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							- /*
 
-  * CGameState.cpp, part of VCMI engine
 
-  *
 
-  * Authors: listed in file AUTHORS in main folder
 
-  *
 
-  * License: GNU General Public License v2.0 or later
 
-  * Full text of license available in license.txt file, in main folder
 
-  *
 
-  */
 
- #include "StdInc.h"
 
- #include "CGameState.h"
 
- #include "mapping/CCampaignHandler.h"
 
- #include "ArtifactUtils.h"
 
- #include "CArtHandler.h"
 
- #include "CBuildingHandler.h"
 
- #include "CGeneralTextHandler.h"
 
- #include "CTownHandler.h"
 
- #include "spells/CSpellHandler.h"
 
- #include "CHeroHandler.h"
 
- #include "CModHandler.h"
 
- #include "GameSettings.h"
 
- #include "TerrainHandler.h"
 
- #include "CSkillHandler.h"
 
- #include "mapping/CMap.h"
 
- #include "mapping/CMapService.h"
 
- #include "mapObjectConstructors/CObjectClassesHandler.h"
 
- #include "StartInfo.h"
 
- #include "NetPacks.h"
 
- #include "pathfinder/CPathfinder.h"
 
- #include "pathfinder/PathfinderOptions.h"
 
- #include "registerTypes/RegisterTypes.h"
 
- #include "battle/BattleInfo.h"
 
- #include "JsonNode.h"
 
- #include "filesystem/Filesystem.h"
 
- #include "GameConstants.h"
 
- #include "rmg/CMapGenerator.h"
 
- #include "CStopWatch.h"
 
- #include "mapping/CMapEditManager.h"
 
- #include "serializer/CTypeList.h"
 
- #include "serializer/CMemorySerializer.h"
 
- #include "VCMIDirs.h"
 
- VCMI_LIB_NAMESPACE_BEGIN
 
- boost::shared_mutex CGameState::mutex;
 
- template <typename T> class CApplyOnGS;
 
- class CBaseForGSApply
 
- {
 
- public:
 
- 	virtual void applyOnGS(CGameState *gs, void *pack) const =0;
 
- 	virtual ~CBaseForGSApply() = default;
 
- 	template<typename U> static CBaseForGSApply *getApplier(const U * t=nullptr)
 
- 	{
 
- 		return new CApplyOnGS<U>();
 
- 	}
 
- };
 
- template <typename T> class CApplyOnGS : public CBaseForGSApply
 
- {
 
- public:
 
- 	void applyOnGS(CGameState *gs, void *pack) const override
 
- 	{
 
- 		T *ptr = static_cast<T*>(pack);
 
- 		boost::unique_lock<boost::shared_mutex> lock(CGameState::mutex);
 
- 		ptr->applyGs(gs);
 
- 	}
 
- };
 
- static CGObjectInstance * createObject(const Obj & id, int subid, const int3 & pos, const PlayerColor & owner)
 
- {
 
- 	CGObjectInstance * nobj;
 
- 	switch(id)
 
- 	{
 
- 	case Obj::HERO:
 
- 		{
 
- 			auto handler = VLC->objtypeh->getHandlerFor(id, VLC->heroh->objects[subid]->heroClass->getIndex());
 
- 			nobj = handler->create(handler->getTemplates().front());
 
- 			break;
 
- 		}
 
- 	case Obj::TOWN:
 
- 		nobj = new CGTownInstance();
 
- 		break;
 
- 	default: //rest of objects
 
- 		nobj = new CGObjectInstance();
 
- 		break;
 
- 	}
 
- 	nobj->ID = id;
 
- 	nobj->subID = subid;
 
- 	nobj->pos = pos;
 
- 	nobj->tempOwner = owner;
 
- 	if (id != Obj::HERO)
 
- 		nobj->appearance = VLC->objtypeh->getHandlerFor(id, subid)->getTemplates().front();
 
- 	return nobj;
 
- }
 
- CGHeroInstance * CGameState::HeroesPool::pickHeroFor(bool native,
 
- 													 const PlayerColor & player,
 
- 													 const CTown * town,
 
- 													 std::map<ui32, ConstTransitivePtr<CGHeroInstance>> & available,
 
- 													 CRandomGenerator & rand,
 
- 													 const CHeroClass * bannedClass) const
 
- {
 
- 	CGHeroInstance *ret = nullptr;
 
- 	if(player>=PlayerColor::PLAYER_LIMIT)
 
- 	{
 
- 		logGlobal->error("Cannot pick hero for faction %s. Wrong owner!", town->faction->getJsonKey());
 
- 		return nullptr;
 
- 	}
 
- 	std::vector<CGHeroInstance *> pool;
 
- 	if(native)
 
- 	{
 
- 		for(auto & elem : available)
 
- 		{
 
- 			if(pavailable.find(elem.first)->second & 1<<player.getNum()
 
- 				&& elem.second->type->heroClass->faction == town->faction->getIndex())
 
- 			{
 
- 				pool.push_back(elem.second); //get all available heroes
 
- 			}
 
- 		}
 
- 		if(pool.empty())
 
- 		{
 
- 			logGlobal->error("Cannot pick native hero for %s. Picking any...", player.getStr());
 
- 			return pickHeroFor(false, player, town, available, rand);
 
- 		}
 
- 		else
 
- 		{
 
- 			ret = *RandomGeneratorUtil::nextItem(pool, rand);
 
- 		}
 
- 	}
 
- 	else
 
- 	{
 
- 		int sum = 0;
 
- 		int r;
 
- 		for(auto & elem : available)
 
- 		{
 
- 			if (pavailable.find(elem.first)->second & (1<<player.getNum()) &&    // hero is available
 
- 			    ( !bannedClass || elem.second->type->heroClass != bannedClass) ) // and his class is not same as other hero
 
- 			{
 
- 				pool.push_back(elem.second);
 
- 				sum += elem.second->type->heroClass->selectionProbability[town->faction->getId()]; //total weight
 
- 			}
 
- 		}
 
- 		if(pool.empty() || sum == 0)
 
- 		{
 
- 			logGlobal->error("There are no heroes available for player %s!", player.getStr());
 
- 			return nullptr;
 
- 		}
 
- 		r = rand.nextInt(sum - 1);
 
- 		for (auto & elem : pool)
 
- 		{
 
- 			r -= elem->type->heroClass->selectionProbability[town->faction->getId()];
 
- 			if(r < 0)
 
- 			{
 
- 				ret = elem;
 
- 				break;
 
- 			}
 
- 		}
 
- 		if(!ret)
 
- 			ret = pool.back();
 
- 	}
 
- 	available.erase(ret->subID);
 
- 	return ret;
 
- }
 
- void CGameState::CrossoverHeroesList::addHeroToBothLists(CGHeroInstance * hero)
 
- {
 
- 	heroesFromPreviousScenario.push_back(hero);
 
- 	heroesFromAnyPreviousScenarios.push_back(hero);
 
- }
 
- void CGameState::CrossoverHeroesList::removeHeroFromBothLists(CGHeroInstance * hero)
 
- {
 
- 	heroesFromPreviousScenario -= hero;
 
- 	heroesFromAnyPreviousScenarios -= hero;
 
- }
 
- CGameState::CampaignHeroReplacement::CampaignHeroReplacement(CGHeroInstance * hero, const ObjectInstanceID & heroPlaceholderId):
 
- 	hero(hero),
 
- 	heroPlaceholderId(heroPlaceholderId)
 
- {
 
- }
 
- int CGameState::pickNextHeroType(const PlayerColor & owner)
 
- {
 
- 	const PlayerSettings &ps = scenarioOps->getIthPlayersSettings(owner);
 
- 	if(ps.hero >= 0 && !isUsedHero(HeroTypeID(ps.hero))) //we haven't used selected hero
 
- 	{
 
- 		return ps.hero;
 
- 	}
 
- 	return pickUnusedHeroTypeRandomly(owner);
 
- }
 
- int CGameState::pickUnusedHeroTypeRandomly(const PlayerColor & owner)
 
- {
 
- 	//list of available heroes for this faction and others
 
- 	std::vector<HeroTypeID> factionHeroes;
 
- 	std::vector<HeroTypeID> otherHeroes;
 
- 	const PlayerSettings &ps = scenarioOps->getIthPlayersSettings(owner);
 
- 	for(const HeroTypeID & hid : getUnusedAllowedHeroes())
 
- 	{
 
- 		if(VLC->heroh->objects[hid.getNum()]->heroClass->faction == ps.castle)
 
- 			factionHeroes.push_back(hid);
 
- 		else
 
- 			otherHeroes.push_back(hid);
 
- 	}
 
- 	// select random hero native to "our" faction
 
- 	if(!factionHeroes.empty())
 
- 	{
 
- 		return RandomGeneratorUtil::nextItem(factionHeroes, getRandomGenerator())->getNum();
 
- 	}
 
- 	logGlobal->warn("Cannot find free hero of appropriate faction for player %s - trying to get first available...", owner.getStr());
 
- 	if(!otherHeroes.empty())
 
- 	{
 
- 		return RandomGeneratorUtil::nextItem(otherHeroes, getRandomGenerator())->getNum();
 
- 	}
 
- 	logGlobal->error("No free allowed heroes!");
 
- 	auto notAllowedHeroesButStillBetterThanCrash = getUnusedAllowedHeroes(true);
 
- 	if(!notAllowedHeroesButStillBetterThanCrash.empty())
 
- 		return notAllowedHeroesButStillBetterThanCrash.begin()->getNum();
 
- 	logGlobal->error("No free heroes at all!");
 
- 	assert(0); //current code can't handle this situation
 
- 	return -1; // no available heroes at all
 
- }
 
- std::pair<Obj,int> CGameState::pickObject (CGObjectInstance *obj)
 
- {
 
- 	switch(obj->ID)
 
- 	{
 
- 	case Obj::RANDOM_ART:
 
- 		return std::make_pair(Obj::ARTIFACT, VLC->arth->pickRandomArtifact(getRandomGenerator(), CArtifact::ART_TREASURE | CArtifact::ART_MINOR | CArtifact::ART_MAJOR | CArtifact::ART_RELIC));
 
- 	case Obj::RANDOM_TREASURE_ART:
 
- 		return std::make_pair(Obj::ARTIFACT, VLC->arth->pickRandomArtifact(getRandomGenerator(), CArtifact::ART_TREASURE));
 
- 	case Obj::RANDOM_MINOR_ART:
 
- 		return std::make_pair(Obj::ARTIFACT, VLC->arth->pickRandomArtifact(getRandomGenerator(), CArtifact::ART_MINOR));
 
- 	case Obj::RANDOM_MAJOR_ART:
 
- 		return std::make_pair(Obj::ARTIFACT, VLC->arth->pickRandomArtifact(getRandomGenerator(), CArtifact::ART_MAJOR));
 
- 	case Obj::RANDOM_RELIC_ART:
 
- 		return std::make_pair(Obj::ARTIFACT, VLC->arth->pickRandomArtifact(getRandomGenerator(), CArtifact::ART_RELIC));
 
- 	case Obj::RANDOM_HERO:
 
- 		return std::make_pair(Obj::HERO, pickNextHeroType(obj->tempOwner));
 
- 	case Obj::RANDOM_MONSTER:
 
- 		return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(getRandomGenerator()));
 
- 	case Obj::RANDOM_MONSTER_L1:
 
- 		return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(getRandomGenerator(), 1));
 
- 	case Obj::RANDOM_MONSTER_L2:
 
- 		return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(getRandomGenerator(), 2));
 
- 	case Obj::RANDOM_MONSTER_L3:
 
- 		return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(getRandomGenerator(), 3));
 
- 	case Obj::RANDOM_MONSTER_L4:
 
- 		return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(getRandomGenerator(), 4));
 
- 	case Obj::RANDOM_RESOURCE:
 
- 		return std::make_pair(Obj::RESOURCE,getRandomGenerator().nextInt(6)); //now it's OH3 style, use %8 for mithril
 
- 	case Obj::RANDOM_TOWN:
 
- 		{
 
- 			PlayerColor align = (dynamic_cast<CGTownInstance *>(obj))->alignmentToPlayer;
 
- 			si32 f; // can be negative (for random)
 
- 			if(align >= PlayerColor::PLAYER_LIMIT) //same as owner / random
 
- 			{
 
- 				if(obj->tempOwner >= PlayerColor::PLAYER_LIMIT)
 
- 					f = -1; //random
 
- 				else
 
- 					f = scenarioOps->getIthPlayersSettings(obj->tempOwner).castle;
 
- 			}
 
- 			else
 
- 			{
 
- 				f = scenarioOps->getIthPlayersSettings(align).castle;
 
- 			}
 
- 			if(f<0)
 
- 			{
 
- 				do
 
- 				{
 
- 					f = getRandomGenerator().nextInt((int)VLC->townh->size() - 1);
 
- 				}
 
- 				while ((*VLC->townh)[f]->town == nullptr); // find playable faction
 
- 			}
 
- 			return std::make_pair(Obj::TOWN,f);
 
- 		}
 
- 	case Obj::RANDOM_MONSTER_L5:
 
- 		return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(getRandomGenerator(), 5));
 
- 	case Obj::RANDOM_MONSTER_L6:
 
- 		return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(getRandomGenerator(), 6));
 
- 	case Obj::RANDOM_MONSTER_L7:
 
- 		return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(getRandomGenerator(), 7));
 
- 	case Obj::RANDOM_DWELLING:
 
- 	case Obj::RANDOM_DWELLING_LVL:
 
- 	case Obj::RANDOM_DWELLING_FACTION:
 
- 		{
 
- 			auto * dwl = dynamic_cast<CGDwelling *>(obj);
 
- 			int faction;
 
- 			//if castle alignment available
 
- 			if(auto * info = dynamic_cast<CCreGenAsCastleInfo *>(dwl->info))
 
- 			{
 
- 				faction = getRandomGenerator().nextInt((int)VLC->townh->size() - 1);
 
- 				if(info->asCastle && !info->instanceId.empty())
 
- 				{
 
- 					auto iter = map->instanceNames.find(info->instanceId);
 
- 					if(iter == map->instanceNames.end())
 
- 						logGlobal->error("Map object not found: %s", info->instanceId);
 
- 					else
 
- 					{
 
- 						auto elem = iter->second;
 
- 						if(elem->ID==Obj::RANDOM_TOWN)
 
- 						{
 
- 							randomizeObject(elem.get()); //we have to randomize the castle first
 
- 							faction = elem->subID;
 
- 						}
 
- 						else if(elem->ID==Obj::TOWN)
 
- 							faction = elem->subID;
 
- 						else
 
- 							logGlobal->error("Map object must be town: %s", info->instanceId);
 
- 					}
 
- 				}
 
- 				else if(info->asCastle)
 
- 				{
 
- 					for(auto & elem : map->objects)
 
- 					{
 
- 						if(!elem)
 
- 							continue;
 
- 						if(elem->ID==Obj::RANDOM_TOWN
 
- 							&& dynamic_cast<CGTownInstance*>(elem.get())->identifier == info->identifier)
 
- 						{
 
- 							randomizeObject(elem); //we have to randomize the castle first
 
- 							faction = elem->subID;
 
- 							break;
 
- 						}
 
- 						else if(elem->ID==Obj::TOWN
 
- 							&& dynamic_cast<CGTownInstance*>(elem.get())->identifier == info->identifier)
 
- 						{
 
- 							faction = elem->subID;
 
- 							break;
 
