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							- #include "StdInc.h"
 
- #include "CGameState.h"
 
- #include "mapping/CCampaignHandler.h"
 
- #include "CDefObjInfoHandler.h"
 
- #include "CArtHandler.h"
 
- #include "CBuildingHandler.h"
 
- #include "CGeneralTextHandler.h"
 
- #include "CTownHandler.h"
 
- #include "CSpellHandler.h"
 
- #include "CHeroHandler.h"
 
- #include "CObjectHandler.h"
 
- #include "CCreatureHandler.h"
 
- #include "CModHandler.h"
 
- #include "VCMI_Lib.h"
 
- #include "Connection.h"
 
- #include "mapping/CMap.h"
 
- #include "mapping/CMapService.h"
 
- #include "StartInfo.h"
 
- #include "NetPacks.h"
 
- #include "RegisterTypes.h"
 
- #include "mapping/CMapInfo.h"
 
- #include "BattleState.h"
 
- #include "JsonNode.h"
 
- #include "filesystem/CResourceLoader.h"
 
- #include "GameConstants.h"
 
- #include "rmg/CMapGenerator.h"
 
- #include "CStopWatch.h"
 
- DLL_LINKAGE std::minstd_rand ran;
 
- class CGObjectInstance;
 
- #ifdef min
 
- #undef min
 
- #endif
 
- #ifdef max
 
- #undef max
 
- #endif
 
- /*
 
-  * CGameState.cpp, part of VCMI engine
 
-  *
 
-  * Authors: listed in file AUTHORS in main folder
 
-  *
 
-  * License: GNU General Public License v2.0 or later
 
-  * Full text of license available in license.txt file, in main folder
 
-  *
 
-  */
 
- template <typename T> class CApplyOnGS;
 
- class CBaseForGSApply
 
- {
 
- public:
 
- 	virtual void applyOnGS(CGameState *gs, void *pack) const =0;
 
- 	virtual ~CBaseForGSApply(){};
 
- 	template<typename U> static CBaseForGSApply *getApplier(const U * t=nullptr)
 
- 	{
 
- 		return new CApplyOnGS<U>;
 
- 	}
 
- };
 
- template <typename T> class CApplyOnGS : public CBaseForGSApply
 
- {
 
- public:
 
- 	void applyOnGS(CGameState *gs, void *pack) const
 
- 	{
 
- 		T *ptr = static_cast<T*>(pack);
 
- 		boost::unique_lock<boost::shared_mutex> lock(*gs->mx);
 
- 		ptr->applyGs(gs);
 
- 	}
 
- };
 
- static CApplier<CBaseForGSApply> *applierGs = nullptr;
 
- class IObjectCaller
 
- {
 
- public:
 
- 	virtual ~IObjectCaller(){};
 
- 	virtual void preInit()=0;
 
- 	virtual void postInit()=0;
 
- };
 
- template <typename T>
 
- class CObjectCaller : public IObjectCaller
 
- {
 
- public:
 
- 	void preInit()
 
- 	{
 
- 		//T::preInit();
 
- 	}
 
- 	void postInit()
 
- 	{
 
- 		//T::postInit();
 
- 	}
 
- };
 
- class CObjectCallersHandler
 
- {
 
- public:
 
- 	std::vector<IObjectCaller*> apps;
 
- 	template<typename T> void registerType(const T * t=nullptr)
 
- 	{
 
- 		apps.push_back(new CObjectCaller<T>);
 
- 	}
 
- 	CObjectCallersHandler()
 
- 	{
 
- 		registerTypes1(*this);
 
- 	}
 
- 	~CObjectCallersHandler()
 
- 	{
 
- 		for (auto & elem : apps)
 
- 			delete elem;
 
- 	}
 
- 	void preInit()
 
- 	{
 
- // 		for (size_t i = 0; i < apps.size(); i++)
 
- // 			apps[i]->preInit();
 
- 	}
 
- 	void postInit()
 
- 	{
 
- 	//for (size_t i = 0; i < apps.size(); i++)
 
- 	//apps[i]->postInit();
 
- 	}
 
- } *objCaller = nullptr;
 
- void MetaString::getLocalString(const std::pair<ui8,ui32> &txt, std::string &dst) const
 
- {
 
- 	int type = txt.first, ser = txt.second;
 
- 	if(type == ART_NAMES)
 
- 	{
 
- 		dst = VLC->arth->artifacts[ser]->Name();
 
- 	}
 
- 	else if(type == CRE_PL_NAMES)
 
- 	{
 
- 		dst = VLC->creh->creatures[ser]->namePl;
 
- 	}
 
- 	else if(type == MINE_NAMES)
 
- 	{
 
- 		dst = VLC->generaltexth->mines[ser].first;
 
- 	}
 
- 	else if(type == MINE_EVNTS)
 
- 	{
 
- 		dst = VLC->generaltexth->mines[ser].second;
 
- 	}
 
- 	else if(type == SPELL_NAME)
 
- 	{
 
- 		dst = SpellID(ser).toSpell()->name;
 
- 	}
 
- 	else if(type == CRE_SING_NAMES)
 
- 	{
 
- 		dst = VLC->creh->creatures[ser]->nameSing;
 
- 	}
 
- 	else if(type == ART_DESCR)
 
- 	{
 
- 		dst = VLC->arth->artifacts[ser]->Description();
 
- 	}
 
- 	else if (type == ART_EVNTS)
 
- 	{
 
- 		dst = VLC->arth->artifacts[ser]->EventText();
 
- 	}
 
- 	else
 
- 	{
 
- 		std::vector<std::string> *vec;
 
- 		switch(type)
 
- 		{
 
- 		case GENERAL_TXT:
 
- 			vec = &VLC->generaltexth->allTexts;
 
- 			break;
 
- 		case XTRAINFO_TXT:
 
- 			vec = &VLC->generaltexth->xtrainfo;
 
- 			break;
 
- 		case OBJ_NAMES:
 
- 			vec = &VLC->generaltexth->names;
 
- 			break;
 
- 		case RES_NAMES:
 
- 			vec = &VLC->generaltexth->restypes;
 
- 			break;
 
- 		case ARRAY_TXT:
 
- 			vec = &VLC->generaltexth->arraytxt;
 
- 			break;
 
- 		case CREGENS:
 
- 			vec = &VLC->generaltexth->creGens;
 
- 			break;
 
- 		case CREGENS4:
 
- 			vec = &VLC->generaltexth->creGens4;
 
- 			break;
 
- 		case ADVOB_TXT:
 
- 			vec = &VLC->generaltexth->advobtxt;
 
- 			break;
 
- 		case SEC_SKILL_NAME:
 
- 			vec = &VLC->generaltexth->skillName;
 
- 			break;
 
- 		case COLOR:
 
- 			vec = &VLC->generaltexth->capColors;
 
- 			break;
 
- 		default:
 
-             logGlobal->errorStream() << "Failed string substitution because type is " << type;
 
- 			dst = "#@#";
 
- 			return;
 
- 		}
 
- 		if(vec->size() <= ser)
 
- 		{
 
-             logGlobal->errorStream() << "Failed string substitution with type " << type << " because index " << ser << " is out of bounds!";
 
- 			dst = "#!#";
 
- 		}
 
- 		else
 
- 			dst = (*vec)[ser];
 
- 	}
 
- }
 
- DLL_LINKAGE void MetaString::toString(std::string &dst) const
 
- {
 
- 	size_t exSt = 0, loSt = 0, nums = 0;
 
- 	dst.clear();
 
- 	for(auto & elem : message)
 
- 	{//TEXACT_STRING, TLOCAL_STRING, TNUMBER, TREPLACE_ESTRING, TREPLACE_LSTRING, TREPLACE_NUMBER
 
- 		switch(elem)
 
- 		{
 
- 		case TEXACT_STRING:
 
- 			dst += exactStrings[exSt++];
 
- 			break;
 
- 		case TLOCAL_STRING:
 
- 			{
 
- 				std::string hlp;
 
- 				getLocalString(localStrings[loSt++], hlp);
 
- 				dst += hlp;
 
- 			}
 
- 			break;
 
- 		case TNUMBER:
 
- 			dst += boost::lexical_cast<std::string>(numbers[nums++]);
 
- 			break;
 
- 		case TREPLACE_ESTRING:
 
- 			boost::replace_first(dst, "%s", exactStrings[exSt++]);
 
- 			break;
 
- 		case TREPLACE_LSTRING:
 
- 			{
 
- 				std::string hlp;
 
- 				getLocalString(localStrings[loSt++], hlp);
 
- 				boost::replace_first(dst, "%s", hlp);
 
- 			}
 
- 			break;
 
- 		case TREPLACE_NUMBER:
 
- 			boost::replace_first(dst, "%d", boost::lexical_cast<std::string>(numbers[nums++]));
 
- 			break;
 
- 		case TREPLACE_PLUSNUMBER:
 
- 			boost::replace_first(dst, "%+d", '+' + boost::lexical_cast<std::string>(numbers[nums++]));
 
- 			break;
 
- 		default:
 
-             logGlobal->errorStream() << "MetaString processing error!";
 
- 			break;
 
- 		}
 
- 	}
 
- }
 
- DLL_LINKAGE std::string MetaString::toString() const
 
- {
 
- 	std::string ret;
 
- 	toString(ret);
 
- 	return ret;
 
- }
 
- DLL_LINKAGE std::string MetaString::buildList () const
 
- ///used to handle loot from creature bank
 
- {
 
- 	size_t exSt = 0, loSt = 0, nums = 0;
 
- 	std::string lista;
 
- 	for (int i = 0; i < message.size(); ++i)
 
- 	{
 
- 		if (i > 0 && (message[i] == TEXACT_STRING || message[i] == TLOCAL_STRING))
 
- 		{
 
- 			if (exSt == exactStrings.size() - 1)
 
- 				lista += VLC->generaltexth->allTexts[141]; //" and "
 
- 			else
 
- 				lista += ", ";
 
- 		}
 
- 		switch (message[i])
 
- 		{
 
- 			case TEXACT_STRING:
 
- 				lista += exactStrings[exSt++];
 
- 				break;
 
- 			case TLOCAL_STRING:
 
- 			{
 
- 				std::string hlp;
 
- 				getLocalString (localStrings[loSt++], hlp);
 
- 				lista += hlp;
 
- 			}
 
- 				break;
 
- 			case TNUMBER:
 
- 				lista += boost::lexical_cast<std::string>(numbers[nums++]);
 
- 				break;
 
- 			case TREPLACE_ESTRING:
 
- 				lista.replace (lista.find("%s"), 2, exactStrings[exSt++]);
 
- 				break;
 
- 			case TREPLACE_LSTRING:
 
- 			{
 
- 				std::string hlp;
 
- 				getLocalString (localStrings[loSt++], hlp);
 
- 				lista.replace (lista.find("%s"), 2, hlp);
 
- 			}
 
- 				break;
 
- 			case TREPLACE_NUMBER:
 
- 				lista.replace (lista.find("%d"), 2, boost::lexical_cast<std::string>(numbers[nums++]));
 
- 				break;
 
- 			default:
 
-                 logGlobal->errorStream() << "MetaString processing error!";
 
- 		}
 
- 	}
 
- 	return lista;
 
- }
 
- void  MetaString::addCreReplacement(CreatureID id, TQuantity count) //adds sing or plural name;
 
- {
 
- 	if (!count)
 
- 		addReplacement (CRE_PL_NAMES, id); //no creatures - just empty name (eg. defeat Angels)
 
- 	else if (count == 1)
 
- 		addReplacement (CRE_SING_NAMES, id);
 
- 	else
 
- 		addReplacement (CRE_PL_NAMES, id);
 
- }
 
- void MetaString::addReplacement(const CStackBasicDescriptor &stack)
 
- {
 
- 	assert(stack.type); //valid type
 
- 	addCreReplacement(stack.type->idNumber, stack.count);
 
- }
 
- static CGObjectInstance * createObject(Obj id, int subid, int3 pos, PlayerColor owner)
 
- {
 
- 	CGObjectInstance * nobj;
 
- 	switch(id)
 
- 	{
 
- 	case Obj::HERO:
 
- 		{
 
- 			auto  nobj = new CGHeroInstance();
 
- 			nobj->pos = pos;
 
- 			nobj->tempOwner = owner;
 
- 			nobj->subID = subid;
 
- 			//nobj->initHero(ran);
 
- 			return nobj;
 
- 		}
 
- 	case Obj::TOWN:
 
- 		nobj = new CGTownInstance;
 
- 		break;
 
- 	default: //rest of objects
 
- 		nobj = new CGObjectInstance;
 
- 		nobj->defInfo = id.toDefObjInfo()[subid];
 
- 		break;
 
- 	}
 
- 	nobj->ID = id;
 
- 	nobj->subID = subid;
 
- 	if(!nobj->defInfo)
 
-         logGlobal->warnStream() <<"No def declaration for " <<id <<" "<<subid;
 
- 	nobj->pos = pos;
 
- 	//nobj->state = nullptr;//new CLuaObjectScript();
 
- 	nobj->tempOwner = owner;
 
- 	nobj->defInfo->id = id;
 
- 	nobj->defInfo->subid = subid;
 
- 	//assigning defhandler
 
- 	if(nobj->ID==Obj::HERO || nobj->ID==Obj::TOWN)
 
- 		return nobj;
 
- 	nobj->defInfo = id.toDefObjInfo()[subid];
 
- 	return nobj;
 
- }
 
- CGHeroInstance * CGameState::HeroesPool::pickHeroFor(bool native, PlayerColor player, const CTown *town, bmap<ui32, ConstTransitivePtr<CGHeroInstance> > &available, const CHeroClass *bannedClass /*= nullptr*/) const
 
- {
 
- 	CGHeroInstance *ret = nullptr;
 
- 	if(player>=PlayerColor::PLAYER_LIMIT)
 
- 	{
 
-         logGlobal->errorStream() << "Cannot pick hero for " << town->faction->index << ". Wrong owner!";
 
- 		return nullptr;
 
- 	}
 
- 	std::vector<CGHeroInstance *> pool;
 
- 	if(native)
 
- 	{
 
- 		for(auto & elem : available)
 
- 		{
 
- 			if(pavailable.find(elem.first)->second & 1<<player.getNum()
 
- 				&& elem.second->type->heroClass->faction == town->faction->index)
 
- 			{
 
- 				pool.push_back(elem.second); //get all available heroes
 
- 			}
 
- 		}
 
- 		if(!pool.size())
 
- 		{
 
-             logGlobal->errorStream() << "Cannot pick native hero for " << player << ". Picking any...";
 
- 			return pickHeroFor(false, player, town, available);
 
- 		}
 
- 		else
 
- 		{
 
- 			ret = pool[rand()%pool.size()];
 
- 		}
 
- 	}
 
- 	else
 
- 	{
 
- 		int sum=0, r;
 
- 		for(auto & elem : available)
 
- 		{
 
- 			if (pavailable.find(elem.first)->second & (1<<player.getNum()) &&    // hero is available
 
- 			    ( !bannedClass || elem.second->type->heroClass != bannedClass) ) // and his class is not same as other hero
 
- 			{
 
- 				pool.push_back(elem.second);
 
- 				sum += elem.second->type->heroClass->selectionProbability[town->faction->index]; //total weight
 
- 			}
 
- 		}
 
- 		if(!pool.size() || sum == 0)
 
- 		{
 
-             logGlobal->errorStream() << "There are no heroes available for player " << player<<"!";
 
- 			return nullptr;
 
- 		}
 
- 		r = rand()%sum;
 
- 		for (auto & elem : pool)
 
- 		{
 
- 			r -= elem->type->heroClass->selectionProbability[town->faction->index];
 
- 			if(r < 0)
 
- 			{
 
- 				ret = elem;
 
- 				break;
 
- 			}
 
- 		}
 
- 		if(!ret)
 
- 			ret = pool.back();
 
- 	}
 
- 	available.erase(ret->subID);
 
- 	return ret;
 
- }
 
- int CGameState::pickHero(PlayerColor owner)
 
- {
 
- 	const PlayerSettings &ps = scenarioOps->getIthPlayersSettings(owner);
 
-     if(!isUsedHero(HeroTypeID(ps.hero)) &&  ps.hero >= 0) //we haven't used selected hero
 
- 		return ps.hero;
 
- 	if(scenarioOps->mode == StartInfo::CAMPAIGN)
 
- 	{
 
- 		auto bonus = scenarioOps->campState->getBonusForCurrentMap();
 
- 		if(bonus && bonus->type == CScenarioTravel::STravelBonus::HERO && owner == PlayerColor(bonus->info1))
 
- 		{
 
- 			//TODO what if hero chosen as bonus is placed in the prison on map
 
- 			if(bonus->info2 != 0xffff && !isUsedHero(HeroTypeID(bonus->info2))) //not random and not taken
 
