
- 	if(gs->getBattle(battleID))
 
- 		gs->getBattle(battleID)->si.gateState = state;
 
- }
 
- void BattleCancelled::applyGs(CGameState * gs) const
 
- {
 
- 	auto currentBattle = boost::range::find_if(gs->currentBattles, [&](const auto & battle)
 
- 	{
 
- 		return battle->battleID == battleID;
 
- 	});
 
- 	assert(currentBattle != gs->currentBattles.end());
 
- 	gs->currentBattles.erase(currentBattle);
 
- }
 
- void BattleResultAccepted::applyGs(CGameState * gs) const
 
- {
 
- 	// Remove any "until next battle" bonuses
 
- 	for(auto & res : heroResult)
 
- 	{
 
- 		if(res.hero)
 
- 			res.hero->removeBonusesRecursive(Bonus::OneBattle);
 
- 	}
 
- 	if(winnerSide != 2)
 
- 	{
 
- 		// Grow up growing artifacts
 
- 		const auto hero = heroResult[winnerSide].hero;
 
- 		if (hero)
 
- 		{
 
- 			if(hero->commander && hero->commander->alive)
 
- 			{
 
- 				for(auto & art : hero->commander->artifactsWorn)
 
- 					art.second.artifact->growingUp();
 
- 			}
 
- 			for(auto & art : hero->artifactsWorn)
 
- 			{
 
- 				art.second.artifact->growingUp();
 
- 			}
 
- 		}
 
- 	}
 
- 	if(VLC->settings()->getBoolean(EGameSettings::MODULE_STACK_EXPERIENCE))
 
- 	{
 
- 		if(heroResult[0].army)
 
- 			heroResult[0].army->giveStackExp(heroResult[0].exp);
 
- 		if(heroResult[1].army)
 
- 			heroResult[1].army->giveStackExp(heroResult[1].exp);
 
- 		CBonusSystemNode::treeHasChanged();
 
- 	}
 
- 	auto currentBattle = boost::range::find_if(gs->currentBattles, [&](const auto & battle)
 
- 	{
 
- 		return battle->battleID == battleID;
 
- 	});
 
- 	assert(currentBattle != gs->currentBattles.end());
 
- 	gs->currentBattles.erase(currentBattle);
 
- }
 
- void BattleLogMessage::applyGs(CGameState *gs)
 
- {
 
- 	//nothing
 
- }
 
- void BattleLogMessage::applyBattle(IBattleState * battleState)
 
- {
 
- 	//nothing
 
- }
 
- void BattleStackMoved::applyGs(CGameState *gs)
 
- {
 
- 	applyBattle(gs->getBattle(battleID));
 
- }
 
- void BattleStackMoved::applyBattle(IBattleState * battleState)
 
- {
 
- 	battleState->moveUnit(stack, tilesToMove.back());
 
- }
 
- void BattleStackAttacked::applyGs(CGameState * gs)
 
- {
 
- 	applyBattle(gs->getBattle(battleID));
 
- }
 
- void BattleStackAttacked::applyBattle(IBattleState * battleState)
 
- {
 
- 	battleState->setUnitState(newState.id, newState.data, newState.healthDelta);
 
- }
 
- void BattleAttack::applyGs(CGameState * gs)
 
- {
 
- 	CStack * attacker = gs->getBattle(battleID)->getStack(stackAttacking);
 
- 	assert(attacker);
 
- 	attackerChanges.applyGs(gs);
 
- 	for(BattleStackAttacked & stackAttacked : bsa)
 
- 		stackAttacked.applyGs(gs);
 
- 	attacker->removeBonusesRecursive(Bonus::UntilAttack);
 
- }
 
- void StartAction::applyGs(CGameState *gs)
 
- {
 
- 	CStack *st = gs->getBattle(battleID)->getStack(ba.stackNumber);
 
- 	if(ba.actionType == EActionType::END_TACTIC_PHASE)
 
- 	{
 
- 		gs->getBattle(battleID)->tacticDistance = 0;
 
- 		return;
 
- 	}
 
- 	if(gs->getBattle(battleID)->tacticDistance)
 
- 	{
 
- 		// moves in tactics phase do not affect creature status
 
- 		// (tactics stack queue is managed by client)
 
- 		return;
 
- 	}
 
- 	if (ba.isUnitAction())
 
- 	{
 
- 		assert(st); // stack must exists for all non-hero actions
 
- 		switch(ba.actionType)
 
- 		{
 
- 			case EActionType::DEFEND:
 
- 				st->waiting = false;
 
- 				st->defending = true;
 
- 				st->defendingAnim = true;
 
- 				break;
 
- 			case EActionType::WAIT:
 
- 				st->defendingAnim = false;
 
- 				st->waiting = true;
 
- 				st->waitedThisTurn = true;
 
- 				break;
 
- 			case EActionType::HERO_SPELL: //no change in current stack state
 
- 				break;
 
- 			default: //any active stack action - attack, catapult, heal, spell...
 