- 						}
 
- 					}
 
- 				}
 
- 				else
 
- 				{
 
- 					std::set<int> temp;
 
- 					for(int i = 0; i < info->allowedFactions.size(); i++)
 
- 						if(info->allowedFactions[i])
 
- 							temp.insert(i);
 
- 					if(temp.empty())
 
- 						logGlobal->error("Random faction selection failed. Nothing is allowed. Fall back to random.");
 
- 					else
 
- 						faction = *RandomGeneratorUtil::nextItem(temp, getRandomGenerator());
 
- 				}
 
- 			}
 
- 			else // castle alignment fixed
 
- 				faction = obj->subID;
 
- 			int level;
 
- 			//if level set to range
 
- 			if(auto * info = dynamic_cast<CCreGenLeveledInfo *>(dwl->info))
 
- 			{
 
- 				level = getRandomGenerator().nextInt(info->minLevel, info->maxLevel);
 
- 			}
 
- 			else // fixed level
 
- 			{
 
- 				level = obj->subID;
 
- 			}
 
- 			delete dwl->info;
 
- 			dwl->info = nullptr;
 
- 			std::pair<Obj, int> result(Obj::NO_OBJ, -1);
 
- 			CreatureID cid = (*VLC->townh)[faction]->town->creatures[level][0];
 
- 			//NOTE: this will pick last dwelling with this creature (Mantis #900)
 
- 			//check for block map equality is better but more complex solution
 
- 			auto testID = [&](const Obj & primaryID) -> void
 
- 			{
 
- 				auto dwellingIDs = VLC->objtypeh->knownSubObjects(primaryID);
 
- 				for (si32 entry : dwellingIDs)
 
- 				{
 
- 					const auto * handler = dynamic_cast<const DwellingInstanceConstructor *>(VLC->objtypeh->getHandlerFor(primaryID, entry).get());
 
- 					if (handler->producesCreature(VLC->creh->objects[cid]))
 
- 						result = std::make_pair(primaryID, entry);
 
- 				}
 
- 			};
 
- 			testID(Obj::CREATURE_GENERATOR1);
 
- 			if (result.first == Obj::NO_OBJ)
 
- 				testID(Obj::CREATURE_GENERATOR4);
 
- 			if (result.first == Obj::NO_OBJ)
 
- 			{
 
- 				logGlobal->error("Error: failed to find dwelling for %s of level %d", (*VLC->townh)[faction]->getNameTranslated(), int(level));
 
- 				result = std::make_pair(Obj::CREATURE_GENERATOR1, *RandomGeneratorUtil::nextItem(VLC->objtypeh->knownSubObjects(Obj::CREATURE_GENERATOR1), getRandomGenerator()));
 
- 			}
 
- 			return result;
 
- 		}
 
- 	}
 
- 	return std::make_pair(Obj::NO_OBJ,-1);
 
- }
 
- void CGameState::randomizeObject(CGObjectInstance *cur)
 
- {
 
- 	std::pair<Obj,int> ran = pickObject(cur);
 
- 	if(ran.first == Obj::NO_OBJ || ran.second<0) //this is not a random object, or we couldn't find anything
 
- 	{
 
- 		if(cur->ID==Obj::TOWN || cur->ID==Obj::MONSTER)
 
- 			cur->setType(cur->ID, cur->subID); // update def, if necessary
 
- 	}
 
- 	else if(ran.first==Obj::HERO)//special code for hero
 
- 	{
 
- 		auto * h = dynamic_cast<CGHeroInstance *>(cur);
 
- 		cur->setType(ran.first, ran.second);
 
- 		map->heroesOnMap.emplace_back(h);
 
- 	}
 
- 	else if(ran.first==Obj::TOWN)//special code for town
 
- 	{
 
- 		auto * t = dynamic_cast<CGTownInstance *>(cur);
 
- 		cur->setType(ran.first, ran.second);
 
- 		map->towns.emplace_back(t);
 
- 	}
 
- 	else
 
- 	{
 
- 		cur->setType(ran.first, ran.second);
 
- 	}
 
- }
 
- int CGameState::getDate(Date::EDateType mode) const
 
- {
 
- 	int temp;
 
- 	switch (mode)
 
- 	{
 
- 	case Date::DAY:
 
- 		return day;
 
- 	case Date::DAY_OF_WEEK: //day of week
 
- 		temp = (day)%7; // 1 - Monday, 7 - Sunday
 
- 		return temp ? temp : 7;
 
- 	case Date::WEEK:  //current week
 
- 		temp = ((day-1)/7)+1;
 
- 		if (!(temp%4))
 
- 			return 4;
 
- 		else
 
- 			return (temp%4);
 
- 	case Date::MONTH: //current month
 
- 		return ((day-1)/28)+1;
 
- 	case Date::DAY_OF_MONTH: //day of month
 
- 		temp = (day)%28;
 
- 		if (temp)
 
- 			return temp;
 
- 		else return 28;
 
- 	}
 
- 	return 0;
 
- }
 
- CGameState::CGameState()
 
- {
 
- 	gs = this;
 
- 	applier = std::make_shared<CApplier<CBaseForGSApply>>();
 
- 	registerTypesClientPacks1(*applier);
 
- 	registerTypesClientPacks2(*applier);
 
- 	globalEffects.setNodeType(CBonusSystemNode::GLOBAL_EFFECTS);
 
- }
 
- CGameState::~CGameState()
 
- {
 
- 	map.dellNull();
 
- 	curB.dellNull();
 
- 	for(auto ptr : hpool.heroesPool) // clean hero pool
 
- 		ptr.second.dellNull();
 
- }
 
- void CGameState::preInit(Services * services)
 
- {
 
- 	this->services = services;
 
- }
 
- void CGameState::init(const IMapService * mapService, StartInfo * si, bool allowSavingRandomMap)
 
- {
 
- 	preInitAuto();
 
- 	logGlobal->info("\tUsing random seed: %d", si->seedToBeUsed);
 
- 	getRandomGenerator().setSeed(si->seedToBeUsed);
 
- 	scenarioOps = CMemorySerializer::deepCopy(*si).release();
 
- 	initialOpts = CMemorySerializer::deepCopy(*si).release();
 
- 	si = nullptr;
 
- 	switch(scenarioOps->mode)
 
- 	{
 
- 	case StartInfo::NEW_GAME:
 
- 		initNewGame(mapService, allowSavingRandomMap);
 
- 		break;
 
- 	case StartInfo::CAMPAIGN:
 
- 		initCampaign();
 
- 		break;
 
- 	default:
 
- 		logGlobal->error("Wrong mode: %d", static_cast<int>(scenarioOps->mode));
 
- 		return;
 
- 	}
 
- 	VLC->arth->initAllowedArtifactsList(map->allowedArtifact);
 
- 	logGlobal->info("Map loaded!");
 
- 	checkMapChecksum();
 
- 	day = 0;
 
- 	logGlobal->debug("Initialization:");
 
- 	initGlobalBonuses();
 
- 	initPlayerStates();
 
- 	placeCampaignHeroes();
 
- 	initGrailPosition();
 
- 	initRandomFactionsForPlayers();
 
- 	randomizeMapObjects();
 
- 	placeStartingHeroes();
 
- 	initStartingResources();
 
- 	initHeroes();
 
- 	initStartingBonus();
 
- 	initTowns();
 
- 	placeHeroesInTowns();
 
- 	initMapObjects();
 
- 	buildBonusSystemTree();
 
- 	initVisitingAndGarrisonedHeroes();
 
- 	initFogOfWar();
 
- 	// Explicitly initialize static variables
 
- 	for(auto & elem : players)
 
- 	{
 
- 		CGKeys::playerKeyMap[elem.first] = std::set<ui8>();
 
- 	}
 
- 	for(auto & elem : teams)
 
- 	{
 
- 		CGObelisk::visited[elem.first] = 0;
 
- 	}
 
- 	logGlobal->debug("\tChecking objectives");
 
- 	map->checkForObjectives(); //needs to be run when all objects are properly placed
 
- 	auto seedAfterInit = getRandomGenerator().nextInt();
 
- 	logGlobal->info("Seed after init is %d (before was %d)", seedAfterInit, scenarioOps->seedToBeUsed);
 
- 	if(scenarioOps->seedPostInit > 0)
 
- 	{
 
- 		//RNG must be in the same state on all machines when initialization is done (otherwise we have desync)
 
- 		assert(scenarioOps->seedPostInit == seedAfterInit);
 
- 	}
 
- 	else
 
- 	{
 
- 		scenarioOps->seedPostInit = seedAfterInit; //store the post init "seed"
 
- 	}
 
- }
 
- void CGameState::updateEntity(Metatype metatype, int32_t index, const JsonNode & data)
 
- {
 
- 	switch(metatype)
 
- 	{
 
- 	case Metatype::ARTIFACT_INSTANCE:
 
- 		logGlobal->error("Artifact instance update is not implemented");
 
- 		break;
 
- 	case Metatype::CREATURE_INSTANCE:
 
- 		logGlobal->error("Creature instance update is not implemented");
 
- 		break;
 
- 	case Metatype::HERO_INSTANCE:
 
- 		//index is hero type
 
- 		if(index >= 0 && index < map->allHeroes.size())
 
- 		{
 
- 			CGHeroInstance * hero = map->allHeroes.at(index);
 
- 			hero->updateFrom(data);
 
- 		}
 
- 		else
 
- 		{
 
- 			logGlobal->error("Update entity: hero index %s is out of range [%d,%d]", index, 0,  map->allHeroes.size());
 
- 		}
 
- 		break;
 
- 	case Metatype::MAP_OBJECT_INSTANCE:
 
- 		if(index >= 0 && index < map->objects.size())
 
- 		{
 
- 			CGObjectInstance * obj = getObjInstance(ObjectInstanceID(index));
 
- 			obj->updateFrom(data);
 
- 		}
 
- 		else
 
- 		{
 
- 			logGlobal->error("Update entity: object index %s is out of range [%d,%d]", index, 0,  map->objects.size());
 
- 		}
 
- 		break;
 
- 	default:
 
- 		services->updateEntity(metatype, index, data);
 
- 		break;
 
- 	}
 
- }
 
- void CGameState::updateOnLoad(StartInfo * si)
 
- {
 
- 	preInitAuto();
 
- 	scenarioOps->playerInfos = si->playerInfos;
 
- 	for(auto & i : si->playerInfos)
 
- 		gs->players[i.first].human = i.second.isControlledByHuman();
 
- }
 
- void CGameState::preInitAuto()
 
- {
 
- 	if(services == nullptr)
 
- 	{
 
- 		logGlobal->error("Game state preinit missing");
 
- 		preInit(VLC);
 
- 	}
 
- }
 
- void CGameState::initNewGame(const IMapService * mapService, bool allowSavingRandomMap)
 
- {
 
- 	if(scenarioOps->createRandomMap())
 
- 	{
 
- 		logGlobal->info("Create random map.");
 
- 		CStopWatch sw;
 
- 		// Gen map
 
- 		CMapGenerator mapGenerator(*scenarioOps->mapGenOptions, scenarioOps->seedToBeUsed);
 
- 		std::unique_ptr<CMap> randomMap = mapGenerator.generate();
 
- 		if(allowSavingRandomMap)
 
- 		{
 
- 			try
 
- 			{
 
- 				auto path = VCMIDirs::get().userCachePath() / "RandomMaps";
 
- 				boost::filesystem::create_directories(path);
 
- 				std::shared_ptr<CMapGenOptions> options = scenarioOps->mapGenOptions;
 
- 				const std::string templateName = options->getMapTemplate()->getName();
 
- 				const ui32 seed = scenarioOps->seedToBeUsed;
 
- 				const std::string fileName = boost::str(boost::format("%s_%d.vmap") % templateName % seed );
 
- 				const auto fullPath = path / fileName;
 
- 				mapService->saveMap(randomMap, fullPath);
 
- 				logGlobal->info("Random map has been saved to:");
 
- 				logGlobal->info(fullPath.string());
 
- 			}
 
- 			catch(...)
 
- 			{
 
- 				logGlobal->error("Saving random map failed with exception");
 
- 				handleException();
 
- 			}
 
- 		}
 
- 		map = randomMap.release();
 
- 		// Update starting options
 
- 		for(int i = 0; i < map->players.size(); ++i)
 
- 		{
 
- 			const auto & playerInfo = map->players[i];
 
- 			if(playerInfo.canAnyonePlay())
 
- 			{
 
- 				PlayerSettings & playerSettings = scenarioOps->playerInfos[PlayerColor(i)];
 
- 				playerSettings.compOnly = !playerInfo.canHumanPlay;
 
- 				playerSettings.team = playerInfo.team;
 
- 				playerSettings.castle = playerInfo.defaultCastle();
 
- 				if(playerSettings.isControlledByAI() && playerSettings.name.empty())
 
- 				{
 
- 					playerSettings.name = VLC->generaltexth->allTexts[468];
 
- 				}
 
- 				playerSettings.color = PlayerColor(i);
 
- 			}
 
- 			else
 
- 			{
 
- 				scenarioOps->playerInfos.erase(PlayerColor(i));
 
- 			}
 
- 		}
 
- 		logGlobal->info("Generated random map in %i ms.", sw.getDiff());
 
- 	}
 
- 	else
 
- 	{
 
- 		logGlobal->info("Open map file: %s", scenarioOps->mapname);
 
- 		const ResourceID mapURI(scenarioOps->mapname, EResType::MAP);
 
- 		map = mapService->loadMap(mapURI).release();
 
- 	}
 
- }
 
- void CGameState::initCampaign()
 
- {
 
- 	logGlobal->info("Open campaign map file: %d", scenarioOps->campState->currentMap.value());
 
- 	map = scenarioOps->campState->getMap();
 
- }
 
- void CGameState::checkMapChecksum()
 
- {
 
- 	logGlobal->info("\tOur checksum for the map: %d", map->checksum);
 
- 	if(scenarioOps->mapfileChecksum)
 
- 	{
 
- 		logGlobal->info("\tServer checksum for %s: %d", scenarioOps->mapname, scenarioOps->mapfileChecksum);
 
- 		if(map->checksum != scenarioOps->mapfileChecksum)
 
- 		{
 
- 			logGlobal->error("Wrong map checksum!!!");
 
- 			throw std::runtime_error("Wrong checksum");
 
- 		}
 
- 	}
 
- 	else
 
- 	{
 
- 		scenarioOps->mapfileChecksum = map->checksum;
 
- 	}
 
- }
 
- void CGameState::initGlobalBonuses()
 
- {
 
- 	const JsonNode & baseBonuses = VLC->settings()->getValue(EGameSettings::BONUSES_GLOBAL);
 
- 	logGlobal->debug("\tLoading global bonuses");
 
- 	for(const auto & b : baseBonuses.Struct())
 
- 	{
 
- 		auto bonus = JsonUtils::parseBonus(b.second);
 
- 		bonus->source = BonusSource::GLOBAL;//for all
 
- 		bonus->sid = -1; //there is one global object
 
- 		globalEffects.addNewBonus(bonus);
 
- 	}
 
- 	VLC->creh->loadCrExpBon(globalEffects);
 
- }
 
- void CGameState::initGrailPosition()
 
- {
 
- 	logGlobal->debug("\tPicking grail position");
 
- 	//pick grail location
 
- 	if(map->grailPos.x < 0 || map->grailRadius) //grail not set or set within a radius around some place
 
- 	{
 
- 		if(!map->grailRadius) //radius not given -> anywhere on map
 
- 			map->grailRadius = map->width * 2;
 
