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| /* * CGameHandler.cpp, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */#include "StdInc.h"#include "CGameHandler.h"#include "CVCMIServer.h"#include "ServerNetPackVisitors.h"#include "ServerSpellCastEnvironment.h"#include "battles/BattleProcessor.h"#include "processors/HeroPoolProcessor.h"#include "processors/PlayerMessageProcessor.h"#include "processors/TurnOrderProcessor.h"#include "queries/QueriesProcessor.h"#include "queries/MapQueries.h"#include "../lib/ArtifactUtils.h"#include "../lib/CArtHandler.h"#include "../lib/CBuildingHandler.h"#include "../lib/CCreatureHandler.h"#include "../lib/CCreatureSet.h"#include "../lib/CGeneralTextHandler.h"#include "../lib/CHeroHandler.h"#include "../lib/CSoundBase.h"#include "../lib/CThreadHelper.h"#include "../lib/CTownHandler.h"#include "../lib/GameConstants.h"#include "../lib/UnlockGuard.h"#include "../lib/GameSettings.h"#include "../lib/ScriptHandler.h"#include "../lib/StartInfo.h"#include "../lib/TerrainHandler.h"#include "../lib/VCMIDirs.h"#include "../lib/VCMI_Lib.h"#include "../lib/int3.h"#include "../lib/battle/BattleInfo.h"#include "../lib/filesystem/FileInfo.h"#include "../lib/filesystem/Filesystem.h"#include "../lib/gameState/CGameState.h"#include "../lib/mapping/CMap.h"#include "../lib/mapping/CMapService.h"#include "../lib/modding/ModIncompatibility.h"#include "../lib/pathfinder/CPathfinder.h"#include "../lib/pathfinder/PathfinderOptions.h"#include "../lib/pathfinder/TurnInfo.h"#include "../lib/registerTypes/RegisterTypes.h"#include "../lib/rmg/CMapGenOptions.h"#include "../lib/serializer/CTypeList.h"#include "../lib/serializer/Cast.h"#include "../lib/serializer/Connection.h"#include "../lib/serializer/JsonSerializer.h"#include "../lib/spells/CSpellHandler.h"#include "vstd/CLoggerBase.h"#include <vcmi/events/EventBus.h>#include <vcmi/events/GenericEvents.h>#include <vcmi/events/AdventureEvents.h>#define COMPLAIN_RET_IF(cond, txt) do {if (cond){complain(txt); return;}} while(0)#define COMPLAIN_RET_FALSE_IF(cond, txt) do {if (cond){complain(txt); return false;}} while(0)#define COMPLAIN_RET(txt) {complain(txt); return false;}#define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}template <typename T> class CApplyOnGH;class CBaseForGHApply{public:	virtual bool applyOnGH(CGameHandler * gh, CGameState * gs, void * pack) const =0;	virtual ~CBaseForGHApply(){}	template<typename U> static CBaseForGHApply *getApplier(const U * t=nullptr)	{		return new CApplyOnGH<U>();	}};template <typename T> class CApplyOnGH : public CBaseForGHApply{public:	bool applyOnGH(CGameHandler * gh, CGameState * gs, void * pack) const override	{		T *ptr = static_cast<T*>(pack);		try		{			ApplyGhNetPackVisitor applier(*gh);			ptr->visit(applier);			return applier.getResult();		}		catch(ExceptionNotAllowedAction & e)		{            (void)e;			return false;		}	}};template <>class CApplyOnGH<CPack> : public CBaseForGHApply{public:	bool applyOnGH(CGameHandler * gh, CGameState * gs, void * pack) const override	{		logGlobal->error("Cannot apply on GH plain CPack!");		assert(0);		return false;	}};static inline double distance(int3 a, int3 b){	return std::sqrt((double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y));}template <typename T>void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which){	fun(args[which]);}const Services * CGameHandler::services() const{	return VLC;}const CGameHandler::BattleCb * CGameHandler::battle(const BattleID & battleID) const{	return gs->getBattle(battleID);}const CGameHandler::GameCb * CGameHandler::game() const{	return this;}vstd::CLoggerBase * CGameHandler::logger() const{	return logGlobal;}events::EventBus * CGameHandler::eventBus() const{	return serverEventBus.get();}CVCMIServer * CGameHandler::gameLobby() const{	return lobby;}void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill){	changeSecSkill(hero, skill, 1, 0);	expGiven(hero);}void CGameHandler::levelUpHero(const CGHeroInstance * hero){	// required exp for at least 1 lvl-up hasn't been reached	if (!hero->gainsLevel())	{		return;	}	// give primary skill	logGlobal->trace("%s got level %d", hero->getNameTranslated(), hero->level);	auto primarySkill = hero->nextPrimarySkill(getRandomGenerator());	SetPrimSkill sps;	sps.id = hero->id;	sps.which = primarySkill;	sps.abs = false;	sps.val = 1;	sendAndApply(&sps);	PrepareHeroLevelUp pre;	pre.heroId = hero->id;	sendAndApply(&pre);	HeroLevelUp hlu;	hlu.player = hero->tempOwner;	hlu.heroId = hero->id;	hlu.primskill = primarySkill;	hlu.skills = pre.skills;	if (hlu.skills.size() == 0)	{		sendAndApply(&hlu);		levelUpHero(hero);	}	else if (hlu.skills.size() == 1)	{		sendAndApply(&hlu);		levelUpHero(hero, pre.skills.front());	}	else if (hlu.skills.size() > 1)	{		auto levelUpQuery = std::make_shared<CHeroLevelUpDialogQuery>(this, hlu, hero);		hlu.queryID = levelUpQuery->queryID;		queries->addQuery(levelUpQuery);		sendAndApply(&hlu);		//level up will be called on query reply	}}void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill){	SetCommanderProperty scp;	auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);	if (hero)		scp.heroid = hero->id;	else	{		complain ("Commander is not led by hero!");		return;	}	scp.accumulatedBonus.subtype = 0;	scp.accumulatedBonus.additionalInfo = 0;	scp.accumulatedBonus.duration = BonusDuration::PERMANENT;	scp.accumulatedBonus.turnsRemain = 0;	scp.accumulatedBonus.source = BonusSource::COMMANDER;	scp.accumulatedBonus.valType = BonusValueType::BASE_NUMBER;	if (skill <= ECommander::SPELL_POWER)	{		scp.which = SetCommanderProperty::BONUS;		auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int		{			int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance			return skillLevels.at(skill).