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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 "NetPacks.h"#include "CGeneralTextHandler.h"#include "mapObjects/CObjectClassesHandler.h"#include "CArtHandler.h"#include "CHeroHandler.h"#include "mapObjects/CObjectHandler.h"#include "CModHandler.h"#include "VCMI_Lib.h"#include "mapping/CMap.h"#include "spells/CSpellHandler.h"#include "CCreatureHandler.h"#include "CGameState.h"#include "CStack.h"#include "battle/BattleInfo.h"#include "CTownHandler.h"#include "mapping/CMapInfo.h"#include "StartInfo.h"#include "CPlayerState.h"VCMI_LIB_NAMESPACE_BEGINDLL_LINKAGE void SetResources::applyGs(CGameState *gs){	assert(player < PlayerColor::PLAYER_LIMIT);	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();}DLL_LINKAGE void SetPrimSkill::applyGs(CGameState *gs){	CGHeroInstance * hero = gs->getHero(id);	assert(hero);	hero->setPrimarySkill(which, val, abs);}DLL_LINKAGE void SetSecSkill::applyGs(CGameState *gs){	CGHeroInstance *hero = gs->getHero(id);	hero->setSecSkillLevel(which, val, abs);}DLL_LINKAGE 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;	}}DLL_LINKAGE void AddQuest::applyGs(CGameState *gs){	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");}DLL_LINKAGE void UpdateArtHandlerLists::applyGs(CGameState *gs){	VLC->arth->minors = minors;	VLC->arth->majors = majors;	VLC->arth->treasures = treasures;	VLC->arth->relics = relics;}DLL_LINKAGE void UpdateMapEvents::applyGs(CGameState *gs){	gs->map->events = events;}DLL_LINKAGE void UpdateCastleEvents::applyGs(CGameState *gs){	auto t = gs->getTown(town);	t->events = events;}DLL_LINKAGE void ChangeFormation::applyGs(CGameState *gs){	gs->getHero(hid)->setFormation(formation);}DLL_LINKAGE void HeroVisitCastle::applyGs(CGameState *gs){	CGHeroInstance *h = gs->getHero(hid);	CGTownInstance *t = gs->getTown(tid);	assert(h);	assert(t);	if(start())		t->setVisitingHero(h);	else		t->setVisitingHero(nullptr);}DLL_LINKAGE void ChangeSpells::applyGs(CGameState *gs){	CGHeroInstance *hero = gs->getHero(hid);	if(learn)		for(auto sid : spells)			hero->addSpellToSpellbook(sid);	else		for(auto sid : spells)			hero->removeSpellFromSpellbook(sid);}DLL_LINKAGE void SetMana::applyGs(CGameState *gs){	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}DLL_LINKAGE void SetMovePoints::applyGs(CGameState *gs){	CGHeroInstance *hero = gs->getHero(hid);	assert(hero);	if(absolute)		hero->movement = val;	else		hero->movement += val;	vstd::amax(hero->movement, 0); //not less than 0}DLL_LINKAGE void FoWChange::applyGs(CGameState *gs){	TeamState * team = gs->getPlayerTeam(player);	auto fogOfWarMap = team->fogOfWarMap;	for(int3 t : tiles)		(*fogOfWarMap)[t.z][t.x][t.y] = mode;	if (mode == 0) //do not hide too much	{		std::unordered_set<int3, ShashInt3> 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(int3 t : tilesRevealed) //probably not the most optimal solution ever			(*fogOfWarMap)[t.z][t.x][t.y] = 1;	}}DLL_LINKAGE void SetAvailableHeroes::applyGs(CGameState *gs){	PlayerState *p = gs->getPlayerState(player);	p->availableHeroes.clear();	for (int i = 0; i < GameConstants::AVAILABLE_HEROES_PER_PLAYER; i++)	{		CGHeroInstance *h = (hid[i]>=0 ?  gs->hpool.heroesPool[hid[i]].get() : nullptr);		if(h && army[i])			h->setToArmy(army[i]);		p->availableHeroes.push_back(h);	}}DLL_LINKAGE void GiveBonus::applyGs(CGameState *gs){	CBonusSystemNode *cbsn = nullptr;	switch(who)	{	case HERO:		cbsn = gs->getHero(ObjectInstanceID(id));		break;	case PLAYER:		cbsn = gs->getPlayerState(PlayerColor(id));		break;	case TOWN:		cbsn = gs->getTown(ObjectInstanceID(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.message.size()		&& (bonus.type == Bonus::LUCK || bonus.type == Bonus::MORALE))	{		if (bonus.source == Bonus::OBJECT)		{			descr = VLC->generaltexth->arraytxt[bonus.val > 0 ? 