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| #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 "BattleState.h"#include "CTownHandler.h"#include "mapping/CMapInfo.h"#include "StartInfo.h"#include "CPlayerState.h"/* * 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 * */#undef min#undef maxstd::ostream & operator<<(std::ostream & out, const CPack * pack){	return out << pack->toString();}DLL_LINKAGE void SetResource::applyGs( CGameState *gs ){	assert(player < PlayerColor::PLAYER_LIMIT);	vstd::amax(val, 0); //new value must be >= 0	gs->getPlayer(player)->resources[resid] = val;}DLL_LINKAGE void SetResources::applyGs( CGameState *gs ){	assert(player < PlayerColor::PLAYER_LIMIT);	gs->getPlayer(player)->resources = res;}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 SelectMap::SelectMap(const CMapInfo &src){	mapInfo = &src;	free = false;}DLL_LINKAGE SelectMap::SelectMap(){	mapInfo = nullptr;	free = true;}DLL_LINKAGE SelectMap::~SelectMap(){	if(free)		delete mapInfo;}DLL_LINKAGE  UpdateStartOptions::UpdateStartOptions(StartInfo &src){	options = &src;	free = false;}DLL_LINKAGE  UpdateStartOptions::UpdateStartOptions(){	options = nullptr;	free = true;}DLL_LINKAGE UpdateStartOptions::~UpdateStartOptions(){	if(free)		delete options;}DLL_LINKAGE void SetCommanderProperty::applyGs(CGameState *gs){	CCommanderInstance * commander = gs->getHero(heroid)->commander;	assert (commander);	switch (which)	{		case BONUS:			commander->accumulateBonus (accumulatedBonus);			break;		case SPECIAL_SKILL:			commander->accumulateBonus (accumulatedBonus);			commander->specialSKills.insert (additionalInfo);			break;		case SECONDARY_SKILL:			commander->secondarySkills[additionalInfo] = 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->warnStream() << "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 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->spells.insert(sid);	else		for(auto sid : spells)			hero->spells.erase(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);	hero->movement = val;}DLL_LINKAGE void FoWChange::applyGs( CGameState *gs ){	TeamState * team = gs->getPlayerTeam(player);	for(int3 t : tiles)		team->fogOfWarMap[t.x][t.y][t.z] = 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			team->fogOfWarMap[t.x][t.y][t.z] = 1;	}}DLL_LINKAGE void SetAvailableHeroes::applyGs( CGameState *gs ){	PlayerState *p = gs->getPlayer(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->getPlayer(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 = new Bonus(bonus);	cbsn->addNewBonus(b);	std::string &descr = b->description;	if(!bdescr.message.size()		&& bonus.source == Bonus::OBJECT		&& (bonus.type == Bonus::LUCK || bonus.type == Bonus::MORALE))	{		descr = VLC->generaltexth->arraytxt[bonus.val > 0 ? 110 : 109]; //+/-%d Temporary until next battle"	}	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->errorStream() << "Wrong ChangeObjPos: object " << objid.getNum() << " doesn't exist!";		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->getPlayer(gs->getHero(hero)->tempOwner)->visitedObjects.insert(object);			break;		case VISITOR_CLEAR:			for (CGHeroInstance * hero : gs->map->allHeroes)				hero->visitedObjects.erase(object); // remove visit info from all heroes, including those that are not present on map			break;		case VISITOR_REMOVE:			gs->getHero(hero)->visitedObjects.erase(object);			break;	}}DLL_LINKAGE void PlayerEndsGame::applyGs( CGameState *gs ){	PlayerState *p = gs->getPlayer(player);	if(victoryLossCheckResult.victory()) p->status = EPlayerStatus::WINNER;	else p->status = EPlayerStatus::LOSER;}DLL_LINKAGE void RemoveBonus::applyGs( CGameState *gs ){	CBonusSystemNode *node;	if (who == HERO)		node = gs->getHero(ObjectInstanceID(whoID));	else		node = gs->getPlayer(PlayerColor(whoID));	BonusList &bonuses = node->getExportedBonusList();	for (int i = 0; i < bonuses.size(); i++)	{		Bonus *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->debugStream() << "removing object id=" << id << "; address=" << (intptr_t)obj << "; name=" << obj->getObjectName();	//unblock tiles	gs->map->removeBlockVisTiles(obj);	if(obj->ID==Obj::HERO)	{		CGHeroInstance *h = static_cast<CGHeroInstance*>(obj);		PlayerState *p = gs->getPlayer(h->tempOwner);		gs->map->heroesOnMap -= h;		p->heroes -= h;		h->detachFrom(h->whereShouldBeAttached(gs));		h->tempOwner = PlayerColor::NEUTRAL; //no one owns beaten hero		vstd::erase_if(h->artifactsInBackpack, [](const ArtSlotInfo& asi)		{			return asi.artifact->artType->id == ArtifactID::GRAIL;		});		if(h->visitedTown)		{			if(h->inTownGarrison)				h->visitedTown->garrisonHero = nullptr;			else				h->visitedTown->visitingHero = nullptr;			h->visitedTown = nullptr;		}		//return hero to the pool, so he may reappear in tavern		gs->hpool.heroesPool[h->subID] = h;		if(!vstd::contains(gs->hpool.pavailable, h->subID))			gs->hpool.pavailable[h->subID] = 0xff;		gs->map->objects[id.getNum()] = nullptr;		//If hero on Boat is removed, the Boat disappears		if(h->boat)		{			gs->map->instanceNames.erase(h->boat->instanceName);			gs->map->objects[h->boat->id.getNum()].dellNull();			h->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::CONST_VALUE;					cond.value = 1; // destroyed object, from now on always fulfilled				}				if (cond.condition == EventCondition::CONTROL)				{					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->errorStream() << "Attempt ot move unavailable hero " << id;		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);	}	for(int3 t : fowRevealed)		gs->getPlayerTeam(h->getOwner())->fogOfWarMap[t.x][t.y][t.z] = 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();	}	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->getPlayer(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(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->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->getPlayer(player));	h->appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, h->type->heroClass->id)->getTemplates().front();	gs->map->removeBlockVisTiles(h,true);	h->setOwner(player);	h->movement =  h->maxMovePoints(true);	gs->map->heroesOnMap.push_back(h);	gs->getPlayer(h->getOwner())->heroes.push_back(h);	gs->map->addBlockVisTiles(h);	h->inTownGarrison = false;}DLL_LINKAGE void NewObject::applyGs( CGameState *gs ){	const TerrainTile &t = gs->map->getTile(pos);	ETerrainType terrainType = t.terType;	CGObjectInstance *o = nullptr;	switch(ID)	{	case Obj::BOAT:		o = new CGBoat();		terrainType = ETerrainType::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(gs->map->objects.size());	gs->map->objects.push_back(o);	gs->map->addBlockVisTiles(o);	o->initObj();	gs->map->calculateGuardingGreaturePositions();	logGlobal->debugStream() << "added object id=" << id << "; address=" << (intptr_t)o << "; name=" << 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->warnStream() << "Warning: " << army->nodeName() << " don't have a stack at slot " << slot;		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->warnStream() << "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 ){	if(absoluteValue)		sl.army->setStackCount(sl.slot, count);	else		sl.army->changeStackCount(sl.slot, count);}DLL_LINKAGE void SetStackType::applyGs( CGameState *gs ){	sl.army->setStackType(sl.slot, type);}DLL_LINKAGE void EraseStack::applyGs( CGameState *gs ){	sl.army->eraseStack(sl.slot);}DLL_LINKAGE void SwapStacks::applyGs( CGameState *gs ){	CStackInstance *s1 = sl1.army->detachStack(sl1.slot),		*s2 = sl2.army->detachStack(sl2.slot);	sl2.army->putStack(sl2.slot, s1);	sl1.army->putStack(sl1.slot, s2);}DLL_LINKAGE void InsertNewStack::applyGs( CGameState *gs ){	auto s = new CStackInstance(stack.type, stack.count);	sl.army->putStack(sl.slot, s);}DLL_LINKAGE void RebalanceStacks::applyGs( CGameState *gs ){	