- 			{
 
- 				return bonus->info2;
 
- 			}
 
- 		}
 
- 	}
 
- 	//list of heroes for this faction and others
 
- 	std::vector<HeroTypeID> factionHeroes, otherHeroes;
 
- 	const size_t firstHero = ps.castle*GameConstants::HEROES_PER_TYPE*2;
 
- 	const size_t lastHero  = std::min(firstHero + GameConstants::HEROES_PER_TYPE*2, VLC->heroh->heroes.size()) - 1;
 
- 	const auto heroesToConsider = getUnusedAllowedHeroes();
 
- 	for(auto hid : heroesToConsider)
 
- 	{
 
- 		if(vstd::iswithin(hid.getNum(), firstHero, lastHero))
 
- 			factionHeroes.push_back(hid);
 
- 		else
 
- 			otherHeroes.push_back(hid);
 
- 	}
 
- 	// we need random order to select hero
 
- 	auto randGen = [](size_t range)
 
- 	{
 
- 		return ran() % range;
 
- 	};
 
- 	boost::random_shuffle(factionHeroes, randGen); // generator must be reference
 
- 	if(factionHeroes.size())
 
- 		return factionHeroes.front().getNum();
 
- 	logGlobal->warnStream() << "Cannot find free hero of appropriate faction for player " << owner << " - trying to get first available...";
 
- 	if(otherHeroes.size())
 
- 		return otherHeroes.front().getNum();
 
- 	logGlobal->errorStream() << "No free allowed heroes!";
 
- 	auto notAllowedHeroesButStillBetterThanCrash = getUnusedAllowedHeroes(true);
 
- 	if(notAllowedHeroesButStillBetterThanCrash.size())
 
- 		return notAllowedHeroesButStillBetterThanCrash.begin()->getNum();
 
- 	logGlobal->errorStream() << "No free heroes at all!";
 
- 	assert(0); //current code can't handle this situation
 
- 	return -1; // no available heroes at all
 
- }
 
- std::pair<Obj,int> CGameState::pickObject (CGObjectInstance *obj)
 
- {
 
- 	switch(obj->ID)
 
- 	{
 
- 	case Obj::RANDOM_ART:
 
- 		return std::make_pair(Obj::ARTIFACT, VLC->arth->getRandomArt (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->getRandomArt (CArtifact::ART_TREASURE));
 
- 	case Obj::RANDOM_MINOR_ART:
 
- 		return std::make_pair(Obj::ARTIFACT, VLC->arth->getRandomArt (CArtifact::ART_MINOR));
 
- 	case Obj::RANDOM_MAJOR_ART:
 
- 		return std::make_pair(Obj::ARTIFACT, VLC->arth->getRandomArt (CArtifact::ART_MAJOR));
 
- 	case Obj::RANDOM_RELIC_ART:
 
- 		return std::make_pair(Obj::ARTIFACT, VLC->arth->getRandomArt (CArtifact::ART_RELIC));
 
- 	case Obj::RANDOM_HERO:
 
- 		return std::make_pair(Obj::HERO, pickHero(obj->tempOwner));
 
- 	case Obj::RANDOM_MONSTER:
 
- 		return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(std::ref(ran)));
 
- 	case Obj::RANDOM_MONSTER_L1:
 
- 		return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(std::ref(ran), 1));
 
- 	case Obj::RANDOM_MONSTER_L2:
 
- 		return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(std::ref(ran), 2));
 
- 	case Obj::RANDOM_MONSTER_L3:
 
- 		return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(std::ref(ran), 3));
 
- 	case Obj::RANDOM_MONSTER_L4:
 
- 		return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(std::ref(ran), 4));
 
- 	case Obj::RANDOM_RESOURCE:
 
- 		return std::make_pair(Obj::RESOURCE,ran()%7); //now it's OH3 style, use %8 for mithril
 
- 	case Obj::RANDOM_TOWN:
 
- 		{
 
- 			PlayerColor align = PlayerColor((static_cast<CGTownInstance*>(obj))->alignment);
 
- 			si32 f; // can be negative (for random)
 
- 			if(align >= PlayerColor::PLAYER_LIMIT)//same as owner / random
 
- 			{
 
- 				if(obj->tempOwner >= PlayerColor::PLAYER_LIMIT)
 
- 					f = -1; //random
 
- 				else
 
- 					f = scenarioOps->getIthPlayersSettings(obj->tempOwner).castle;
 
- 			}
 
- 			else
 
- 			{
 
- 				f = scenarioOps->getIthPlayersSettings(align).castle;
 
- 			}
 
- 			if(f<0)
 
- 			{
 
- 				do
 
- 				{
 
- 					f = ran()%VLC->townh->factions.size();
 
- 				}
 
- 				while (VLC->townh->factions[f]->town == nullptr); // find playable faction
 
- 			}
 
- 			return std::make_pair(Obj::TOWN,f);
 
- 		}
 
- 	case Obj::RANDOM_MONSTER_L5:
 
- 		return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(std::ref(ran), 5));
 
- 	case Obj::RANDOM_MONSTER_L6:
 
- 		return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(std::ref(ran), 6));
 
- 	case Obj::RANDOM_MONSTER_L7:
 
- 		return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(std::ref(ran), 7));
 
- 	case Obj::RANDOM_DWELLING:
 
- 	case Obj::RANDOM_DWELLING_LVL:
 
- 	case Obj::RANDOM_DWELLING_FACTION:
 
- 		{
 
- 			CGDwelling * dwl = static_cast<CGDwelling*>(obj);
 
- 			int faction;
 
- 			//if castle alignment available
 
- 			if (auto info = dynamic_cast<CCreGenAsCastleInfo*>(dwl->info))
 
- 			{
 
- 				faction = ran() % VLC->townh->factions.size();
 
- 				if (info->asCastle)
 
- 				{
 
- 					for(auto & elem : map->objects)
 
- 					{
 
- 						if(!elem)
 
- 							continue;
 
- 						if(elem->ID==Obj::RANDOM_TOWN
 
- 							&& dynamic_cast<CGTownInstance*>(elem.get())->identifier == info->identifier)
 
- 						{
 
- 							randomizeObject(elem); //we have to randomize the castle first
 
- 							faction = elem->subID;
 
- 							break;
 
- 						}
 
- 						else if(elem->ID==Obj::TOWN
 
- 							&& dynamic_cast<CGTownInstance*>(elem.get())->identifier == info->identifier)
 
- 						{
 
- 							faction = elem->subID;
 
- 							break;
 
- 						}
 
- 					}
 
- 				}
 
- 				else
 
- 				{
 
- 					while((!(info->castles[0]&(1<<faction))))
 
- 					{
 
- 						if((faction>7) && (info->castles[1]&(1<<(faction-8))))
 
- 							break;
 
- 						faction = ran()%GameConstants::F_NUMBER;
 
- 					}
 
- 				}
 
- 			}
 
- 			else // castle alignment fixed
 
- 				faction = obj->subID;
 
- 			int level;
 
- 			//if level set to range
 
- 			if (auto info = dynamic_cast<CCreGenLeveledInfo*>(dwl->info))
 
- 				level = ((info->maxLevel-info->minLevel) ? (ran()%(info->maxLevel-info->minLevel)+info->minLevel) : (info->minLevel));
 
- 			else // fixed level
 
- 				level = obj->subID;
 
- 			delete dwl->info;
 
- 			dwl->info = nullptr;
 
- 			std::pair<Obj, int> result(Obj::NO_OBJ, -1);
 
- 			CreatureID cid = VLC->townh->factions[faction]->town->creatures[level][0];
 
- 			//golem factory is not in list of cregens but can be placed as random object
 
- 			static const CreatureID factoryCreatures[] = {CreatureID::STONE_GOLEM, CreatureID::IRON_GOLEM,
 
- 				CreatureID::GOLD_GOLEM, CreatureID::DIAMOND_GOLEM};
 
- 			std::vector<CreatureID> factory(factoryCreatures, factoryCreatures + ARRAY_COUNT(factoryCreatures));
 
- 			if (vstd::contains(factory, cid))
 
- 				result = std::make_pair(Obj::CREATURE_GENERATOR4, 1);
 
- 			//NOTE: this will pick last dwelling with this creature (Mantis #900)
 
- 			//check for block map equality is better but more complex solution
 
- 			for(auto &iter : VLC->objh->cregens)
 
- 				if (iter.second == cid)
 
- 					result = std::make_pair(Obj::CREATURE_GENERATOR1, iter.first);
 
- 			if (result.first == Obj::NO_OBJ)
 
- 			{
 
-                 logGlobal->errorStream() << "Error: failed to find creature for dwelling of "<< int(faction) << " of level " << int(level);
 
- 				auto iter = VLC->objh->cregens.begin();
 
- 				std::advance(iter, ran() % VLC->objh->cregens.size() );
 
- 				result = std::make_pair(Obj::CREATURE_GENERATOR1, iter->first);
 
- 			}
 
- 			return result;
 
- 		}
 
- 	}
 
- 	return std::make_pair(Obj::NO_OBJ,-1);
 
- }
 
- void CGameState::randomizeObject(CGObjectInstance *cur)
 
- {
 
- 	std::pair<Obj,int> ran = pickObject(cur);
 
- 	if(ran.first == Obj::NO_OBJ || ran.second<0) //this is not a random object, or we couldn't find anything
 
- 	{
 
- 		if(cur->ID==Obj::TOWN) //town - set def
 
- 		{
 
- 			CGTownInstance *t = dynamic_cast<CGTownInstance*>(cur);
 
- 			t->town = VLC->townh->factions[t->subID]->town;
 
- 			if(t->hasCapitol())
 
- 				t->defInfo = VLC->dobjinfo->capitols[t->subID];
 
- 			else if(t->hasFort())
 
- 				t->defInfo = VLC->dobjinfo->gobjs[Obj::TOWN][t->subID];
 
- 			else
 
- 				t->defInfo = VLC->dobjinfo->villages[t->subID];
 
- 		}
 
- 		return;
 
- 	}
 
- 	else if(ran.first==Obj::HERO)//special code for hero
 
- 	{
 
- 		CGHeroInstance *h = dynamic_cast<CGHeroInstance *>(cur);
 
-         if(!h) {logGlobal->warnStream()<<"Wrong random hero at "<<cur->pos; return;}
 
- 		cur->ID = ran.first;
 
- 		cur->subID = ran.second;
 
- 		h->type = VLC->heroh->heroes[ran.second];
 
- 		h->portrait = h->type->imageIndex;
 
- 		h->randomizeArmy(h->type->heroClass->faction);
 
- 		map->heroesOnMap.push_back(h);
 
- 		return; //TODO: maybe we should do something with definfo?
 
- 	}
 
- 	else if(ran.first==Obj::TOWN)//special code for town
 
- 	{
 
- 		CGTownInstance *t = dynamic_cast<CGTownInstance*>(cur);
 
-         if(!t) {logGlobal->warnStream()<<"Wrong random town at "<<cur->pos; return;}
 
- 		cur->ID = ran.first;
 
- 		cur->subID = ran.second;
 
- 		//FIXME: copy-pasted from above
 
- 		t->town = VLC->townh->factions[t->subID]->town;
 
- 		if(t->hasCapitol())
 
- 			t->defInfo = VLC->dobjinfo->capitols[t->subID];
 
- 		else if(t->hasFort())
 
- 			t->defInfo = VLC->dobjinfo->gobjs[Obj::TOWN][t->subID];
 
- 		else
 
- 			t->defInfo = VLC->dobjinfo->villages[t->subID];
 
- 		t->randomizeArmy(t->subID);
 
- 		map->towns.push_back(t);
 
- 		return;
 
- 	}
 
- 	//we have to replace normal random object
 
- 	cur->ID = ran.first;
 
- 	cur->subID = ran.second;
 
- 	map->removeBlockVisTiles(cur); //recalculate blockvis tiles - picked object might have different than random placeholder
 
- 	map->customDefs.push_back(cur->defInfo = ran.first.toDefObjInfo()[ran.second]);
 
- 	if(!cur->defInfo)
 
- 	{
 
-         logGlobal->errorStream()<<"*BIG* WARNING: Missing def declaration for "<<cur->ID<<" "<<cur->subID;
 
- 		return;
 
- 	}
 
- 	map->addBlockVisTiles(cur);
 
- }
 
- int CGameState::getDate(Date::EDateType mode) const
 
- {
 
- 	int temp;
 
- 	switch (mode)
 
- 	{
 
- 	case Date::DAY:
 
- 		return day;
 
- 		break;
 
- 	case Date::DAY_OF_WEEK: //day of week
 
- 		temp = (day)%7; // 1 - Monday, 7 - Sunday
 
- 		if (temp)
 
- 			return temp;
 
- 		else return 7;
 
- 		break;
 
- 	case Date::WEEK:  //current week
 
- 		temp = ((day-1)/7)+1;
 
- 		if (!(temp%4))
 
- 			return 4;
 
- 		else
 
- 			return (temp%4);
 
- 		break;
 
- 	case Date::MONTH: //current month
 
- 		return ((day-1)/28)+1;
 
- 		break;
 
- 	case Date::DAY_OF_MONTH: //day of month
 
- 		temp = (day)%28;
 
- 		if (temp)
 
- 			return temp;
 
- 		else return 28;
 
- 		break;
 
- 	}
 
- 	return 0;
 
- }
 
- CGameState::CGameState()
 
- {
 
- 	gs = this;
 
- 	mx = new boost::shared_mutex();
 
- 	applierGs = new CApplier<CBaseForGSApply>;
 
- 	registerTypes2(*applierGs);
 
- 	objCaller = new CObjectCallersHandler;
 
- 	globalEffects.setDescription("Global effects");
 
- }
 
- CGameState::~CGameState()
 
- {
 
- 	//delete mx;//TODO: crash on Linux (mutex must be unlocked before destruction)
 
- 	map.dellNull();
 
- 	curB.dellNull();
 
- 	//delete scenarioOps; //TODO: fix for loading ind delete
 
- 	//delete initialOpts;
 
- 	delete applierGs;
 
- 	delete objCaller;
 
- 	for(auto ptr : hpool.heroesPool) // clean hero pool
 
- 		ptr.second.dellNull();
 
- }
 
- BattleInfo * CGameState::setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance * heroes[2], bool creatureBank, const CGTownInstance *town)
 
- {
 
- 	const TerrainTile &t = map->getTile(tile);
 
-     ETerrainType terrain = t.terType;
 
- 	if(t.isCoastal() && !t.isWater())
 
-         terrain = ETerrainType::SAND;
 
- 	BFieldType terType = battleGetBattlefieldType(tile);
 
- 	return BattleInfo::setupBattle(tile, terrain, terType, armies, heroes, creatureBank, town);
 
- }
 
- void CGameState::init(StartInfo * si)
 
- {
 
- 	auto giveCampaignBonusToHero = [&](CGHeroInstance * hero)
 
- 	{
 
- 		const boost::optional<CScenarioTravel::STravelBonus> & curBonus = scenarioOps->campState->getBonusForCurrentMap();
 
- 		if(!curBonus)
 
- 			return;
 
- 		if(curBonus->isBonusForHero())
 
- 		{
 
- 			//apply bonus
 
- 			switch (curBonus->type)
 
- 			{
 
- 			case CScenarioTravel::STravelBonus::SPELL:
 
- 				hero->spells.insert(SpellID(curBonus->info2));
 
- 				break;
 
- 			case CScenarioTravel::STravelBonus::MONSTER:
 
- 				{
 
- 					for(int i=0; i<GameConstants::ARMY_SIZE; i++)
 
- 					{
 
- 						if(hero->slotEmpty(SlotID(i)))
 
- 						{
 
- 							hero->addToSlot(SlotID(i), CreatureID(curBonus->info2), curBonus->info3);
 
- 							break;
 
- 						}
 
- 					}
 
- 				}
 
- 				break;
 
- 			case CScenarioTravel::STravelBonus::ARTIFACT:
 
- 				gs->giveHeroArtifact(hero, static_cast<ArtifactID>(curBonus->info2));
 
- 				break;
 
- 			case CScenarioTravel::STravelBonus::SPELL_SCROLL:
 
- 				{
 
- 					CArtifactInstance * scroll = CArtifactInstance::createScroll(SpellID(curBonus->info2).toSpell());
 
- 					scroll->putAt(ArtifactLocation(hero, scroll->firstAvailableSlot(hero)));
 
- 				}
 
- 				break;
 
- 			case CScenarioTravel::STravelBonus::PRIMARY_SKILL:
 
- 				{
 
- 					const ui8* ptr = reinterpret_cast<const ui8*>(&curBonus->info2);
 