110 : 109]; //+/-%d Temporary until next battle"		}		else if(bonus.source == Bonus::TOWN_STRUCTURE)		{			descr = bonus.description;			return;		}		else		{			bdescr.toString(descr);		}	}	else	{		bdescr.toString(descr);	}	// Some of(?) versions of H3 use %s here instead of %d. Try to replace both of them	boost::replace_first(descr,"%d",boost::lexical_cast<std::string>(std::abs(bonus.val)));	boost::replace_first(descr,"%s",boost::lexical_cast<std::string>(std::abs(bonus.val)));}DLL_LINKAGE 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;	gs->map->addBlockVisTiles(obj);}DLL_LINKAGE void ChangeObjectVisitors::applyGs(CGameState *gs){	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 (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;	}}DLL_LINKAGE void PlayerEndsGame::applyGs(CGameState *gs){	PlayerState *p = gs->getPlayerState(player);	if(victoryLossCheckResult.victory())	{		p->status = EPlayerStatus::WINNER;		// TODO: Campaign-specific code might as well go somewhere else		if(p->human && gs->scenarioOps->campState)		{			std::vector<CGHeroInstance *> crossoverHeroes;			for (CGHeroInstance * hero : gs->map->heroesOnMap)			{				if (hero->tempOwner == player)				{					// keep all heroes from the winning player					crossoverHeroes.push_back(hero);				}				else if (vstd::contains(gs->scenarioOps->campState->getCurrentScenario().keepHeroes, HeroTypeID(hero->subID)))				{					// keep hero whether lost or won (like Xeron in AB campaign)					crossoverHeroes.push_back(hero);				}			}			// keep lost heroes which are in heroes pool			for (auto & heroPair : gs->hpool.heroesPool)			{				if (vstd::contains(gs->scenarioOps->campState->getCurrentScenario().keepHeroes, HeroTypeID(heroPair.first)))				{					crossoverHeroes.push_back(heroPair.second.get());				}			}			gs->scenarioOps->campState->setCurrentMapAsConquered(crossoverHeroes);		}	}	else	{		p->status = EPlayerStatus::LOSER;	}}DLL_LINKAGE void PlayerReinitInterface::applyGs(CGameState *gs){	if(!gs || !gs->scenarioOps)		return;	//auto & playerState = gs->players[player];	//playerState.daysWithoutCastle = daysWithoutCastle;		//TODO: what does mean if more that one player connected?	//gs->scenarioOps->getIthPlayersSettings(player).connectedPlayerIDs.clear();}DLL_LINKAGE void RemoveBonus::applyGs(CGameState *gs){	CBonusSystemNode *node;	if (who == HERO)		node = gs->getHero(ObjectInstanceID(whoID));	else		node = gs->getPlayerState(PlayerColor(whoID));	BonusList &bonuses = node->getExportedBonusList();	for (int i = 0; i < bonuses.size(); i++)	{		auto b = bonuses[i];		if(b->source == source && b->sid == id)		{			bonus = *b; //backup bonus (to show to interfaces later)			node->removeBonus(b);			break;		}	}}DLL_LINKAGE void RemoveObject::applyGs(CGameState *gs){	CGObjectInstance *obj = gs->getObjInstance(id);	logGlobal->debug("removing object id=%d; address=%x; name=%s", id, (intptr_t)obj, obj->getObjectName());	//unblock tiles	gs->map->removeBlockVisTiles(obj);	if(obj->ID == Obj::HERO) //remove beaten hero	{		CGHeroInstance * beatenHero = static_cast<CGHeroInstance*>(obj);		PlayerState * p = gs->getPlayerState(beatenHero->tempOwner);		gs->map->heroesOnMap -= beatenHero;		p->heroes -= beatenHero;		beatenHero->detachFrom(beatenHero->whereShouldBeAttachedOnSiege(gs));		beatenHero->tempOwner = PlayerColor::NEUTRAL; //no one owns beaten hero		vstd::erase_if(beatenHero->artifactsInBackpack, [](const