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skill).at(secondarySkills.at(s)-1) : 0);		};		switch (skill)		{			case ECommander::ATTACK:				scp.accumulatedBonus.type = BonusType::PRIMARY_SKILL;				scp.accumulatedBonus.subtype = static_cast<int>(PrimarySkill::ATTACK);				break;			case ECommander::DEFENSE:				scp.accumulatedBonus.type = BonusType::PRIMARY_SKILL;				scp.accumulatedBonus.subtype = static_cast<int>(PrimarySkill::DEFENSE);				break;			case ECommander::HEALTH:				scp.accumulatedBonus.type = BonusType::STACK_HEALTH;				scp.accumulatedBonus.valType = BonusValueType::PERCENT_TO_BASE;				break;			case ECommander::DAMAGE:				scp.accumulatedBonus.type = BonusType::CREATURE_DAMAGE;				scp.accumulatedBonus.subtype = 0;				scp.accumulatedBonus.valType = BonusValueType::PERCENT_TO_BASE;				break;			case ECommander::SPEED:				scp.accumulatedBonus.type = BonusType::STACKS_SPEED;				break;			case ECommander::SPELL_POWER:				scp.accumulatedBonus.type = BonusType::MAGIC_RESISTANCE;				scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);				sendAndApply (&scp); //additional pack				scp.accumulatedBonus.type = BonusType::CREATURE_SPELL_POWER;				scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level				sendAndApply (&scp); //additional pack				scp.accumulatedBonus.type = BonusType::CASTS;				scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);				sendAndApply (&scp); //additional pack				scp.accumulatedBonus.type = BonusType::CREATURE_ENCHANT_POWER; //send normally				break;		}		scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);		sendAndApply (&scp);		scp.which = SetCommanderProperty::SECONDARY_SKILL;		scp.additionalInfo = skill;		scp.amount = c->secondarySkills.at(skill) + 1;		sendAndApply (&scp);	}	else if (skill >= 100)	{		scp.which = SetCommanderProperty::SPECIAL_SKILL;		scp.accumulatedBonus = *VLC->creh->skillRequirements.at(skill-100).first;		scp.additionalInfo = skill; //unnormalized		sendAndApply (&scp);	}	expGiven(hero);}void CGameHandler::levelUpCommander(const CCommanderInstance * c){	if (!c->gainsLevel())	{		return;	}	CommanderLevelUp clu;	auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);	if(hero)	{		clu.heroId = hero->id;		clu.player = hero->tempOwner;	}	else	{		complain ("Commander is not led by hero!");		return;	}	//picking sec. skills for choice	for (int i = 0; i <= ECommander::SPELL_POWER; ++i)	{		if (c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL)			clu.skills.push_back(i);	}	int i = 100;	for (auto specialSkill : VLC->creh->skillRequirements)	{		if (c->secondarySkills.at(specialSkill.second.first) >= ECommander::MAX_SKILL_LEVEL - 1			&&  c->secondarySkills.at(specialSkill.second.second) >= ECommander::MAX_SKILL_LEVEL - 1			&&  !vstd::contains (c->specialSkills, i))			clu.skills.push_back (i);		++i;	}	int skillAmount = static_cast<int>(clu.skills.size());	if (!skillAmount)	{		sendAndApply(&clu);		levelUpCommander(c);	}	else if (skillAmount == 1  ||  hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically	{		sendAndApply(&clu);		levelUpCommander(c, *RandomGeneratorUtil::nextItem(clu.skills, getRandomGenerator()));	}	else if (skillAmount > 1) //apply and ask for secondary skill	{		auto commanderLevelUp = std::make_shared<CCommanderLevelUpDialogQuery>(this, clu, hero);		clu.queryID = commanderLevelUp->queryID;		queries->addQuery(commanderLevelUp);		sendAndApply(&clu);	}}void CGameHandler::expGiven(const CGHeroInstance *hero){	if (hero->gainsLevel())		levelUpHero(hero);	else if (hero->commander && hero->commander->gainsLevel())		levelUpCommander(hero->commander);	//if (hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())// 		levelUpCommander(hero->commander);// 	else// 		levelUpHero(hero);}void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill which, si64 val, bool abs){	if (which == PrimarySkill::EXPERIENCE) // Check if scenario limit reached	{		if (gs->map->levelLimit != 0)		{			TExpType expLimit = VLC->heroh->reqExp(gs->map->levelLimit);			TExpType resultingExp = abs ? val : hero->exp + val;			if (resultingExp > expLimit)			{				// set given experience to max possible, but don't decrease if hero already over top				abs = true;				val = std::max(expLimit, hero->exp);				InfoWindow iw;				iw.player = hero->tempOwner;				iw.text.appendLocalString(EMetaText::GENERAL_TXT, 1); //can gain no more XP				iw.text.replaceRawString(hero->getNameTranslated());				sendAndApply(&iw);			}		}	}	SetPrimSkill sps;	sps.id = hero->id;	sps.which = which;	sps.abs = abs;	sps.val = val;	sendAndApply(&sps);	//only for exp - hero may level up	if (which == PrimarySkill::EXPERIENCE)	{		if (hero->commander && hero->commander->alive)		{			//FIXME: trim experience according to map limit?			