- 					for (int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
 
- 					{
 
- 						int val = ptr[g];
 
- 						if (val == 0)
 
- 						{
 
- 							continue;
 
- 						}
 
- 						auto bb = new Bonus(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::CAMPAIGN_BONUS, val, scenarioOps->campState->currentMap, g);
 
- 						hero->addNewBonus(bb);
 
- 					}
 
- 				}
 
- 				break;
 
- 			case CScenarioTravel::STravelBonus::SECONDARY_SKILL:
 
- 				hero->setSecSkillLevel(SecondarySkill(curBonus->info2), curBonus->info3, true);
 
- 				break;
 
- 			}
 
- 		}
 
- 	};
 
- 	auto getHumanPlayerInfo = [&]() -> std::vector<const PlayerSettings *>
 
- 	{
 
- 		std::vector<const PlayerSettings *> ret;
 
- 		for(auto it = scenarioOps->playerInfos.cbegin();
 
- 			it != scenarioOps->playerInfos.cend(); ++it)
 
- 		{
 
- 			if(it->second.playerID != PlayerSettings::PLAYER_AI)
 
- 				ret.push_back(&it->second);
 
- 		}
 
- 		return ret;
 
- 	};
 
-     logGlobal->infoStream() << "\tUsing random seed: "<< si->seedToBeUsed;
 
- 	ran.seed((boost::int32_t)si->seedToBeUsed);
 
- 	scenarioOps = new StartInfo(*si);
 
- 	initialOpts = new StartInfo(*si);
 
- 	si = nullptr;
 
- 	switch(scenarioOps->mode)
 
- 	{
 
- 	case StartInfo::NEW_GAME:
 
- 		{
 
- 			if(scenarioOps->createRandomMap())
 
- 			{
 
-                 logGlobal->infoStream() << "Create random map.";
 
- 				CStopWatch sw;
 
- 				// Gen map
 
-                 CMapGenerator mapGen(*(scenarioOps->mapGenOptions), scenarioOps->seedToBeUsed);
 
- 				map = mapGen.generate().release();
 
- 				// Update starting options
 
- 				for(int i = 0; i < map->players.size(); ++i)
 
- 				{
 
-                     const auto & playerInfo = map->players[i];
 
-                     if(playerInfo.canAnyonePlay())
 
- 					{
 
-                         PlayerSettings & playerSettings = scenarioOps->playerInfos[PlayerColor(i)];
 
-                         playerSettings.compOnly = !playerInfo.canHumanPlay;
 
-                         playerSettings.team = playerInfo.team;
 
-                         playerSettings.castle = playerInfo.defaultCastle();
 
-                         if(playerSettings.playerID == PlayerSettings::PLAYER_AI && playerSettings.name.empty())
 
- 						{
 
-                             playerSettings.name = VLC->generaltexth->allTexts[468];
 
- 						}
 
-                         playerSettings.color = PlayerColor(i);
 
- 					}
 
- 					else
 
- 					{
 
- 						scenarioOps->playerInfos.erase(PlayerColor(i));
 
- 					}
 
- 				}
 
- 				logGlobal->infoStream() << boost::format("Generated random map in %i ms.") % sw.getDiff();
 
- 			}
 
- 			else
 
- 			{
 
-                 logGlobal->infoStream() << "Open map file: " << scenarioOps->mapname;
 
- 				map = CMapService::loadMap(scenarioOps->mapname).release();
 
- 			}
 
- 		}
 
- 		break;
 
- 	case StartInfo::CAMPAIGN:
 
- 		{
 
-             logGlobal->infoStream() << "Open campaign map file: " << scenarioOps->campState->currentMap;
 
- 			auto campaign = scenarioOps->campState;
 
- 			assert(vstd::contains(campaign->camp->mapPieces, scenarioOps->campState->currentMap));
 
- 			std::string & mapContent = campaign->camp->mapPieces[scenarioOps->campState->currentMap];
 
- 			auto buffer = reinterpret_cast<const ui8 *>(mapContent.data());
 
- 			map = CMapService::loadMap(buffer, mapContent.size()).release();
 
- 		}
 
- 		break;
 
- 	case StartInfo::DUEL:
 
- 		initDuel();
 
- 		return;
 
- 	default:
 
-         logGlobal->errorStream() << "Wrong mode: " << (int)scenarioOps->mode;
 
- 		return;
 
- 	}
 
- 	VLC->arth->initAllowedArtifactsList(map->allowedArtifact);
 
-     logGlobal->infoStream() << "Map loaded!";
 
-     logGlobal->infoStream() << "\tOur checksum for the map: "<< map->checksum;
 
- 	if(scenarioOps->mapfileChecksum)
 
- 	{
 
-         logGlobal->infoStream() << "\tServer checksum for " << scenarioOps->mapname <<": "<< scenarioOps->mapfileChecksum;
 
- 		if(map->checksum != scenarioOps->mapfileChecksum)
 
- 		{
 
-             logGlobal->errorStream() << "Wrong map checksum!!!";
 
- 			throw std::runtime_error("Wrong checksum");
 
- 		}
 
- 	}
 
- 	else
 
- 		scenarioOps->mapfileChecksum = map->checksum;
 
- 	day = 0;
 
-     logGlobal->debugStream() << "Initialization:";
 
-     logGlobal->debugStream() << "\tPicking grail position";
 
-  	//pick grail location
 
-  	if(map->grailPos.x < 0 || map->grailRadious) //grail not set or set within a radius around some place
 
-  	{
 
- 		if(!map->grailRadious) //radius not given -> anywhere on map
 
- 			map->grailRadious = map->width * 2;
 
-  		std::vector<int3> allowedPos;
 
- 		static const int BORDER_WIDTH = 9; // grail must be at least 9 tiles away from border
 
- 		// add all not blocked tiles in range
 
- 		for (int i = BORDER_WIDTH; i < map->width - BORDER_WIDTH ; i++)
 
- 		{
 
- 			for (int j = BORDER_WIDTH; j < map->height - BORDER_WIDTH; j++)
 
- 			{
 
- 				for (int k = 0; k < (map->twoLevel ? 2 : 1); k++)
 
- 				{
 
- 					const TerrainTile &t = map->getTile(int3(i, j, k));
 
- 					if(!t.blocked
 
- 						&& !t.visitable
 
-                         && t.terType != ETerrainType::WATER
 
-                         && t.terType != ETerrainType::ROCK
 
- 						&& map->grailPos.dist2d(int3(i,j,k)) <= map->grailRadious)
 
-  						allowedPos.push_back(int3(i,j,k));
 
-  				}
 
-  			}
 
-  		}
 
- 		//remove tiles with holes
 
- 		for(auto & elem : map->objects)
 
- 			if(elem && elem->ID == Obj::HOLE)
 
- 				allowedPos -= elem->pos;
 
- 		if(allowedPos.size())
 
- 			map->grailPos = allowedPos[ran() % allowedPos.size()];
 
- 		else
 
-             logGlobal->warnStream() << "Warning: Grail cannot be placed, no appropriate tile found!";
 
- 	}
 
- 	//picking random factions for players
 
-     logGlobal->debugStream() << "\tPicking random factions for players";
 
- 	for(auto & elem : scenarioOps->playerInfos)
 
- 	{
 
- 		if(elem.second.castle==-1)
 
- 		{
 
- 			int randomID = ran() % map->players[elem.first.getNum()].allowedFactions.size();
 
- 			auto iter = map->players[elem.first.getNum()].allowedFactions.begin();
 
- 			std::advance(iter, randomID);
 
- 			elem.second.castle = *iter;
 
- 		}
 
- 	}
 
- 	//randomizing objects
 
-     logGlobal->debugStream() << "\tRandomizing objects";
 
- 	for(CGObjectInstance *obj : map->objects)
 
- 	{
 
- 		if(!obj)
 
- 			continue;
 
- 		randomizeObject(obj);
 
- 		obj->hoverName = VLC->generaltexth->names[obj->ID];
 
- 		//handle Favouring Winds - mark tiles under it
 
- 		if(obj->ID == Obj::FAVORABLE_WINDS)
 
- 			for (int i = 0; i < obj->getWidth() ; i++)
 
- 				for (int j = 0; j < obj->getHeight() ; j++)
 
- 				{
 
- 					int3 pos = obj->pos - int3(i,j,0);
 
- 					if(map->isInTheMap(pos))
 
-                         map->getTile(pos).extTileFlags |= 128;
 
- 				}
 
- 	}
 
- 	/*********creating players entries in gs****************************************/
 
-     logGlobal->debugStream() << "\tCreating player entries in gs";
 
- 	for(auto & elem : scenarioOps->playerInfos)
 
- 	{
 
- 		std::pair<PlayerColor, PlayerState> ins(elem.first,PlayerState());
 
- 		ins.second.color=ins.first;
 
- 		ins.second.human = elem.second.playerID;
 
- 		ins.second.team = map->players[ins.first.getNum()].team;
 
- 		teams[ins.second.team].id = ins.second.team;//init team
 
- 		teams[ins.second.team].players.insert(ins.first);//add player to team
 
- 		players.insert(ins);
 
- 	}
 
- 	/*************************replace hero placeholders*****************************/
 
- 	if (scenarioOps->campState)
 
- 	{
 
- 		logGlobal->debugStream() << "\tReplacing hero placeholders";
 
- 		std::vector<std::pair<CGHeroInstance*, ObjectInstanceID> > campHeroReplacements = campaignHeroesToReplace();
 
- 		//Replace placeholders with heroes from previous missions
 
- 		logGlobal->debugStream() << "\tSetting up heroes";
 
- 		placeCampaignHeroes(campHeroReplacements);
 
- 	}
 
- 	/*********give starting hero****************************************/
 
-     logGlobal->debugStream() << "\tGiving starting hero";
 
- 	{
 
- 		bool campaignGiveHero = false;
 
- 		if(scenarioOps->campState)
 
- 		{
 
- 			if(auto bonus = scenarioOps->campState->getBonusForCurrentMap())
 
- 			{
 
- 				campaignGiveHero =  scenarioOps->mode == StartInfo::CAMPAIGN &&
 
- 					bonus.get().type == CScenarioTravel::STravelBonus::HERO;
 
- 			}
 
- 		}
 
- 		for(auto it = scenarioOps->playerInfos.begin(); it != scenarioOps->playerInfos.end(); ++it)
 
- 		{
 
- 			const PlayerInfo &p = map->players[it->first.getNum()];
 
- 			bool generateHero = (p.generateHeroAtMainTown ||
 
- 			                     (it->second.playerID != PlayerSettings::PLAYER_AI && campaignGiveHero)) && p.hasMainTown;
 
- 			if(generateHero && vstd::contains(scenarioOps->playerInfos, it->first))
 
- 			{
 
- 				int3 hpos = p.posOfMainTown;
 
- 				hpos.x+=1;
 
- 				int h = pickHero(it->first);
 
- 				if(it->second.hero == -1)
 
- 					it->second.hero = h;
 
- 				CGHeroInstance * nnn =  static_cast<CGHeroInstance*>(createObject(Obj::HERO,h,hpos,it->first));
 
- 				nnn->id = ObjectInstanceID(map->objects.size());
 
- 				nnn->initHero();
 
- 				map->heroesOnMap.push_back(nnn);
 
- 				map->objects.push_back(nnn);
 
- 				map->addBlockVisTiles(nnn);
 
- 			}
 
- 		}
 
- 	}
 
- 	/******************RESOURCES****************************************************/
 
-     logGlobal->debugStream() << "\tSetting up resources";
 
- 	const JsonNode config(ResourceID("config/startres.json"));
 
- 	const JsonVector &vector = config["difficulty"].Vector();
 
- 	const JsonNode &level = vector[scenarioOps->difficulty];
 
- 	TResources startresAI(level["ai"]);
 
- 	TResources startresHuman(level["human"]);
 
- 	for (auto & elem : players)
 
- 	{
 
- 		PlayerState &p = elem.second;
 
- 		if (p.human)
 
- 			p.resources = startresHuman;
 
- 		else
 
- 			p.resources = startresAI;
 
- 	}
 
- 	//give start resource bonus in case of campaign
 
- 	if (scenarioOps->mode == StartInfo::CAMPAIGN)
 
- 	{
 
- 		auto chosenBonus = scenarioOps->campState->getBonusForCurrentMap();
 
- 		if(chosenBonus && chosenBonus->type == CScenarioTravel::STravelBonus::RESOURCE)
 
- 		{
 
- 			std::vector<const PlayerSettings *> people = getHumanPlayerInfo(); //players we will give resource bonus
 
- 			for(const PlayerSettings *ps : people)
 
- 			{
 
- 				std::vector<int> res; //resources we will give
 
- 				switch (chosenBonus->info1)
 
- 				{
 
- 				case 0: case 1: case 2: case 3: case 4: case 5: case 6:
 
- 					res.push_back(chosenBonus->info1);
 
- 					break;
 
- 				case 0xFD: //wood+ore
 
- 					res.push_back(Res::WOOD); res.push_back(Res::ORE);
 
- 					break;
 
- 				case 0xFE:  //rare
 
- 					res.push_back(Res::MERCURY); res.push_back(Res::SULFUR); res.push_back(Res::CRYSTAL); res.push_back(Res::GEMS);
 
- 					break;
 
- 				default:
 
- 					assert(0);
 
- 					break;
 
- 				}
 
- 				//increasing resource quantity
 
- 				for (auto & re : res)
 
- 				{
 
- 					players[ps->color].resources[re] += chosenBonus->info2;
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- 	/*************************HEROES INIT / POOL************************************************/
 
- 	for(auto hero : map->heroesOnMap)  //heroes instances initialization
 
- 	{
 
- 		if (hero->getOwner() == PlayerColor::UNFLAGGABLE)
 
- 		{
 
-             logGlobal->warnStream() << "Warning - hero with uninitialized owner!";
 
- 			continue;
 
- 		}
 
- 		hero->initHero();
 
- 		getPlayer(hero->getOwner())->heroes.push_back(hero);
 
- 		map->allHeroes[hero->type->ID.getNum()] = hero;
 
- 	}
 
- 	for(auto obj : map->objects) //prisons
 
- 	{
 
- 		if(obj && obj->ID == Obj::PRISON)
 
- 			map->allHeroes[obj->subID] = dynamic_cast<CGHeroInstance*>(obj.get());
 
- 	}
 
- 	std::set<HeroTypeID> heroesToCreate = getUnusedAllowedHeroes(); //ids of heroes to be created and put into the pool
 
- 	for(auto ph : map->predefinedHeroes)
 
- 	{
 
- 		if(!vstd::contains(heroesToCreate, HeroTypeID(ph->subID)))
 
- 			continue;
 
- 		ph->initHero();
 
- 		hpool.heroesPool[ph->subID] = ph;
 
- 		hpool.pavailable[ph->subID] = 0xff;
 
- 		heroesToCreate.erase(ph->type->ID);
 
- 		map->allHeroes[ph->subID] = ph;
 
- 	}
 
- 	for(HeroTypeID htype : heroesToCreate) //all not used allowed heroes go with default state into the pool
 
- 	{
 
- 		auto  vhi = new CGHeroInstance();
 
- 		vhi->initHero(htype);
 
- 		int typeID = htype.getNum();
 
- 		map->allHeroes[typeID] = vhi;
 
- 		hpool.heroesPool[typeID] = vhi;
 
- 		hpool.pavailable[typeID] = 0xff;
 
- 	}
 
- 	for(auto & elem : map->disposedHeroes)
 
- 	{
 
-         hpool.pavailable[elem.heroId] = elem.players;
 
- 	}
 
- 	if (scenarioOps->mode == StartInfo::CAMPAIGN) //give campaign bonuses for specific / best hero
 
- 	{
 
- 		auto chosenBonus = scenarioOps->campState->getBonusForCurrentMap();
 
- 		if (chosenBonus && chosenBonus->isBonusForHero() && chosenBonus->info1 != 0xFFFE) //exclude generated heroes
 
- 		{
 
- 			//find human player
 
- 			PlayerColor humanPlayer=PlayerColor::NEUTRAL;
 
- 			for (auto & elem : players)
 
- 			{
 
- 				if(elem.second.human)
 
- 				{
 
- 					humanPlayer = elem.first;
 
- 					break;
 
- 				}
 
- 			}
 
- 			assert(humanPlayer != PlayerColor::NEUTRAL);
 
- 			std::vector<ConstTransitivePtr<CGHeroInstance> > & heroes = players[humanPlayer].heroes;
 
- 			if (chosenBonus->info1 == 0xFFFD) //most powerful
 
- 			{
 
- 				int maxB = -1;
 
- 				for (int b=0; b<heroes.size(); ++b)
 
- 				{
 
- 					if (maxB == -1 || heroes[b]->getTotalStrength() > heroes[maxB]->getTotalStrength())
 