- 		std::vector<int3> allowedPos;
 
- 		static const int BORDER_WIDTH = 9; // grail must be at least 9 tiles away from border
 
- 		// add all not blocked tiles in range
 
- 		for (int z = 0; z < map->levels(); z++)
 
- 		{
 
- 			for(int x = BORDER_WIDTH; x < map->width - BORDER_WIDTH ; x++)
 
- 			{
 
- 				for(int y = BORDER_WIDTH; y < map->height - BORDER_WIDTH; y++)
 
- 				{
 
- 					const TerrainTile &t = map->getTile(int3(x, y, z));
 
- 					if(!t.blocked
 
- 						&& !t.visitable
 
- 						&& t.terType->isLand()
 
- 						&& t.terType->isPassable()
 
- 						&& (int)map->grailPos.dist2dSQ(int3(x, y, z)) <= (map->grailRadius * map->grailRadius))
 
- 						allowedPos.emplace_back(x, y, z);
 
- 				}
 
- 			}
 
- 		}
 
- 		//remove tiles with holes
 
- 		for(auto & elem : map->objects)
 
- 			if(elem && elem->ID == Obj::HOLE)
 
- 				allowedPos -= elem->pos;
 
- 		if(!allowedPos.empty())
 
- 		{
 
- 			map->grailPos = *RandomGeneratorUtil::nextItem(allowedPos, getRandomGenerator());
 
- 		}
 
- 		else
 
- 		{
 
- 			logGlobal->warn("Grail cannot be placed, no appropriate tile found!");
 
- 		}
 
- 	}
 
- }
 
- void CGameState::initRandomFactionsForPlayers()
 
- {
 
- 	logGlobal->debug("\tPicking random factions for players");
 
- 	for(auto & elem : scenarioOps->playerInfos)
 
- 	{
 
- 		if(elem.second.castle==-1)
 
- 		{
 
- 			auto randomID = getRandomGenerator().nextInt((int)map->players[elem.first.getNum()].allowedFactions.size() - 1);
 
- 			auto iter = map->players[elem.first.getNum()].allowedFactions.begin();
 
- 			std::advance(iter, randomID);
 
- 			elem.second.castle = *iter;
 
- 		}
 
- 	}
 
- }
 
- void CGameState::randomizeMapObjects()
 
- {
 
- 	logGlobal->debug("\tRandomizing objects");
 
- 	for(CGObjectInstance *obj : map->objects)
 
- 	{
 
- 		if(!obj) continue;
 
- 		randomizeObject(obj);
 
- 		//handle Favouring Winds - mark tiles under it
 
- 		if(obj->ID == Obj::FAVORABLE_WINDS)
 
- 		{
 
- 			for (int i = 0; i < obj->getWidth() ; i++)
 
- 			{
 
- 				for (int j = 0; j < obj->getHeight() ; j++)
 
- 				{
 
- 					int3 pos = obj->pos - int3(i,j,0);
 
- 					if(map->isInTheMap(pos)) map->getTile(pos).extTileFlags |= 128;
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- }
 
- void CGameState::initPlayerStates()
 
- {
 
- 	logGlobal->debug("\tCreating player entries in gs");
 
- 	for(auto & elem : scenarioOps->playerInfos)
 
- 	{
 
- 		PlayerState & p = players[elem.first];
 
- 		p.color=elem.first;
 
- 		p.human = elem.second.isControlledByHuman();
 
- 		p.team = map->players[elem.first.getNum()].team;
 
- 		teams[p.team].id = p.team;//init team
 
- 		teams[p.team].players.insert(elem.first);//add player to team
 
- 	}
 
- }
 
- void CGameState::placeCampaignHeroes()
 
- {
 
- 	if (scenarioOps->campState)
 
- 	{
 
- 		// place bonus hero
 
- 		auto campaignBonus = scenarioOps->campState->getBonusForCurrentMap();
 
- 		bool campaignGiveHero = campaignBonus && campaignBonus->type == CScenarioTravel::STravelBonus::HERO;
 
- 		if(campaignGiveHero)
 
- 		{
 
- 			auto playerColor = PlayerColor(campaignBonus->info1);
 
- 			auto it = scenarioOps->playerInfos.find(playerColor);
 
- 			if(it != scenarioOps->playerInfos.end())
 
- 			{
 
- 				auto heroTypeId = campaignBonus->info2;
 
- 				if(heroTypeId == 0xffff) // random bonus hero
 
- 				{
 
- 					heroTypeId = pickUnusedHeroTypeRandomly(playerColor);
 
- 				}
 
- 				placeStartingHero(playerColor, HeroTypeID(heroTypeId), map->players[playerColor.getNum()].posOfMainTown);
 
- 			}
 
- 		}
 
- 		// replace heroes placeholders
 
- 		auto crossoverHeroes = getCrossoverHeroesFromPreviousScenarios();
 
- 		if(!crossoverHeroes.heroesFromAnyPreviousScenarios.empty())
 
- 		{
 
- 			logGlobal->debug("\tGenerate list of hero placeholders");
 
- 			auto campaignHeroReplacements = generateCampaignHeroesToReplace(crossoverHeroes);
 
- 			logGlobal->debug("\tPrepare crossover heroes");
 
- 			prepareCrossoverHeroes(campaignHeroReplacements, scenarioOps->campState->getCurrentScenario().travelOptions);
 
- 			// remove same heroes on the map which will be added through crossover heroes
 
- 			// INFO: we will remove heroes because later it may be possible that the API doesn't allow having heroes
 
- 			// with the same hero type id
 
- 			std::vector<CGHeroInstance *> removedHeroes;
 
- 			for(auto & campaignHeroReplacement : campaignHeroReplacements)
 
- 			{
 
- 				auto * hero = getUsedHero(HeroTypeID(campaignHeroReplacement.hero->subID));
 
- 				if(hero)
 
- 				{
 
- 					removedHeroes.push_back(hero);
 
- 					map->heroesOnMap -= hero;
 
- 					map->objects[hero->id.getNum()] = nullptr;
 
- 					map->removeBlockVisTiles(hero, true);
 
- 				}
 
- 			}
 
- 			logGlobal->debug("\tReplace placeholders with heroes");
 
- 			replaceHeroesPlaceholders(campaignHeroReplacements);
 
- 			// now add removed heroes again with unused type ID
 
- 			for(auto * hero : removedHeroes)
 
- 			{
 
- 				si32 heroTypeId = 0;
 
- 				if(hero->ID == Obj::HERO)
 
- 				{
 
- 					heroTypeId = pickUnusedHeroTypeRandomly(hero->tempOwner);
 
- 				}
 
- 				else if(hero->ID == Obj::PRISON)
 
- 				{
 
- 					auto unusedHeroTypeIds = getUnusedAllowedHeroes();
 
- 					if(!unusedHeroTypeIds.empty())
 
- 					{
 
- 						heroTypeId = (*RandomGeneratorUtil::nextItem(unusedHeroTypeIds, getRandomGenerator())).getNum();
 
- 					}
 
- 					else
 
- 					{
 
- 						logGlobal->error("No free hero type ID found to replace prison.");
 
- 						assert(0);
 
- 					}
 
- 				}
 
- 				else
 
- 				{
 
- 					assert(0); // should not happen
 
- 				}
 
- 				hero->subID = heroTypeId;
 
- 				hero->portrait = hero->subID;
 
- 				map->getEditManager()->insertObject(hero);
 
- 			}
 
- 		}
 
- 	}
 
- 	// remove hero placeholders on map
 
- 	for(auto obj : map->objects)
 
- 	{
 
- 		if(obj && obj->ID == Obj::HERO_PLACEHOLDER)
 
- 		{
 
- 			auto heroPlaceholder = dynamic_cast<CGHeroPlaceholder *>(obj.get());
 
- 			map->removeBlockVisTiles(heroPlaceholder, true);
 
- 			map->instanceNames.erase(obj->instanceName);
 
- 			map->objects[heroPlaceholder->id.getNum()] = nullptr;
 
- 			delete heroPlaceholder;
 
- 		}
 
- 	}
 
- }
 
- void CGameState::placeStartingHero(const PlayerColor & playerColor, const HeroTypeID & heroTypeId, int3 townPos)
 
- {
 
- 	for(auto town : map->towns)
 
- 	{
 
- 		if(town->getPosition() == townPos)
 
- 		{
 
- 			townPos = town->visitablePos();
 
- 			break;
 
- 		}
 
- 	}
 
- 	CGObjectInstance * hero = createObject(Obj::HERO, heroTypeId.getNum(), townPos, playerColor);
 
- 	hero->pos += hero->getVisitableOffset();
 
- 	map->getEditManager()->insertObject(hero);
 
- }
 
- CGameState::CrossoverHeroesList CGameState::getCrossoverHeroesFromPreviousScenarios() const
 
- {
 
- 	CrossoverHeroesList crossoverHeroes;
 
- 	auto campaignState = scenarioOps->campState;
 
- 	auto bonus = campaignState->getBonusForCurrentMap();
 
- 	if(bonus && bonus->type == CScenarioTravel::STravelBonus::HEROES_FROM_PREVIOUS_SCENARIO)
 
- 	{
 
- 		std::vector<CGHeroInstance *> heroes;
 
- 		for(auto & node : campaignState->camp->scenarios[bonus->info2].crossoverHeroes)
 
- 		{
 
- 			auto * h = CCampaignState::crossoverDeserialize(node);
 
- 			heroes.push_back(h);
 
- 		}
 
- 		crossoverHeroes.heroesFromAnyPreviousScenarios = crossoverHeroes.heroesFromPreviousScenario = heroes;
 
- 	}
 
- 	else
 
- 	{
 
- 		if(!campaignState->mapsConquered.empty())
 
- 		{
 
- 			std::vector<CGHeroInstance *> heroes = {};
 
- 			crossoverHeroes.heroesFromAnyPreviousScenarios = crossoverHeroes.heroesFromPreviousScenario = heroes;
 
- 			crossoverHeroes.heroesFromPreviousScenario = heroes;
 
- 			for(auto mapNr : campaignState->mapsConquered)
 
- 			{
 
- 				// create a list of deleted heroes
 
- 				auto & scenario = campaignState->camp->scenarios[mapNr];
 
- 				auto lostCrossoverHeroes = scenario.getLostCrossoverHeroes();
 
- 				// remove heroes which didn't reached the end of the scenario, but were available at the start
 
- 				for(auto * hero : lostCrossoverHeroes)
 
- 				{
 
- 					//					auto hero = CCampaignState::crossoverDeserialize(node);
 
- 					vstd::erase_if(crossoverHeroes.heroesFromAnyPreviousScenarios, [hero](CGHeroInstance * h)
 
- 					{
 
- 						return hero->subID == h->subID;
 
- 					});
 
- 				}
 
- 				// now add heroes which completed the scenario
 
- 				for(auto node : scenario.crossoverHeroes)
 
- 				{
 
- 					auto * hero = CCampaignState::crossoverDeserialize(node);
 
- 					// add new heroes and replace old heroes with newer ones
 
- 					auto it = range::find_if(crossoverHeroes.heroesFromAnyPreviousScenarios, [hero](CGHeroInstance * h)
 
- 					{
 
- 						return hero->subID == h->subID;
 
- 					});
 
- 					if(it != crossoverHeroes.heroesFromAnyPreviousScenarios.end())
 
- 					{
 
- 						// replace old hero with newer one
 
- 						crossoverHeroes.heroesFromAnyPreviousScenarios[it - crossoverHeroes.heroesFromAnyPreviousScenarios.begin()] = hero;
 
- 					}
 
- 					else
 
- 					{
 
- 						// add new hero
 
- 						crossoverHeroes.heroesFromAnyPreviousScenarios.push_back(hero);
 
- 					}
 
- 					if(mapNr == campaignState->mapsConquered.back())
 
- 					{
 
- 						crossoverHeroes.heroesFromPreviousScenario.push_back(hero);
 
- 					}
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- 	return crossoverHeroes;
 
- }
 
- void CGameState::prepareCrossoverHeroes(std::vector<CGameState::CampaignHeroReplacement> & campaignHeroReplacements, const CScenarioTravel & travelOptions)
 
- {
 
- 	// create heroes list for convenience iterating
 
- 	std::vector<CGHeroInstance *> crossoverHeroes;
 
- 	crossoverHeroes.reserve(campaignHeroReplacements.size());
 
- 	for(auto & campaignHeroReplacement : campaignHeroReplacements)
 
- 	{
 
- 		crossoverHeroes.push_back(campaignHeroReplacement.hero);
 
- 	}
 
- 	// TODO replace magic numbers with named constants
 
- 	// TODO this logic (what should be kept) should be part of CScenarioTravel and be exposed via some clean set of methods
 
- 	if(!travelOptions.whatHeroKeeps.experience)
 
- 	{
 
- 		//trimming experience
 
- 		for(CGHeroInstance * cgh : crossoverHeroes)
 
- 		{
 
- 			cgh->initExp(getRandomGenerator());
 
- 		}
 
- 	}
 
- 	if(!travelOptions.whatHeroKeeps.primarySkills)
 
- 	{
 
- 		//trimming prim skills
 
- 		for(CGHeroInstance * cgh : crossoverHeroes)
 
- 		{
 
- 			for(int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
 
- 			{
 
- 				auto sel = Selector::type()(BonusType::PRIMARY_SKILL)
 
- 					.And(Selector::subtype()(g))
 
- 					.And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL));
 
- 				cgh->getBonusLocalFirst(sel)->val = cgh->type->heroClass->primarySkillInitial[g];
 
- 			}
 
- 		}
 
- 	}
 
- 	if(!travelOptions.whatHeroKeeps.secondarySkills)
 
- 	{
 
- 		//trimming sec skills
 
- 		for(CGHeroInstance * cgh : crossoverHeroes)
 
- 		{
 
- 			cgh->secSkills = cgh->type->secSkillsInit;
 
- 			cgh->recreateSecondarySkillsBonuses();
 
- 		}
 
- 	}
 
- 	if(!travelOptions.whatHeroKeeps.spells)
 
- 	{
 
- 		for(CGHeroInstance * cgh : crossoverHeroes)
 
- 		{
 
- 			cgh->removeSpellbook();
 
- 		}
 
- 	}
 
- 	if(!travelOptions.whatHeroKeeps.artifacts)
 
- 	{
 
- 		//trimming artifacts
 
- 		for(CGHeroInstance * hero : crossoverHeroes)
 
- 		{
 
- 			size_t totalArts = GameConstants::BACKPACK_START + hero->artifactsInBackpack.size();
 
- 			for (size_t i = 0; i < totalArts; i++ )
 
- 			{
 
- 				auto artifactPosition = ArtifactPosition((si32)i);
 
- 				if(artifactPosition == ArtifactPosition::SPELLBOOK) continue; // do not handle spellbook this way
 
- 				const ArtSlotInfo *info = hero->getSlot(artifactPosition);
 
- 				if(!info)
 
- 					continue;
 
- 				// TODO: why would there be nullptr artifacts?
 