- 				st->waiting = false;
 
- 				st->defendingAnim = false;
 
- 				st->movedThisRound = true;
 
- 				break;
 
- 		}
 
- 	}
 
- 	else
 
- 	{
 
- 		if(ba.actionType == EActionType::HERO_SPELL)
 
- 			gs->getBattle(battleID)->sides[ba.side].usedSpellsHistory.push_back(ba.spell);
 
- 	}
 
- }
 
- void BattleSpellCast::applyGs(CGameState * gs) const
 
- {
 
- 	if(castByHero)
 
- 	{
 
- 		if(side < 2)
 
- 		{
 
- 			gs->getBattle(battleID)->sides[side].castSpellsCount++;
 
- 		}
 
- 	}
 
- }
 
- void SetStackEffect::applyGs(CGameState *gs)
 
- {
 
- 	applyBattle(gs->getBattle(battleID));
 
- }
 
- void SetStackEffect::applyBattle(IBattleState * battleState)
 
- {
 
- 	for(const auto & stackData : toRemove)
 
- 		battleState->removeUnitBonus(stackData.first, stackData.second);
 
- 	for(const auto & stackData : toUpdate)
 
- 		battleState->updateUnitBonus(stackData.first, stackData.second);
 
- 	for(const auto & stackData : toAdd)
 
- 		battleState->addUnitBonus(stackData.first, stackData.second);
 
- }
 
- void StacksInjured::applyGs(CGameState *gs)
 
- {
 
- 	applyBattle(gs->getBattle(battleID));
 
- }
 
- void StacksInjured::applyBattle(IBattleState * battleState)
 
- {
 
- 	for(BattleStackAttacked stackAttacked : stacks)
 
- 		stackAttacked.applyBattle(battleState);
 
- }
 
- void BattleUnitsChanged::applyGs(CGameState *gs)
 
- {
 
- 	applyBattle(gs->getBattle(battleID));
 
- }
 
- void BattleUnitsChanged::applyBattle(IBattleState * battleState)
 
- {
 
- 	for(auto & elem : changedStacks)
 
- 	{
 
- 		switch(elem.operation)
 
- 		{
 
- 		case BattleChanges::EOperation::RESET_STATE:
 
- 			battleState->setUnitState(elem.id, elem.data, elem.healthDelta);
 
- 			break;
 
- 		case BattleChanges::EOperation::REMOVE:
 
- 			battleState->removeUnit(elem.id);
 
- 			break;
 
- 		case BattleChanges::EOperation::ADD:
 
- 			battleState->addUnit(elem.id, elem.data);
 
- 			break;
 
- 		case BattleChanges::EOperation::UPDATE:
 
- 			battleState->updateUnit(elem.id, elem.data);
 
- 			break;
 
- 		default:
 
- 			logNetwork->error("Unknown unit operation %d", static_cast<int>(elem.operation));
 
- 			break;
 
- 		}
 
- 	}
 
- }
 
- void BattleObstaclesChanged::applyGs(CGameState * gs)
 
- {
 
- 	applyBattle(gs->getBattle(battleID));
 
- }
 
- void BattleObstaclesChanged::applyBattle(IBattleState * battleState)
 
- {
 
- 	for(const auto & change : changes)
 
- 	{
 
- 		switch(change.operation)
 
- 		{
 
- 		case BattleChanges::EOperation::REMOVE:
 
- 			battleState->removeObstacle(change.id);
 
- 			break;
 
- 		case BattleChanges::EOperation::ADD:
 
- 			battleState->addObstacle(change);
 
- 			break;
 
- 		case BattleChanges::EOperation::UPDATE:
 
- 			battleState->updateObstacle(change);
 
- 			break;
 
- 		default:
 
- 			logNetwork->error("Unknown obstacle operation %d", static_cast<int>(change.operation));
 
- 			break;
 
- 		}
 
- 	}
 
- }
 
- CatapultAttack::CatapultAttack() = default;
 
- CatapultAttack::~CatapultAttack() = default;
 
- void CatapultAttack::applyGs(CGameState * gs)
 
- {
 
- 	applyBattle(gs->getBattle(battleID));
 
- }
 
- void CatapultAttack::visitTyped(ICPackVisitor & visitor)
 