- 					{
 
- 						maxB = b;
 
- 					}
 
- 				}
 
- 				if(maxB < 0)
 
-                     logGlobal->warnStream() << "Warning - cannot give bonus to hero cause there are no heroes!";
 
- 				else
 
- 					giveCampaignBonusToHero(heroes[maxB]);
 
- 			}
 
- 			else //specific hero
 
- 			{
 
- 				for (auto & heroe : heroes)
 
- 				{
 
- 					if (heroe->subID == chosenBonus->info1)
 
- 					{
 
- 						giveCampaignBonusToHero(heroe);
 
- 						break;
 
- 					}
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- 	/*************************FOG**OF**WAR******************************************/
 
-     logGlobal->debugStream() << "\tFog of war"; //FIXME: should be initialized after all bonuses are set
 
- 	for(auto & elem : teams)
 
- 	{
 
- 		elem.second.fogOfWarMap.resize(map->width);
 
- 		for(int g=0; g<map->width; ++g)
 
- 			elem.second.fogOfWarMap[g].resize(map->height);
 
- 		for(int g=-0; g<map->width; ++g)
 
- 			for(int h=0; h<map->height; ++h)
 
- 				elem.second.fogOfWarMap[g][h].resize(map->twoLevel ? 2 : 1, 0);
 
- 		for(int g=0; g<map->width; ++g)
 
- 			for(int h=0; h<map->height; ++h)
 
- 				for(int v = 0; v < (map->twoLevel ? 2 : 1); ++v)
 
- 					elem.second.fogOfWarMap[g][h][v] = 0;
 
- 		for(CGObjectInstance *obj : map->objects)
 
- 		{
 
- 			if(!obj || !vstd::contains(elem.second.players, obj->tempOwner)) continue; //not a flagged object
 
- 			std::unordered_set<int3, ShashInt3> tiles;
 
- 			obj->getSightTiles(tiles);
 
- 			for(int3 tile : tiles)
 
- 			{
 
- 				elem.second.fogOfWarMap[tile.x][tile.y][tile.z] = 1;
 
- 			}
 
- 		}
 
- 	}
 
-     logGlobal->debugStream() << "\tStarting bonuses";
 
- 	for(auto & elem : players)
 
- 	{
 
- 		//starting bonus
 
- 		if(scenarioOps->playerInfos[elem.first].bonus==PlayerSettings::RANDOM)
 
- 			scenarioOps->playerInfos[elem.first].bonus = static_cast<PlayerSettings::Ebonus>(ran()%3);
 
- 		switch(scenarioOps->playerInfos[elem.first].bonus)
 
- 		{
 
- 		case PlayerSettings::GOLD:
 
- 			elem.second.resources[Res::GOLD] += 500 + (ran()%6)*100;
 
- 			break;
 
- 		case PlayerSettings::RESOURCE:
 
- 			{
 
- 				int res = VLC->townh->factions[scenarioOps->playerInfos[elem.first].castle]->town->primaryRes;
 
- 				if(res == Res::WOOD_AND_ORE)
 
- 				{
 
- 					elem.second.resources[Res::WOOD] += 5 + ran()%6;
 
- 					elem.second.resources[Res::ORE] += 5 + ran()%6;
 
- 				}
 
- 				else
 
- 				{
 
- 					elem.second.resources[res] += 3 + ran()%4;
 
- 				}
 
- 				break;
 
- 			}
 
- 		case PlayerSettings::ARTIFACT:
 
- 			{
 
-  				if(!elem.second.heroes.size())
 
- 				{
 
-                     logGlobal->debugStream() << "Cannot give starting artifact - no heroes!";
 
- 					break;
 
- 				}
 
-  				CArtifact *toGive;
 
-  				toGive = VLC->arth->artifacts[VLC->arth->getRandomArt (CArtifact::ART_TREASURE)];
 
- 				CGHeroInstance *hero = elem.second.heroes[0];
 
-  				giveHeroArtifact(hero, toGive->id);
 
- 			}
 
- 			break;
 
- 		}
 
- 	}
 
- 	/****************************TOWNS************************************************/
 
-     logGlobal->debugStream() << "\tTowns";
 
- 	//campaign bonuses for towns
 
- 	if (scenarioOps->mode == StartInfo::CAMPAIGN)
 
- 	{
 
- 		auto chosenBonus = scenarioOps->campState->getBonusForCurrentMap();
 
- 		if (chosenBonus && chosenBonus->type == CScenarioTravel::STravelBonus::BUILDING)
 
- 		{
 
- 			for (int g=0; g<map->towns.size(); ++g)
 
- 			{
 
- 				PlayerState * owner = getPlayer(map->towns[g]->getOwner());
 
- 				if (owner)
 
- 				{
 
- 					PlayerInfo & pi = map->players[owner->color.getNum()];
 
- 					if (owner->human && //human-owned
 
- 						map->towns[g]->pos == pi.posOfMainTown + int3(2, 0, 0))
 
- 					{
 
- 						map->towns[g]->builtBuildings.insert(
 
- 							CBuildingHandler::campToERMU(chosenBonus->info1, map->towns[g]->subID, map->towns[g]->builtBuildings));
 
- 						break;
 
- 					}
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- 	CGTownInstance::universitySkills.clear();
 
- 	for ( int i=0; i<4; i++)
 
- 		CGTownInstance::universitySkills.push_back(14+i);//skills for university
 
- 	for (auto & elem : map->towns)
 
- 	{
 
- 		CGTownInstance * vti =(elem);
 
- 		if(!vti->town)
 
- 			vti->town = VLC->townh->factions[vti->subID]->town;
 
- 		if (vti->name.length()==0) // if town hasn't name we draw it
 
- 			vti->name = vti->town->names[ran()%vti->town->names.size()];
 
- 		//init buildings
 
- 		if(vstd::contains(vti->builtBuildings, BuildingID::DEFAULT)) //give standard set of buildings
 
- 		{
 
- 			vti->builtBuildings.erase(BuildingID::DEFAULT);
 
- 			vti->builtBuildings.insert(BuildingID::VILLAGE_HALL);
 
- 			vti->builtBuildings.insert(BuildingID::TAVERN);
 
- 			vti->builtBuildings.insert(BuildingID::DWELL_FIRST);
 
- 			if(ran()%2)
 
- 				vti->builtBuildings.insert(BuildingID::DWELL_LVL_2);
 
- 		}
 
- 		if (vstd::contains(vti->builtBuildings, BuildingID::SHIPYARD) && vti->state()==IBoatGenerator::TILE_BLOCKED)
 
- 			vti->builtBuildings.erase(BuildingID::SHIPYARD);//if we have harbor without water - erase it (this is H3 behaviour)
 
- 		//init hordes
 
- 		for (int i = 0; i<GameConstants::CREATURES_PER_TOWN; i++)
 
- 			if (vstd::contains(vti->builtBuildings,(-31-i))) //if we have horde for this level
 
- 			{
 
- 				vti->builtBuildings.erase(BuildingID(-31-i));//remove old ID
 
- 				if (vti->town->hordeLvl[0] == i)//if town first horde is this one
 
- 				{
 
- 					vti->builtBuildings.insert(BuildingID::HORDE_1);//add it
 
- 					if (vstd::contains(vti->builtBuildings,(BuildingID::DWELL_UP_FIRST+i)))//if we have upgraded dwelling as well
 
- 						vti->builtBuildings.insert(BuildingID::HORDE_1_UPGR);//add it as well
 
- 				}
 
- 				if (vti->town->hordeLvl[1] == i)//if town second horde is this one
 
- 				{
 
- 					vti->builtBuildings.insert(BuildingID::HORDE_2);
 
- 					if (vstd::contains(vti->builtBuildings,(BuildingID::DWELL_UP_FIRST+i)))
 
- 						vti->builtBuildings.insert(BuildingID::HORDE_2_UPGR);
 
- 				}
 
- 			}
 
- 		//town events
 
- 		for(CCastleEvent &ev : vti->events)
 
- 		{
 
- 			for (int i = 0; i<GameConstants::CREATURES_PER_TOWN; i++)
 
- 				if (vstd::contains(ev.buildings,(-31-i))) //if we have horde for this level
 
- 				{
 
- 					ev.buildings.erase(BuildingID(-31-i));
 
- 					if (vti->town->hordeLvl[0] == i)
 
- 						ev.buildings.insert(BuildingID::HORDE_1);
 
- 					if (vti->town->hordeLvl[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++)
 
- 		{
 
- 			CSpell *s = vti->obligatorySpells[z].toSpell();
 
- 			vti->spells[s->level-1].push_back(s->id);
 
- 			vti->possibleSpells -= s->id;
 
- 		}
 
- 		while(vti->possibleSpells.size())
 
- 		{
 
- 			ui32 total=0;
 
- 			int sel = -1;
 
- 			for(ui32 ps=0;ps<vti->possibleSpells.size();ps++)
 
- 				total += vti->possibleSpells[ps].toSpell()->probabilities[vti->subID];
 
- 			if (total == 0) // remaining spells have 0 probability
 
- 				break;
 
- 			int r = ran()%total;
 
- 			for(ui32 ps=0; ps<vti->possibleSpells.size();ps++)
 
- 			{
 
- 				r -= vti->possibleSpells[ps].toSpell()->probabilities[vti->subID];
 
- 				if(r<0)
 
- 				{
 
- 					sel = ps;
 
- 					break;
 
- 				}
 
- 			}
 
- 			if(sel<0)
 
- 				sel=0;
 
- 			CSpell *s = vti->possibleSpells[sel].toSpell();
 
- 			vti->spells[s->level-1].push_back(s->id);
 
- 			vti->possibleSpells -= s->id;
 
- 		}
 
- 		vti->possibleSpells.clear();
 
- 		if(vti->getOwner() != PlayerColor::NEUTRAL)
 
- 			getPlayer(vti->getOwner())->towns.push_back(vti);
 
- 	}
 
-     logGlobal->debugStream() << "\tObject initialization";
 
- 	objCaller->preInit();
 
- 	for(CGObjectInstance *obj : map->objects)
 
- 	{
 
- 		if(obj)
 
- 			obj->initObj();
 
- 	}
 
- 	for(CGObjectInstance *obj : map->objects)
 
- 	{
 
- 		if(!obj)
 
- 			continue;
 
- 		switch (obj->ID)
 
- 		{
 
- 			case Obj::QUEST_GUARD:
 
- 			case Obj::SEER_HUT:
 
- 			{
 
- 				auto q = static_cast<CGSeerHut*>(obj);
 
- 				assert (q);
 
- 				q->setObjToKill();
 
- 			}
 
- 		}
 
- 	}
 
- 	CGTeleport::postInit(); //pairing subterranean gates
 
- 	buildBonusSystemTree();
 
- 	for(auto k=players.begin(); k!=players.end(); ++k)
 
- 	{
 
- 		if(k->first==PlayerColor::NEUTRAL)
 
- 			continue;
 
- 		//init visiting and garrisoned heroes
 
- 		for(CGHeroInstance *h : k->second.heroes)
 
- 		{
 
- 			for(CGTownInstance *t : k->second.towns)
 
- 			{
 
- 				int3 vistile = t->pos; vistile.x--; //tile next to the entrance
 
- 				if(vistile == h->pos || h->pos==t->pos)
 
- 				{
 
- 					t->setVisitingHero(h);
 
- 					if(h->pos == t->pos) //visiting hero placed in the editor has same pos as the town - we need to correct it
 
- 					{
 
- 						map->removeBlockVisTiles(h);
 
- 						h->pos.x -= 1;
 
- 						map->addBlockVisTiles(h);
 
- 					}
 
- 					break;
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
-     logGlobal->debugStream() << "\tChecking objectives";
 
- 	map->checkForObjectives(); //needs to be run when all objects are properly placed
 
- 	int seedAfterInit = ran();
 
-     logGlobal->infoStream() << "Seed after init is " << seedAfterInit << " (before was " << scenarioOps->seedToBeUsed << ")";
 
- 	if(scenarioOps->seedPostInit > 0)
 
- 	{
 
- 		//RNG must be in the same state on all machines when initialization is done (otherwise we have desync)
 
- 		assert(scenarioOps->seedPostInit == seedAfterInit);
 
- 	}
 
- 	else
 
- 	{
 
- 		scenarioOps->seedPostInit = seedAfterInit; //store the post init "seed"
 
- 	}
 
- }
 
- void CGameState::initDuel()
 
- {
 
- 	DuelParameters dp;
 
- 	try //CLoadFile likes throwing
 
- 	{
 
- 		if(boost::algorithm::ends_with(scenarioOps->mapname, ".json"))
 
- 		{
 
-             logGlobal->infoStream() << "Loading duel settings from JSON file: " << scenarioOps->mapname;
 
- 			dp = DuelParameters::fromJSON(scenarioOps->mapname);
 
-             logGlobal->infoStream() << "JSON file has been successfully read!";
 
- 		}
 
- 		else
 
- 		{
 
- 			CLoadFile lf(scenarioOps->mapname);
 
- 			lf >> dp;
 
- 		}
 
- 	}
 
- 	catch(...)
 
- 	{
 
-         logGlobal->errorStream() << "Cannot load duel settings from " << scenarioOps->mapname;
 
- 		throw;
 
- 	}
 
- 	const CArmedInstance *armies[2] = {nullptr};
 
- 	const CGHeroInstance *heroes[2] = {nullptr};
 
- 	CGTownInstance *town = nullptr;
 
- 	for(int i = 0; i < 2; i++)
 
- 	{
 
- 		CArmedInstance *obj = nullptr;
 
- 		if(dp.sides[i].heroId >= 0)
 
- 		{
 
- 			const DuelParameters::SideSettings &ss = dp.sides[i];
 
- 			auto h = new CGHeroInstance();
 
- 			armies[i] = heroes[i] = h;
 
- 			obj = h;
 
- 			h->subID = ss.heroId;
 
- 			for(int i = 0; i < ss.heroPrimSkills.size(); i++)
 
- 				h->pushPrimSkill(static_cast<PrimarySkill::PrimarySkill>(i), ss.heroPrimSkills[i]);
 
- 			if(ss.spells.size())
 
- 			{
 
- 				h->putArtifact(ArtifactPosition::SPELLBOOK, CArtifactInstance::createNewArtifactInstance(0));
 
- 				boost::copy(ss.spells, std::inserter(h->spells, h->spells.begin()));
 
- 			}
 
- 			for(auto &parka : ss.artifacts)
 
- 			{
 
- 				h->putArtifact(ArtifactPosition(parka.first), parka.second);
 
- 			}
 
- 			typedef const std::pair<si32, si8> &TSecSKill;
 
- 			for(TSecSKill secSkill : ss.heroSecSkills)
 
- 				h->setSecSkillLevel(SecondarySkill(secSkill.first), secSkill.second, 1);
 
- 			h->initHero(HeroTypeID(h->subID));
 
- 			obj->initObj();
 
- 		}
 
- 		else
 
- 		{
 
- 			auto c = new CGCreature();
 
- 			armies[i] = obj = c;
 
- 			//c->subID = 34;
 
- 		}
 
- 		obj->setOwner(PlayerColor(i));
 
- 		for(int j = 0; j < ARRAY_COUNT(dp.sides[i].stacks); j++)
 
- 		{
 
- 			CreatureID cre = dp.sides[i].stacks[j].type;
 
- 			TQuantity count = dp.sides[i].stacks[j].count;
 
- 			if(count || obj->hasStackAtSlot(SlotID(j)))
 
- 				obj->setCreature(SlotID(j), cre, count);
 
- 		}
 
- 		for(const DuelParameters::CusomCreature &cc : dp.creatures)
 
- 		{
 
- 			CCreature *c = VLC->creh->creatures[cc.id];
 
- 			if(cc.attack >= 0)
 
- 				c->getBonusLocalFirst(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK))->val = cc.attack;
 
- 			if(cc.defense >= 0)
 
- 				c->getBonusLocalFirst(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE))->val = cc.defense;
 
- 			if(cc.speed >= 0)
 
- 				c->getBonusLocalFirst(Selector::type(Bonus::STACKS_SPEED))->val = cc.speed;
 
- 			if(cc.HP >= 0)
 
- 				c->getBonusLocalFirst(Selector::type(Bonus::STACK_HEALTH))->val = cc.HP;
 
- 			if(cc.dmg >= 0)
 
- 			{
 
- 				c->getBonusLocalFirst(Selector::typeSubtype(Bonus::CREATURE_DAMAGE, 1))->val = cc.dmg;
 
- 				c->getBonusLocalFirst(Selector::typeSubtype(Bonus::CREATURE_DAMAGE, 2))->val = cc.dmg;
 
- 			}
 
- 			if(cc.shoots >= 0)
 