- 				const CArtifactInstance *art = info->artifact;
 
- 				if(!art)
 
- 					continue;
 
- 				bool takeable = travelOptions.artifactsKeptByHero.count(art->artType->getId());
 
- 				ArtifactLocation al(hero, artifactPosition);
 
- 				if(!takeable  &&  !al.getSlot()->locked)  //don't try removing locked artifacts -> it crashes #1719
 
- 					al.removeArtifact();
 
- 			}
 
- 		}
 
- 	}
 
- 	//trimming creatures
 
- 	for(CGHeroInstance * cgh : crossoverHeroes)
 
- 	{
 
- 		auto shouldSlotBeErased = [&](const std::pair<SlotID, CStackInstance *> & j) -> bool
 
- 		{
 
- 			CreatureID::ECreatureID crid = j.second->getCreatureID().toEnum();
 
- 			return !travelOptions.monstersKeptByHero.count(crid);
 
- 		};
 
- 		auto stacksCopy = cgh->stacks; //copy of the map, so we can iterate iover it and remove stacks
 
- 		for(auto &slotPair : stacksCopy)
 
- 			if(shouldSlotBeErased(slotPair))
 
- 				cgh->eraseStack(slotPair.first);
 
- 	}
 
- 	// Removing short-term bonuses
 
- 	for(CGHeroInstance * cgh : crossoverHeroes)
 
- 	{
 
- 		cgh->removeBonusesRecursive(CSelector(Bonus::OneDay)
 
- 			.Or(CSelector(Bonus::OneWeek))
 
- 			.Or(CSelector(Bonus::NTurns))
 
- 			.Or(CSelector(Bonus::NDays))
 
- 			.Or(CSelector(Bonus::OneBattle)));
 
- 	}
 
- }
 
- void CGameState::placeStartingHeroes()
 
- {
 
- 	logGlobal->debug("\tGiving starting hero");
 
- 	for(auto & playerSettingPair : scenarioOps->playerInfos)
 
- 	{
 
- 		auto playerColor = playerSettingPair.first;
 
- 		auto & playerInfo = map->players[playerColor.getNum()];
 
- 		if(playerInfo.generateHeroAtMainTown && playerInfo.hasMainTown)
 
- 		{
 
- 			// Do not place a starting hero if the hero was already placed due to a campaign bonus
 
- 			if(scenarioOps->campState)
 
- 			{
 
- 				if(auto campaignBonus = scenarioOps->campState->getBonusForCurrentMap())
 
- 				{
 
- 					if(campaignBonus->type == CScenarioTravel::STravelBonus::HERO && playerColor == PlayerColor(campaignBonus->info1))
 
- 						continue;
 
- 				}
 
- 			}
 
- 			int heroTypeId = pickNextHeroType(playerColor);
 
- 			if(playerSettingPair.second.hero == -1)
 
- 				playerSettingPair.second.hero = heroTypeId;
 
- 			placeStartingHero(playerColor, HeroTypeID(heroTypeId), playerInfo.posOfMainTown);
 
- 		}
 
- 	}
 
- }
 
- void CGameState::initStartingResources()
 
- {
 
- 	logGlobal->debug("\tSetting up resources");
 
- 	const JsonNode config(ResourceID("config/startres.json"));
 
- 	const JsonVector &vector = config["difficulty"].Vector();
 
- 	const JsonNode &level = vector[scenarioOps->difficulty];
 
- 	TResources startresAI(level["ai"]);
 
- 	TResources startresHuman(level["human"]);
 
- 	for (auto & elem : players)
 
- 	{
 
- 		PlayerState &p = elem.second;
 
- 		if (p.human)
 
- 			p.resources = startresHuman;
 
- 		else
 
- 			p.resources = startresAI;
 
- 	}
 
- 	auto getHumanPlayerInfo = [&]() -> std::vector<const PlayerSettings *>
 
- 	{
 
- 		std::vector<const PlayerSettings *> ret;
 
- 		for(const auto & playerInfo : scenarioOps->playerInfos)
 
- 		{
 
- 			if(playerInfo.second.isControlledByHuman())
 
- 				ret.push_back(&playerInfo.second);
 
- 		}
 
- 		return ret;
 
- 	};
 
- 	//give start resource bonus in case of campaign
 
- 	if (scenarioOps->mode == StartInfo::CAMPAIGN)
 
- 	{
 
- 		auto chosenBonus = scenarioOps->campState->getBonusForCurrentMap();
 
- 		if(chosenBonus && chosenBonus->type == CScenarioTravel::STravelBonus::RESOURCE)
 
- 		{
 
- 			std::vector<const PlayerSettings *> people = getHumanPlayerInfo(); //players we will give resource bonus
 
- 			for(const PlayerSettings *ps : people)
 
- 			{
 
- 				std::vector<int> res; //resources we will give
 
- 				switch (chosenBonus->info1)
 
- 				{
 
- 				case 0: case 1: case 2: case 3: case 4: case 5: case 6:
 
- 					res.push_back(chosenBonus->info1);
 
- 					break;
 
- 				case 0xFD: //wood+ore
 
- 					res.push_back(GameResID(EGameResID::WOOD)); 
 
- 					res.push_back(GameResID(EGameResID::ORE));
 
- 					break;
 
- 				case 0xFE:  //rare
 
- 					res.push_back(GameResID(EGameResID::MERCURY));
 
- 					res.push_back(GameResID(EGameResID::SULFUR));
 
- 					res.push_back(GameResID(EGameResID::CRYSTAL));
 
- 					res.push_back(GameResID(EGameResID::GEMS));
 
- 					break;
 
- 				default:
 
- 					assert(0);
 
- 					break;
 
- 				}
 
- 				//increasing resource quantity
 
- 				for (auto & re : res)
 
- 				{
 
- 					players[ps->color].resources[re] += chosenBonus->info2;
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- }
 
- void CGameState::initHeroes()
 
- {
 
- 	for(auto hero : map->heroesOnMap)  //heroes instances initialization
 
- 	{
 
- 		if (hero->getOwner() == PlayerColor::UNFLAGGABLE)
 
- 		{
 
- 			logGlobal->warn("Hero with uninitialized owner!");
 
- 			continue;
 
- 		}
 
- 		hero->initHero(getRandomGenerator());
 
- 		getPlayerState(hero->getOwner())->heroes.push_back(hero);
 
- 		map->allHeroes[hero->type->getIndex()] = hero;
 
- 	}
 
- 	// generate boats for all heroes on water
 
- 	for(auto hero : map->heroesOnMap)
 
- 	{
 
- 		assert(map->isInTheMap(hero->visitablePos()));
 
- 		const auto & tile = map->getTile(hero->visitablePos());
 
- 		if (tile.terType->isWater())
 
- 		{
 
- 			auto handler = VLC->objtypeh->getHandlerFor(Obj::BOAT, hero->getBoatType().getNum());
 
- 			CGBoat * boat = dynamic_cast<CGBoat*>(handler->create());
 
- 			handler->configureObject(boat, gs->getRandomGenerator());
 
- 			boat->ID = Obj::BOAT;
 
- 			boat->subID = hero->getBoatType().getNum();
 
- 			boat->pos = hero->pos;
 
- 			boat->appearance = handler->getTemplates().front();
 
- 			boat->id = ObjectInstanceID(static_cast<si32>(gs->map->objects.size()));
 
- 			map->objects.emplace_back(boat);
 
- 			map->addBlockVisTiles(boat);
 
- 			boat->hero = hero;
 
- 			hero->boat = boat;
 
- 		}
 
- 	}
 
- 	for(auto obj : map->objects) //prisons
 
- 	{
 
- 		if(obj && obj->ID == Obj::PRISON)
 
- 			map->allHeroes[obj->subID] = dynamic_cast<CGHeroInstance*>(obj.get());
 
- 	}
 
- 	std::set<HeroTypeID> heroesToCreate = getUnusedAllowedHeroes(); //ids of heroes to be created and put into the pool
 
- 	for(auto ph : map->predefinedHeroes)
 
- 	{
 
- 		if(!vstd::contains(heroesToCreate, HeroTypeID(ph->subID)))
 
- 			continue;
 
- 		ph->initHero(getRandomGenerator());
 
- 		hpool.heroesPool[ph->subID] = ph;
 
- 		hpool.pavailable[ph->subID] = 0xff;
 
- 		heroesToCreate.erase(ph->type->getId());
 
- 		map->allHeroes[ph->subID] = ph;
 
- 	}
 
- 	for(const HeroTypeID & htype : heroesToCreate) //all not used allowed heroes go with default state into the pool
 
- 	{
 
- 		auto * vhi = new CGHeroInstance();
 
- 		vhi->initHero(getRandomGenerator(), htype);
 
- 		int typeID = htype.getNum();
 
- 		map->allHeroes[typeID] = vhi;
 
- 		hpool.heroesPool[typeID] = vhi;
 
- 		hpool.pavailable[typeID] = 0xff;
 
- 	}
 
- 	for(auto & elem : map->disposedHeroes)
 
- 	{
 
- 		hpool.pavailable[elem.heroId] = elem.players;
 
- 	}
 
- 	if (scenarioOps->mode == StartInfo::CAMPAIGN) //give campaign bonuses for specific / best hero
 
- 	{
 
- 		auto chosenBonus = scenarioOps->campState->getBonusForCurrentMap();
 
- 		if (chosenBonus && chosenBonus->isBonusForHero() && chosenBonus->info1 != 0xFFFE) //exclude generated heroes
 
- 		{
 
- 			//find human player
 
- 			PlayerColor humanPlayer=PlayerColor::NEUTRAL;
 
- 			for (auto & elem : players)
 
- 			{
 
- 				if(elem.second.human)
 
- 				{
 
- 					humanPlayer = elem.first;
 
- 					break;
 
- 				}
 
- 			}
 
- 			assert(humanPlayer != PlayerColor::NEUTRAL);
 
- 			std::vector<ConstTransitivePtr<CGHeroInstance> > & heroes = players[humanPlayer].heroes;
 
- 			if (chosenBonus->info1 == 0xFFFD) //most powerful
 
- 			{
 
- 				int maxB = -1;
 
- 				for (int b=0; b<heroes.size(); ++b)
 
- 				{
 
- 					if (maxB == -1 || heroes[b]->getTotalStrength() > heroes[maxB]->getTotalStrength())
 
- 					{
 
- 						maxB = b;
 
- 					}
 
- 				}
 
- 				if(maxB < 0)
 
- 					logGlobal->warn("Cannot give bonus to hero cause there are no heroes!");
 
- 				else
 
- 					giveCampaignBonusToHero(heroes[maxB]);
 
- 			}
 
- 			else //specific hero
 
- 			{
 
- 				for (auto & heroe : heroes)
 
- 				{
 
- 					if (heroe->subID == chosenBonus->info1)
 
- 					{
 
- 						giveCampaignBonusToHero(heroe);
 
- 						break;
 
- 					}
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- }
 
- void CGameState::giveCampaignBonusToHero(CGHeroInstance * hero)
 
- {
 
- 	const std::optional<CScenarioTravel::STravelBonus> & curBonus = scenarioOps->campState->getBonusForCurrentMap();
 
- 	if(!curBonus)
 
- 		return;
 
- 	if(curBonus->isBonusForHero())
 
- 	{
 
- 		//apply bonus
 
- 		switch (curBonus->type)
 
- 		{
 
- 		case CScenarioTravel::STravelBonus::SPELL:
 
- 			hero->addSpellToSpellbook(SpellID(curBonus->info2));
 
- 			break;
 
- 		case CScenarioTravel::STravelBonus::MONSTER:
 
- 			{
 
- 				for(int i=0; i<GameConstants::ARMY_SIZE; i++)
 
- 				{
 
- 					if(hero->slotEmpty(SlotID(i)))
 
- 					{
 
- 						hero->addToSlot(SlotID(i), CreatureID(curBonus->info2), curBonus->info3);
 
- 						break;
 
- 					}
 
- 				}
 
- 			}
 
- 			break;
 
- 		case CScenarioTravel::STravelBonus::ARTIFACT:
 
- 			if(!gs->giveHeroArtifact(hero, static_cast<ArtifactID>(curBonus->info2)))
 
- 				logGlobal->error("Cannot give starting artifact - no free slots!");
 
- 			break;
 
- 		case CScenarioTravel::STravelBonus::SPELL_SCROLL:
 
- 			{
 
- 				CArtifactInstance * scroll = ArtifactUtils::createScroll(SpellID(curBonus->info2));
 
- 				const auto slot = ArtifactUtils::getArtAnyPosition(hero, scroll->getTypeId());
 
- 				if(ArtifactUtils::isSlotEquipment(slot) || ArtifactUtils::isSlotBackpack(slot))
 
- 					scroll->putAt(ArtifactLocation(hero, slot));
 
- 				else
 
- 					logGlobal->error("Cannot give starting scroll - no free slots!");
 
- 			}
 
- 			break;
 
- 		case CScenarioTravel::STravelBonus::PRIMARY_SKILL:
 
- 			{
 
- 				const ui8* ptr = reinterpret_cast<const ui8*>(&curBonus->info2);
 
- 				for (int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
 
- 				{
 
- 					int val = ptr[g];
 
- 					if (val == 0)
 
- 					{
 
- 						continue;
 
- 					}
 
- 					auto bb = std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::PRIMARY_SKILL, BonusSource::CAMPAIGN_BONUS, val, *scenarioOps->campState->currentMap, g);
 
- 					hero->addNewBonus(bb);
 
- 				}
 
- 			}
 
- 			break;
 
- 		case CScenarioTravel::STravelBonus::SECONDARY_SKILL:
 
- 			hero->setSecSkillLevel(SecondarySkill(curBonus->info2), curBonus->info3, true);
 
- 			break;
 
- 		}
 
- 	}
 
- }
 
- void CGameState::initFogOfWar()
 
- {
 
- 	logGlobal->debug("\tFog of war"); //FIXME: should be initialized after all bonuses are set
 
- 	int layers = map->levels();
 
- 	for(auto & elem : teams)
 
- 	{
 
- 		auto fow = elem.second.fogOfWarMap;
 
- 		fow->resize(boost::extents[layers][map->width][map->height]);
 
- 		std::fill(fow->data(), fow->data() + fow->num_elements(), 0);
 
- 		for(CGObjectInstance *obj : map->objects)
 
- 		{
 
- 			if(!obj || !vstd::contains(elem.second.players, obj->tempOwner)) continue; //not a flagged object
 
- 			std::unordered_set<int3> tiles;
 
- 			getTilesInRange(tiles, obj->getSightCenter(), obj->getSightRadius(), obj->tempOwner, 1);
 
- 			for(const int3 & tile : tiles)
 
- 			{
 
- 				(*elem.second.fogOfWarMap)[tile.z][tile.x][tile.y] = 1;
 
- 			}
 
- 		}
 
- 	}
 
- }
 
- void CGameState::initStartingBonus()
 
- {
 
- 	if (scenarioOps->mode == StartInfo::CAMPAIGN)
 
- 		return;
 
- 	// These are the single scenario bonuses; predefined
 
- 	// campaign bonuses are spread out over other init* functions.
 