ArtSlotInfo& asi)		{			return asi.artifact->artType->id == 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->hpool.heroesPool[beatenHero->subID] = beatenHero;		if(!vstd::contains(gs->hpool.pavailable, beatenHero->subID))			gs->hpool.pavailable[beatenHero->subID] = 0xff;		gs->map->objects[id.getNum()] = nullptr;		//If hero on Boat is removed, the Boat disappears		if(beatenHero->boat)		{			gs->map->instanceNames.erase(beatenHero->boat->instanceName);			gs->map->objects[beatenHero->boat->id.getNum()].dellNull();			beatenHero->boat = nullptr;		}		return;	}	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[id.getNum()].dellNull();	gs->map->calculateGuardingGreaturePositions();}static int getDir(int3 src, 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->movement = 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(CGHeroInstance::convertPosition(end, false));		assert(tt.visitableObjects.size() >= 1  &&  tt.visitableObjects.back()->ID == Obj::BOAT); //the only visitable object at destination is Boat		CGBoat *boat = static_cast<CGBoat*>(tt.visitableObjects.back());		gs->map->removeBlockVisTiles(boat); //hero blockvis mask will be used, we don't need to duplicate it with boat		h->boat = boat;		boat->hero = h;	}	else if(result == DISEMBARK) //hero leaves boat to destination tile	{		CGBoat *b = const_cast<CGBoat *>(h->boat);		b->direction = h->moveDir;		b->pos = start;		b->hero = nullptr;		gs->map->addBlockVisTiles(b);		h->boat = nullptr;	}	if(start!=end && (result == SUCCESS || result == TELEPORTATION || result == EMBARK || result == DISEMBARK))	{		gs->map->removeBlockVisTiles(h);		h->pos = end;		if(CGBoat *b = const_cast<CGBoat *>(h->boat))			b->pos = end;		gs->map->addBlockVisTiles(h);	}	auto fogOfWarMap = gs->getPlayerTeam(h->getOwner())->fogOfWarMap;	for(int3 t : fowRevealed)		(*fogOfWarMap)[t.z][t.x][t.y] = 1;}DLL_LINKAGE 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(auto overrideBid : currentBuilding->overrideBids)		{			t->overriddenBuildings.insert(overrideBid);			t->deleteTownBonus(overrideBid);		}	}	t->builded = builded;	t->recreateBuildingsBonuses();}DLL_LINKAGE 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();}DLL_LINKAGE void SetAvailableCreatures::applyGs(CGameState *gs){	CGDwelling *dw = dynamic_cast<CGDwelling*>(gs->getObjInstance(tid));	assert(dw);	dw->creatures = creatures;}DLL_LINKAGE void SetHeroesInTown::applyGs(CGameState *gs){	CGTownInstance *t = gs->getTown(tid);	CGHeroInstance *v  = gs->getHero(visiting),		*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);	}}DLL_LINKAGE void HeroRecruited::applyGs(CGameState *gs){	assert(vstd::contains(gs->hpool.heroesPool, hid));	CGHeroInstance *h = gs->hpool.heroesPool[hid];	CGTownInstance *t = gs->getTown(tid);	PlayerState *p = gs->getPlayerState(player);	assert(!h->boat);	h->setOwner(player);	h->pos = tile;	bool fresh = !h->isInitialized();	if(fresh)	{ // this is a fresh hero who hasn't appeared yet		h->movement = h->maxMovePoints(true);	}	gs->hpool.heroesPool.erase(hid);	if(h->id == ObjectInstanceID())	{		h->id = ObjectInstanceID((si32)gs->map->objects.size());		gs->map->objects.push_back(h);	}	else		gs->map->objects[h->id.getNum()] = h;	gs->map->heroesOnMap.push_back(h);	p->heroes.push_back(h);	h->attachTo(p);	if(fresh)	{		h->initObj(gs->getRandomGenerator());	}	gs->map->addBlockVisTiles(h);	if(t)	{		t->setVisitingHero(h);	}}DLL_LINKAGE void GiveHero::applyGs(CGameState *gs){	CGHeroInstance *h = gs->getHero(id);	//bonus system	h->detachFrom(&gs->globalEffects);	h->attachTo(gs->getPlayerState(player));	