- 				c->getBonusLocalFirst(Selector::type(Bonus::SHOTS))->val = cc.shoots;
 
- 		}
 
- 	}
 
- 	curB = BattleInfo::setupBattle(int3(), dp.terType, dp.bfieldType, armies, heroes, false, town);
 
- 	curB->obstacles = dp.obstacles;
 
- 	curB->localInit();
 
- 	return;
 
- }
 
- BFieldType CGameState::battleGetBattlefieldType(int3 tile) const
 
- {
 
- 	if(tile==int3() && curB)
 
- 		tile = curB->tile;
 
- 	else if(tile==int3() && !curB)
 
- 		return BFieldType::NONE;
 
- 	const TerrainTile &t = map->getTile(tile);
 
- 	//fight in mine -> subterranean
 
- 	if(dynamic_cast<const CGMine *>(t.visitableObjects.front()))
 
- 		return BFieldType::SUBTERRANEAN;
 
- 	for(auto &obj : map->objects)
 
- 	{
 
- 		//look only for objects covering given tile
 
- 		if( !obj || obj->pos.z != tile.z
 
- 		  || !obj->coveringAt(tile.x - obj->pos.x, tile.y - obj->pos.y))
 
- 			continue;
 
- 		switch(obj->ID)
 
- 		{
 
- 		case Obj::CLOVER_FIELD:
 
- 			return BFieldType::CLOVER_FIELD;
 
- 		case Obj::CURSED_GROUND1: case Obj::CURSED_GROUND2:
 
- 			return BFieldType::CURSED_GROUND;
 
- 		case Obj::EVIL_FOG:
 
- 			return BFieldType::EVIL_FOG;
 
- 		case Obj::FAVORABLE_WINDS:
 
- 			return BFieldType::FAVOURABLE_WINDS;
 
- 		case Obj::FIERY_FIELDS:
 
- 			return BFieldType::FIERY_FIELDS;
 
- 		case Obj::HOLY_GROUNDS:
 
- 			return BFieldType::HOLY_GROUND;
 
- 		case Obj::LUCID_POOLS:
 
- 			return BFieldType::LUCID_POOLS;
 
- 		case Obj::MAGIC_CLOUDS:
 
- 			return BFieldType::MAGIC_CLOUDS;
 
- 		case Obj::MAGIC_PLAINS1: case Obj::MAGIC_PLAINS2:
 
- 			return BFieldType::MAGIC_PLAINS;
 
- 		case Obj::ROCKLANDS:
 
- 			return BFieldType::ROCKLANDS;
 
- 		}
 
- 	}
 
- 	if(!t.isWater() && t.isCoastal())
 
- 		return BFieldType::SAND_SHORE;
 
-     switch(t.terType)
 
- 	{
 
-     case ETerrainType::DIRT:
 
- 		return BFieldType(rand()%3+3);
 
-     case ETerrainType::SAND:
 
- 		return BFieldType::SAND_MESAS; //TODO: coast support
 
-     case ETerrainType::GRASS:
 
- 		return BFieldType(rand()%2+6);
 
-     case ETerrainType::SNOW:
 
- 		return BFieldType(rand()%2+10);
 
-     case ETerrainType::SWAMP:
 
- 		return BFieldType::SWAMP_TREES;
 
-     case ETerrainType::ROUGH:
 
- 		return BFieldType::ROUGH;
 
-     case ETerrainType::SUBTERRANEAN:
 
- 		return BFieldType::SUBTERRANEAN;
 
-     case ETerrainType::LAVA:
 
- 		return BFieldType::LAVA;
 
-     case ETerrainType::WATER:
 
- 		return BFieldType::SHIP;
 
-     case ETerrainType::ROCK:
 
- 		return BFieldType::ROCKLANDS;
 
- 	default:
 
- 		return BFieldType::NONE;
 
- 	}
 
- }
 
- UpgradeInfo CGameState::getUpgradeInfo(const CStackInstance &stack)
 
- {
 
- 	UpgradeInfo ret;
 
- 	const CCreature *base = stack.type;
 
- 	const CGHeroInstance *h = stack.armyObj->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(stack.armyObj) : nullptr;
 
- 	const CGTownInstance *t = nullptr;
 
- 	if(stack.armyObj->ID == Obj::TOWN)
 
- 		t = static_cast<const CGTownInstance *>(stack.armyObj);
 
- 	else if(h)
 
- 	{	//hero specialty
 
- 		TBonusListPtr lista = h->getBonuses(Selector::typeSubtype(Bonus::SPECIAL_UPGRADE, base->idNumber));
 
- 		for(const Bonus *it : *lista)
 
- 		{
 
- 			auto nid = CreatureID(it->additionalInfo);
 
- 			if (nid != base->idNumber) //in very specific case the upgrade is available by default (?)
 
- 			{
 
- 				ret.newID.push_back(nid);
 
- 				ret.cost.push_back(VLC->creh->creatures[nid]->cost - base->cost);
 
- 			}
 
- 		}
 
- 		t = h->visitedTown;
 
- 	}
 
- 	if(t)
 
- 	{
 
- 		for(const CGTownInstance::TCreaturesSet::value_type & dwelling : t->creatures)
 
- 		{
 
- 			if (vstd::contains(dwelling.second, base->idNumber)) //Dwelling with our creature
 
- 			{
 
- 				for(auto upgrID : dwelling.second)
 
- 				{
 
- 					if(vstd::contains(base->upgrades, upgrID)) //possible upgrade
 
- 					{
 
- 						ret.newID.push_back(upgrID);
 
- 						ret.cost.push_back(VLC->creh->creatures[upgrID]->cost - base->cost);
 
- 					}
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- 	//hero is visiting Hill Fort
 
- 	if(h && map->getTile(h->visitablePos()).visitableObjects.front()->ID == Obj::HILL_FORT)
 
- 	{
 
- 		static const int costModifiers[] = {0, 25, 50, 75, 100}; //we get cheaper upgrades depending on level
 
- 		const int costModifier = costModifiers[std::min<int>(std::max((int)base->level - 1, 0), ARRAY_COUNT(costModifiers) - 1)];
 
- 		for(auto nid : base->upgrades)
 
- 		{
 
- 			ret.newID.push_back(nid);
 
- 			ret.cost.push_back((VLC->creh->creatures[nid]->cost - base->cost) * costModifier / 100);
 
- 		}
 
- 	}
 
- 	if(ret.newID.size())
 
- 		ret.oldID = base->idNumber;
 
- 	return ret;
 
- }
 
- PlayerRelations::PlayerRelations CGameState::getPlayerRelations( PlayerColor color1, PlayerColor color2 )
 
- {
 
- 	if ( color1 == color2 )
 
- 		return PlayerRelations::SAME_PLAYER;
 
- 	if(color1 == PlayerColor::NEUTRAL || color2 == PlayerColor::NEUTRAL) //neutral player has no friends
 
- 		return PlayerRelations::ENEMIES;
 
- 	const TeamState * ts = getPlayerTeam(color1);
 
- 	if (ts && vstd::contains(ts->players, color2))
 
- 		return PlayerRelations::ALLIES;
 
- 	return PlayerRelations::ENEMIES;
 
- }
 
- void CGameState::getNeighbours(const TerrainTile &srct, int3 tile, std::vector<int3> &vec, const boost::logic::tribool &onLand, bool limitCoastSailing)
 
- {
 
- 	static const int3 dirs[] = { int3(0,1,0),int3(0,-1,0),int3(-1,0,0),int3(+1,0,0),
 
- 					int3(1,1,0),int3(-1,1,0),int3(1,-1,0),int3(-1,-1,0) };
 
- 	for (auto & dir : dirs)
 
- 	{
 
- 		const int3 hlp = tile + dir;
 
- 		if(!map->isInTheMap(hlp))
 
- 			continue;
 
- 		const TerrainTile &hlpt = map->getTile(hlp);
 
- // 		//we cannot visit things from blocked tiles
 
- // 		if(srct.blocked && !srct.visitable && hlpt.visitable && srct.blockingObjects.front()->ID != HEROI_TYPE)
 
- // 		{
 
- // 			continue;
 
- // 		}
 
-         if(srct.terType == ETerrainType::WATER && limitCoastSailing && hlpt.terType == ETerrainType::WATER && dir.x && dir.y) //diagonal move through water
 
- 		{
 
- 			int3 hlp1 = tile,
 
- 				hlp2 = tile;
 
- 			hlp1.x += dir.x;
 
- 			hlp2.y += dir.y;
 
-             if(map->getTile(hlp1).terType != ETerrainType::WATER || map->getTile(hlp2).terType != ETerrainType::WATER)
 
- 				continue;
 
- 		}
 
-         if((indeterminate(onLand)  ||  onLand == (hlpt.terType!=ETerrainType::WATER) )
 
-             && hlpt.terType != ETerrainType::ROCK)
 
- 		{
 
- 			vec.push_back(hlp);
 
- 		}
 
- 	}
 
- }
 
- int CGameState::getMovementCost(const CGHeroInstance *h, const int3 &src, const int3 &dest, int remainingMovePoints, bool checkLast)
 
- {
 
- 	if(src == dest) //same tile
 
- 		return 0;
 
- 	TerrainTile &s = map->getTile(src),
 
- 		&d = map->getTile(dest);
 
- 	//get basic cost
 
- 	int ret = h->getTileCost(d,s);
 
- 	if(d.blocked && h->hasBonusOfType(Bonus::FLYING_MOVEMENT))
 
- 	{
 
- 		bool freeFlying = h->getBonusesCount(Selector::typeSubtype(Bonus::FLYING_MOVEMENT, 1)) > 0;
 
- 		if(!freeFlying)
 
- 		{
 
- 			ret *= 1.4; //40% penalty for movement over blocked tile
 
- 		}
 
- 	}
 
-     else if (d.terType == ETerrainType::WATER)
 
- 	{
 
- 		if(h->boat && s.hasFavourableWinds() && d.hasFavourableWinds()) //Favourable Winds
 
- 			ret *= 0.666;
 
- 		else if (!h->boat && h->getBonusesCount(Selector::typeSubtype(Bonus::WATER_WALKING, 1)) > 0)
 
- 			ret *= 1.4; //40% penalty for water walking
 
- 	}
 
- 	if(src.x != dest.x  &&  src.y != dest.y) //it's diagonal move
 
- 	{
 
- 		int old = ret;
 
- 		ret *= 1.414213;
 
- 		//diagonal move costs too much but normal move is possible - allow diagonal move for remaining move points
 
- 		if(ret > remainingMovePoints  &&  remainingMovePoints >= old)
 
- 		{
 
- 			return remainingMovePoints;
 
- 		}
 
- 	}
 
- 	int left = remainingMovePoints-ret;
 
- 	if(checkLast  &&  left > 0  &&  remainingMovePoints-ret < 250) //it might be the last tile - if no further move possible we take all move points
 
- 	{
 
- 		std::vector<int3> vec;
 
-         getNeighbours(d, dest, vec, s.terType != ETerrainType::WATER, true);
 
- 		for(auto & elem : vec)
 
- 		{
 
- 			int fcost = getMovementCost(h,dest,elem,left,false);
 
- 			if(fcost <= left)
 
- 			{
 
- 				return ret;
 
- 			}
 
- 		}
 
- 		ret = remainingMovePoints;
 
- 	}
 
- 	return ret;
 
- }
 
- void CGameState::apply(CPack *pack)
 
- {
 
- 	ui16 typ = typeList.getTypeID(pack);
 
- 	applierGs->apps[typ]->applyOnGS(this,pack);
 
- }
 
- void CGameState::calculatePaths(const CGHeroInstance *hero, CPathsInfo &out, int3 src, int movement)
 
- {
 
- 	CPathfinder pathfinder(out, this, hero);
 
- 	pathfinder.calculatePaths(src, movement);
 
- }
 
- /**
 
-  * Tells if the tile is guarded by a monster as well as the position
 
-  * of the monster that will attack on it.
 
-  *
 
-  * @return int3(-1, -1, -1) if the tile is unguarded, or the position of
 
-  * the monster guarding the tile.
 
-  */
 
- std::vector<CGObjectInstance*> CGameState::guardingCreatures (int3 pos) const
 
- {
 
- 	std::vector<CGObjectInstance*> guards;
 
- 	const int3 originalPos = pos;
 
- 	if (!map->isInTheMap(pos))
 
- 		return guards;
 
- 	const TerrainTile &posTile = map->getTile(pos);
 
- 	if (posTile.visitable)
 
- 	{
 
- 		for (CGObjectInstance* obj : posTile.visitableObjects)
 
- 		{
 
- 			if(obj->blockVisit)
 
- 			{
 
- 				if (obj->ID == Obj::MONSTER) // Monster
 
- 					guards.push_back(obj);
 
- 			}
 
- 		}
 
- 	}
 
- 	pos -= int3(1, 1, 0); // Start with top left.
 
- 	for (int dx = 0; dx < 3; dx++)
 
- 	{
 
- 		for (int dy = 0; dy < 3; dy++)
 
- 		{
 
- 			if (map->isInTheMap(pos))
 
- 			{
 
- 				const auto & tile = map->getTile(pos);
 
-                 if (tile.visitable && (tile.isWater() == posTile.isWater()))
 
- 				{
 
- 					for (CGObjectInstance* obj : tile.visitableObjects)
 
- 					{
 
- 						if (obj->ID == Obj::MONSTER  &&  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
 
- {
 
- 	const int3 originalPos = pos;
 
- 	// Give monster at position priority.
 
- 	if (!map->isInTheMap(pos))
 
- 		return int3(-1, -1, -1);
 
- 	const TerrainTile &posTile = map->getTile(pos);
 
- 	if (posTile.visitable)
 
- 	{
 
- 		for (CGObjectInstance* obj : posTile.visitableObjects)
 
- 		{
 
- 			if(obj->blockVisit)
 
- 			{
 
- 				if (obj->ID == Obj::MONSTER) // Monster
 
- 					return pos;
 
- 				else
 
- 					return int3(-1, -1, -1); //blockvis objects are not guarded by neighbouring creatures
 
- 			}
 
- 		}
 
- 	}
 
- 	// See if there are any monsters adjacent.
 
- 	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  &&  checkForVisitableDir(pos, &map->getTile(originalPos), originalPos)) // Monster being able to attack investigated tile
 
- 						{
 
- 							return pos;
 
- 						}
 
- 					}
 
- 				}
 
- 			}
 
- 			pos.y++;
 
- 		}
 
- 		pos.y -= 3;
 
- 		pos.x++;
 
- 	}
 
- 	return int3(-1, -1, -1);
 
- }
 
- bool CGameState::isVisible(int3 pos, PlayerColor player)
 
- {
 
- 	if(player == PlayerColor::NEUTRAL)
 
- 		return false;
 
- 	return getPlayerTeam(player)->fogOfWarMap[pos.x][pos.y][pos.z];
 
- }
 
- bool CGameState::isVisible( const CGObjectInstance *obj, boost::optional<PlayerColor> player )
 
- {
 
- 	if(!player)
 
- 		return true;
 
- 	if(*player == PlayerColor::NEUTRAL) //-> TODO ??? needed?
 