- 	logGlobal->debug("\tStarting bonuses");
 
- 	for(auto & elem : players)
 
- 	{
 
- 		//starting bonus
 
- 		if(scenarioOps->playerInfos[elem.first].bonus==PlayerSettings::RANDOM)
 
- 			scenarioOps->playerInfos[elem.first].bonus = static_cast<PlayerSettings::Ebonus>(getRandomGenerator().nextInt(2));
 
- 		switch(scenarioOps->playerInfos[elem.first].bonus)
 
- 		{
 
- 		case PlayerSettings::GOLD:
 
- 			elem.second.resources[EGameResID::GOLD] += getRandomGenerator().nextInt(5, 10) * 100;
 
- 			break;
 
- 		case PlayerSettings::RESOURCE:
 
- 			{
 
- 				auto res = (*VLC->townh)[scenarioOps->playerInfos[elem.first].castle]->town->primaryRes;
 
- 				if(res == EGameResID::WOOD_AND_ORE)
 
- 				{
 
- 					int amount = getRandomGenerator().nextInt(5, 10);
 
- 					elem.second.resources[EGameResID::WOOD] += amount;
 
- 					elem.second.resources[EGameResID::ORE] += amount;
 
- 				}
 
- 				else
 
- 				{
 
- 					elem.second.resources[res] += getRandomGenerator().nextInt(3, 6);
 
- 				}
 
- 				break;
 
- 			}
 
- 		case PlayerSettings::ARTIFACT:
 
- 			{
 
- 				if(elem.second.heroes.empty())
 
- 				{
 
- 					logGlobal->error("Cannot give starting artifact - no heroes!");
 
- 					break;
 
- 				}
 
- 				const Artifact * toGive = VLC->arth->pickRandomArtifact(getRandomGenerator(), CArtifact::ART_TREASURE).toArtifact(VLC->artifacts());
 
- 				CGHeroInstance *hero = elem.second.heroes[0];
 
- 				if(!giveHeroArtifact(hero, toGive->getId()))
 
- 					logGlobal->error("Cannot give starting artifact - no free slots!");
 
- 			}
 
- 			break;
 
- 		}
 
- 	}
 
- }
 
- void CGameState::initTowns()
 
- {
 
- 	logGlobal->debug("\tTowns");
 
- 	//campaign bonuses for towns
 
- 	if (scenarioOps->mode == StartInfo::CAMPAIGN)
 
- 	{
 
- 		auto chosenBonus = scenarioOps->campState->getBonusForCurrentMap();
 
- 		if (chosenBonus && chosenBonus->type == CScenarioTravel::STravelBonus::BUILDING)
 
- 		{
 
- 			for (int g=0; g<map->towns.size(); ++g)
 
- 			{
 
- 				PlayerState * owner = getPlayerState(map->towns[g]->getOwner());
 
- 				if (owner)
 
- 				{
 
- 					PlayerInfo & pi = map->players[owner->color.getNum()];
 
- 					if (owner->human && //human-owned
 
- 						map->towns[g]->pos == pi.posOfMainTown)
 
- 					{
 
- 						BuildingID buildingId;
 
- 						if(scenarioOps->campState->camp->header.version == CampaignVersion::VCMI)
 
- 							buildingId = BuildingID(chosenBonus->info1);
 
- 						else
 
- 							buildingId = CBuildingHandler::campToERMU(chosenBonus->info1, map->towns[g]->subID, map->towns[g]->builtBuildings);
 
- 						map->towns[g]->builtBuildings.insert(buildingId);
 
- 						break;
 
- 					}
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- 	CGTownInstance::universitySkills.clear();
 
- 	for ( int i=0; i<4; i++)
 
- 		CGTownInstance::universitySkills.push_back(14+i);//skills for university
 
- 	for (auto & elem : map->towns)
 
- 	{
 
- 		CGTownInstance * vti =(elem);
 
- 		if(!vti->town)
 
- 		{
 
- 			vti->town = (*VLC->townh)[vti->subID]->town;
 
- 		}
 
- 		if(vti->getNameTranslated().empty())
 
- 		{
 
- 			size_t nameID = getRandomGenerator().nextInt(vti->getTown()->getRandomNamesCount() - 1);
 
- 			vti->setNameTranslated(vti->getTown()->getRandomNameTranslated(nameID));
 
- 		}
 
- 		static const BuildingID basicDwellings[] = { BuildingID::DWELL_FIRST, BuildingID::DWELL_LVL_2, BuildingID::DWELL_LVL_3, BuildingID::DWELL_LVL_4, BuildingID::DWELL_LVL_5, BuildingID::DWELL_LVL_6, BuildingID::DWELL_LVL_7 };
 
- 		static const BuildingID upgradedDwellings[] = { BuildingID::DWELL_UP_FIRST, BuildingID::DWELL_LVL_2_UP, BuildingID::DWELL_LVL_3_UP, BuildingID::DWELL_LVL_4_UP, BuildingID::DWELL_LVL_5_UP, BuildingID::DWELL_LVL_6_UP, BuildingID::DWELL_LVL_7_UP };
 
- 		static const BuildingID hordes[] = { BuildingID::HORDE_PLACEHOLDER1, BuildingID::HORDE_PLACEHOLDER2, BuildingID::HORDE_PLACEHOLDER3, BuildingID::HORDE_PLACEHOLDER4, BuildingID::HORDE_PLACEHOLDER5, BuildingID::HORDE_PLACEHOLDER6, BuildingID::HORDE_PLACEHOLDER7 };
 
- 		//init buildings
 
- 		if(vstd::contains(vti->builtBuildings, BuildingID::DEFAULT)) //give standard set of buildings
 
- 		{
 
- 			vti->builtBuildings.erase(BuildingID::DEFAULT);
 
- 			vti->builtBuildings.insert(BuildingID::VILLAGE_HALL);
 
- 			if(vti->tempOwner != PlayerColor::NEUTRAL)
 
- 				vti->builtBuildings.insert(BuildingID::TAVERN);
 
- 			auto definesBuildingsChances = VLC->settings()->getVector(EGameSettings::TOWNS_STARTING_DWELLING_CHANCES);
 
- 			for(int i = 0; i < definesBuildingsChances.size(); i++)
 
- 			{
 
- 				if((getRandomGenerator().nextInt(1,100) <= definesBuildingsChances[i]))
 
- 				{
 
- 					vti->builtBuildings.insert(basicDwellings[i]);
 
- 				}
 
- 			}
 
- 		}
 
- 		// village hall must always exist
 
- 		vti->builtBuildings.insert(BuildingID::VILLAGE_HALL);
 
- 		//init hordes
 
- 		for (int i = 0; i < GameConstants::CREATURES_PER_TOWN; i++)
 
- 		{
 
- 			if (vstd::contains(vti->builtBuildings, hordes[i])) //if we have horde for this level
 
- 			{
 
- 				vti->builtBuildings.erase(hordes[i]);//remove old ID
 
- 				if (vti->getTown()->hordeLvl.at(0) == i)//if town first horde is this one
 
- 				{
 
- 					vti->builtBuildings.insert(BuildingID::HORDE_1);//add it
 
- 					//if we have upgraded dwelling as well
 
- 					if (vstd::contains(vti->builtBuildings, upgradedDwellings[i]))
 
- 						vti->builtBuildings.insert(BuildingID::HORDE_1_UPGR);//add it as well
 
- 				}
 
- 				if (vti->getTown()->hordeLvl.at(1) == i)//if town second horde is this one
 
- 				{
 
- 					vti->builtBuildings.insert(BuildingID::HORDE_2);
 
- 					if (vstd::contains(vti->builtBuildings, upgradedDwellings[i]))
 
- 						vti->builtBuildings.insert(BuildingID::HORDE_2_UPGR);
 
- 				}
 
- 			}
 
- 		}
 
- 		//#1444 - remove entries that don't have buildings defined (like some unused extra town hall buildings)
 
- 		//But DO NOT remove horde placeholders before they are replaced
 
- 		vstd::erase_if(vti->builtBuildings, [vti](const BuildingID & bid)
 
- 			{
 
- 				return !vti->getTown()->buildings.count(bid) || !vti->getTown()->buildings.at(bid);
 
- 			});
 
- 		if (vstd::contains(vti->builtBuildings, BuildingID::SHIPYARD) && vti->shipyardStatus()==IBoatGenerator::TILE_BLOCKED)
 
- 			vti->builtBuildings.erase(BuildingID::SHIPYARD);//if we have harbor without water - erase it (this is H3 behaviour)
 
- 		//Early check for #1444-like problems
 
- 		for([[maybe_unused]] const auto & building : vti->builtBuildings)
 
- 		{
 
- 			assert(vti->getTown()->buildings.at(building) != nullptr);
 
- 		}
 
- 		//town events
 
- 		for(CCastleEvent &ev : vti->events)
 
- 		{
 
- 			for (int i = 0; i<GameConstants::CREATURES_PER_TOWN; i++)
 
- 				if (vstd::contains(ev.buildings,hordes[i])) //if we have horde for this level
 
- 				{
 
- 					ev.buildings.erase(hordes[i]);
 
- 					if (vti->getTown()->hordeLvl.at(0) == i)
 
- 						ev.buildings.insert(BuildingID::HORDE_1);
 
- 					if (vti->getTown()->hordeLvl.at(1) == i)
 
- 						ev.buildings.insert(BuildingID::HORDE_2);
 
- 				}
 
- 		}
 
- 		//init spells
 
- 		vti->spells.resize(GameConstants::SPELL_LEVELS);
 
- 		for(ui32 z=0; z<vti->obligatorySpells.size();z++)
 
- 		{
 
- 			const auto * s = vti->obligatorySpells[z].toSpell();
 
- 			vti->spells[s->level-1].push_back(s->id);
 
- 			vti->possibleSpells -= s->id;
 
- 		}
 
- 		while(!vti->possibleSpells.empty())
 
- 		{
 
- 			ui32 total=0;
 
- 			int sel = -1;
 
- 			for(ui32 ps=0;ps<vti->possibleSpells.size();ps++)
 
- 				total += vti->possibleSpells[ps].toSpell()->getProbability(vti->getFaction());
 
- 			if (total == 0) // remaining spells have 0 probability
 
- 				break;
 
- 			auto r = getRandomGenerator().nextInt(total - 1);
 
- 			for(ui32 ps=0; ps<vti->possibleSpells.size();ps++)
 
- 			{
 
- 				r -= vti->possibleSpells[ps].toSpell()->getProbability(vti->getFaction());
 
- 				if(r<0)
 
- 				{
 
- 					sel = ps;
 
- 					break;
 
- 				}
 
- 			}
 
- 			if(sel<0)
 
- 				sel=0;
 
- 			const auto * s = vti->possibleSpells[sel].toSpell();
 
- 			vti->spells[s->level-1].push_back(s->id);
 
- 			vti->possibleSpells -= s->id;
 
- 		}
 
- 		vti->possibleSpells.clear();
 
- 		if(vti->getOwner() != PlayerColor::NEUTRAL)
 
- 			getPlayerState(vti->getOwner())->towns.emplace_back(vti);
 
- 	}
 
- }
 
- void CGameState::initMapObjects()
 
- {
 
- 	logGlobal->debug("\tObject initialization");
 
- //	objCaller->preInit();
 
- 	for(CGObjectInstance *obj : map->objects)
 
- 	{
 
- 		if(obj)
 
- 		{
 
- 			logGlobal->trace("Calling Init for object %d, %s, %s", obj->id.getNum(), obj->typeName, obj->subTypeName);
 
- 			obj->initObj(getRandomGenerator());
 
- 		}
 
- 	}
 
- 	for(CGObjectInstance *obj : map->objects)
 
- 	{
 
- 		if(!obj)
 
- 			continue;
 
- 		switch (obj->ID)
 
- 		{
 
- 			case Obj::QUEST_GUARD:
 
- 			case Obj::SEER_HUT:
 
- 			{
 
- 				auto * q = dynamic_cast<CGSeerHut *>(obj);
 
- 				assert (q);
 
- 				q->setObjToKill();
 
- 			}
 
- 		}
 
- 	}
 
- 	CGSubterraneanGate::postInit(); //pairing subterranean gates
 
- 	map->calculateGuardingGreaturePositions(); //calculate once again when all the guards are placed and initialized
 
- }
 
- void CGameState::placeHeroesInTowns()
 
- {
 
- 	for(auto & player : players)
 
- 	{
 
- 		if(player.first == PlayerColor::NEUTRAL)
 
- 			continue;
 
- 		for(CGHeroInstance * h : player.second.heroes)
 
- 		{
 
- 			for(CGTownInstance * t : player.second.towns)
 
- 			{
 
- 				if(h->visitablePos().z != t->visitablePos().z)
 
- 					continue;
 
- 				bool heroOnTownBlockableTile = t->blockingAt(h->visitablePos().x, h->visitablePos().y);
 
- 				// current hero position is at one of blocking tiles of current town
 
- 				// assume that this hero should be visiting the town (H3M format quirk) and move hero to correct position
 
- 				if (heroOnTownBlockableTile)
 
- 				{
 
- 					int3 correctedPos = h->convertFromVisitablePos(t->visitablePos());
 
- 					map->removeBlockVisTiles(h);
 
- 					h->pos = correctedPos;
 
- 					map->addBlockVisTiles(h);
 
- 					assert(t->visitableAt(h->visitablePos().x, h->visitablePos().y));
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- }
 
- void CGameState::initVisitingAndGarrisonedHeroes()
 
- {
 
- 	for(auto & player : players)
 
- 	{
 
- 		if(player.first == PlayerColor::NEUTRAL)
 
- 			continue;
 
- 		//init visiting and garrisoned heroes
 
- 		for(CGHeroInstance * h : player.second.heroes)
 
- 		{
 
- 			for(CGTownInstance * t : player.second.towns)
 
- 			{
 
- 				if(h->visitablePos().z != t->visitablePos().z)
 
- 					continue;
 
- 				if (t->visitableAt(h->visitablePos().x, h->visitablePos().y))
 
- 				{
 
- 					assert(t->visitingHero == nullptr);
 
- 					t->setVisitingHero(h);
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- 	for (auto hero : map->heroesOnMap)
 
- 	{
 
- 		if (hero->visitedTown)
 
- 		{
 
- 			assert (hero->visitedTown->visitingHero == hero);
 
- 		}
 
- 	}
 
- }
 
- BattleField CGameState::battleGetBattlefieldType(int3 tile, CRandomGenerator & rand)
 
- {
 
- 	if(!tile.valid() && curB)
 
- 		tile = curB->tile;
 
- 	else if(!tile.valid() && !curB)
 
- 		return BattleField::NONE;
 
- 	const TerrainTile &t = map->getTile(tile);
 
- 	auto * topObject = t.visitableObjects.front();
 
- 	if(topObject && topObject->getBattlefield() != BattleField::NONE)
 
- 	{
 
- 		return topObject->getBattlefield();
 
- 	}
 
- 	for(auto &obj : map->objects)
 
- 	{
 
- 		//look only for objects covering given tile
 
- 		if( !obj || obj->pos.z != tile.z || !obj->coveringAt(tile.x, tile.y))
 
- 			continue;
 
- 		auto customBattlefield = obj->getBattlefield();
 
- 		if(customBattlefield != BattleField::NONE)
 
- 			return customBattlefield;
 
- 	}
 
- 	if(map->isCoastalTile(tile)) //coastal tile is always ground
 
- 		return BattleField::fromString("sand_shore");
 
- 	
 
- 	return BattleField(*RandomGeneratorUtil::nextItem(t.terType->battleFields, rand));
 
- }
 
- void CGameState::fillUpgradeInfo(const CArmedInstance *obj, SlotID stackPos, UpgradeInfo &out) const
 
- {
 
- 	assert(obj);
 
- 	assert(obj->hasStackAtSlot(stackPos));
 
- 	out = fillUpgradeInfo(obj->getStack(stackPos));
 
- }
 
- UpgradeInfo CGameState::fillUpgradeInfo(const CStackInstance &stack) const
 
- {
 
- 	UpgradeInfo ret;
 
- 	const CCreature *base = stack.type;
 
- 	if (stack.armyObj->ID == Obj::HERO)
 