SetCommanderProperty scp;			scp.heroid = hero->id;			scp.which = SetCommanderProperty::EXPERIENCE;			scp.amount = val;			sendAndApply (&scp);			CBonusSystemNode::treeHasChanged();		}		expGiven(hero);	}}void CGameHandler::changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs){	if(!hero)	{		logGlobal->error("changeSecSkill provided no hero");		return;	}	SetSecSkill sss;	sss.id = hero->id;	sss.which = which;	sss.val = val;	sss.abs = abs;	sendAndApply(&sss);	if (hero->visitedTown)		giveSpells(hero->visitedTown, hero);}void CGameHandler::handleClientDisconnection(std::shared_ptr<CConnection> c){	if(lobby->getState() == EServerState::SHUTDOWN || !gs || !gs->scenarioOps)		return;		for(auto & playerConnections : connections)	{		PlayerColor playerId = playerConnections.first;		auto * playerSettings = gs->scenarioOps->getPlayersSettings(playerId.getNum());		if(!playerSettings)			continue;				auto playerConnection = vstd::find(playerConnections.second, c);		if(playerConnection != playerConnections.second.end())		{			std::string messageText = boost::str(boost::format("%s (cid %d) was disconnected") % playerSettings->name % c->connectionID);			playerMessages->broadcastMessage(playerId, messageText);		}	}}void CGameHandler::handleReceivedPack(CPackForServer * pack){	//prepare struct informing that action was applied	auto sendPackageResponse = [&](bool succesfullyApplied)	{		PackageApplied applied;		applied.player = pack->player;		applied.result = succesfullyApplied;		applied.packType = typeList.getTypeID(pack);		applied.requestID = pack->requestID;		pack->c->sendPack(&applied);	};	CBaseForGHApply * apply = applier->getApplier(typeList.getTypeID(pack)); //and appropriate applier object	if(isBlockedByQueries(pack, pack->player))	{		sendPackageResponse(false);	}	else if(apply)	{		const bool result = apply->applyOnGH(this, this->gs, pack);		if(result)			logGlobal->trace("Message %s successfully applied!", typeid(*pack).name());		else			complain((boost::format("Got false in applying %s... that request must have been fishy!")				% typeid(*pack).name()).str());		sendPackageResponse(true);	}	else	{		logGlobal->error("Message cannot be applied, cannot find applier (unregistered type)!");		sendPackageResponse(false);	}	vstd::clear_pointer(pack);}CGameHandler::CGameHandler()	: turnTimerHandler(*this){}CGameHandler::CGameHandler(CVCMIServer * lobby)	: lobby(lobby)	, heroPool(std::make_unique<HeroPoolProcessor>(this))	, battles(std::make_unique<BattleProcessor>(this))	, turnOrder(std::make_unique<TurnOrderProcessor>(this))	, queries(std::make_unique<QueriesProcessor>())	, playerMessages(std::make_unique<PlayerMessageProcessor>(this))	, complainNoCreatures("No creatures to split")	, complainNotEnoughCreatures("Cannot split that stack, not enough creatures!")	, complainInvalidSlot("Invalid slot accessed!")	, turnTimerHandler(*this){	QID = 1;	IObjectInterface::cb = this;	applier = std::make_shared<CApplier<CBaseForGHApply>>();	registerTypesServerPacks(*applier);	spellEnv = new ServerSpellCastEnvironment(this);}CGameHandler::~CGameHandler(){	delete spellEnv;	delete gs;}void CGameHandler::reinitScripting(){	serverEventBus = std::make_unique<events::EventBus>();#if SCRIPTING_ENABLED	serverScripts.reset(new scripting::PoolImpl(this, spellEnv));#endif}void CGameHandler::init(StartInfo *si, Load::ProgressAccumulator & progressTracking){	if (si->seedToBeUsed == 0)	{		si->seedToBeUsed = static_cast<ui32>(std::time(nullptr));	}	CMapService mapService;	gs = new CGameState();	gs->preInit(VLC);	logGlobal->info("Gamestate created!");	gs->init(&mapService, si, progressTracking);	logGlobal->info("Gamestate initialized!");	// reset seed, so that clients can't predict any following random values	getRandomGenerator().resetSeed();	for (auto & elem : gs->players)		turnOrder->addPlayer(elem.first);	reinitScripting();}static bool evntCmp(const CMapEvent &a, const CMapEvent &b){	return a.earlierThan(b);}void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false){// bool forced = true - if creature should be replaced, if false - only if no creature was set	const PlayerState * p = getPlayerState(town->tempOwner);	if (!p)	{		assert(town->tempOwner == PlayerColor::NEUTRAL);		return;	}	if (forced || town->creatures.at(GameConstants::CREATURES_PER_TOWN).second.empty())//we need to change creature		{			SetAvailableCreatures ssi;			ssi.tid = town->id;			ssi.creatures = town->creatures;			ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear();//remove old one			const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;			if (dwellings.empty())//no dwellings - just remove			{				sendAndApply(&ssi);				return;			}			auto dwelling = *RandomGeneratorUtil::nextItem(dwellings, getRandomGenerator());			// for multi-creature dwellings like Golem Factory			auto creatureId = RandomGeneratorUtil::nextItem(dwelling->creatures, getRandomGenerator())->second[0];			if (clear)			{				ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max(1, (VLC->creh->objects.at(creatureId)->getGrowth())/2);			}			else			{				ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->objects.at(creatureId)->getGrowth();			}			ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creatureId);			sendAndApply(&ssi);		}}void CGameHandler::onPlayerTurnStarted(PlayerColor which){	events::PlayerGotTurn::defaultExecute(serverEventBus.get(), which);	turnTimerHandler.onPlayerGetTurn(which);}void CGameHandler::onPlayerTurnEnded(PlayerColor which){	const auto * playerState = gs->getPlayerState(which);	assert(playerState->status == EPlayerStatus::INGAME);	if (playerState->towns.empty())	{		DaysWithoutTown pack;		pack.player = which;		pack.daysWithoutCastle = playerState->daysWithoutCastle.value_or(0) + 1;		sendAndApply(&pack);	}	else	{		if (playerState->daysWithoutCastle.has_value())		{			DaysWithoutTown pack;			pack.player = which;			pack.daysWithoutCastle = std::nullopt;			sendAndApply(&pack);		}	}	// check for 7 days without castle	checkVictoryLossConditionsForPlayer(which);	bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; // end of 7th day	if (newWeek) //new heroes in tavern		heroPool->onNewWeek(which);}void CGameHandler::onNewTurn(){	logGlobal->trace("Turn %d", gs->day+1);	NewTurn n;	n.specialWeek = NewTurn::NO_ACTION;	n.creatureid = CreatureID::NONE;	n.day = gs->day + 1;	bool firstTurn = !getDate(Date::DAY);	bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched	bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;	std::map<PlayerColor, si32> hadGold;//starting gold - for buildings like dwarven treasury	if (firstTurn)	{		for (auto obj : gs->map->objects)		{			if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point			{				changePrimSkill (getHero(obj->id), PrimarySkill::EXPERIENCE, 0);			}		}	}	if (newWeek && !firstTurn)	{		n.specialWeek = NewTurn::NORMAL;		bool deityOfFireBuilt = false;		for (const CGTownInstance *t : gs->map->towns)		{			if (t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))			{				deityOfFireBuilt = true;				break;			}		}		if (deityOfFireBuilt)		{			n.specialWeek = NewTurn::DEITYOFFIRE;			n.creatureid = CreatureID::IMP;		}		else if(VLC->settings()->getBoolean(EGameSettings::CREATURES_ALLOW_RANDOM_SPECIAL_WEEKS))		{			int monthType = getRandomGenerator().nextInt(99);			if (newMonth) //new month			{				if (monthType < 40) //double growth				{					n.specialWeek = NewTurn::DOUBLE_GROWTH;					if (VLC->settings()->getBoolean(EGameSettings::CREATURES_ALLOW_ALL_FOR_DOUBLE_MONTH))					{						n.creatureid = VLC->creh->pickRandomMonster(getRandomGenerator());					}					else if (VLC->creh->doubledCreatures.size())					{						n.creatureid = *RandomGeneratorUtil::nextItem(VLC->creh->doubledCreatures, getRandomGenerator());					}					else					{						complain("Cannot find creature that can be spawned!");						n.specialWeek = NewTurn::NORMAL;					}				}				else if (monthType < 50)					n.specialWeek = NewTurn::PLAGUE;			}			else //it's a week, but not full month			{				if (monthType < 25)				{					n.specialWeek = NewTurn::BONUS_GROWTH; //+5					std::pair<int, CreatureID> newMonster(54, CreatureID());					do					{						newMonster.second = VLC->creh->pickRandomMonster(getRandomGenerator());					} while (VLC->creh->objects[newMonster.second] &&						(*VLC->townh)[VLC->creatures()->getById(newMonster.second)->getFaction()]->town == nullptr); // find first non neutral creature					n.creatureid = newMonster.second;				}			}		}	}	for (auto & elem : gs->players)	{		if (elem.first == PlayerColor::NEUTRAL)			continue;		assert(elem.first.isValidPlayer());//illegal player number!		std::pair<PlayerColor, si32> playerGold(elem.first, elem.second.resources[EGameResID::GOLD]);		hadGold.insert(playerGold);		if (firstTurn)			heroPool->onNewWeek(elem.first);		n.res[elem.first] = elem.second.resources;		if(!firstTurn && newWeek) //weekly crystal generation if 1 or more crystal dragons in any hero army or town garrison		{			bool hasCrystalGenCreature = false;			for(CGHeroInstance * hero : elem.second.heroes)			{				for(auto stack : hero->stacks)				{					if(stack.second->hasBonusOfType(BonusType::SPECIAL_CRYSTAL_GENERATION))					{						hasCrystalGenCreature = true;						break;					}				}			}			if(!hasCrystalGenCreature) //not found in armies, check towns			{				for(CGTownInstance * town : elem.second.towns)				{					for(auto stack : town->stacks)					{						if(stack.second->hasBonusOfType(BonusType::SPECIAL_CRYSTAL_GENERATION))						{							hasCrystalGenCreature = true;							break;						}					}				}			}			if(hasCrystalGenCreature)				n.res[elem.first][EGameResID::CRYSTAL] += 3;		}		for (CGHeroInstance *h : (elem).second.heroes)		{			if (h->visitedTown)				giveSpells(h->visitedTown, h);			NewTurn::Hero hth;			hth.id = h->id;			auto ti = std::make_unique<TurnInfo>(h, 1);			// TODO: this code executed when bonuses of previous day not yet updated (this happen in NewTurn::applyGs). See issue 2356			hth.move = h->movementPointsLimitCached(gs->map->getTile(h->visitablePos()).terType->isLand(), ti.get());			hth.mana = h->getManaNewTurn();			n.heroes.insert(hth);			if (!firstTurn) //not first day			{				for (int k = 0; k < GameConstants::RESOURCE_QUANTITY; k++)				{					n.res[elem.first][k] += h->valOfBonuses(BonusType::GENERATE_RESOURCE, k);				}			}		}	}	for (CGTownInstance *t : gs->map->towns)	{		PlayerColor player = t->tempOwner;		handleTownEvents(t, n);		if (newWeek) //first day of week		{			if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))				setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning			if (!firstTurn)				if (t->hasBuilt(BuildingSubID::TREASURY) && player.isValidPlayer())						n.res[player][EGameResID::GOLD] += hadGold.at(player)/10; //give 10% of starting gold			if (!vstd::contains(n.cres, t->id))			{				n.cres[t->id].tid = t->id;				n.cres[t->id].creatures = t->creatures;			}			auto & sac = n.cres.at(t->id);			for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths			{				if (!t->creatures.at(k).second.empty()) // there are creatures at this level				{					ui32 &availableCount = sac.creatures.at(k).first;					const CCreature *cre = VLC->creh->objects.at(t->creatures.at(k).second.back());					if (n.specialWeek == NewTurn::PLAGUE)						availableCount = t->creatures.at(k).first / 2; //halve their number, no growth					else					{						if (firstTurn) //first day of game: use only basic growths							availableCount = cre->getGrowth();						else							availableCount += t->creatureGrowth(k);						//Deity of fire week - upgrade both imps and upgrades						if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures.at(k).second, n.creatureid))							availableCount += 15;						if (cre->getId() == n.creatureid) //bonus week, effect applies only to identical creatures						{							if (n.specialWeek == NewTurn::DOUBLE_GROWTH)								availableCount *= 2;							else if (n.specialWeek == NewTurn::BONUS_GROWTH)								availableCount += 5;						}					}				}			}		}		if (!firstTurn  &&  player.isValidPlayer())//not the first day and town not neutral		{			n.res[player] = n.res[player] + t->dailyIncome();		}		if(t->hasBuilt(BuildingID::GRAIL)			&& t->town->buildings.at(BuildingID::GRAIL)->height == CBuilding::HEIGHT_SKYSHIP)		{			// Skyship, probably easier to handle same as Veil of darkness			//do it every new day after veils apply			if (player != PlayerColor::NEUTRAL) //do not reveal fow for neutral player			{				FoWChange fw;				fw.mode = 1;				fw.player = player;				// find all hidden tiles				const auto fow = getPlayerTeam(player)->fogOfWarMap;				auto shape = fow->shape();				for(size_t z = 0; z < shape[0]; z++)					for(size_t x = 0; x < shape[1]; x++)						for(size_t y = 0; y < shape[2]; y++)							if (!(*fow)[z][x][y])								fw.tiles.insert(int3(x, y, z));				sendAndApply (&fw);			}		}		if (t->hasBonusOfType (BonusType::DARKNESS))		{			for (auto & player : gs->players)			{				if (getPlayerStatus(player.first) == EPlayerStatus::INGAME &&					getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES)					changeFogOfWar(t->visitablePos(), t->getBonusLocalFirst(Selector::type()(BonusType::DARKNESS))->val, player.first, true);			}		}	}	if (newMonth)	{		SetAvailableArtifacts saa;		saa.id = -1;		pickAllowedArtsSet(saa.arts, getRandomGenerator());		sendAndApply(&saa);	}	sendAndApply(&n);	if (newWeek)	{		//spawn wandering monsters		if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))		{			spawnWanderingMonsters(n.creatureid);		}		//new week info popup		if (!firstTurn)		{			InfoWindow iw;			switch (n.specialWeek)			{				case NewTurn::DOUBLE_GROWTH:					iw.text.appendLocalString(EMetaText::ARRAY_TXT, 131);					iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, n.creatureid);					iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, n.creatureid);					break;				case NewTurn::PLAGUE:					iw.text.appendLocalString(EMetaText::ARRAY_TXT, 132);					break;				case NewTurn::BONUS_GROWTH:					iw.text.appendLocalString(EMetaText::ARRAY_TXT, 134);					iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, n.creatureid);					iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, n.creatureid);					break;				case NewTurn::DEITYOFFIRE:					iw.text.appendLocalString(EMetaText::ARRAY_TXT, 135);					iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, 42); //%s imp					iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, 42); //%s imp					iw.text.replacePositiveNumber(15);							//%+d 15					iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, 43); //%s familiar					iw.text.replacePositiveNumber(15);							//%+d 15					break;				default:					if (newMonth)					{						iw.text.appendLocalString(EMetaText::ARRAY_TXT, (130));						iw.text.replaceLocalString(EMetaText::ARRAY_TXT, getRandomGenerator().nextInt(32, 41));					}					else					{						iw.text.appendLocalString(EMetaText::ARRAY_TXT, (133));						iw.text.replaceLocalString(EMetaText::ARRAY_TXT, getRandomGenerator().nextInt(43, 57));					}			}			for (auto & elem : gs->players)			{				iw.player = elem.first;				sendAndApply(&iw);			}		}	}	if (!firstTurn)		