- 		return false;
 
- 	//object is visible when at least one blocked tile is visible
 
- 	for(int fx=0; fx<8; ++fx)
 
- 	{
 
- 		for(int fy=0; fy<6; ++fy)
 
- 		{
 
- 			int3 pos = obj->pos + int3(fx-7,fy-5,0);
 
- 			if(map->isInTheMap(pos)
 
- 				&& !((obj->defInfo->blockMap[fy] >> (7 - fx)) & 1)
 
- 				&& isVisible(pos, *player)  )
 
- 				return true;
 
- 		}
 
- 	}
 
- 	return false;
 
- }
 
- bool CGameState::checkForVisitableDir(const int3 & src, const int3 & dst) const
 
- {
 
- 	const TerrainTile * pom = &map->getTile(dst);
 
- 	return checkForVisitableDir(src, pom, dst);
 
- }
 
- bool CGameState::checkForVisitableDir( const int3 & src, const TerrainTile *pom, const int3 & dst ) const
 
- {
 
- 	for(ui32 b=0; b<pom->visitableObjects.size(); ++b) //checking destination tile
 
- 	{
 
- 		if(!vstd::contains(pom->blockingObjects, pom->visitableObjects[b])) //this visitable object is not blocking, ignore
 
- 			continue;
 
- 		CGDefInfo * di = pom->visitableObjects[b]->defInfo;
 
- 		if( (dst.x == src.x-1 && dst.y == src.y-1) && !(di->visitDir & (1<<4)) )
 
- 		{
 
- 			return false;
 
- 		}
 
- 		if( (dst.x == src.x && dst.y == src.y-1) && !(di->visitDir & (1<<5)) )
 
- 		{
 
- 			return false;
 
- 		}
 
- 		if( (dst.x == src.x+1 && dst.y == src.y-1) && !(di->visitDir & (1<<6)) )
 
- 		{
 
- 			return false;
 
- 		}
 
- 		if( (dst.x == src.x+1 && dst.y == src.y) && !(di->visitDir & (1<<7)) )
 
- 		{
 
- 			return false;
 
- 		}
 
- 		if( (dst.x == src.x+1 && dst.y == src.y+1) && !(di->visitDir & (1<<0)) )
 
- 		{
 
- 			return false;
 
- 		}
 
- 		if( (dst.x == src.x && dst.y == src.y+1) && !(di->visitDir & (1<<1)) )
 
- 		{
 
- 			return false;
 
- 		}
 
- 		if( (dst.x == src.x-1 && dst.y == src.y+1) && !(di->visitDir & (1<<2)) )
 
- 		{
 
- 			return false;
 
- 		}
 
- 		if( (dst.x == src.x-1 && dst.y == src.y) && !(di->visitDir & (1<<3)) )
 
- 		{
 
- 			return false;
 
- 		}
 
- 	}
 
- 	return true;
 
- }
 
- int CGameState::victoryCheck( PlayerColor player ) const
 
- {
 
- 	const PlayerState *p = CGameInfoCallback::getPlayer(player);
 
- 	if(map->victoryCondition.condition == EVictoryConditionType::WINSTANDARD  ||  map->victoryCondition.allowNormalVictory
 
- 		|| (!p->human && !map->victoryCondition.appliesToAI)) //if the special victory condition applies only to human, AI has the standard)
 
- 	{
 
- 		if(player == checkForStandardWin())
 
- 			return -1;
 
- 	}
 
- 	if (p->enteredWinningCheatCode)
 
- 	{ //cheater or tester, but has entered the code...
 
- 		if(map->victoryCondition.condition == EVictoryConditionType::WINSTANDARD)
 
- 			return -1;
 
- 		else
 
- 			return 1;
 
- 	}
 
- 	if(p->human || map->victoryCondition.appliesToAI)
 
- 	{
 
-  		switch(map->victoryCondition.condition)
 
- 		{
 
- 		case EVictoryConditionType::ARTIFACT:
 
- 			//check if any hero has winning artifact
 
- 			for(auto & elem : p->heroes)
 
-                 if(elem->hasArt(map->victoryCondition.objectId))
 
- 					return 1;
 
- 			break;
 
- 		case EVictoryConditionType::GATHERTROOP:
 
- 			{
 
- 				//check if in players armies there is enough creatures
 
- 				int total = 0; //creature counter
 
- 				for(size_t i = 0; i < map->objects.size(); i++)
 
- 				{
 
- 					const CArmedInstance *ai = nullptr;
 
- 					if(map->objects[i]
 
- 						&& map->objects[i]->tempOwner == player //object controlled by player
 
- 						&&  (ai = dynamic_cast<const CArmedInstance*>(map->objects[i].get()))) //contains army
 
- 					{
 
- 						for(auto & elem : ai->Slots()) //iterate through army
 
-                             if(elem.second->type->idNumber == map->victoryCondition.objectId) //it's searched creature
 
- 								total += elem.second->count;
 
- 					}
 
- 				}
 
- 				if(total >= map->victoryCondition.count)
 
- 					return 1;
 
- 			}
 
- 			break;
 
- 		case EVictoryConditionType::GATHERRESOURCE:
 
-             if(p->resources[map->victoryCondition.objectId] >= map->victoryCondition.count)
 
- 				return 1;
 
- 			break;
 
- 		case EVictoryConditionType::BUILDCITY:
 
- 			{
 
- 				const CGTownInstance *t = static_cast<const CGTownInstance *>(map->victoryCondition.obj);
 
-                 if(t->tempOwner == player && t->fortLevel()-1 >= map->victoryCondition.objectId && t->hallLevel()-1 >= map->victoryCondition.count)
 
- 					return 1;
 
- 			}
 
- 			break;
 
- 		case EVictoryConditionType::BUILDGRAIL:
 
- 			for(const CGTownInstance *t : map->towns)
 
- 				if((t == map->victoryCondition.obj || !map->victoryCondition.obj)
 
- 					&& t->tempOwner == player
 
- 					&& t->hasBuilt(BuildingID::GRAIL))
 
- 					return 1;
 
- 			break;
 
- 		case EVictoryConditionType::BEATHERO:
 
- 			if(map->victoryCondition.obj->tempOwner >= PlayerColor::PLAYER_LIMIT) //target hero not present on map
 
- 				return 1;
 
- 			break;
 
- 		case EVictoryConditionType::CAPTURECITY:
 
- 			{
 
- 				if(map->victoryCondition.obj->tempOwner == player)
 
- 					return 1;
 
- 			}
 
- 			break;
 
- 		case EVictoryConditionType::BEATMONSTER:
 
- 			if(!getObj(map->victoryCondition.obj->id)) //target monster not present on map
 
- 				return 1;
 
- 			break;
 
- 		case EVictoryConditionType::TAKEDWELLINGS:
 
- 			for(auto & elem : map->objects)
 
- 			{
 
- 				if(elem && elem->tempOwner != player) //check not flagged objs
 
- 				{
 
- 					switch(elem->ID)
 
- 					{
 
- 					case Obj::CREATURE_GENERATOR1: case Obj::CREATURE_GENERATOR2:
 
- 					case Obj::CREATURE_GENERATOR3: case Obj::CREATURE_GENERATOR4:
 
- 					case Obj::RANDOM_DWELLING: case Obj::RANDOM_DWELLING_LVL: case Obj::RANDOM_DWELLING_FACTION:
 
- 						return 0; //found not flagged dwelling - player not won
 
- 					}
 
- 				}
 
- 			}
 
- 			return 1;
 
- 			break;
 
- 		case EVictoryConditionType::TAKEMINES:
 
- 			for(auto & elem : map->objects)
 
- 			{
 
- 				if(elem && elem->tempOwner != player) //check not flagged objs
 
- 				{
 
- 					switch(elem->ID)
 
- 					{
 
- 					case Obj::MINE: case Obj::ABANDONED_MINE:
 
- 						return 0; //found not flagged mine - player not won
 
- 					}
 
- 				}
 
- 			}
 
- 			return 1;
 
- 			break;
 
- 		case EVictoryConditionType::TRANSPORTITEM:
 
- 			{
 
- 				const CGTownInstance *t = static_cast<const CGTownInstance *>(map->victoryCondition.obj);
 
-                 if((t->visitingHero && t->visitingHero->hasArt(map->victoryCondition.objectId))
 
-                     || (t->garrisonHero && t->garrisonHero->hasArt(map->victoryCondition.objectId)))
 
- 				{
 
- 					return 1;
 
- 				}
 
- 			}
 
- 			break;
 
-  		}
 
- 	}
 
- 	return 0;
 
- }
 
- PlayerColor CGameState::checkForStandardWin() const
 
- {
 
- 	//std victory condition is:
 
- 	//all enemies lost
 
- 	PlayerColor supposedWinner = PlayerColor::NEUTRAL;
 
- 	TeamID winnerTeam = TeamID::NO_TEAM;
 
- 	for(auto & elem : players)
 
- 	{
 
- 		if(elem.second.status == EPlayerStatus::INGAME && elem.first < PlayerColor::PLAYER_LIMIT)
 
- 		{
 
- 			if(supposedWinner == PlayerColor::NEUTRAL)
 
- 			{
 
- 				//first player remaining ingame - candidate for victory
 
- 				supposedWinner = elem.second.color;
 
- 				winnerTeam = elem.second.team;
 
- 			}
 
- 			else if(winnerTeam != elem.second.team)
 
- 			{
 
- 				//current candidate has enemy remaining in game -> no vicotry
 
- 				return PlayerColor::NEUTRAL;
 
- 			}
 
- 		}
 
- 	}
 
- 	return supposedWinner;
 
- }
 
- bool CGameState::checkForStandardLoss( PlayerColor player ) const
 
- {
 
- 	//std loss condition is: player lost all towns and heroes
 
- 	const PlayerState &p = *CGameInfoCallback::getPlayer(player);
 
- 	return !p.heroes.size() && !p.towns.size();
 
- }
 
- struct statsHLP
 
- {
 
- 	typedef std::pair< PlayerColor, si64 > TStat;
 
- 	//converts [<player's color, value>] to vec[place] -> platers
 
- 	static std::vector< std::vector< PlayerColor > > getRank( std::vector<TStat> stats )
 
- 	{
 
- 		std::sort(stats.begin(), stats.end(), statsHLP());
 
- 		//put first element
 
- 		std::vector< std::vector<PlayerColor> > ret;
 
- 		std::vector<PlayerColor> tmp;
 
- 		tmp.push_back( stats[0].first );
 
- 		ret.push_back( tmp );
 
- 		//the rest of elements
 
- 		for(int g=1; g<stats.size(); ++g)
 
- 		{
 
- 			if(stats[g].second == stats[g-1].second)
 
- 			{
 
- 				(ret.end()-1)->push_back( stats[g].first );
 
- 			}
 
- 			else
 
- 			{
 
- 				//create next occupied rank
 
- 				std::vector<PlayerColor> tmp;
 
- 				tmp.push_back(stats[g].first);
 
- 				ret.push_back(tmp);
 
- 			}
 
- 		}
 
- 		return ret;
 
- 	}
 
- 	bool operator()(const TStat & a, const TStat & b) const
 
- 	{
 
- 		return a.second > b.second;
 
- 	}
 
- 	static const CGHeroInstance * findBestHero(CGameState * gs, PlayerColor color)
 
- 	{
 
- 		std::vector<ConstTransitivePtr<CGHeroInstance> > &h = gs->players[color].heroes;
 
- 		if(!h.size())
 
- 			return nullptr;
 
- 		//best hero will be that with highest exp
 
- 		int best = 0;
 
- 		for(int b=1; b<h.size(); ++b)
 
- 		{
 
- 			if(h[b]->exp > h[best]->exp)
 
- 			{
 
- 				best = b;
 
- 			}
 
- 		}
 
- 		return h[best];
 
- 	}
 
- 	//calculates total number of artifacts that belong to given player
 
- 	static int getNumberOfArts(const PlayerState * ps)
 
- 	{
 
- 		int ret = 0;
 
- 		for(auto h : ps->heroes)
 
- 		{
 
- 			ret += h->artifactsInBackpack.size() + h->artifactsWorn.size();
 
- 		}
 
- 		return ret;
 
- 	}
 
- 	// get total strength of player army
 
- 	static si64 getArmyStrength(const PlayerState * ps)
 
- 	{
 
- 		si64 str = 0;
 
- 		for(auto h : ps->heroes)
 
- 		{
 
- 			if(!h->inTownGarrison)		//original h3 behavior
 
- 				str += h->getArmyStrength();
 
- 		}
 
- 		return str;
 
- 	}
 
- };
 
- void CGameState::obtainPlayersStats(SThievesGuildInfo & tgi, int level)
 
- {
 
- #define FILL_FIELD(FIELD, VAL_GETTER) \
 
- 	{ \
 
- 		std::vector< std::pair< PlayerColor, si64 > > stats; \
 
- 		for(auto g = players.begin(); g != players.end(); ++g) \
 
- 		{ \
 
- 			if(g->second.color == PlayerColor::NEUTRAL) \
 
- 				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(elem.second.color != PlayerColor::NEUTRAL)
 
- 			tgi.playerColors.push_back(elem.second.color);
 
- 	}
 
- 	if(level >= 1) //num of towns & num of heroes
 
- 	{
 
- 		//num of towns
 
- 		FILL_FIELD(numOfTowns, g->second.towns.size())
 
- 		//num of heroes
 
- 		FILL_FIELD(numOfHeroes, g->second.heroes.size())
 
- 		//best hero's portrait
 
- 		for(auto g = players.cbegin(); g != players.cend(); ++g)
 
- 		{
 
- 			if(g->second.color == PlayerColor::NEUTRAL)
 
- 				continue;
 
- 			const CGHeroInstance * best = statsHLP::findBestHero(this, g->second.color);
 
- 			InfoAboutHero iah;
 
- 			iah.initFromHero(best, level >= 8);
 
- 			iah.army.clear();
 
- 			tgi.colorToBestHero[g->second.color] = iah;
 
- 		}
 
- 	}
 
- 	if(level >= 2) //gold
 
- 	{
 
- 		FILL_FIELD(gold, g->second.resources[Res::GOLD])
 
- 	}
 
- 	if(level >= 2) //wood & ore
 
- 	{
 
- 		FILL_FIELD(woodOre, g->second.resources[Res::WOOD] + g->second.resources[Res::ORE])
 
- 	}
 
- 	if(level >= 3) //mercury, sulfur, crystal, gems
 
- 	{
 
- 		FILL_FIELD(mercSulfCrystGems, g->second.resources[Res::MERCURY] + g->second.resources[Res::SULFUR] + g->second.resources[Res::CRYSTAL] + g->second.resources[Res::GEMS])
 
- 	}
 
- 	if(level >= 4) //obelisks found
 
- 	{
 
- 		FILL_FIELD(obelisks, CGObelisk::visited[gs->getPlayerTeam(g->second.color)->id])
 
- 	}
 
- 	if(level >= 5) //artifacts
 
- 	{
 
- 		FILL_FIELD(artifacts, statsHLP::getNumberOfArts(&g->second))
 
- 	}
 
- 	if(level >= 6) //army strength
 
- 	{
 
- 		FILL_FIELD(army, statsHLP::getArmyStrength(&g->second))
 
- 	}
 
- 	if(level >= 7) //income
 
- 	{
 
- 		//TODO:obtainPlayersStats - income
 
- 	}
 
- 	if(level >= 8) //best hero's stats
 
- 	{
 
- 		//already set in  lvl 1 handling
 
- 	}
 
- 	if(level >= 9) //personality
 
- 	{
 
- 		for(auto g = players.cbegin(); g != players.cend(); ++g)
 
- 		{
 
- 			if(g->second.color == PlayerColor::NEUTRAL) //do nothing for neutral player
 
- 				continue;
 
- 			if(g->second.human)
 
- 			{
 
-                 tgi.personality[g->second.color] = EAiTactic::NONE;
 
- 			}
 
- 			else //AI
 
- 			{
 
-                 tgi.personality[g->second.color] = map->players[g->second.color.getNum()].aiTactic;
 
- 			}
 
- 		}
 
- 	}
 
- 	if(level >= 10) //best creature
 
- 	{
 
- 		//best creatures belonging to player (highest AI value)
 
- 		for(auto g = players.cbegin(); g != players.cend(); ++g)
 
- 		{
 
- 			if(g->second.color == PlayerColor::NEUTRAL) //do nothing for neutral player
 
- 				continue;
 
- 			int bestCre = -1; //best creature's ID
 
- 			for(auto & elem : g->second.heroes)
 
- 			{
 
- 				for(auto it = elem->Slots().begin(); it != elem->Slots().end(); ++it)
 
- 				{
 
- 					int toCmp = it->second->type->idNumber; //ID of creature we should compare with the best one
 
- 					if(bestCre == -1 || VLC->creh->creatures[bestCre]->AIValue < VLC->creh->creatures[toCmp]->AIValue)
 
- 					{
 
- 						bestCre = toCmp;
 
- 					}
 
- 				}
 
- 			}
 
- 			tgi.bestCreature[g->second.color] = bestCre;
 
- 		}
 
- 	}
 
- #undef FILL_FIELD
 
- }
 
- int CGameState::lossCheck( PlayerColor player ) const
 
- {
 
- 	const PlayerState *p = CGameInfoCallback::getPlayer(player);
 
- 	//if(map->lossCondition.typeOfLossCon == lossStandard)
 
- 		if(checkForStandardLoss(player))
 
- 			return -1;
 
- 	if (p->enteredLosingCheatCode)
 
- 	{
 
- 		return 1;
 
- 	}
 
- 	if(p->human) //special loss condition applies only to human player
 
- 	{
 
- 		switch(map->lossCondition.typeOfLossCon)
 
- 		{
 
- 		case ELossConditionType::LOSSCASTLE:
 
- 		case ELossConditionType::LOSSHERO:
 
- 			{
 
- 				const CGObjectInstance *obj = map->lossCondition.obj;
 
- 				assert(obj);
 
- 				if(obj->tempOwner != player)
 
- 					return 1;
 
- 			}
 
- 			break;
 
- 		case ELossConditionType::TIMEEXPIRES:
 
- 			if(map->lossCondition.timeLimit < day)
 
- 				return 1;
 
- 			break;
 
- 		}
 
- 	}
 
- 	if(!p->towns.size() && p->daysWithoutCastle >= 7)
 