- {
 
- 	visitor.visitCatapultAttack(*this);
 
- }
 
- void CatapultAttack::applyBattle(IBattleState * battleState)
 
- {
 
- 	const auto * town = battleState->getDefendedTown();
 
- 	if(!town)
 
- 		return;
 
- 	if(town->fortLevel() == CGTownInstance::NONE)
 
- 		return;
 
- 	for(const auto & part : attackedParts)
 
- 	{
 
- 		auto newWallState = SiegeInfo::applyDamage(battleState->getWallState(part.attackedPart), part.damageDealt);
 
- 		battleState->setWallState(part.attackedPart, newWallState);
 
- 	}
 
- }
 
- void BattleSetStackProperty::applyGs(CGameState * gs) const
 
- {
 
- 	CStack * stack = gs->getBattle(battleID)->getStack(stackID);
 
- 	switch(which)
 
- 	{
 
- 		case CASTS:
 
- 		{
 
- 			if(absolute)
 
- 				logNetwork->error("Can not change casts in absolute mode");
 
- 			else
 
- 				stack->casts.use(-val);
 
- 			break;
 
- 		}
 
- 		case ENCHANTER_COUNTER:
 
- 		{
 
- 			auto & counter = gs->getBattle(battleID)->sides[gs->getBattle(battleID)->whatSide(stack->unitOwner())].enchanterCounter;
 
- 			if(absolute)
 
- 				counter = val;
 
- 			else
 
- 				counter += val;
 
- 			vstd::amax(counter, 0);
 
- 			break;
 
- 		}
 
- 		case UNBIND:
 
- 		{
 
- 			stack->removeBonusesRecursive(Selector::type()(BonusType::BIND_EFFECT));
 
- 			break;
 
- 		}
 
- 		case CLONED:
 
- 		{
 
- 			stack->cloned = true;
 
- 			break;
 
- 		}
 
- 		case HAS_CLONE:
 
- 		{
 
- 			stack->cloneID = val;
 
- 			break;
 
- 		}
 
- 	}
 
- }
 
- void PlayerCheated::applyGs(CGameState * gs) const
 
- {
 
- 	if(!player.isValidPlayer())
 
- 		return;
 
- 	gs->getPlayerState(player)->enteredLosingCheatCode = losingCheatCode;
 
- 	gs->getPlayerState(player)->enteredWinningCheatCode = winningCheatCode;
 
- 	gs->getPlayerState(player)->cheated = true;
 
- }
 
- void PlayerStartsTurn::applyGs(CGameState * gs) const
 
- {
 
- 	assert(gs->actingPlayers.count(player) == 0);
 
- 	gs->actingPlayers.insert(player);
 
- }
 
- void PlayerEndsTurn::applyGs(CGameState * gs) const
 
- {
 
- 	assert(gs->actingPlayers.count(player) == 1);
 
- 	gs->actingPlayers.erase(player);
 
- }
 
- void DaysWithoutTown::applyGs(CGameState * gs) const
 
- {
 
- 	auto & playerState = gs->players[player];
 
- 	playerState.daysWithoutCastle = daysWithoutCastle;
 
- }
 
- void TurnTimeUpdate::applyGs(CGameState *gs) const
 
- {
 
- 	auto & playerState = gs->players[player];
 
- 	playerState.turnTimer = turnTimer;
 
- }
 
- Component::Component(const CStackBasicDescriptor & stack)
 
- 	: id(EComponentType::CREATURE)
 
- 	, subtype(stack.type->getId())
 
- 	, val(stack.count)
 
- {
 
- }
 
- void EntitiesChanged::applyGs(CGameState * gs)
 
- {
 
- 	for(const auto & change : changes)
 
- 		gs->updateEntity(change.metatype, change.entityIndex, change.data);
 
- }
 
- const CArtifactInstance * ArtSlotInfo::getArt() const
 
- {
 
- 	if(locked)
 
- 	{
 
- 		logNetwork->warn("ArtifactLocation::getArt: This location is locked!");
 
- 		return nullptr;
 
- 	}
 
- 	return artifact;
 
- }
 
- CArtifactSet * BulkMoveArtifacts::getSrcHolderArtSet()
 
- {
 
- 	return std::visit(GetBase<CArtifactSet>(), srcArtHolder);
 
- }
 
- CArtifactSet * BulkMoveArtifacts::getDstHolderArtSet()
 
- {
 
- 	return std::visit(GetBase<CArtifactSet>(), dstArtHolder);
 
- }
 
- VCMI_LIB_NAMESPACE_END
 
 
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