- 	{
 
- 		auto hero = dynamic_cast<const CGHeroInstance *>(stack.armyObj);
 
- 		hero->fillUpgradeInfo(ret, stack);
 
- 		if (hero->visitedTown)
 
- 		{
 
- 			hero->visitedTown->fillUpgradeInfo(ret, stack);
 
- 		}
 
- 		else
 
- 		{
 
- 			auto object = vstd::frontOrNull(getVisitableObjs(hero->visitablePos()));
 
- 			auto upgradeSource = dynamic_cast<const ICreatureUpgrader*>(object);
 
- 			if (object != hero && upgradeSource != nullptr)
 
- 				upgradeSource->fillUpgradeInfo(ret, stack);
 
- 		}
 
- 	}
 
- 	if (stack.armyObj->ID == Obj::TOWN)
 
- 	{
 
- 		auto town = dynamic_cast<const CGTownInstance *>(stack.armyObj);
 
- 		town->fillUpgradeInfo(ret, stack);
 
- 	}
 
- 	if(!ret.newID.empty())
 
- 		ret.oldID = base->getId();
 
- 	for (ResourceSet &cost : ret.cost)
 
- 		cost.positive(); //upgrade cost can't be negative, ignore missing resources
 
- 	return ret;
 
- }
 
- PlayerRelations::PlayerRelations CGameState::getPlayerRelations( PlayerColor color1, PlayerColor color2 ) const
 
- {
 
- 	if ( color1 == color2 )
 
- 		return PlayerRelations::SAME_PLAYER;
 
- 	if(color1 == PlayerColor::NEUTRAL || color2 == PlayerColor::NEUTRAL) //neutral player has no friends
 
- 		return PlayerRelations::ENEMIES;
 
- 	const TeamState * ts = getPlayerTeam(color1);
 
- 	if (ts && vstd::contains(ts->players, color2))
 
- 		return PlayerRelations::ALLIES;
 
- 	return PlayerRelations::ENEMIES;
 
- }
 
- void CGameState::apply(CPack *pack)
 
- {
 
- 	ui16 typ = typeList.getTypeID(pack);
 
- 	applier->getApplier(typ)->applyOnGS(this, pack);
 
- }
 
- void CGameState::calculatePaths(const CGHeroInstance *hero, CPathsInfo &out)
 
- {
 
- 	calculatePaths(std::make_shared<SingleHeroPathfinderConfig>(out, this, hero));
 
- }
 
- void CGameState::calculatePaths(const std::shared_ptr<PathfinderConfig> & config)
 
- {
 
- 	//FIXME: creating pathfinder is costly, maybe reset / clear is enough?
 
- 	CPathfinder pathfinder(this, config);
 
- 	pathfinder.calculatePaths();
 
- }
 
- /**
 
-  * Tells if the tile is guarded by a monster as well as the position
 
-  * of the monster that will attack on it.
 
-  *
 
-  * @return int3(-1, -1, -1) if the tile is unguarded, or the position of
 
-  * the monster guarding the tile.
 
-  */
 
- std::vector<CGObjectInstance*> CGameState::guardingCreatures (int3 pos) const
 
- {
 
- 	std::vector<CGObjectInstance*> guards;
 
- 	const int3 originalPos = pos;
 
- 	if (!map->isInTheMap(pos))
 
- 		return guards;
 
- 	const TerrainTile &posTile = map->getTile(pos);
 
- 	if (posTile.visitable)
 
- 	{
 
- 		for (CGObjectInstance* obj : posTile.visitableObjects)
 
- 		{
 
- 			if(obj->blockVisit)
 
- 			{
 
- 				if (obj->ID == Obj::MONSTER) // Monster
 
- 					guards.push_back(obj);
 
- 			}
 
- 		}
 
- 	}
 
- 	pos -= int3(1, 1, 0); // Start with top left.
 
- 	for (int dx = 0; dx < 3; dx++)
 
- 	{
 
- 		for (int dy = 0; dy < 3; dy++)
 
- 		{
 
- 			if (map->isInTheMap(pos))
 
- 			{
 
- 				const auto & tile = map->getTile(pos);
 
- 				if (tile.visitable && (tile.isWater() == posTile.isWater()))
 
- 				{
 
- 					for (CGObjectInstance* obj : tile.visitableObjects)
 
- 					{
 
- 						if (obj->ID == Obj::MONSTER  &&  map->checkForVisitableDir(pos, &map->getTile(originalPos), originalPos)) // Monster being able to attack investigated tile
 
- 						{
 
- 							guards.push_back(obj);
 
- 						}
 
- 					}
 
- 				}
 
- 			}
 
- 			pos.y++;
 
- 		}
 
- 		pos.y -= 3;
 
- 		pos.x++;
 
- 	}
 
- 	return guards;
 
- }
 
- int3 CGameState::guardingCreaturePosition (int3 pos) const
 
- {
 
- 	return gs->map->guardingCreaturePositions[pos.z][pos.x][pos.y];
 
- }
 
- void CGameState::updateRumor()
 
- {
 
- 	static std::vector<RumorState::ERumorType> rumorTypes = {RumorState::TYPE_MAP, RumorState::TYPE_SPECIAL, RumorState::TYPE_RAND, RumorState::TYPE_RAND};
 
- 	std::vector<RumorState::ERumorTypeSpecial> sRumorTypes = {
 
- 		RumorState::RUMOR_OBELISKS, RumorState::RUMOR_ARTIFACTS, RumorState::RUMOR_ARMY, RumorState::RUMOR_INCOME};
 
- 	if(map->grailPos.valid()) // Grail should always be on map, but I had related crash I didn't manage to reproduce
 
- 		sRumorTypes.push_back(RumorState::RUMOR_GRAIL);
 
- 	int rumorId = -1;
 
- 	int rumorExtra = -1;
 
- 	auto & rand = getRandomGenerator();
 
- 	rumor.type = *RandomGeneratorUtil::nextItem(rumorTypes, rand);
 
- 	do
 
- 	{
 
- 		switch(rumor.type)
 
- 		{
 
- 		case RumorState::TYPE_SPECIAL:
 
- 		{
 
- 			SThievesGuildInfo tgi;
 
- 			obtainPlayersStats(tgi, 20);
 
- 			rumorId = *RandomGeneratorUtil::nextItem(sRumorTypes, rand);
 
- 			if(rumorId == RumorState::RUMOR_GRAIL)
 
- 			{
 
- 				rumorExtra = getTile(map->grailPos)->terType->getIndex();
 
- 				break;
 
- 			}
 
- 			std::vector<PlayerColor> players = {};
 
- 			switch(rumorId)
 
- 			{
 
- 			case RumorState::RUMOR_OBELISKS:
 
- 				players = tgi.obelisks[0];
 
- 				break;
 
- 			case RumorState::RUMOR_ARTIFACTS:
 
- 				players = tgi.artifacts[0];
 
- 				break;
 
- 			case RumorState::RUMOR_ARMY:
 
- 				players = tgi.army[0];
 
- 				break;
 
- 			case RumorState::RUMOR_INCOME:
 
- 				players = tgi.income[0];
 
- 				break;
 
- 			}
 
- 			rumorExtra = RandomGeneratorUtil::nextItem(players, rand)->getNum();
 
- 			break;
 
- 		}
 
- 		case RumorState::TYPE_MAP:
 
- 			// Makes sure that map rumors only used if there enough rumors too choose from
 
- 			if(!map->rumors.empty() && (map->rumors.size() > 1 || !rumor.last.count(RumorState::TYPE_MAP)))
 
- 			{
 
- 				rumorId = rand.nextInt((int)map->rumors.size() - 1);
 
- 				break;
 
- 			}
 
- 			else
 
- 				rumor.type = RumorState::TYPE_RAND;
 
- 			[[fallthrough]];
 
- 		case RumorState::TYPE_RAND:
 
- 			auto vector = VLC->generaltexth->findStringsWithPrefix("core.randtvrn");
 
- 			rumorId = rand.nextInt((int)vector.size() - 1);
 
- 			break;
 
- 		}
 
- 	}
 
- 	while(!rumor.update(rumorId, rumorExtra));
 
- }
 
- bool CGameState::isVisible(int3 pos, const std::optional<PlayerColor> & player) const
 
- {
 
- 	if (!map->isInTheMap(pos))
 
- 		return false;
 
- 	if (!player)
 
- 		return true;
 
- 	if(player == PlayerColor::NEUTRAL)
 
- 		return false;
 
- 	if(player->isSpectator())
 
- 		return true;
 
- 	return (*getPlayerTeam(*player)->fogOfWarMap)[pos.z][pos.x][pos.y];
 
- }
 
- bool CGameState::isVisible(const CGObjectInstance * obj, const std::optional<PlayerColor> & player) const
 
- {
 
- 	if(!player)
 
- 		return true;
 
- 	//we should always see our own heroes - but sometimes not visible heroes cause crash :?
 
- 	if (player == obj->tempOwner)
 
- 		return true;
 
- 	if(*player == PlayerColor::NEUTRAL) //-> TODO ??? needed?
 
- 		return false;
 
- 	//object is visible when at least one blocked tile is visible
 
- 	for(int fy=0; fy < obj->getHeight(); ++fy)
 
- 	{
 
- 		for(int fx=0; fx < obj->getWidth(); ++fx)
 
- 		{
 
- 			int3 pos = obj->pos + int3(-fx, -fy, 0);
 
- 			if ( map->isInTheMap(pos) &&
 
- 				 obj->coveringAt(pos.x, pos.y) &&
 
- 				 isVisible(pos, *player))
 
- 				return true;
 
- 		}
 
- 	}
 
- 	return false;
 
- }
 
- bool CGameState::checkForVisitableDir(const int3 & src, const int3 & dst) const
 
- {
 
- 	const TerrainTile * pom = &map->getTile(dst);
 
- 	return map->checkForVisitableDir(src, pom, dst);
 
- }
 
- EVictoryLossCheckResult CGameState::checkForVictoryAndLoss(const PlayerColor & player) const
 
- {
 
- 	const MetaString messageWonSelf = MetaString::createFromTextID("core.genrltxt.659");
 
- 	const MetaString messageWonOther = MetaString::createFromTextID("core.genrltxt.5");
 
- 	const MetaString messageLostSelf = MetaString::createFromTextID("core.genrltxt.7");
 
- 	const MetaString messageLostOther = MetaString::createFromTextID("core.genrltxt.8");
 
- 	auto evaluateEvent = [=](const EventCondition & condition)
 
- 	{
 
- 		return this->checkForVictory(player, condition);
 
- 	};
 
- 	const PlayerState *p = CGameInfoCallback::getPlayerState(player);
 
- 	//cheater or tester, but has entered the code...
 
- 	if (p->enteredWinningCheatCode)
 
- 		return EVictoryLossCheckResult::victory(messageWonSelf, messageWonOther);
 
- 	if (p->enteredLosingCheatCode)
 
- 		return EVictoryLossCheckResult::defeat(messageLostSelf, messageLostOther);
 
- 	for (const TriggeredEvent & event : map->triggeredEvents)
 
- 	{
 
- 		if (event.trigger.test(evaluateEvent))
 
- 		{
 
- 			if (event.effect.type == EventEffect::VICTORY)
 
- 				return EVictoryLossCheckResult::victory(event.onFulfill, event.effect.toOtherMessage);
 
- 			if (event.effect.type == EventEffect::DEFEAT)
 
- 				return EVictoryLossCheckResult::defeat(event.onFulfill, event.effect.toOtherMessage);
 
- 		}
 
- 	}
 
- 	if (checkForStandardLoss(player))
 
- 	{
 
- 		return EVictoryLossCheckResult::defeat(messageLostSelf, messageLostOther);
 
- 	}
 
- 	return EVictoryLossCheckResult();
 
- }
 
- bool CGameState::checkForVictory(const PlayerColor & player, const EventCondition & condition) const
 
- {
 
- 	const PlayerState *p = CGameInfoCallback::getPlayerState(player);
 
- 	switch (condition.condition)
 
- 	{
 
- 		case EventCondition::STANDARD_WIN:
 
- 		{
 
- 			return player == checkForStandardWin();
 
- 		}
 
- 		case EventCondition::HAVE_ARTIFACT: //check if any hero has winning artifact
 
- 		{
 
- 			for(const auto & elem : p->heroes)
 
- 				if(elem->hasArt(ArtifactID(condition.objectType)))
 
- 					return true;
 
- 			return false;
 
- 		}
 
- 		case EventCondition::HAVE_CREATURES:
 
- 		{
 
- 			//check if in players armies there is enough creatures
 
- 			int total = 0; //creature counter
 
- 			for(auto object : map->objects)
 
- 			{
 
- 				const CArmedInstance *ai = nullptr;
 
- 				if(object
 
- 					&& object->tempOwner == player //object controlled by player
 
- 					&& (ai = dynamic_cast<const CArmedInstance *>(object.get()))) //contains army
 
- 				{
 
- 					for(const auto & elem : ai->Slots()) //iterate through army
 
- 						if(elem.second->type->getId() == condition.objectType) //it's searched creature
 
- 							total += elem.second->count;
 
- 				}
 
- 			}
 
- 			return total >= condition.value;
 
- 		}
 
- 		case EventCondition::HAVE_RESOURCES:
 
- 		{
 
- 			return p->resources[condition.objectType] >= condition.value;
 
- 		}
 
- 		case EventCondition::HAVE_BUILDING:
 
- 		{
 
- 			if (condition.object) // specific town
 
- 			{
 
- 				const auto * t = dynamic_cast<const CGTownInstance *>(condition.object);
 
- 				return (t->tempOwner == player && t->hasBuilt(BuildingID(condition.objectType)));
 
- 			}
 
- 			else // any town
 
- 			{
 
- 				for (const CGTownInstance * t : p->towns)
 
- 				{
 
- 					if (t->hasBuilt(BuildingID(condition.objectType)))
 
- 						return true;
 
- 				}
 
- 				return false;
 
- 			}
 
- 		}
 
- 		case EventCondition::DESTROY:
 
- 		{
 
- 			if (condition.object) // mode A - destroy specific object of this type
 
- 			{
 
- 				if(const auto * hero = dynamic_cast<const CGHeroInstance *>(condition.object))
 
- 					return boost::range::find(gs->map->heroesOnMap, hero) == gs->map->heroesOnMap.end();
 
- 				else
 
- 					return getObj(condition.object->id) == nullptr;
 
- 			}
 
- 			else
 
- 			{
 
- 				for(const auto & elem : map->objects) // mode B - destroy all objects of this type
 
- 				{
 
- 					if(elem && elem->ID == condition.objectType)
 
- 						return false;
 
- 				}
 
- 				return true;
 
- 			}
 
- 		}
 
- 		case EventCondition::CONTROL:
 
- 		{
 
- 			// list of players that need to control object to fulfull condition
 
- 			// NOTE: cgameinfocallback specified explicitly in order to get const version
 
- 			const auto & team = CGameInfoCallback::getPlayerTeam(player)->players;
 
- 			if (condition.object) // mode A - flag one specific object, like town
 
- 			{
 
- 				return team.count(condition.object->tempOwner) != 0;
 
- 			}
 
- 			else
 
- 			{
 
- 				for(const auto & elem : map->objects) // mode B - flag all objects of this type
 
- 				{
 
- 					 //check not flagged objs
 
- 					if ( elem && elem->ID == condition.objectType && team.count(elem->tempOwner) == 0 )
 
- 						return false;
 
- 				}
 
- 				return true;
 