checkVictoryLossConditionsForAll(); // check for map turn limit	logGlobal->trace("Info about turn %d has been sent!", n.day);	handleTimeEvents();	//call objects	for (auto & elem : gs->map->objects)	{		if (elem)			elem->newTurn(getRandomGenerator());	}	synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that}void CGameHandler::run(bool resume){	LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);	for (auto cc : lobby->connections)	{		auto players = lobby->getAllClientPlayers(cc->connectionID);		std::stringstream sbuffer;		sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";		for (PlayerColor color : players)		{			sbuffer << color << " ";			{				boost::unique_lock<boost::recursive_mutex> lock(gsm);				connections[color].insert(cc);			}		}		logGlobal->info(sbuffer.str());	}#if SCRIPTING_ENABLED	services()->scripts()->run(serverScripts);#endif	if (!resume)	{		onNewTurn();		events::TurnStarted::defaultExecute(serverEventBus.get());		for(auto & player : gs->players)			turnTimerHandler.onGameplayStart(player.first);	}	else		events::GameResumed::defaultExecute(serverEventBus.get());	turnOrder->onGameStarted();	//wait till game is done	auto clockLast = std::chrono::steady_clock::now();	while(lobby->getState() == EServerState::GAMEPLAY)	{		const auto clockDuration = std::chrono::steady_clock::now() - clockLast;		const int timePassed = std::chrono::duration_cast<std::chrono::milliseconds>(clockDuration).count();		clockLast += clockDuration;		turnTimerHandler.update(timePassed);		boost::this_thread::sleep_for(boost::chrono::milliseconds(100));	}}void CGameHandler::giveSpells(const CGTownInstance *t, const CGHeroInstance *h){	if (!h->hasSpellbook())		return; //hero hasn't spellbook	ChangeSpells cs;	cs.hid = h->id;	cs.learn = true;	if (t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX) && t->hasBuilt(BuildingID::MAGES_GUILD_1))	{		// Aurora Borealis give spells of all levels even if only level 1 mages guild built		for (int i = 0; i < h->maxSpellLevel(); i++)		{			std::vector<SpellID> spells;			getAllowedSpells(spells, i+1);			for (auto & spell : spells)				cs.spells.insert(spell);		}	}	else	{		for (int i = 0; i < std::min(t->mageGuildLevel(), h->maxSpellLevel()); i++)		{			for (int j = 0; j < t->spellsAtLevel(i+1, true) && j < t->spells.at(i).size(); j++)			{				if (!h->spellbookContainsSpell(t->spells.at(i).at(j)))					cs.spells.insert(t->spells.at(i).at(j));			}		}	}	if (!cs.spells.empty())		sendAndApply(&cs);}bool CGameHandler::removeObject(const CGObjectInstance * obj){	if (!obj || !getObj(obj->id))	{		logGlobal->error("Something wrong, that object already has been removed or hasn't existed!");		return false;	}	RemoveObject ro;	ro.id = obj->id;	sendAndApply(&ro);	checkVictoryLossConditionsForAll(); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)	return true;}bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit, PlayerColor asker){	const CGHeroInstance *h = getHero(hid);	// not turn of that hero or player can't simply teleport hero (at least not with this function)	if(!h || (asker != PlayerColor::NEUTRAL && teleporting))	{		if(h && getStartInfo()->turnTimerInfo.isEnabled() && gs->players[h->getOwner()].turnTimer.turnTimer == 0)			return true; //timer expired, no error				logGlobal->error("Illegal call to move hero!");		return false;	}	logGlobal->trace("Player %d (%s) wants to move hero %d from %s to %s", asker, asker.toString(), hid.getNum(), h->pos.toString(), dst.toString());	const int3 hmpos = h->convertToVisitablePos(dst);	if (!gs->map->isInTheMap(hmpos))	{		logGlobal->error("Destination tile is outside the map!");		return false;	}	const TerrainTile t = *getTile(hmpos);	const int3 guardPos = gs->guardingCreaturePosition(hmpos);	const bool embarking = !h->boat && !t.visitableObjects.empty() && t.visitableObjects.back()->ID == Obj::BOAT;	const bool disembarking = h->boat		&& t.terType->isLand()		&& (dst == h->pos			|| (h->boat->layer == EPathfindingLayer::SAIL && !t.blocked));	//result structure for start - movement failed, no move points used	TryMoveHero tmh;	tmh.id = hid;	tmh.start = h->pos;	tmh.end = dst;	tmh.result = TryMoveHero::FAILED;	tmh.movePoints = h->movementPointsRemaining();	//check if destination tile is available	auto pathfinderHelper = std::make_unique<CPathfinderHelper>(gs, h, PathfinderOptions());	auto ti = pathfinderHelper->getTurnInfo();	const bool canFly = pathfinderHelper->hasBonusOfType(BonusType::FLYING_MOVEMENT) || (h->boat && h->boat->layer == EPathfindingLayer::AIR);	const bool canWalkOnSea = pathfinderHelper->hasBonusOfType(BonusType::WATER_WALKING) || (h->boat && h->boat->layer == EPathfindingLayer::WATER);	const int cost = pathfinderHelper->getMovementCost(h->visitablePos(), hmpos, nullptr, nullptr, h->movementPointsRemaining());	const bool standAtObstacle = t.blocked && !t.visitable;	const bool standAtWater = !h->boat && t.terType->isWater() && (t.visitableObjects.empty() || !t.visitableObjects.back()->isCoastVisitable());		auto const complainRet = [&](const std::string & message){		//send info about movement failure		complain(message);		sendAndApply(&tmh);		return false;	};	