- 		return 2;
 
- 	return false;
 
- }
 
- bmap<ui32, ConstTransitivePtr<CGHeroInstance> > CGameState::unusedHeroesFromPool()
 
- {
 
- 	bmap<ui32, ConstTransitivePtr<CGHeroInstance> > pool = hpool.heroesPool;
 
- 	for ( auto i = players.cbegin() ; i != players.cend();i++)
 
- 		for(auto j = i->second.availableHeroes.cbegin(); j != i->second.availableHeroes.cend(); j++)
 
- 			if(*j)
 
- 				pool.erase((**j).subID);
 
- 	return pool;
 
- }
 
- void CGameState::buildBonusSystemTree()
 
- {
 
- 	buildGlobalTeamPlayerTree();
 
- 	attachArmedObjects();
 
- 	for(CGTownInstance *t : map->towns)
 
- 	{
 
- 		t->deserializationFix();
 
- 	}
 
- 	// CStackInstance <-> CCreature, CStackInstance <-> CArmedInstance, CArtifactInstance <-> CArtifact
 
- 	// are provided on initializing / deserializing
 
- }
 
- void CGameState::deserializationFix()
 
- {
 
- 	buildGlobalTeamPlayerTree();
 
- 	attachArmedObjects();
 
- }
 
- void CGameState::buildGlobalTeamPlayerTree()
 
- {
 
- 	for(auto k=teams.begin(); k!=teams.end(); ++k)
 
- 	{
 
- 		TeamState *t = &k->second;
 
- 		t->attachTo(&globalEffects);
 
- 		for(PlayerColor teamMember : k->second.players)
 
- 		{
 
- 			PlayerState *p = getPlayer(teamMember);
 
- 			assert(p);
 
- 			p->attachTo(t);
 
- 		}
 
- 	}
 
- }
 
- void CGameState::attachArmedObjects()
 
- {
 
- 	for(CGObjectInstance *obj : map->objects)
 
- 	{
 
- 		if(CArmedInstance *armed = dynamic_cast<CArmedInstance*>(obj))
 
- 			armed->whatShouldBeAttached()->attachTo(armed->whereShouldBeAttached(this));
 
- 	}
 
- }
 
- void CGameState::giveHeroArtifact(CGHeroInstance *h, ArtifactID aid)
 
- {
 
- 	 CArtifact * const artifact = VLC->arth->artifacts[aid]; //pointer to constant object
 
- 	 CArtifactInstance *ai = CArtifactInstance::createNewArtifactInstance(artifact);
 
- 	 map->addNewArtifactInstance(ai);
 
- 	 ai->putAt(ArtifactLocation(h, ai->firstAvailableSlot(h)));
 
- }
 
- std::set<HeroTypeID> CGameState::getUnusedAllowedHeroes(bool alsoIncludeNotAllowed /*= false*/) const
 
- {
 
- 	std::set<HeroTypeID> ret;
 
- 	for(int i = 0; i < map->allowedHeroes.size(); i++)
 
- 		if(map->allowedHeroes[i] || alsoIncludeNotAllowed)
 
- 			ret.insert(HeroTypeID(i));
 
- 	for(auto hero : map->heroesOnMap)  //heroes instances initialization
 
- 	{
 
- 		if(hero->type)
 
- 			ret -= hero->type->ID;
 
- 		else
 
- 			ret -= HeroTypeID(hero->subID);
 
- 	}
 
- 	for(auto obj : map->objects) //prisons
 
- 		if(obj && obj->ID == Obj::PRISON)
 
- 			ret -= HeroTypeID(obj->subID);
 
- 	return ret;
 
- }
 
- std::vector<std::pair<CGHeroInstance*, ObjectInstanceID> > CGameState::campaignHeroesToReplace()
 
- {
 
- 	std::vector<std::pair<CGHeroInstance*, ObjectInstanceID> > ret;
 
- 	auto replaceHero = [&](ObjectInstanceID objId, CGHeroInstance * ghi)
 
- 	{
 
- 		ret.push_back(std::make_pair(ghi, objId));
 
- 		// 			ghi->tempOwner = getHumanPlayerInfo()[0]->color;
 
- 		// 			ghi->id = objId;
 
- 		// 			gs->map->objects[objId] = ghi;
 
- 		// 			gs->map->heroes.push_back(ghi);
 
- 	};
 
- 	auto campaign = scenarioOps->campState;
 
- 	if(auto bonus = campaign->getBonusForCurrentMap())
 
- 	{
 
- 		std::vector<CGHeroInstance*> Xheroes;
 
- 		if (bonus->type == CScenarioTravel::STravelBonus::PLAYER_PREV_SCENARIO)
 
- 		{
 
- 			Xheroes = campaign->camp->scenarios[bonus->info2].crossoverHeroes;
 
- 		}
 
- 		//selecting heroes by type
 
- 		for(int g=0; g<map->objects.size(); ++g)
 
- 		{
 
- 			const ObjectInstanceID gid = ObjectInstanceID(g);
 
- 			CGObjectInstance * obj = map->objects[g];
 
- 			if (obj->ID != Obj::HERO_PLACEHOLDER)
 
- 			{
 
- 				continue;
 
- 			}
 
- 			CGHeroPlaceholder * hp = static_cast<CGHeroPlaceholder*>(obj);
 
- 			if(hp->subID != 0xFF) //select by type
 
- 			{
 
- 				bool found = false;
 
- 				for(auto ghi : Xheroes)
 
- 				{
 
- 					if (ghi->subID == hp->subID)
 
- 					{
 
- 						found = true;
 
- 						replaceHero(gid, ghi);
 
- 						Xheroes -= ghi;
 
- 						break;
 
- 					}
 
- 				}
 
- 				if (!found)
 
- 				{
 
- 					auto  nh = new CGHeroInstance();
 
- 					nh->initHero(HeroTypeID(hp->subID));
 
- 					replaceHero(gid, nh);
 
- 				}
 
- 			}
 
- 		}
 
- 		//selecting heroes by power
 
- 		std::sort(Xheroes.begin(), Xheroes.end(), [](const CGHeroInstance * a, const CGHeroInstance * b)
 
- 		{
 
- 			return a->getHeroStrength() > b->getHeroStrength();
 
- 		}); //sort, descending strength
 
- 		for(int g=0; g<map->objects.size(); ++g)
 
- 		{
 
- 			const ObjectInstanceID gid = ObjectInstanceID(g);
 
- 			CGObjectInstance * obj = map->objects[g];
 
- 			if (obj->ID != Obj::HERO_PLACEHOLDER)
 
- 			{
 
- 				continue;
 
- 			}
 
- 			CGHeroPlaceholder * hp = static_cast<CGHeroPlaceholder*>(obj);
 
- 			if (hp->subID == 0xFF) //select by power
 
- 			{
 
- 				if(Xheroes.size() > hp->power - 1)
 
- 					replaceHero(gid, Xheroes[hp->power - 1]);
 
- 				else
 
- 				{
 
- 					logGlobal->warnStream() << "Warning, no hero to replace!";
 
- 					map->removeBlockVisTiles(hp, true);
 
- 					delete hp;
 
- 					map->objects[g] = nullptr;
 
- 				}
 
- 				//we don't have to remove hero from Xheroes because it would destroy the order and duplicates shouldn't happen
 
- 			}
 
- 		}
 
- 	}
 
- 	return ret;
 
- }
 
- void CGameState::placeCampaignHeroes(const std::vector<std::pair<CGHeroInstance*, ObjectInstanceID> > &campHeroReplacements)
 
- {
 
- 	for(auto obj : campHeroReplacements)
 
- 	{
 
- 		CGHeroPlaceholder *placeholder = dynamic_cast<CGHeroPlaceholder*>(getObjInstance(obj.second));
 
- 		CGHeroInstance *heroToPlace = obj.first;
 
- 		heroToPlace->id = obj.second;
 
- 		heroToPlace->tempOwner = placeholder->tempOwner;
 
- 		heroToPlace->pos = placeholder->pos;
 
- 		heroToPlace->type = VLC->heroh->heroes[heroToPlace->type->ID.getNum()]; //TODO is this reasonable? either old type can be still used or it can be deleted?
 
- 		for(auto &&i : heroToPlace->stacks)
 
- 			i.second->type = VLC->creh->creatures[i.second->getCreatureID()];
 
- 		auto fixArtifact = [&](CArtifactInstance * art)
 
- 		{
 
- 			art->artType = VLC->arth->artifacts[art->artType->id];
 
- 			gs->map->artInstances.push_back(art);
 
- 			art->id = ArtifactInstanceID(gs->map->artInstances.size() - 1);
 
- 		};
 
- 		for(auto &&i : heroToPlace->artifactsWorn)
 
- 			fixArtifact(i.second.artifact);
 
- 		for(auto &&i : heroToPlace->artifactsInBackpack)
 
- 			fixArtifact(i.artifact);
 
- 		map->heroesOnMap.push_back(heroToPlace);
 
- 		map->objects[heroToPlace->id.getNum()] = heroToPlace;
 
- 		map->addBlockVisTiles(heroToPlace);
 
- 		//const auto & travelOptions = scenarioOps->campState->getCurrentScenario().travelOptions;
 
- 	}
 
- }
 
- bool CGameState::isUsedHero(HeroTypeID hid) const
 
- {
 
- 	for(auto hero : map->heroesOnMap)  //heroes instances initialization
 
- 		if(hero->subID == hid.getNum())
 
- 			return true;
 
- 	for(auto obj : map->objects) //prisons
 
- 		if(obj && obj->ID == Obj::PRISON  && obj->subID == hid.getNum())
 
- 			return true;
 
- 	return false;
 
- }
 
- CGPathNode::CGPathNode()
 
- :coord(-1,-1,-1)
 
- {
 
- 	accessible = NOT_SET;
 
- 	land = 0;
 
- 	moveRemains = 0;
 
- 	turns = 255;
 
- 	theNodeBefore = nullptr;
 
- }
 
- bool CGPathNode::reachable() const
 
- {
 
- 	return turns < 255;
 
- }
 
- bool CPathsInfo::getPath( const int3 &dst, CGPath &out )
 
- {
 
- 	assert(isValid);
 
- 	out.nodes.clear();
 
- 	const CGPathNode *curnode = &nodes[dst.x][dst.y][dst.z];
 
- 	if(!curnode->theNodeBefore)
 
- 		return false;
 
- 	while(curnode)
 
- 	{
 
- 		CGPathNode cpn = *curnode;
 
- 		curnode = curnode->theNodeBefore;
 
- 		out.nodes.push_back(cpn);
 
- 	}
 
- 	return true;
 
- }
 
- CPathsInfo::CPathsInfo( const int3 &Sizes )
 
- :sizes(Sizes)
 
- {
 
- 	hero = nullptr;
 
- 	nodes = new CGPathNode**[sizes.x];
 
- 	for(int i = 0; i < sizes.x; i++)
 
- 	{
 
- 		nodes[i] = new CGPathNode*[sizes.y];
 
- 		for (int j = 0; j < sizes.y; j++)
 
- 		{
 
- 			nodes[i][j] = new CGPathNode[sizes.z];
 
- 		}
 
- 	}
 
- }
 
- CPathsInfo::~CPathsInfo()
 
- {
 
- 	for(int i = 0; i < sizes.x; i++)
 
- 	{
 
- 		for (int j = 0; j < sizes.y; j++)
 
- 		{
 
- 			delete [] nodes[i][j];
 
- 		}
 
- 		delete [] nodes[i];
 
- 	}
 
- 	delete [] nodes;
 
- }
 
- int3 CGPath::startPos() const
 
- {
 
- 	return nodes[nodes.size()-1].coord;
 
- }
 
- int3 CGPath::endPos() const
 
- {
 
- 	return nodes[0].coord;
 
- }
 
- void CGPath::convert( ui8 mode )
 
- {
 
- 	if(mode==0)
 
- 	{
 
- 		for(auto & elem : nodes)
 
- 		{
 
- 			elem.coord = CGHeroInstance::convertPosition(elem.coord,true);
 
- 		}
 
- 	}
 
- }
 
- PlayerState::PlayerState()
 
-  : color(-1), currentSelection(0xffffffff), enteredWinningCheatCode(0),
 
-    enteredLosingCheatCode(0), status(EPlayerStatus::INGAME), daysWithoutCastle(0)
 
- {
 
- 	setNodeType(PLAYER);
 
- }
 
- std::string PlayerState::nodeName() const
 
- {
 
- 	return "Player " + (color.getNum() < VLC->generaltexth->capColors.size() ? VLC->generaltexth->capColors[color.getNum()] : boost::lexical_cast<std::string>(color));
 
- }
 
- InfoAboutArmy::InfoAboutArmy():
 
-     owner(PlayerColor::NEUTRAL)
 
- {}
 
- InfoAboutArmy::InfoAboutArmy(const CArmedInstance *Army, bool detailed)
 
- {
 
- 	initFromArmy(Army, detailed);
 
- }
 
- void InfoAboutArmy::initFromArmy(const CArmedInstance *Army, bool detailed)
 
- {
 
- 	army = ArmyDescriptor(Army, detailed);
 
- 	owner = Army->tempOwner;
 
- 	name = Army->getHoverText();
 
- }
 
- void InfoAboutHero::assign(const InfoAboutHero & iah)
 
- {
 
- 	InfoAboutArmy::operator = (iah);
 
- 	details = (iah.details ? new Details(*iah.details) : nullptr);
 
- 	hclass = iah.hclass;
 
- 	portrait = iah.portrait;
 
- }
 
- InfoAboutHero::InfoAboutHero():
 
-     details(nullptr),
 
-     hclass(nullptr),
 
-     portrait(-1)
 
- {}
 
- InfoAboutHero::InfoAboutHero(const InfoAboutHero & iah):
 
-     InfoAboutArmy()
 
- {
 
- 	assign(iah);
 
- }
 
- InfoAboutHero::InfoAboutHero(const CGHeroInstance *h, bool detailed)
 
- 	: details(nullptr),
 
- 	hclass(nullptr),
 
- 	portrait(-1)
 
- {
 
- 	initFromHero(h, detailed);
 
- }
 
- InfoAboutHero::~InfoAboutHero()
 
- {
 
- 	delete details;
 
- }
 
- InfoAboutHero & InfoAboutHero::operator=(const InfoAboutHero & iah)
 
- {
 
- 	assign(iah);
 
- 	return *this;
 
- }
 
- void InfoAboutHero::initFromHero(const CGHeroInstance *h, bool detailed)
 
- {
 
- 	if(!h)
 
- 		return;
 
- 	initFromArmy(h, detailed);
 
- 	hclass = h->type->heroClass;
 
- 	name = h->name;
 
- 	portrait = h->portrait;
 
- 	if(detailed)
 
- 	{
 
- 		//include details about hero
 
- 		details = new Details;
 
- 		details->luck = h->LuckVal();
 
- 		details->morale = h->MoraleVal();
 
- 		details->mana = h->mana;
 
- 		details->primskills.resize(GameConstants::PRIMARY_SKILLS);
 
- 		for (int i = 0; i < GameConstants::PRIMARY_SKILLS ; i++)
 
- 		{
 
- 			details->primskills[i] = h->getPrimSkillLevel(static_cast<PrimarySkill::PrimarySkill>(i));
 
- 		}
 
- 	}
 
- }
 
- InfoAboutTown::InfoAboutTown():
 
-     details(nullptr),
 
-     tType(nullptr),
 
-     built(0),
 
-     fortLevel(0)
 
- {
 
- }
 
- InfoAboutTown::InfoAboutTown(const CGTownInstance *t, bool detailed)
 
- {
 
- 	initFromTown(t, detailed);
 
- }
 
- InfoAboutTown::~InfoAboutTown()
 
- {
 
- 	delete details;
 
- }
 
- void InfoAboutTown::initFromTown(const CGTownInstance *t, bool detailed)
 
- {
 
- 	initFromArmy(t, detailed);
 
- 	army = ArmyDescriptor(t->getUpperArmy(), detailed);
 
- 	built = t->builded;
 
- 	fortLevel = t->fortLevel();
 
- 	name = t->name;
 
- 	tType = t->town;
 
- 	if(detailed)
 
- 	{
 
- 		//include details about hero
 
- 		details = new Details;
 
- 		details->goldIncome = t->dailyIncome();
 
- 		details->customRes = t->hasBuilt(BuildingID::RESOURCE_SILO);
 
- 		details->hallLevel = t->hallLevel();
 
- 		details->garrisonedHero = t->garrisonHero;
 
- 	}
 
- }
 
- ArmyDescriptor::ArmyDescriptor(const CArmedInstance *army, bool detailed)
 
-     : isDetailed(detailed)
 
- {
 
- 	for(auto & elem : army->Slots())
 