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->warnStream() << "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 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->debugStream() << "Erasing locked artifact: " << slot->artifact->artType->Name();		DisassembledArtifact dis;		dis.al.artHolder = al.artHolder;		auto aset = al.getHolderArtSet();		bool found = false;		for(auto& p : aset->artifactsWorn)		{			auto art = p.second.artifact;			if(art->canBeDisassembled() && art->isPart(slot->artifact))			{				dis.al.slot = aset->getArtPos(art);				found = true;				break;			}		}		assert(found && "Failed to determine the assembly this locked artifact belongs to");		logGlobal->debugStream() << "Found the corresponding assembly: " << dis.al.getSlot()->artifact->artType->Name();		dis.applyGs(gs);	}	else	{		logGlobal->debugStream() << "Erasing artifact " << slot->artifact->artType->Name();	}	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->errorStream() << "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.popBonuses(Bonus::OneDay); //works for children -> all game objs	gs->globalEffects.updateBonuses(Bonus::NDays);	gs->globalEffects.updateBonuses(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->errorStream() << "Hero " << h.id << " not found in NewTurn::applyGs";			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->getPlayer(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 = 0;			}			else			{				playerState.daysWithoutCastle = boost::none;			}		}	}}DLL_LINKAGE void SetObjectProperty::applyGs( CGameState *gs ){	CGObjectInstance *obj = gs->getObjInstance(id);	if(!obj)	{		logNetwork->errorStream() << "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->getPlayer(t->tempOwner)->towns -= t;			if(val < PlayerColor::PLAYER_LIMIT_I)			{				PlayerState * p = gs->getPlayer(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 HeroLevelUp::applyGs( CGameState *gs ){	CGHeroInstance * h = gs->getHero(hero->id);	h->levelUp(skills);}DLL_LINKAGE void CommanderLevelUp::applyGs (CGameState *gs){	CCommanderInstance * commander = gs->getHero(hero->id)->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 ){	for (int i = 0; i < 2; ++i)	{		gs->curB->sides[i].castSpellsCount = 0;		vstd::amax(--gs->curB->sides[i].enchanterCounter, 0);	}	gs->curB->round = round;	for(CStack *s : gs->curB->stacks)	{		s->state -= EBattleStackState::DEFENDING;		s->state -= EBattleStackState::WAITING;		s->state -= EBattleStackState::MOVED;		s->state -= EBattleStackState::HAD_MORALE;		s->state -= EBattleStackState::FEAR;		s->state -= EBattleStackState::DRAINED_MANA;		s->counterAttacksPerformed = 0;		s->counterAttacksTotalCache = 0;		// new turn effects		s->battleTurnPassed();		if(s->alive() && vstd::contains(s->state, EBattleStackState::CLONED))		{			//cloned stack has special lifetime marker			//check it after bonuses updated in battleTurnPassed()			if(!s->hasBonus(Selector::type(Bonus::NONE).And(Selector::source(Bonus::SPELL_EFFECT, SpellID::CLONE))))				s->makeGhost();		}	}	for(auto &obst : gs->curB->obstacles)		obst->battleTurnPassed();}DLL_LINKAGE void BattleSetActiveStack::applyGs( CGameState *gs ){	gs->curB->activeStack = stack;	CStack *st = gs->curB->getStack(stack);	//remove bonuses that last until when stack gets new turn	st->popBonuses(Bonus::UntilGetsTurn);	if(vstd::contains(st->state,EBattleStackState::MOVED)) //if stack is moving second time this turn it must had a high morale bonus		st->state.insert(EBattleStackState::HAD_MORALE);}DLL_LINKAGE void BattleTriggerEffect::applyGs( CGameState *gs ){	CStack *st = gs->curB->getStack(stackID);	switch (effect)	{		case Bonus::HP_REGENERATION:			st->firstHPleft += val;			vstd::amin (st->firstHPleft, (ui32)st->MaxHealth());			break;		case Bonus::MANA_DRAIN:		{			CGHeroInstance * h = gs->getHero(ObjectInstanceID(additionalInfo));			st->state.insert (EBattleStackState::DRAINED_MANA);			h->mana -= val;			vstd::amax(h->mana, 0);			break;		}		case