- 			}
 
- 		}
 
- 		case EventCondition::TRANSPORT:
 
- 		{
 
- 			const auto * t = dynamic_cast<const CGTownInstance *>(condition.object);
 
- 			return (t->visitingHero && t->visitingHero->hasArt(ArtifactID(condition.objectType))) ||
 
- 				   (t->garrisonHero && t->garrisonHero->hasArt(ArtifactID(condition.objectType)));
 
- 		}
 
- 		case EventCondition::DAYS_PASSED:
 
- 		{
 
- 			return (si32)gs->day > condition.value;
 
- 		}
 
- 		case EventCondition::IS_HUMAN:
 
- 		{
 
- 			return p->human ? condition.value == 1 : condition.value == 0;
 
- 		}
 
- 		case EventCondition::DAYS_WITHOUT_TOWN:
 
- 		{
 
- 			if (p->daysWithoutCastle)
 
- 				return p->daysWithoutCastle >= condition.value;
 
- 			else
 
- 				return false;
 
- 		}
 
- 		case EventCondition::CONST_VALUE:
 
- 		{
 
- 			return condition.value; // just convert to bool
 
- 		}
 
- 		case EventCondition::HAVE_0:
 
- 		{
 
- 			logGlobal->debug("Not implemented event condition type: %d", (int)condition.condition);
 
- 			//TODO: support new condition format
 
- 			return false;
 
- 		}
 
- 		case EventCondition::HAVE_BUILDING_0:
 
- 		{
 
- 			logGlobal->debug("Not implemented event condition type: %d", (int)condition.condition);
 
- 			//TODO: support new condition format
 
- 			return false;
 
- 		}
 
- 		case EventCondition::DESTROY_0:
 
- 		{
 
- 			logGlobal->debug("Not implemented event condition type: %d", (int)condition.condition);
 
- 			//TODO: support new condition format
 
- 			return false;
 
- 		}
 
- 		default:
 
- 			logGlobal->error("Invalid event condition type: %d", (int)condition.condition);
 
- 			return false;
 
- 	}
 
- }
 
- PlayerColor CGameState::checkForStandardWin() const
 
- {
 
- 	//std victory condition is:
 
- 	//all enemies lost
 
- 	PlayerColor supposedWinner = PlayerColor::NEUTRAL;
 
- 	TeamID winnerTeam = TeamID::NO_TEAM;
 
- 	for(const auto & elem : players)
 
- 	{
 
- 		if(elem.second.status == EPlayerStatus::INGAME && elem.first < PlayerColor::PLAYER_LIMIT)
 
- 		{
 
- 			if(supposedWinner == PlayerColor::NEUTRAL)
 
- 			{
 
- 				//first player remaining ingame - candidate for victory
 
- 				supposedWinner = elem.second.color;
 
- 				winnerTeam = elem.second.team;
 
- 			}
 
- 			else if(winnerTeam != elem.second.team)
 
- 			{
 
- 				//current candidate has enemy remaining in game -> no vicotry
 
- 				return PlayerColor::NEUTRAL;
 
- 			}
 
- 		}
 
- 	}
 
- 	return supposedWinner;
 
- }
 
- bool CGameState::checkForStandardLoss(const PlayerColor & player) const
 
- {
 
- 	//std loss condition is: player lost all towns and heroes
 
- 	const PlayerState & pState = *CGameInfoCallback::getPlayerState(player);
 
- 	return pState.checkVanquished();
 
- }
 
- struct statsHLP
 
- {
 
- 	using TStat = std::pair<PlayerColor, si64>;
 
- 	//converts [<player's color, value>] to vec[place] -> platers
 
- 	static std::vector< std::vector< PlayerColor > > getRank( std::vector<TStat> stats )
 
- 	{
 
- 		std::sort(stats.begin(), stats.end(), statsHLP());
 
- 		//put first element
 
- 		std::vector< std::vector<PlayerColor> > ret;
 
- 		std::vector<PlayerColor> tmp;
 
- 		tmp.push_back( stats[0].first );
 
- 		ret.push_back( tmp );
 
- 		//the rest of elements
 
- 		for(int g=1; g<stats.size(); ++g)
 
- 		{
 
- 			if(stats[g].second == stats[g-1].second)
 
- 			{
 
- 				(ret.end()-1)->push_back( stats[g].first );
 
- 			}
 
- 			else
 
- 			{
 
- 				//create next occupied rank
 
- 				std::vector<PlayerColor> tmp;
 
- 				tmp.push_back(stats[g].first);
 
- 				ret.push_back(tmp);
 
- 			}
 
- 		}
 
- 		return ret;
 
- 	}
 
- 	bool operator()(const TStat & a, const TStat & b) const
 
- 	{
 
- 		return a.second > b.second;
 
- 	}
 
- 	static const CGHeroInstance * findBestHero(CGameState * gs, const PlayerColor & color)
 
- 	{
 
- 		std::vector<ConstTransitivePtr<CGHeroInstance> > &h = gs->players[color].heroes;
 
- 		if(h.empty())
 
- 			return nullptr;
 
- 		//best hero will be that with highest exp
 
- 		int best = 0;
 
- 		for(int b=1; b<h.size(); ++b)
 
- 		{
 
- 			if(h[b]->exp > h[best]->exp)
 
- 			{
 
- 				best = b;
 
- 			}
 
- 		}
 
- 		return h[best];
 
- 	}
 
- 	//calculates total number of artifacts that belong to given player
 
- 	static int getNumberOfArts(const PlayerState * ps)
 
- 	{
 
- 		int ret = 0;
 
- 		for(auto h : ps->heroes)
 
- 		{
 
- 			ret += (int)h->artifactsInBackpack.size() + (int)h->artifactsWorn.size();
 
- 		}
 
- 		return ret;
 
- 	}
 
- 	// get total strength of player army
 
- 	static si64 getArmyStrength(const PlayerState * ps)
 
- 	{
 
- 		si64 str = 0;
 
- 		for(auto h : ps->heroes)
 
- 		{
 
- 			if(!h->inTownGarrison)		//original h3 behavior
 
- 				str += h->getArmyStrength();
 
- 		}
 
- 		return str;
 
- 	}
 
- 	// get total gold income
 
- 	static int getIncome(const PlayerState * ps)
 
- 	{
 
- 		int totalIncome = 0;
 
- 		const CGObjectInstance * heroOrTown = nullptr;
 
- 		//Heroes can produce gold as well - skill, specialty or arts
 
- 		for(const auto & h : ps->heroes)
 
- 		{
 
- 			totalIncome += h->valOfBonuses(Selector::typeSubtype(BonusType::GENERATE_RESOURCE, GameResID(EGameResID::GOLD)));
 
- 			if(!heroOrTown)
 
- 				heroOrTown = h;
 
- 		}
 
- 		//Add town income of all towns
 
- 		for(const auto & t : ps->towns)
 
- 		{
 
- 			totalIncome += t->dailyIncome()[EGameResID::GOLD];
 
- 			if(!heroOrTown)
 
- 				heroOrTown = t;
 
- 		}
 
- 		/// FIXME: Dirty dirty hack
 
- 		/// Stats helper need some access to gamestate.
 
- 		std::vector<const CGObjectInstance *> ownedObjects;
 
- 		for(const CGObjectInstance * obj : heroOrTown->cb->gameState()->map->objects)
 
- 		{
 
- 			if(obj && obj->tempOwner == ps->color)
 
- 				ownedObjects.push_back(obj);
 
- 		}
 
- 		/// This is code from CPlayerSpecificInfoCallback::getMyObjects
 
- 		/// I'm really need to find out about callback interface design...
 
- 		for(const auto * object : ownedObjects)
 
- 		{
 
- 			//Mines
 
- 			if ( object->ID == Obj::MINE )
 
- 			{
 
- 				const auto * mine = dynamic_cast<const CGMine *>(object);
 
- 				assert(mine);
 
- 				if (mine->producedResource == EGameResID::GOLD)
 
- 					totalIncome += mine->producedQuantity;
 
- 			}
 
- 		}
 
- 		return totalIncome;
 
- 	}
 
- };
 
- void CGameState::obtainPlayersStats(SThievesGuildInfo & tgi, int level)
 
- {
 
- 	auto playerInactive = [&](const PlayerColor & color) 
 
- 	{
 
- 		 return color == PlayerColor::NEUTRAL || players.at(color).status != EPlayerStatus::INGAME;
 
- 	};
 
- #define FILL_FIELD(FIELD, VAL_GETTER) \
 
- 	{ \
 
- 		std::vector< std::pair< PlayerColor, si64 > > stats; \
 
- 		for(auto g = players.begin(); g != players.end(); ++g) \
 
- 		{ \
 
- 			if(playerInactive(g->second.color)) \
 
- 				continue; \
 
- 			std::pair< PlayerColor, si64 > stat; \
 
- 			stat.first = g->second.color; \
 
- 			stat.second = VAL_GETTER; \
 
- 			stats.push_back(stat); \
 
- 		} \
 
- 		tgi.FIELD = statsHLP::getRank(stats); \
 
- 	}
 
- 	for(auto & elem : players)
 
- 	{
 
- 		if(!playerInactive(elem.second.color))
 
- 			tgi.playerColors.push_back(elem.second.color);
 
- 	}
 
- 	if(level >= 0) //num of towns & num of heroes
 
- 	{
 
- 		//num of towns
 
- 		FILL_FIELD(numOfTowns, g->second.towns.size())
 
- 		//num of heroes
 
- 		FILL_FIELD(numOfHeroes, g->second.heroes.size())
 
- 	}
 
- 	if(level >= 1) //best hero's portrait
 
- 	{
 
- 		for(const auto & player : players)
 
- 		{
 
- 			if(playerInactive(player.second.color))
 
- 				continue;
 
- 			const CGHeroInstance * best = statsHLP::findBestHero(this, player.second.color);
 
- 			InfoAboutHero iah;
 
- 			iah.initFromHero(best, (level >= 2) ? InfoAboutHero::EInfoLevel::DETAILED : InfoAboutHero::EInfoLevel::BASIC);
 
- 			iah.army.clear();
 
- 			tgi.colorToBestHero[player.second.color] = iah;
 
- 		}
 
- 	}
 
- 	if(level >= 2) //gold
 
- 	{
 
- 		FILL_FIELD(gold, g->second.resources[EGameResID::GOLD])
 
- 	}
 
- 	if(level >= 2) //wood & ore
 
- 	{
 
- 		FILL_FIELD(woodOre, g->second.resources[EGameResID::WOOD] + g->second.resources[EGameResID::ORE])
 
- 	}
 
- 	if(level >= 3) //mercury, sulfur, crystal, gems
 
- 	{
 
- 		FILL_FIELD(mercSulfCrystGems, g->second.resources[EGameResID::MERCURY] + g->second.resources[EGameResID::SULFUR] + g->second.resources[EGameResID::CRYSTAL] + g->second.resources[EGameResID::GEMS])
 
- 	}
 
- 	if(level >= 3) //obelisks found
 
- 	{
 
- 		auto getObeliskVisited = [](const TeamID & t)
 
- 		{
 
- 			if(CGObelisk::visited.count(t))
 
- 				return CGObelisk::visited[t];
 
- 			else
 
- 				return ui8(0);
 
- 		};
 
- 		FILL_FIELD(obelisks, getObeliskVisited(gs->getPlayerTeam(g->second.color)->id))
 
- 	}
 
- 	if(level >= 4) //artifacts
 
- 	{
 
- 		FILL_FIELD(artifacts, statsHLP::getNumberOfArts(&g->second))
 
- 	}
 
- 	if(level >= 4) //army strength
 
- 	{
 
- 		FILL_FIELD(army, statsHLP::getArmyStrength(&g->second))
 
- 	}
 
- 	if(level >= 5) //income
 
- 	{
 
- 		FILL_FIELD(income, statsHLP::getIncome(&g->second))
 
- 	}
 
- 	if(level >= 2) //best hero's stats
 
- 	{
 
- 		//already set in  lvl 1 handling
 
- 	}
 
- 	if(level >= 3) //personality
 
- 	{
 
- 		for(const auto & player : players)
 
- 		{
 
- 			if(playerInactive(player.second.color)) //do nothing for neutral player
 
- 				continue;
 
- 			if(player.second.human)
 
- 			{
 
- 				tgi.personality[player.second.color] = EAiTactic::NONE;
 
- 			}
 
- 			else //AI
 
- 			{
 
- 				tgi.personality[player.second.color] = map->players[player.second.color.getNum()].aiTactic;
 
- 			}
 
- 		}
 
- 	}
 
- 	if(level >= 4) //best creature
 
- 	{
 
- 		//best creatures belonging to player (highest AI value)
 
- 		for(const auto & player : players)
 
- 		{
 
- 			if(playerInactive(player.second.color)) //do nothing for neutral player
 
- 				continue;
 
- 			int bestCre = -1; //best creature's ID
 
- 			for(const auto & elem : player.second.heroes)
 
- 			{
 
- 				for(const auto & it : elem->Slots())
 
- 				{
 
- 					int toCmp = it.second->type->getId(); //ID of creature we should compare with the best one
 
- 					if(bestCre == -1 || VLC->creh->objects[bestCre]->getAIValue() < VLC->creh->objects[toCmp]->getAIValue())
 
- 					{
 
- 						bestCre = toCmp;
 
- 					}
 
- 				}
 
- 			}
 
- 			tgi.bestCreature[player.second.color] = bestCre;
 
- 		}
 
- 	}
 
- #undef FILL_FIELD
 
- }
 
- std::map<ui32, ConstTransitivePtr<CGHeroInstance> > CGameState::unusedHeroesFromPool()
 
- {
 
- 	std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = hpool.heroesPool;
 
- 	for(const auto & player : players)
 
- 		for(auto availableHero : player.second.availableHeroes)
 
- 			if(availableHero)
 
- 				pool.erase((*availableHero).subID);
 
- 	return pool;
 
- }
 
- void CGameState::buildBonusSystemTree()
 
- {
 
- 	buildGlobalTeamPlayerTree();
 
- 	attachArmedObjects();
 
- 	for(CGTownInstance *t : map->towns)
 
- 	{
 
- 		t->deserializationFix();
 
- 	}
 
- 	// CStackInstance <-> CCreature, CStackInstance <-> CArmedInstance, CArtifactInstance <-> CArtifact
 
- 	// are provided on initializing / deserializing
 
- 	// NOTE: calling deserializationFix() might be more correct option, but might lead to side effects
 
- 	for (auto hero : map->heroesOnMap)
 
- 		hero->boatDeserializationFix();
 
- }
 
- void CGameState::deserializationFix()
 
- {
 
- 	buildGlobalTeamPlayerTree();
 
- 	attachArmedObjects();
 
- }
 
- void CGameState::buildGlobalTeamPlayerTree()
 
- {
 
- 	for(auto & team : teams)
 
- 	{
 
- 		TeamState * t = &team.second;
 
- 		t->attachTo(globalEffects);
 
- 		for(const PlayerColor & teamMember : team.second.players)
 
- 		{
 
- 			PlayerState *p = getPlayerState(teamMember);
 
- 			assert(p);
 
- 			p->attachTo(*t);
 
- 		}
 
- 	}
 
- }
 
- void CGameState::attachArmedObjects()
 
- {
 
- 	for(CGObjectInstance *obj : map->objects)
 
- 	{
 
- 		if(auto * armed = dynamic_cast<CArmedInstance *>(obj))
 