- 	{
 
- 		if(detailed)
 
- 			(*this)[elem.first] = *elem.second;
 
- 		else
 
- 			(*this)[elem.first] = CStackBasicDescriptor(elem.second->type, elem.second->getQuantityID());
 
- 	}
 
- }
 
- ArmyDescriptor::ArmyDescriptor()
 
-     : isDetailed(false)
 
- {
 
- }
 
- int ArmyDescriptor::getStrength() const
 
- {
 
- 	ui64 ret = 0;
 
- 	if(isDetailed)
 
- 	{
 
- 		for(auto & elem : *this)
 
- 			ret += elem.second.type->AIValue * elem.second.count;
 
- 	}
 
- 	else
 
- 	{
 
- 		for(auto & elem : *this)
 
- 			ret += elem.second.type->AIValue * CCreature::estimateCreatureCount(elem.second.count);
 
- 	}
 
- 	return ret;
 
- }
 
- DuelParameters::SideSettings::StackSettings::StackSettings()
 
- 	: type(CreatureID::NONE), count(0)
 
- {
 
- }
 
- DuelParameters::SideSettings::StackSettings::StackSettings(CreatureID Type, si32 Count)
 
- 	: type(Type), count(Count)
 
- {
 
- }
 
- DuelParameters::SideSettings::SideSettings()
 
- {
 
- 	heroId = -1;
 
- }
 
- DuelParameters::DuelParameters()
 
- {
 
-     terType = ETerrainType::DIRT;
 
- 	bfieldType = BFieldType::ROCKLANDS;
 
- }
 
- DuelParameters DuelParameters::fromJSON(const std::string &fname)
 
- {
 
- 	DuelParameters ret;
 
- 	const JsonNode duelData(ResourceID("DATA/" + fname, EResType::TEXT));
 
- 	ret.terType = ETerrainType((int)duelData["terType"].Float());
 
- 	ret.bfieldType = BFieldType((int)duelData["bfieldType"].Float());
 
- 	for(const JsonNode &n : duelData["sides"].Vector())
 
- 	{
 
- 		SideSettings &ss = ret.sides[(int)n["side"].Float()];
 
- 		int i = 0;
 
- 		for(const JsonNode &stackNode : n["army"].Vector())
 
- 		{
 
- 			ss.stacks[i].type = CreatureID((si32)stackNode.Vector()[0].Float());
 
- 			ss.stacks[i].count = stackNode.Vector()[1].Float();
 
- 			i++;
 
- 		}
 
- 		if(n["heroid"].getType() == JsonNode::DATA_FLOAT)
 
- 			ss.heroId = n["heroid"].Float();
 
- 		else
 
- 			ss.heroId = -1;
 
- 		for(const JsonNode &n : n["heroPrimSkills"].Vector())
 
- 			ss.heroPrimSkills.push_back(n.Float());
 
- 		for(const JsonNode &skillNode : n["heroSecSkills"].Vector())
 
- 		{
 
- 			std::pair<si32, si8> secSkill;
 
- 			secSkill.first = skillNode.Vector()[0].Float();
 
- 			secSkill.second = skillNode.Vector()[1].Float();
 
- 			ss.heroSecSkills.push_back(secSkill);
 
- 		}
 
- 		assert(ss.heroPrimSkills.empty() || ss.heroPrimSkills.size() == GameConstants::PRIMARY_SKILLS);
 
- 		if(ss.heroId != -1)
 
- 		{
 
- 			const JsonNode & spells = n["spells"];
 
- 			if(spells.getType() == JsonNode::DATA_STRING  &&  spells.String() == "all")
 
- 			{
 
- 				for(auto spell : VLC->spellh->spells)
 
- 					if(spell->id <= SpellID::SUMMON_AIR_ELEMENTAL)
 
- 						ss.spells.insert(spell->id);
 
- 			}
 
- 			else
 
- 				for(const JsonNode &spell : n["spells"].Vector())
 
- 					ss.spells.insert(SpellID(spell.Float()));
 
- 		}
 
- 	}
 
- 	for(const JsonNode &n : duelData["obstacles"].Vector())
 
- 	{
 
- 		auto oi = make_shared<CObstacleInstance>();
 
- 		if(n.getType() == JsonNode::DATA_VECTOR)
 
- 		{
 
- 			oi->ID = n.Vector()[0].Float();
 
- 			oi->pos = n.Vector()[1].Float();
 
- 		}
 
- 		else
 
- 		{
 
- 			assert(n.getType() == JsonNode::DATA_FLOAT);
 
- 			oi->ID = 21;
 
- 			oi->pos = n.Float();
 
- 		}
 
- 		oi->uniqueID = ret.obstacles.size();
 
- 		ret.obstacles.push_back(oi);
 
- 	}
 
- 	for(const JsonNode &n : duelData["creatures"].Vector())
 
- 	{
 
- 		CusomCreature cc;
 
- 		cc.id = n["id"].Float();
 
- #define retreive(name)								\
 
- 	if(n[ #name ].getType() == JsonNode::DATA_FLOAT)\
 
- 	cc.name = n[ #name ].Float();			\
 
- 	else											\
 
- 	cc.name = -1;
 
- 		retreive(attack);
 
- 		retreive(defense);
 
- 		retreive(HP);
 
- 		retreive(dmg);
 
- 		retreive(shoots);
 
- 		retreive(speed);
 
- 		ret.creatures.push_back(cc);
 
- 	}
 
- 	return ret;
 
- }
 
- TeamState::TeamState()
 
- {
 
- 	setNodeType(TEAM);
 
- }
 
- void CPathfinder::initializeGraph()
 
- {
 
- 	CGPathNode ***graph = out.nodes;
 
- 	for(size_t i=0; i < out.sizes.x; ++i)
 
- 	{
 
- 		for(size_t j=0; j < out.sizes.y; ++j)
 
- 		{
 
- 			for(size_t k=0; k < out.sizes.z; ++k)
 
- 			{
 
- 				curPos = int3(i,j,k);
 
- 				const TerrainTile *tinfo = &gs->map->getTile(int3(i, j, k));
 
- 				CGPathNode &node = graph[i][j][k];
 
- 				node.accessible = evaluateAccessibility(tinfo);
 
- 				node.turns = 0xff;
 
- 				node.moveRemains = 0;
 
- 				node.coord.x = i;
 
- 				node.coord.y = j;
 
- 				node.coord.z = k;
 
-                 node.land = tinfo->terType != ETerrainType::WATER;
 
- 				node.theNodeBefore = nullptr;
 
- 			}
 
- 		}
 
- 	}
 
- }
 
- void CPathfinder::calculatePaths(int3 src /*= int3(-1,-1,-1)*/, int movement /*= -1*/)
 
- {
 
- 	assert(hero);
 
- 	assert(hero == getHero(hero->id));
 
- 	if(src.x < 0)
 
- 		src = hero->getPosition(false);
 
- 	if(movement < 0)
 
- 		movement = hero->movement;
 
- 	out.hero = hero;
 
- 	out.hpos = src;
 
- 	if(!gs->map->isInTheMap(src)/* || !gs->map->isInTheMap(dest)*/) //check input
 
- 	{
 
-         logGlobal->errorStream() << "CGameState::calculatePaths: Hero outside the gs->map? How dare you...";
 
- 		return;
 
- 	}
 
- 	initializeGraph();
 
- 	//initial tile - set cost on 0 and add to the queue
 
- 	CGPathNode &initialNode = *getNode(src);
 
- 	initialNode.turns = 0;
 
- 	initialNode.moveRemains = movement;
 
- 	mq.push_back(&initialNode);
 
- 	std::vector<int3> neighbours;
 
- 	neighbours.reserve(16);
 
- 	while(!mq.empty())
 
- 	{
 
- 		cp = mq.front();
 
- 		mq.pop_front();
 
- 		const int3 sourceGuardPosition = guardingCreaturePosition(cp->coord);
 
- 		bool guardedSource = (sourceGuardPosition != int3(-1, -1, -1) && cp->coord != src);
 
- 		ct = &gs->map->getTile(cp->coord);
 
- 		int movement = cp->moveRemains, turn = cp->turns;
 
- 		if(!movement)
 
- 		{
 
- 			movement = hero->maxMovePoints(cp->land);
 
- 			turn++;
 
- 		}
 
- 		//add accessible neighbouring nodes to the queue
 
- 		neighbours.clear();
 
- 		//handling subterranean gate => it's exit is the only neighbour
 
-         bool subterraneanEntry = (ct->topVisitableId() == Obj::SUBTERRANEAN_GATE && useSubterraneanGates);
 
- 		if(subterraneanEntry)
 
- 		{
 
- 			//try finding the exit gate
 
- 			if(const CGObjectInstance *outGate = getObj(CGTeleport::getMatchingGate(ct->visitableObjects.back()->id), false))
 
- 			{
 
- 				const int3 outPos = outGate->visitablePos();
 
- 				//gs->getNeighbours(*getTile(outPos), outPos, neighbours, boost::logic::indeterminate, !cp->land);
 
- 				neighbours.push_back(outPos);
 
- 			}
 
- 			else
 
- 			{
 
- 				//gate with no exit (blocked) -> do nothing with this node
 
- 				continue;
 
- 			}
 
- 		}
 
- 		gs->getNeighbours(*ct, cp->coord, neighbours, boost::logic::indeterminate, !cp->land);
 
- 		for(auto & neighbour : neighbours)
 
- 		{
 
- 			const int3 &n = neighbour; //current neighbor
 
- 			dp = getNode(n);
 
- 			dt = &gs->map->getTile(n);
 
-             destTopVisObjID = dt->topVisitableId();
 
- 			useEmbarkCost = 0; //0 - usual movement; 1 - embark; 2 - disembark
 
- 			int turnAtNextTile = turn;
 
- 			const bool destIsGuardian = sourceGuardPosition == n;
 
- 			if(!goodForLandSeaTransition())
 
- 				continue;
 
- 			if(!canMoveBetween(cp->coord, dp->coord) || dp->accessible == CGPathNode::BLOCKED )
 
- 				continue;
 
- 			//special case -> hero embarked a boat standing on a guarded tile -> we must allow to move away from that tile
 
-             if(cp->accessible == CGPathNode::VISITABLE && guardedSource && cp->theNodeBefore->land && ct->topVisitableId() == Obj::BOAT)
 
- 				guardedSource = false;
 
- 			int cost = gs->getMovementCost(hero, cp->coord, dp->coord, movement);
 
- 			//special case -> moving from src Subterranean gate to dest gate -> it's free
 
- 			if(subterraneanEntry && destTopVisObjID == Obj::SUBTERRANEAN_GATE && cp->coord.z != dp->coord.z)
 
- 				cost = 0;
 
- 			int remains = movement - cost;
 
- 			if(useEmbarkCost)
 
- 			{
 
- 				remains = hero->movementPointsAfterEmbark(movement, cost, useEmbarkCost - 1);
 
- 				cost = movement - remains;
 
- 			}
 
- 			if(remains < 0)
 
- 			{
 
- 				//occurs rarely, when hero with low movepoints tries to leave the road
 
- 				turnAtNextTile++;
 
- 				int moveAtNextTile = hero->maxMovePoints(cp->land);
 
- 				cost = gs->getMovementCost(hero, cp->coord, dp->coord, moveAtNextTile); //cost must be updated, movement points changed :(
 
- 				remains = moveAtNextTile - cost;
 
- 			}
 
- 			if((dp->turns==0xff		//we haven't been here before
 
- 				|| dp->turns > turnAtNextTile
 
- 				|| (dp->turns >= turnAtNextTile  &&  dp->moveRemains < remains)) //this route is faster
 
- 				&& (!guardedSource || destIsGuardian)) // Can step into tile of guard
 
- 			{
 
- 				assert(dp != cp->theNodeBefore); //two tiles can't point to each other
 
- 				dp->moveRemains = remains;
 
- 				dp->turns = turnAtNextTile;
 
- 				dp->theNodeBefore = cp;
 
- 				const bool guardedDst = guardingCreaturePosition(dp->coord) != int3(-1, -1, -1)
 
- 										&& dp->accessible == CGPathNode::BLOCKVIS;
 
- 				if (dp->accessible == CGPathNode::ACCESSIBLE
 
- 					|| (useEmbarkCost && allowEmbarkAndDisembark)
 
- 					|| destTopVisObjID == Obj::SUBTERRANEAN_GATE
 
- 					|| (guardedDst && !guardedSource)) // Can step into a hostile tile once.
 
- 				{
 
- 					mq.push_back(dp);
 
- 				}
 
- 			}
 
- 		} //neighbours loop
 
- 	} //queue loop
 
- 	out.isValid = true;
 
- }
 
- CGPathNode *CPathfinder::getNode(const int3 &coord)
 
- {
 
- 	return &out.nodes[coord.x][coord.y][coord.z];
 
- }
 
- bool CPathfinder::canMoveBetween(const int3 &a, const int3 &b) const
 
- {
 
- 	return gs->checkForVisitableDir(a, b) && gs->checkForVisitableDir(b, a);
 
- }
 
- CGPathNode::EAccessibility CPathfinder::evaluateAccessibility(const TerrainTile *tinfo) const
 
- {
 
- 	CGPathNode::EAccessibility ret = (tinfo->blocked ? CGPathNode::BLOCKED : CGPathNode::ACCESSIBLE);
 
-     if(tinfo->terType == ETerrainType::ROCK || !FoW[curPos.x][curPos.y][curPos.z])
 
- 		return CGPathNode::BLOCKED;
 
- 	if(tinfo->visitable)
 
- 	{
 
- 		if(tinfo->visitableObjects.front()->ID == Obj::SANCTUARY && tinfo->visitableObjects.back()->ID == Obj::HERO && tinfo->visitableObjects.back()->tempOwner != hero->tempOwner) //non-owned hero stands on Sanctuary
 
- 		{
 
- 			return CGPathNode::BLOCKED;
 
- 		}
 
- 		else
 
- 		{
 
- 			for(const CGObjectInstance *obj : tinfo->visitableObjects)
 
- 			{
 
- 				if(obj->passableFor(hero->tempOwner)) //special object instance specific passableness flag - overwrites other accessibility flags
 
- 				{
 
- 					ret = CGPathNode::ACCESSIBLE;
 
- 				}
 
- 				else if(obj->blockVisit)
 
- 				{
 
- 					return CGPathNode::BLOCKVIS;
 
- 				}
 
- 				else if(obj->ID != Obj::EVENT) //pathfinder should ignore placed events
 
- 				{
 
- 					ret =  CGPathNode::VISITABLE;
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- 	else if (gs->map->isInTheMap(guardingCreaturePosition(curPos))
 
- 		&& !tinfo->blocked)
 
- 	{
 
- 		// Monster close by; blocked visit for battle.
 
- 		return CGPathNode::BLOCKVIS;
 
- 	}
 
- 	return ret;
 
- }
 
- bool CPathfinder::goodForLandSeaTransition()
 
- {
 
- 	if(cp->land != dp->land) //hero can traverse land<->sea only in special circumstances
 
- 	{
 
- 		if(cp->land) //from land to sea -> embark or assault hero on boat
 
- 		{
 
- 			if(dp->accessible == CGPathNode::ACCESSIBLE || destTopVisObjID < 0) //cannot enter empty water tile from land -> it has to be visitable
 
- 				return false;
 
- 			if(destTopVisObjID != Obj::HERO && destTopVisObjID != Obj::BOAT) //only boat or hero can be accessed from land
 
- 				return false;
 
- 			if(destTopVisObjID == Obj::BOAT)
 
- 				useEmbarkCost = 1;
 
- 		}
 
- 		else //disembark
 
- 		{
 
- 			//can disembark only on coastal tiles
 
- 			if(!dt->isCoastal())
 
- 				return false;
 
- 			//tile must be accessible -> exception: unblocked blockvis tiles -> clear but guarded by nearby monster coast
 
- 			if( (dp->accessible != CGPathNode::ACCESSIBLE && (dp->accessible != CGPathNode::BLOCKVIS || dt->blocked))
 
- 				|| dt->visitable)  //TODO: passableness problem -> town says it's passable (thus accessible) but we obviously can't disembark onto town gate
 
- 				return false;;
 
- 			useEmbarkCost = 2;
 
- 		}
 
- 	}
 
- 	return true;
 
- }
 
- CPathfinder::CPathfinder(CPathsInfo &_out, CGameState *_gs, const CGHeroInstance *_hero) : CGameInfoCallback(_gs, boost::optional<PlayerColor>()), out(_out), hero(_hero), FoW(getPlayerTeam(hero->tempOwner)->fogOfWarMap)
 
- {
 
- 	useSubterraneanGates = true;
 
- 	allowEmbarkAndDisembark = true;
 
- }
 
 
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