Bonus::POISON:		{			Bonus * 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->state.insert(EBattleStackState::FEAR);			break;		default:			logNetwork->warnStream() << "Unrecognized trigger effect type "<< type;	}}DLL_LINKAGE void BattleObstaclePlaced::applyGs( CGameState *gs ){	gs->curB->obstacles.push_back(obstacle);}DLL_LINKAGE void BattleUpdateGateState::applyGs(CGameState *gs){	if(gs->curB)		gs->curB->si.gateState = state;}void BattleResult::applyGs( CGameState *gs ){	for (CStack *s : gs->curB->stacks)	{		if (s->base && s->base->armyObj && vstd::contains(s->state, EBattleStackState::SUMMONED))		{			//stack with SUMMONED flag but coming from garrison -> most likely resurrected, needs to be removed			assert(&s->base->armyObj->getStack(s->slot) == s->base);			const_cast<CArmedInstance*>(s->base->armyObj)->eraseStack(s->slot);		}	}	for (auto & elem : gs->curB->stacks)		delete elem;	for(int i = 0; i < 2; ++i)	{		if(auto h = gs->curB->battleGetFightingHero(i))		{			h->popBonuses(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();}void BattleStackMoved::applyGs( CGameState *gs ){	CStack *s = gs->curB->getStack(stack);	assert(s);	BattleHex dest = tilesToMove.back();	//if unit ended movement on quicksands that were created by enemy, that quicksand patch becomes visible for owner	for(auto &oi : gs->curB->obstacles)	{		if(oi->obstacleType == CObstacleInstance::QUICKSAND		&& vstd::contains(oi->getAffectedTiles(), tilesToMove.back()))		{			SpellCreatedObstacle *sands = dynamic_cast<SpellCreatedObstacle*>(oi.get());			assert(sands);			if(sands->casterSide != !s->attackerOwned)				sands->visibleForAnotherSide = true;		}	}	s->position = dest;}DLL_LINKAGE void BattleStackAttacked::applyGs( CGameState *gs ){	CStack * at = gs->curB->getStack(stackAttacked);	assert(at);	at->count = newAmount;	at->firstHPleft = newHP;	if(killed())	{		at->state -= EBattleStackState::ALIVE;		if(at->cloneID >= 0)		{			//remove clone as well			CStack * clone = gs->curB->getStack(at->cloneID);			if(clone)				clone->makeGhost();			at->cloneID = -1;		}	}	//life drain handling	for (auto & elem : healedStacks)	{		elem.applyGs(gs);	}	if (willRebirth())	{		at->casts--;		at->state.insert(EBattleStackState::ALIVE); //hmm?	}	if (cloneKilled())	{		//"hide" killed creatures instead so we keep info about it		at->makeGhost();		for(CStack * s : gs->curB->stacks)		{			if(s->cloneID == at->ID)				s->cloneID = -1;		}	}	//killed summoned creature should be removed like clone	if(killed() && vstd::contains(at->state, EBattleStackState::SUMMONED))	{		at->makeGhost();	}}DLL_LINKAGE void BattleAttack::applyGs( CGameState *gs ){	CStack *attacker = gs->curB->getStack(stackAttacking);	if(counter())		attacker->counterAttacksPerformed++;	if(shot())	{		//don't remove ammo if we have a working ammo cart		bool hasAmmoCart = false;		for(const CStack * st : gs->curB->stacks)		{			if(st->owner == attacker->owner && st->getCreature()->idNumber == CreatureID::AMMO_CART && st->alive())			{				hasAmmoCart = true;				break;			}		}		if (!hasAmmoCart)		{			attacker->shots--;		}	}	for(BattleStackAttacked stackAttacked : bsa)		stackAttacked.applyGs(gs);	attacker->popBonuses(Bonus::UntilAttack);	for(auto & elem : bsa)	{		CStack * stack = gs->curB->getStack(elem.stackAttacked, false);		if (stack) //cloned stack is already gone			stack->popBonuses(Bonus::UntilBeingAttacked);	}}DLL_LINKAGE void StartAction::applyGs( CGameState *gs ){	CStack *st = gs->curB->getStack(ba.stackNumber);	if(ba.actionType == Battle::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 != Battle::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.additionalInfo).toSpell());	}	switch(ba.actionType)	{	case Battle::DEFEND:		st->state -= EBattleStackState::DEFENDING_ANIM;		st->state.insert(EBattleStackState::DEFENDING);		st->state.insert(EBattleStackState::DEFENDING_ANIM);		break;	case Battle::WAIT:		st->state -= EBattleStackState::DEFENDING_ANIM;		st->state.insert(EBattleStackState::WAITING);		return;	case Battle::HERO_SPELL: //no change in current stack state		return;	default: //any active stack action - attack, catapult, heal, spell...		