h->appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, h->type->heroClass->getIndex())->getTemplates().front();	gs->map->removeBlockVisTiles(h,true);	h->setOwner(player);	h->movement =  h->maxMovePoints(true);	gs->map->heroesOnMap.push_back(h);	gs->getPlayerState(h->getOwner())->heroes.push_back(h);	gs->map->addBlockVisTiles(h);	h->inTownGarrison = false;}DLL_LINKAGE void NewObject::applyGs(CGameState *gs){	Terrain terrainType;	if(ID == Obj::BOAT && !gs->isInTheMap(pos)) //special handling for bug #3060 - pos outside map but visitablePos is not	{		CGObjectInstance testObject = CGObjectInstance();		testObject.pos = pos;		testObject.appearance = VLC->objtypeh->getHandlerFor(ID, subID)->getTemplates(Terrain("water")).front();		const int3 previousXAxisTile = int3(pos.x - 1, pos.y, pos.z);		assert(gs->isInTheMap(previousXAxisTile) && (testObject.visitablePos() == previousXAxisTile));		UNUSED(previousXAxisTile);	}	else	{		const TerrainTile & t = gs->map->getTile(pos);		terrainType = t.terType;	}	CGObjectInstance *o = nullptr;	switch(ID)	{	case Obj::BOAT:		o = new CGBoat();		terrainType = Terrain("water"); //TODO: either boat should only spawn on water, or all water objects should be handled this way		break;	case Obj::MONSTER: //probably more options will be needed		o = new CGCreature();		{			//CStackInstance hlp;			CGCreature *cre = static_cast<CGCreature*>(o);			//cre->slots[0] = hlp;			cre->notGrowingTeam = cre->neverFlees = 0;			cre->character = 2;			cre->gainedArtifact = ArtifactID::NONE;			cre->identifier = -1;			cre->addToSlot(SlotID(0), new CStackInstance(CreatureID(subID), -1)); //add placeholder stack		}		break;	default:		o = new CGObjectInstance();		break;	}	o->ID = ID;	o->subID = subID;	o->pos = pos;	o->appearance = VLC->objtypeh->getHandlerFor(o->ID, o->subID)->getTemplates(terrainType).front();	id = o->id = ObjectInstanceID((si32)gs->map->objects.size());	gs->map->objects.push_back(o);	gs->map->addBlockVisTiles(o);	o->initObj(gs->getRandomGenerator());	gs->map->calculateGuardingGreaturePositions();	logGlobal->debug("Added object id=%d; address=%x; name=%s", id, (intptr_t)o, o->getObjectName());}DLL_LINKAGE void NewArtifact::applyGs(CGameState *gs){	assert(!vstd::contains(gs->map->artInstances, art));	gs->map->addNewArtifactInstance(art);	assert(!art->getParentNodes().size());	art->setType(art->artType);	if (CCombinedArtifactInstance* cart = dynamic_cast<CCombinedArtifactInstance*>(art.get()))		cart->createConstituents();}DLL_LINKAGE 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 : boost::static_visitor<const CArmedInstance *>{	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 : boost::static_visitor<T*>{	template <typename TArg>	T * operator()(TArg &arg) const	{		return arg;	}};DLL_LINKAGE void ArtifactLocation::removeArtifact(){	CArtifactInstance *a = getArt();	assert(a);	a->removeFrom(*this);}DLL_LINKAGE const CArmedInstance * ArtifactLocation::relatedObj() const{	return boost::apply_visitor(ObjectRetriever(), artHolder);}DLL_LINKAGE PlayerColor ArtifactLocation::owningPlayer() const{	auto obj = relatedObj();	return obj ? obj->tempOwner : PlayerColor::NEUTRAL;}DLL_LINKAGE CArtifactSet *ArtifactLocation::getHolderArtSet(){	return boost::apply_visitor(GetBase<CArtifactSet>(), artHolder);}DLL_LINKAGE CBonusSystemNode *ArtifactLocation::getHolderNode(){	return boost::apply_visitor(GetBase<CBonusSystemNode>(), artHolder);}DLL_LINKAGE const CArtifactInstance *ArtifactLocation::getArt() const{	const ArtSlotInfo *s = getSlot();	if(s && s->artifact)	{		if(!s->locked)			return s->artifact;		else		{			logNetwork->warn("ArtifactLocation::getArt: This