- 		{
 
- 			armed->whatShouldBeAttached().attachTo(armed->whereShouldBeAttached(this));
 
- 		}
 
- 	}
 
- }
 
- bool CGameState::giveHeroArtifact(CGHeroInstance * h, const ArtifactID & aid)
 
- {
 
- 	 CArtifact * const artifact = VLC->arth->objects[aid]; //pointer to constant object
 
- 	 CArtifactInstance * ai = ArtifactUtils::createNewArtifactInstance(artifact);
 
- 	 map->addNewArtifactInstance(ai);
 
- 	 auto slot = ArtifactUtils::getArtAnyPosition(h, aid);
 
- 	 if(ArtifactUtils::isSlotEquipment(slot) || ArtifactUtils::isSlotBackpack(slot))
 
- 	 {
 
- 		 ai->putAt(ArtifactLocation(h, slot));
 
- 		 return true;
 
- 	 }
 
- 	 else
 
- 	 {
 
- 		 return false;
 
- 	 }
 
- }
 
- std::set<HeroTypeID> CGameState::getUnusedAllowedHeroes(bool alsoIncludeNotAllowed) const
 
- {
 
- 	std::set<HeroTypeID> ret;
 
- 	for(int i = 0; i < map->allowedHeroes.size(); i++)
 
- 		if(map->allowedHeroes[i] || alsoIncludeNotAllowed)
 
- 			ret.insert(HeroTypeID(i));
 
- 	for(const auto & playerSettingPair : scenarioOps->playerInfos) //remove uninitialized yet heroes picked for start by other players
 
- 	{
 
- 		if(playerSettingPair.second.hero != PlayerSettings::RANDOM)
 
- 			ret -= HeroTypeID(playerSettingPair.second.hero);
 
- 	}
 
- 	for(auto hero : map->heroesOnMap)  //heroes instances initialization
 
- 	{
 
- 		if(hero->type)
 
- 			ret -= hero->type->getId();
 
- 		else
 
- 			ret -= HeroTypeID(hero->subID);
 
- 	}
 
- 	for(auto obj : map->objects) //prisons
 
- 		if(obj && obj->ID == Obj::PRISON)
 
- 			ret -= HeroTypeID(obj->subID);
 
- 	return ret;
 
- }
 
- std::vector<CGameState::CampaignHeroReplacement> CGameState::generateCampaignHeroesToReplace(CrossoverHeroesList & crossoverHeroes)
 
- {
 
- 	std::vector<CampaignHeroReplacement> campaignHeroReplacements;
 
- 	//selecting heroes by type
 
- 	for(auto obj : map->objects)
 
- 	{
 
- 		if(obj && obj->ID == Obj::HERO_PLACEHOLDER)
 
- 		{
 
- 			auto * heroPlaceholder = dynamic_cast<CGHeroPlaceholder *>(obj.get());
 
- 			if(heroPlaceholder->subID != 0xFF) //select by type
 
- 			{
 
- 				auto it = range::find_if(crossoverHeroes.heroesFromAnyPreviousScenarios, [heroPlaceholder](CGHeroInstance * hero)
 
- 				{
 
- 					return hero->subID == heroPlaceholder->subID;
 
- 				});
 
- 				if(it != crossoverHeroes.heroesFromAnyPreviousScenarios.end())
 
- 				{
 
- 					auto * hero = *it;
 
- 					crossoverHeroes.removeHeroFromBothLists(hero);
 
- 					campaignHeroReplacements.emplace_back(CMemorySerializer::deepCopy(*hero).release(), heroPlaceholder->id);
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- 	//selecting heroes by power
 
- 	range::sort(crossoverHeroes.heroesFromPreviousScenario, [](const CGHeroInstance * a, const CGHeroInstance * b)
 
- 	{
 
- 		return a->getHeroStrength() > b->getHeroStrength();
 
- 	}); //sort, descending strength
 
- 	// sort hero placeholders descending power
 
- 	std::vector<CGHeroPlaceholder *> heroPlaceholders;
 
- 	for(auto obj : map->objects)
 
- 	{
 
- 		if(obj && obj->ID == Obj::HERO_PLACEHOLDER)
 
- 		{
 
- 			auto * heroPlaceholder = dynamic_cast<CGHeroPlaceholder *>(obj.get());
 
- 			if(heroPlaceholder->subID == 0xFF) //select by power
 
- 			{
 
- 				heroPlaceholders.push_back(heroPlaceholder);
 
- 			}
 
- 		}
 
- 	}
 
- 	range::sort(heroPlaceholders, [](const CGHeroPlaceholder * a, const CGHeroPlaceholder * b)
 
- 	{
 
- 		return a->power > b->power;
 
- 	});
 
- 	for(int i = 0; i < heroPlaceholders.size(); ++i)
 
- 	{
 
- 		auto * heroPlaceholder = heroPlaceholders[i];
 
- 		if(crossoverHeroes.heroesFromPreviousScenario.size() > i)
 
- 		{
 
- 			auto * hero = crossoverHeroes.heroesFromPreviousScenario[i];
 
- 			campaignHeroReplacements.emplace_back(CMemorySerializer::deepCopy(*hero).release(), heroPlaceholder->id);
 
- 		}
 
- 	}
 
- 	return campaignHeroReplacements;
 
- }
 
- void CGameState::replaceHeroesPlaceholders(const std::vector<CGameState::CampaignHeroReplacement> & campaignHeroReplacements)
 
- {
 
- 	for(const auto & campaignHeroReplacement : campaignHeroReplacements)
 
- 	{
 
- 		auto * heroPlaceholder = dynamic_cast<CGHeroPlaceholder *>(getObjInstance(campaignHeroReplacement.heroPlaceholderId));
 
- 		CGHeroInstance *heroToPlace = campaignHeroReplacement.hero;
 
- 		heroToPlace->id = campaignHeroReplacement.heroPlaceholderId;
 
- 		heroToPlace->tempOwner = heroPlaceholder->tempOwner;
 
- 		heroToPlace->pos = heroPlaceholder->pos;
 
- 		heroToPlace->type = VLC->heroh->objects[heroToPlace->subID];
 
- 		heroToPlace->appearance = VLC->objtypeh->getHandlerFor(Obj::HERO,
 
- 															   heroToPlace->type->heroClass->getIndex())->getTemplates().front();
 
- 		for(auto &&i : heroToPlace->stacks)
 
- 			i.second->type = VLC->creh->objects[i.second->getCreatureID()];
 
- 		auto fixArtifact = [&](CArtifactInstance * art)
 
- 		{
 
- 			art->artType = VLC->arth->objects[art->artType->getId()];
 
- 			gs->map->artInstances.emplace_back(art);
 
- 			art->id = ArtifactInstanceID((si32)gs->map->artInstances.size() - 1);
 
- 		};
 
- 		for(auto &&i : heroToPlace->artifactsWorn)
 
- 			fixArtifact(i.second.artifact);
 
- 		for(auto &&i : heroToPlace->artifactsInBackpack)
 
- 			fixArtifact(i.artifact);
 
- 		map->removeBlockVisTiles(heroPlaceholder, true);
 
- 		map->objects[heroPlaceholder->id.getNum()] = nullptr;
 
- 		map->instanceNames.erase(heroPlaceholder->instanceName);
 
- 		map->heroesOnMap.emplace_back(heroToPlace);
 
- 		map->objects[heroToPlace->id.getNum()] = heroToPlace;
 
- 		map->addBlockVisTiles(heroToPlace);
 
- 		map->instanceNames[heroToPlace->instanceName] = heroToPlace;
 
- 		delete heroPlaceholder;
 
- 		scenarioOps->campState->getCurrentScenario().placedCrossoverHeroes.push_back(CCampaignState::crossoverSerialize(heroToPlace));
 
- 	}
 
- }
 
- bool CGameState::isUsedHero(const HeroTypeID & hid) const
 
- {
 
- 	return getUsedHero(hid);
 
- }
 
- CGHeroInstance * CGameState::getUsedHero(const HeroTypeID & hid) const
 
- {
 
- 	for(auto hero : map->heroesOnMap)  //heroes instances initialization
 
- 	{
 
- 		if(hero->type && hero->type->getId() == hid)
 
- 		{
 
- 			return hero;
 
- 		}
 
- 	}
 
- 	for(auto obj : map->objects) //prisons
 
- 	{
 
- 		if(obj && obj->ID == Obj::PRISON )
 
- 		{
 
- 			auto * hero = dynamic_cast<CGHeroInstance *>(obj.get());
 
- 			assert(hero);
 
- 			if ( hero->type && hero->type->getId() == hid )
 
- 				return hero;
 
- 		}
 
- 	}
 
- 	return nullptr;
 
- }
 
- bool RumorState::update(int id, int extra)
 
- {
 
- 	if(vstd::contains(last, type))
 
- 	{
 
- 		if(last[type].first != id)
 
- 		{
 
- 			last[type].first = id;
 
- 			last[type].second = extra;
 
- 		}
 
- 		else
 
- 			return false;
 
- 	}
 
- 	else
 
- 		last[type] = std::make_pair(id, extra);
 
- 	return true;
 
- }
 
- InfoAboutArmy::InfoAboutArmy():
 
- 	owner(PlayerColor::NEUTRAL)
 
- {}
 
- InfoAboutArmy::InfoAboutArmy(const CArmedInstance *Army, bool detailed)
 
- {
 
- 	initFromArmy(Army, detailed);
 
- }
 
- void InfoAboutArmy::initFromArmy(const CArmedInstance *Army, bool detailed)
 
- {
 
- 	army = ArmyDescriptor(Army, detailed);
 
- 	owner = Army->tempOwner;
 
- 	name = Army->getObjectName();
 
- }
 
- void InfoAboutHero::assign(const InfoAboutHero & iah)
 
- {
 
- 	vstd::clear_pointer(details);
 
- 	InfoAboutArmy::operator = (iah);
 
- 	details = (iah.details ? new Details(*iah.details) : nullptr);
 
- 	hclass = iah.hclass;
 
- 	portrait = iah.portrait;
 
- }
 
- InfoAboutHero::InfoAboutHero(): portrait(-1) {}
 
- InfoAboutHero::InfoAboutHero(const InfoAboutHero & iah): InfoAboutArmy(iah)
 
- {
 
- 	assign(iah);
 
- }
 
- InfoAboutHero::InfoAboutHero(const CGHeroInstance * h, InfoAboutHero::EInfoLevel infoLevel):
 
- 	portrait(-1)
 
- {
 
- 	initFromHero(h, infoLevel);
 
- }
 
- InfoAboutHero::~InfoAboutHero()
 
- {
 
- 	vstd::clear_pointer(details);
 
- }
 
- InfoAboutHero & InfoAboutHero::operator=(const InfoAboutHero & iah)
 
- {
 
- 	assign(iah);
 
- 	return *this;
 
- }
 
- void InfoAboutHero::initFromHero(const CGHeroInstance *h, InfoAboutHero::EInfoLevel infoLevel)
 
- {
 
- 	vstd::clear_pointer(details);
 
- 	if(!h)
 
- 		return;
 
- 	bool detailed = ( (infoLevel == EInfoLevel::DETAILED) || (infoLevel == EInfoLevel::INBATTLE) );
 
- 	initFromArmy(h, detailed);
 
- 	hclass = h->type->heroClass;
 
- 	name = h->getNameTranslated();
 
- 	portrait = h->portrait;
 
- 	if(detailed)
 
- 	{
 
- 		//include details about hero
 
- 		details = new Details();
 
- 		details->luck = h->luckVal();
 
- 		details->morale = h->moraleVal();
 
- 		details->mana = h->mana;
 
- 		details->primskills.resize(GameConstants::PRIMARY_SKILLS);
 
- 		for (int i = 0; i < GameConstants::PRIMARY_SKILLS ; i++)
 
- 		{
 
- 			details->primskills[i] = h->getPrimSkillLevel(static_cast<PrimarySkill::PrimarySkill>(i));
 
- 		}
 
- 		if (infoLevel == EInfoLevel::INBATTLE)
 
- 			details->manaLimit = h->manaLimit();
 
- 		else
 
- 			details->manaLimit = -1; //we do not want to leak max mana info outside battle so set to meaningless value
 
- 	}
 
- }
 
- InfoAboutTown::InfoAboutTown():
 
- 	details(nullptr),
 
- 	tType(nullptr),
 
- 	built(0),
 
- 	fortLevel(0)
 
- {
 
- }
 
- InfoAboutTown::InfoAboutTown(const CGTownInstance *t, bool detailed):
 
- 	details(nullptr),
 
- 	tType(nullptr),
 
- 	built(0),
 
- 	fortLevel(0)
 
- {
 
- 	initFromTown(t, detailed);
 
- }
 
- InfoAboutTown::~InfoAboutTown()
 
- {
 
- 	vstd::clear_pointer(details);
 
- }
 
- void InfoAboutTown::initFromTown(const CGTownInstance *t, bool detailed)
 
- {
 
- 	initFromArmy(t, detailed);
 
- 	army = ArmyDescriptor(t->getUpperArmy(), detailed);
 
- 	built = t->builded;
 
- 	fortLevel = t->fortLevel();
 
- 	name = t->getNameTranslated();
 
- 	tType = t->getTown();
 
- 	vstd::clear_pointer(details);
 
- 	if(detailed)
 
- 	{
 
- 		//include details about hero
 
- 		details = new Details();
 
- 		TResources income = t->dailyIncome();
 
- 		details->goldIncome = income[EGameResID::GOLD];
 
- 		details->customRes = t->hasBuilt(BuildingID::RESOURCE_SILO);
 
- 		details->hallLevel = t->hallLevel();
 
- 		details->garrisonedHero = t->garrisonHero;
 
- 	}
 
- }
 
- ArmyDescriptor::ArmyDescriptor(const CArmedInstance *army, bool detailed)
 
- 	: isDetailed(detailed)
 
- {
 
- 	for(const auto & elem : army->Slots())
 
- 	{
 
- 		if(detailed)
 
- 			(*this)[elem.first] = *elem.second;
 
- 		else
 
- 			(*this)[elem.first] = CStackBasicDescriptor(elem.second->type, (int)elem.second->getQuantityID());
 
- 	}
 
- }
 
- ArmyDescriptor::ArmyDescriptor()
 
- 	: isDetailed(false)
 
- {
 
- }
 
- int ArmyDescriptor::getStrength() const
 
- {
 
- 	ui64 ret = 0;
 
- 	if(isDetailed)
 
- 	{
 
- 		for(const auto & elem : *this)
 
- 			ret += elem.second.type->getAIValue() * elem.second.count;
 
- 	}
 
- 	else
 
- 	{
 
- 		for(const auto & elem : *this)
 
- 			ret += elem.second.type->getAIValue() * CCreature::estimateCreatureCount(elem.second.count);
 
- 	}
 
- 	return static_cast<int>(ret);
 
- }
 
- TeamState::TeamState()
 
- {
 
- 	setNodeType(TEAM);
 
- 	fogOfWarMap = std::make_shared<boost::multi_array<ui8, 3>>();
 
- }
 
- TeamState::TeamState(TeamState && other) noexcept:
 
- 	CBonusSystemNode(std::move(other)),
 
- 	id(other.id)
 
- {
 
- 	std::swap(players, other.players);
 
- 	std::swap(fogOfWarMap, other.fogOfWarMap);
 
- }
 
- CRandomGenerator & CGameState::getRandomGenerator()
 
- {
 
- 	return rand;
 
- }
 
- VCMI_LIB_NAMESPACE_END
 
 
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