st->state -= EBattleStackState::DEFENDING_ANIM;		st->state.insert(EBattleStackState::MOVED);		break;	}	if(st)		st->state -= EBattleStackState::WAITING; //if stack was waiting it has made move, so it won't be "waiting" anymore (if the action was WAIT, then we have returned)}DLL_LINKAGE void BattleSpellCast::applyGs( CGameState *gs ){	assert(gs->curB);	const CSpell * spell = SpellID(id).toSpell();	spell->applyBattle(gs->curB, this);}void actualizeEffect(CStack * s, const Bonus & ef){	for(Bonus *stackBonus : s->getBonusList()) //TODO: optimize	{		if(stackBonus->source == Bonus::SPELL_EFFECT && stackBonus->type == ef.type && stackBonus->subtype == ef.subtype)		{			stackBonus->turnsRemain = std::max(stackBonus->turnsRemain, ef.turnsRemain);		}	}	CBonusSystemNode::treeHasChanged();}void actualizeEffect(CStack * s, const std::vector<Bonus> & ef){	//actualizing features vector	for(const Bonus &fromEffect : ef)	{		actualizeEffect(s, fromEffect);	}}DLL_LINKAGE void SetStackEffect::applyGs( CGameState *gs ){	if(effect.empty())	{		logGlobal->errorStream() << "Trying to apply SetStackEffect with no effects";		return;	}	int spellid = effect.begin()->sid; //effects' source ID	for(ui32 id : stacks)	{		CStack *s = gs->curB->getStack(id);		if(s)		{			if(spellid == SpellID::DISRUPTING_RAY || spellid == SpellID::ACID_BREATH_DEFENSE || !s->hasBonus(Selector::source(Bonus::SPELL_EFFECT, spellid)))//disrupting ray or acid breath or not on the list - just add			{				for(Bonus &fromEffect : effect)				{					logBonus->traceStream() << s->nodeName() << " receives a new bonus: " << fromEffect.Description();					s->addNewBonus( new Bonus(fromEffect));				}			}			else //just actualize			{				actualizeEffect(s, effect);			}		}		else			logNetwork->errorStream() << "Cannot find stack " << id;	}	typedef std::pair<ui32, Bonus> p;	for(p para : uniqueBonuses)	{		CStack *s = gs->curB->getStack(para.first);		if (s)		{			if (!s->hasBonus(Selector::source(Bonus::SPELL_EFFECT, spellid).And(Selector::typeSubtype(para.second.type, para.second.subtype))))				s->addNewBonus(new Bonus(para.second));			else				actualizeEffect(s, effect);		}		else			logNetwork->errorStream() << "Cannot find stack " << para.first;	}}DLL_LINKAGE void StacksInjured::applyGs( CGameState *gs ){	for(BattleStackAttacked stackAttacked : stacks)		stackAttacked.applyGs(gs);}DLL_LINKAGE void StacksHealedOrResurrected::applyGs( CGameState *gs ){	for(auto & elem : healedStacks)	{		CStack * changedStack = gs->curB->getStack(elem.stackID, false);		//checking if we resurrect a stack that is under a living stack		auto accessibility = gs->curB->getAccesibility();		if(!changedStack->alive() && !accessibility.accessible(changedStack->position, changedStack))		{			logNetwork->errorStream() << "Cannot resurrect " << changedStack->nodeName() << " because hex " << changedStack->position << " is occupied!";			return; //position is already occupied		}		//applying changes		bool resurrected = !changedStack->alive(); //indicates if stack is resurrected or just healed		if(resurrected)		{			changedStack->state.insert(EBattleStackState::ALIVE);		}		//int missingHPfirst = changedStack->MaxHealth() - changedStack->firstHPleft;		int res = std::min( elem.healedHP / changedStack->MaxHealth() , changedStack->baseAmount - changedStack->count );		changedStack->count += res;		if(elem.lowLevelResurrection)			changedStack->resurrected += res;		changedStack->firstHPleft += elem.healedHP - res * changedStack->MaxHealth();		if(changedStack->firstHPleft > changedStack->MaxHealth())		{			changedStack->firstHPleft -= changedStack->MaxHealth();			if(changedStack->baseAmount > changedStack->count)			{				changedStack->count += 1;			}		}		