location is locked!");			return nullptr;		}	}	return nullptr;}DLL_LINKAGE const CArtifactSet * ArtifactLocation::getHolderArtSet() const{	ArtifactLocation *t = const_cast<ArtifactLocation*>(this);	return t->getHolderArtSet();}DLL_LINKAGE const CBonusSystemNode * ArtifactLocation::getHolderNode() const{	ArtifactLocation *t = const_cast<ArtifactLocation*>(this);	return t->getHolderNode();}DLL_LINKAGE CArtifactInstance *ArtifactLocation::getArt(){	const ArtifactLocation *t = this;	return const_cast<CArtifactInstance*>(t->getArt());}DLL_LINKAGE const ArtSlotInfo *ArtifactLocation::getSlot() const{	return getHolderArtSet()->getSlot(slot);}DLL_LINKAGE 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);}DLL_LINKAGE 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);}DLL_LINKAGE 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);}DLL_LINKAGE 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);}DLL_LINKAGE void InsertNewStack::applyGs(CGameState *gs){	auto s = new CStackInstance(type, count);	auto obj = gs->getArmyInstance(army);	if(obj)		obj->putStack(slot, s);	else		logNetwork->error("[CRITICAL] InsertNewStack: invalid army object %d, possible game state corruption.", army.getNum());}DLL_LINKAGE 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->modh->modules.STACK_EXP;	if(srcCount == count) //moving whole stack	{		if(const CCreature *c = dst.army->getCreature(dst.slot)) //stack at dest -> merge		{			assert(c == srcType);			UNUSED(c);			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());					if (hero)					{						artDest->move (alDest, ArtifactLocation (hero, alDest.getArt()->firstBackpackSlot (hero)));					}					//else - artifact cna be lost :/					else					{						logNetwork->warn("Artifact is present at destination slot!");					}					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	{		if(const CCreature *c = dst.army->getCreature(dst.slot)) //stack at dest -> rebalance		{			assert(c == srcType);			UNUSED(c);			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->idNumber, count, false);			if (stackExp)				dst.army->setStackExp(dst.slot, src.army->getStackExperience(src.slot));		}	}	CBonusSystemNode::treeHasChanged();}DLL_LINKAGE void BulkRebalanceStacks::applyGs(CGameState * gs){	for(auto & move : moves)		move.applyGs(gs);}DLL_LINKAGE void BulkSmartRebalanceStacks::applyGs(CGameState * gs){	for(auto & move : moves)		move.applyGs(gs);	for(auto & change : changes)		change.applyGs(gs);}DLL_LINKAGE void PutArtifact::applyGs(CGameState *gs){	assert(art->canBePutAt(al));	art->putAt(al);	//al.hero->putArtifact(al.slot, art);}DLL_LINKAGE void EraseArtifact::applyGs(CGameState *gs){	auto slot = al.getSlot();	if(slot->locked)	{		logGlobal->debug("Erasing locked artifact: %s", slot->artifact->artType->getName());		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->canBeDisassembled() && 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->getName());		dis.applyGs(gs);	}	else	{		logGlobal->debug("Erasing artifact %s", slot->artifact->artType->getName());	}	al.removeArtifact();}DLL_LINKAGE void MoveArtifact::applyGs(CGameState *gs){	CArtifactInstance *a = src.getArt();	if(dst.slot < GameConstants::BACKPACK_START)		assert(!dst.getArt());	a->move(src, dst);	//TODO what'll happen if Titan's thunder is equipped by pickin git up or the start of game?	if (a->artType->id == ArtifactID::TITANS_THUNDER && dst.slot == ArtifactPosition::RIGHT_HAND) //Titan's Thunder creates new spellbook on equip	{		auto hPtr = boost::get<ConstTransitivePtr<CGHeroInstance> >(&dst.artHolder);		if(hPtr)		{			CGHeroInstance *h = *hPtr;			if(h && !h->hasSpellbook())				gs->giveHeroArtifact(h, ArtifactID::SPELLBOOK);		}	}}DLL_LINKAGE void AssembledArtifact::applyGs(CGameState *gs){	CArtifactSet *artSet = al.getHolderArtSet();	const CArtifactInstance *transformedArt = al.getArt();	assert(transformedArt);	assert(vstd::contains(transformedArt->assemblyPossibilities(artSet), builtArt));	UNUSED(transformedArt);	auto combinedArt = new CCombinedArtifactInstance(builtArt);	gs->map->addNewArtifactInstance(combinedArt);	//retrieve all constituents	for(const CArtifact * constituent : *builtArt->constituents)	{		ArtifactPosition pos = artSet->getArtPos(constituent->id);		assert(pos >= 0);		CArtifactInstance *constituentInstance = artSet->getArt(pos);		//move constituent from hero to be part of new, combined artifact		constituentInstance->removeFrom(ArtifactLocation(al.artHolder, pos));		combinedArt->addAsConstituent(constituentInstance, pos);		if(!vstd::contains(combinedArt->artType->possibleSlots[artSet->bearerType()], al.slot) && vstd::contains(combinedArt->artType->possibleSlots[artSet->bearerType()], pos))			al.slot = pos;	}	//put new combined artifacts	combinedArt->putAt(al);}DLL_LINKAGE void DisassembledArtifact::applyGs(CGameState *gs){	CCombinedArtifactInstance *disassembled = dynamic_cast<CCombinedArtifactInstance*>(al.getArt());	assert(disassembled);	std::vector<CCombinedArtifactInstance::ConstituentInfo> constituents = disassembled->constituentsInfo;	disassembled->removeFrom(al);	for(CCombinedArtifactInstance::ConstituentInfo &ci : constituents)	{		ArtifactLocation constituentLoc = al;		constituentLoc.slot = (ci.slot >= 0 ? ci.slot : al.slot); //-1 is slot of main constituent -> it'll replace combined artifact in its pos		disassembled->detachFrom(ci.art);		ci.art->putAt(constituentLoc);	}	gs->map->eraseArtifactInstance(disassembled);}DLL_LINKAGE void HeroVisit::applyGs(CGameState *gs){}DLL_LINKAGE void SetAvailableArtifacts::applyGs(CGameState *gs){	if(id >= 0)	{		if(CGBlackMarket *bm = dynamic_cast<CGBlackMarket*>(gs->map->objects[id].get()))		{			bm->artifacts = arts;		}		else		{			logNetwork->error("Wrong black market id!");		}	}	else	{		CGTownInstance::merchantArtifacts = arts;	}}DLL_LINKAGE 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(NewTurn::Hero h : heroes) //give mana/movement point	{		CGHeroInstance *hero = gs->getHero(h.id);		if(!hero)		{			// retreated or surrendered hero who has not been reset yet			for(auto& hp : gs->hpool.heroesPool)			{				if(hp.second->id == h.id)				{					hero = hp.second;					break;				}			}		}		if(!hero)		{			logGlobal->error("Hero %d not found in NewTurn::applyGs", h.id.getNum());			continue;		}		hero->movement = h.move;		hero->mana = h.mana;	}	for(auto i = res.cbegin(); i != res.cend(); i++)	{		assert(i->first < PlayerColor::PLAYER_LIMIT);		gs->getPlayerState(i->first)->resources = i->second;	}	for(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();	//count days without town for all players, regardless of their turn order	for (auto &p : gs->players)	{		PlayerState & playerState = p.second;		if (playerState.status == EPlayerStatus::INGAME)		{			if (playerState.towns.empty())			{				if (playerState.daysWithoutCastle)					++(*playerState.daysWithoutCastle);				else					playerState.daysWithoutCastle = boost::make_optional(0);			}			else			{				playerState.daysWithoutCastle = boost::none;			}		}	}}DLL_LINKAGE void SetObjectProperty::applyGs(CGameState *gs){	CGObjectInstance *obj = gs->getObjInstance(id);	if(!obj)	{		logNetwork->error("Wrong object ID - property cannot be set!");		return;	}	CArmedInstance *cai = dynamic_cast<CArmedInstance *>(obj);	if(what == ObjProperty::OWNER && cai)	{		if(obj->ID == Obj::TOWN)		{			CGTownInstance *t = static_cast<CGTownInstance*>(obj);			if(t->tempOwner < PlayerColor::PLAYER_LIMIT)				gs->getPlayerState(t->tempOwner)->towns -= t;			if(val < PlayerColor::PLAYER_LIMIT_I)			{				PlayerState * p = gs->getPlayerState(PlayerColor(val));				p->towns.push_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 = boost::none;			}		}		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);	}}DLL_LINKAGE 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;	}}DLL_LINKAGE void HeroLevelUp::applyGs(CGameState * gs){	auto hero = gs->getHero(heroId);	assert(hero);	hero->levelUp(skills);}DLL_LINKAGE void CommanderLevelUp::applyGs(CGameState * gs){	auto hero = gs->getHero(heroId);	assert(hero);	auto commander = hero->commander;	assert(commander);	commander->levelUp();}DLL_LINKAGE void BattleStart::applyGs(CGameState *gs){	gs->curB = info;	gs->curB->localInit();}DLL_LINKAGE void BattleNextRound::applyGs(CGameState *gs){	gs->curB->nextRound(round);}DLL_LINKAGE void BattleSetActiveStack::applyGs(CGameState *gs){	gs->curB->nextTurn(stack);}DLL_LINKAGE void BattleTriggerEffect::applyGs(CGameState *gs){	CStack * st = gs->curB->getStack(stackID);	assert(st);	switch(effect)	{	case Bonus::HP_REGENERATION:	{		int64_t toHeal = val;		st->heal(toHeal, EHealLevel::HEAL, EHealPower::PERMANENT);		break;	}	case Bonus::MANA_DRAIN:	{		CGHeroInstance * h = gs->getHero(ObjectInstanceID(additionalInfo));		st->drainedMana = true;		h->mana -= val;		vstd::amax(h->mana, 0);		break;	}	case Bonus::POISON:	{		auto b = st->getBonusLocalFirst(Selector::source(Bonus::SPELL_EFFECT, SpellID::POISON)				.And(Selector::type()(Bonus::STACK_HEALTH)));		if (b)			b->val = val;		break;	}	case Bonus::ENCHANTER:		break;	case Bonus::FEAR:		st->fear = true;		break;	default:		logNetwork->error("Unrecognized trigger effect type %d", effect);	}}DLL_LINKAGE void BattleUpdateGateState::applyGs(CGameState *gs){	if(gs->curB)		gs->curB->si.gateState = state;}void BattleResult::applyGs(CGameState *gs){	for (auto & elem : gs->curB->stacks)		delete elem;	for(int i = 0; i < 2; ++i)	{		if(auto h = gs->curB->battleGetFightingHero(i))		{			h->removeBonusesRecursive(Bonus::OneBattle); 	//remove any "until next battle" bonuses			if (h->commander && h->commander->alive)			{				for (auto art : h->commander->artifactsWorn) //increment bonuses for commander artifacts				{					art.second.artifact->artType->levelUpArtifact (art.second.artifact);				}			}		}	}	if(VLC->modh->modules.STACK_EXP)	{		for(int i = 0; i < 2; i++)			if(exp[i])				gs->curB->battleGetArmyObject(i)->giveStackExp(exp[i]);		CBonusSystemNode::treeHasChanged();	}	for(int i = 0; i < 2; i++)		gs->curB->battleGetArmyObject(i)->battle = nullptr;	gs->curB.dellNull();}DLL_LINKAGE void BattleLogMessage::applyGs(CGameState *gs){	//nothing}DLL_LINKAGE void BattleLogMessage::applyBattle(IBattleState * battleState){	//nothing}DLL_LINKAGE void BattleStackMoved::applyGs(CGameState *gs){	applyBattle(gs->curB);}DLL_LINKAGE void BattleStackMoved::applyBattle(IBattleState * battleState){	battleState->moveUnit(stack, tilesToMove.back());}DLL_LINKAGE void BattleStackAttacked::applyGs(CGameState * gs){	applyBattle(gs->curB);}DLL_LINKAGE void BattleStackAttacked::applyBattle(IBattleState * battleState){	battleState->setUnitState(newState.id, newState.data, newState.healthDelta);}DLL_LINKAGE void BattleAttack::applyGs(CGameState * gs){	CStack * attacker = gs->curB->getStack(stackAttacking);	assert(attacker);	attackerChanges.applyGs(gs);	for(BattleStackAttacked & stackAttacked : bsa)		stackAttacked.applyGs(gs);	attacker->removeBonusesRecursive(Bonus::UntilAttack);}DLL_LINKAGE void StartAction::applyGs(CGameState *gs){	CStack *st = gs->curB->getStack(ba.stackNumber);	if(ba.actionType == EActionType::END_TACTIC_PHASE)	{		gs->curB->tacticDistance = 0;		return;	}	if(gs->curB->tacticDistance)	{		// moves in tactics phase do not affect creature status		// (tactics stack queue is managed by client)		return;	}	if(ba.actionType != EActionType::HERO_SPELL) //don't check for stack if it's custom action by hero	{		assert(st);	}	else	{		gs->curB->sides[ba.side].usedSpellsHistory.push_back(SpellID(ba.actionSubtype));	}	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;	}}DLL_LINKAGE void BattleSpellCast::applyGs(CGameState *gs){	assert(gs->curB);	if(castByHero)	{		if(side < 2)		{			gs->curB->sides[side].castSpellsCount++;		}	}}DLL_LINKAGE void SetStackEffect::applyGs(CGameState *gs){	applyBattle(gs->curB);}DLL_LINKAGE 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);}DLL_LINKAGE void StacksInjured::applyGs(CGameState *gs){	applyBattle(gs->curB);}DLL_LINKAGE void StacksInjured::applyBattle(IBattleState * battleState){	for(BattleStackAttacked stackAttacked : stacks)		stackAttacked.applyBattle(battleState);}DLL_LINKAGE void BattleUnitsChanged::applyGs(CGameState *gs){	applyBattle(gs->curB);}DLL_LINKAGE 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", (int)elem.operation);			break;		}	}}DLL_LINKAGE void BattleObstaclesChanged::applyGs(CGameState * gs){	if(gs->curB)		applyBattle(gs->curB);}DLL_LINKAGE 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", (int)change.operation);			break;		}	}}DLL_LINKAGE CatapultAttack::CatapultAttack(){	attacker = -1;}DLL_LINKAGE CatapultAttack::~CatapultAttack(){}DLL_LINKAGE void CatapultAttack::applyGs(CGameState * gs){	if(gs->curB)		applyBattle(gs->curB);}DLL_LINKAGE void CatapultAttack::applyBattle(IBattleState * battleState){	auto town = battleState->getDefendedTown();	if(!town)		return;	if(town->fortLevel() == CGTownInstance::NONE)		return;	for(const auto & part : attackedParts)	{		auto newWallState = SiegeInfo::applyDamage(EWallState::EWallState(battleState->getWallState(part.attackedPart)), part.damageDealt);		battleState->setWallState(part.attackedPart, newWallState);	}}DLL_LINKAGE void BattleSetStackProperty::applyGs(CGameState * gs){	CStack * stack = gs->curB->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->curB->sides[gs->curB->whatSide(stack->owner)].enchanterCounter;			if(absolute)				counter = val;			else				counter += val;			vstd::amax(counter, 0);			break;		}		case UNBIND:		{			stack->removeBonusesRecursive(Selector::type()(Bonus::BIND_EFFECT));			break;		}		case CLONED:		{			stack->cloned = true;			break;		}		case HAS_CLONE:		{			stack->cloneID = val;			break;		}	}}DLL_LINKAGE void PlayerCheated::applyGs(CGameState *gs){	if(!player.isValidPlayer())		return;	gs->getPlayerState(player)->enteredLosingCheatCode = losingCheatCode;	gs->getPlayerState(player)->enteredWinningCheatCode = winningCheatCode;}DLL_LINKAGE void YourTurn::applyGs(CGameState *gs){	gs->currentPlayer = player;	auto & playerState = gs->players[player];	playerState.daysWithoutCastle = daysWithoutCastle;}DLL_LINKAGE Component::Component(const CStackBasicDescriptor &stack)	: id(CREATURE), subtype(stack.type->idNumber), val(stack.count), when(0){}DLL_LINKAGE void EntitiesChanged::applyGs(CGameState * gs){	for(const auto & change : changes)		gs->updateEntity(change.metatype, change.entityIndex, change.data);}VCMI_LIB_NAMESPACE_END
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