vstd::amin(changedStack->firstHPleft, changedStack->MaxHealth());		if(resurrected)		{			//removing all effects from negative spells			auto selector = [](const Bonus * b)			{				const CSpell *s = b->sourceSpell();				//Special case: DISRUPTING_RAY is "immune" to dispell				//Other even PERMANENT effects can be removed				return (s != nullptr) && s->isNegative() && (s->id != SpellID::DISRUPTING_RAY);			};			changedStack->popBonuses(selector);		}	}}DLL_LINKAGE void ObstaclesRemoved::applyGs( CGameState *gs ){	if(gs->curB) //if there is a battle	{		for(const si32 rem_obst :obstacles)		{			for(int i=0; i<gs->curB->obstacles.size(); ++i)			{				if(gs->curB->obstacles[i]->uniqueID == rem_obst) //remove this obstacle				{					gs->curB->obstacles.erase(gs->curB->obstacles.begin() + i);					break;				}			}		}	}}DLL_LINKAGE CatapultAttack::CatapultAttack(){	type = 3015;}DLL_LINKAGE CatapultAttack::~CatapultAttack(){}DLL_LINKAGE void CatapultAttack::applyGs( CGameState *gs ){	if(gs->curB && gs->curB->town && gs->curB->town->fortLevel() != CGTownInstance::NONE) //if there is a battle and it's a siege	{		for(const auto &it :attackedParts)		{			gs->curB->si.wallState[it.attackedPart] =			        SiegeInfo::applyDamage(EWallState::EWallState(gs->curB->si.wallState[it.attackedPart]), it.damageDealt);		}	}}DLL_LINKAGE std::string CatapultAttack::AttackInfo::toString() const{	return boost::str(boost::format("{AttackInfo: destinationTile '%d', attackedPart '%d', damageDealt '%d'}")					  % destinationTile % static_cast<int>(attackedPart) % static_cast<int>(damageDealt));}DLL_LINKAGE std::ostream & operator<<(std::ostream & out, const CatapultAttack::AttackInfo & attackInfo){	return out << attackInfo.toString();}DLL_LINKAGE std::string CatapultAttack::toString() const{	return boost::str(boost::format("{CatapultAttack: attackedParts '%s', attacker '%d'}") % attackedParts % attacker);}DLL_LINKAGE void BattleStacksRemoved::applyGs( CGameState *gs ){	if(!gs->curB)		return;	while(!stackIDs.empty())	{		ui32 rem_stack = *stackIDs.begin();		for(int b=0; b<gs->curB->stacks.size(); ++b) //find it in vector of stacks		{			if(gs->curB->stacks[b]->ID == rem_stack) //if found			{				CStack * toRemove = gs->curB->stacks[b];				toRemove->state.erase(EBattleStackState::ALIVE);				toRemove->state.erase(EBattleStackState::GHOST_PENDING);				toRemove->state.insert(EBattleStackState::GHOST);				toRemove->detachFromAll();//TODO: may be some bonuses should remain				//stack may be removed instantly (not being killed first)				//handle clone remove also here				if(toRemove->cloneID >= 0)				{					stackIDs.insert(toRemove->cloneID);					toRemove->cloneID = -1;				}				break;			}		}		stackIDs.erase(rem_stack);	}}DLL_LINKAGE void BattleStackAdded::applyGs(CGameState *gs){	newStackID = 0;	if (!BattleHex(pos).isValid())	{		logNetwork->warnStream() << "No place found for new stack!";		return;	}	CStackBasicDescriptor csbd(creID, amount);	CStack * addedStack = gs->curB->generateNewStack(csbd, attacker, SlotID::SUMMONED_SLOT_PLACEHOLDER, pos); //TODO: netpacks?	if (summoned)		addedStack->state.insert(EBattleStackState::SUMMONED);	gs->curB->localInitStack(addedStack);	gs->curB->stacks.push_back(addedStack); //the stack is not "SUMMONED", it is permanent	newStackID = addedStack->ID;}DLL_LINKAGE void BattleSetStackProperty::applyGs(CGameState *gs){	CStack * stack = gs->curB->getStack(stackID);	switch (which)	{		case CASTS:		{			if (absolute)				stack->casts = val;			else				stack->casts += val;			vstd::amax(stack->casts, 0);			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->popBonuses(Selector::type(Bonus::BIND_EFFECT));			break;		}		case CLONED:		{			stack->state.insert(EBattleStackState::CLONED);			break;		}		case HAS_CLONE:		{			stack->cloneID = val;			break;		}	}}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){	type = 2002;}
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