//it's a rock or blocked and not visitable tile	//OR hero is on land and dest is water and (there is not present only one object - boat)	if (!t.terType->isPassable() || (standAtObstacle && !canFly))		complainRet("Cannot move hero, destination tile is blocked!");	//hero is not on boat/water walking and dst water tile doesn't contain boat/hero (objs visitable from land) -> we test back cause boat may be on top of another object (#276)	if(standAtWater && !canFly && !canWalkOnSea)		complainRet("Cannot move hero, destination tile is on water!");	if(h->boat && h->boat->layer == EPathfindingLayer::SAIL && t.terType->isLand() && t.blocked)		complainRet("Cannot disembark hero, tile is blocked!");	if(distance(h->pos, dst) >= 1.5 && !teleporting)		complainRet("Tiles are not neighboring!");	if(h->inTownGarrison)		complainRet("Can not move garrisoned hero!");	if(h->movementPointsRemaining() < cost && dst != h->pos && !teleporting)		complainRet("Hero doesn't have any movement points left!");	if (transit && !canFly && !(canWalkOnSea && t.terType->isWater()))		complainRet("Hero cannot transit over this tile!");	//several generic blocks of code	// should be called if hero changes tile but before applying TryMoveHero package	auto leaveTile = [&]()	{		for (CGObjectInstance *obj : gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects)		{			obj->onHeroLeave(h);		}		this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadius(), h->tempOwner, 1);	};	auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,								EVisitDest visitDest, ELEaveTile leavingTile) -> bool	{		LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->getNameTranslated() % tmh.start.toString() % tmh.end.toString());		auto moveQuery = std::make_shared<CHeroMovementQuery>(this, tmh, h);		queries->addQuery(moveQuery);		if (leavingTile == LEAVING_TILE)			leaveTile();		if (isInTheMap(guardPos))			tmh.attackedFrom = std::make_optional(guardPos);		tmh.result = result;		sendAndApply(&tmh);		if (visitDest == VISIT_DEST && t.topVisitableObj() && t.topVisitableObj()->id == h->id)		{ // Hero should be always able to visit any object he staying on even if there guards around			visitObjectOnTile(t, h);		}		else if (lookForGuards == CHECK_FOR_GUARDS && isInTheMap(guardPos))		{			const TerrainTile &guardTile = *gs->getTile(guardPos);			objectVisited(guardTile.visitableObjects.back(), h);			moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;		}		else if (visitDest == VISIT_DEST)		{			visitObjectOnTile(t, h);		}		queries->popIfTop(moveQuery);		logGlobal->trace("Hero %s ends movement", h->getNameTranslated());		return result != TryMoveHero::FAILED;	};	//interaction with blocking object (like resources)	auto blockingVisit = [&]() -> bool	{		for (CGObjectInstance *obj : t.visitableObjects)		{			if(h->boat && !obj->isBlockedVisitable() && !h->boat->onboardVisitAllowed)				return doMove(TryMoveHero::SUCCESS, this->IGNORE_GUARDS, DONT_VISIT_DEST, REMAINING_ON_TILE);						if (obj != h && obj->isBlockedVisitable() && !obj->passableFor(h->tempOwner))			{				EVisitDest visitDest = VISIT_DEST;				if(h->boat && !h->boat->onboardVisitAllowed)					visitDest = DONT_VISIT_DEST;								return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, visitDest, REMAINING_ON_TILE);			}		}		return false;	};	if (!transit && embarking)	{		tmh.movePoints = h->movementPointsAfterEmbark(h->movementPointsRemaining(), cost, false, ti);		return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);		// In H3 embark ignore guards	}	if (disembarking)	{		tmh.movePoints = h->movementPointsAfterEmbark(h->movementPointsRemaining(), cost, true, ti);		return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);	}	if (teleporting)	{		if (blockingVisit()) // e.g. hero on the other side of teleporter			return true;		doMove(TryMoveHero::TELEPORTATION, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);		// visit town for town portal \ castle gates		// do not use generic visitObjectOnTile to avoid double-teleporting		// if this moveHero call was triggered by teleporter		if (!t.visitableObjects.empty())		{			if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(t.visitableObjects.back()))				town->onHeroVisit(h);		}		return true;	}		//still here? it is standard movement!	{		tmh.movePoints = (int)h->movementPointsRemaining() >= cost						? h->movementPointsRemaining() - cost						: 0;		EGuardLook lookForGuards = CHECK_FOR_GUARDS;		EVisitDest visitDest = VISIT_DEST;		if (transit)		{			if (CGTeleport::isTeleport(t.topVisitableObj()))				visitDest = DONT_VISIT_DEST;			if (canFly || (canWalkOnSea && t.terType->isWater()))			{				lookForGuards = IGNORE_GUARDS;				visitDest = DONT_VISIT_DEST;			}		}		else if (blockingVisit())			return true;				if(h->boat && !h->boat->onboardAssaultAllowed)		   lookForGuards = IGNORE_GUARDS;		turnTimerHandler.setEndTurnAllowed(h->getOwner(), !standAtWater && !standAtObstacle);		doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);		return true;	}}bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker){	const CGHeroInstance *h = getHero(hid);	const CGTownInstance *t = getTown(dstid);	if (!h || !t)		COMPLAIN_RET("Invalid call to teleportHero!");	const CGTownInstance *from = h->visitedTown;	if (((h->getOwner() != t->getOwner())		&& complain("Cannot teleport hero to another player"))	|| (from->town->faction->getId() != t->town->faction->getId()		&& complain("Source town and destination town should belong to the same faction"))	|| ((!from || !from->hasBuilt(BuildingSubID::CASTLE_GATE))		&& complain("Hero must be in town with Castle gate for teleporting"))	|| (!t->hasBuilt(BuildingSubID::CASTLE_GATE)		&& complain("Cannot teleport hero to town without Castle gate in it")))			return false;	int3 pos = h->convertFromVisitablePos(t->visitablePos());	moveHero(hid,pos,1);	return true;}void CGameHandler::setOwner(const CGObjectInstance * obj, const PlayerColor owner){	PlayerColor oldOwner = getOwner(obj->id);	SetObjectProperty sop(obj->id, ObjProperty::OWNER, owner.getNum());	sendAndApply(&sop);	std::set<PlayerColor> playerColors = {owner, oldOwner};	checkVictoryLossConditions(playerColors);	const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);	if (town) //town captured	{		if (owner.isValidPlayer()) //new owner is real player		{			if (town->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))				setPortalDwelling(town, true, false);		}		if (oldOwner.isValidPlayer()) //old owner is real player		{			if (getPlayerState(oldOwner)->towns.empty() && getPlayerState(oldOwner)->status != EPlayerStatus::LOSER) //previous player lost last last town			{				InfoWindow iw;				iw.player = oldOwner;				iw.text.appendLocalString(EMetaText::GENERAL_TXT, 6); //%s, you have lost your last town. If you do not conquer another town in the next week, you will be eliminated.				iw.text.replaceLocalString(EMetaText::COLOR, oldOwner.getNum());				sendAndApply(&iw);			}		}	}	const PlayerState * p = getPlayerState(owner);	if ((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4) && p && p->dwellings.size()==1)//first dwelling captured	{		for (const CGTownInstance * t : getPlayerState(owner)->towns)		{			if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))				setPortalDwelling(t);//set initial creatures for all portals of summoning		}	}}void CGameHandler::showBlockingDialog(BlockingDialog *iw){	auto dialogQuery = std::make_shared<CBlockingDialogQuery>(this, *iw);	queries->addQuery(dialogQuery);	iw->queryID = dialogQuery->queryID;	sendToAllClients(iw);}void CGameHandler::showTeleportDialog(TeleportDialog *iw){	auto dialogQuery = std::make_shared<CTeleportDialogQuery>(this, *iw);	queries->addQuery(dialogQuery);	iw->queryID = dialogQuery->queryID;	sendToAllClients(iw);}void CGameHandler::giveResource(PlayerColor player, GameResID which, int val) //TODO: cap according to Bersy's suggestion{	if (!val) return; //don't waste time on empty call	TResources resources;	resources[which] = val;	giveResources(player, resources);}void CGameHandler::giveResources(PlayerColor player, TResources resources){	SetResources sr;	sr.abs = false;	sr.player = player;	sr.res = resources;	sendAndApply(&sr);}void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove){	COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");	COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");	COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");	//first we move creatures to give to make them army of object-source	for (auto & elem : creatures.Slots())	{		addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->type)), elem.second->type, elem.second->count);	}	tryJoiningArmy(obj, h, remove, true);}void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures){	std::vector<CStackBasicDescriptor> cres = creatures;	if (cres.size() <= 0)		return;	const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));	for (CStackBasicDescriptor &sbd : cres)	{		TQuantity collected = 0;		while(collected < sbd.count)		{			bool foundSth = false;			for (auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)			{				if (i->second->type == sbd.type)				{					TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can					changeStackCount(StackLocation(obj, i->first), -take, false);					collected += take;					foundSth = true;					break;				}			}			if (!foundSth) //we went through the whole loop and haven't found appropriate cres			{				complain("Unexpected failure during taking creatures!");				return;			}		}	}}void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero){	HeroVisitCastle vc;	vc.hid = hero->id;	vc.tid = obj->id;	vc.flags |= 1;	sendAndApply(&vc);	visitCastleObjects(obj, hero);	giveSpells (obj, hero);	checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?}void CGameHandler::visitCastleObjects(const CGTownInstance * t, const CGHeroInstance * h){	for (auto building : t->bonusingBuildings)		building->onHeroVisit(h);}void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero){	HeroVisitCastle vc;	vc.hid = hero->id;	vc.tid = obj->id;	sendAndApply(&vc);}void CGameHandler::removeArtifact(const ArtifactLocation &al){	EraseArtifact ea;	ea.al = al;	sendAndApply(&ea);}void CGameHandler::changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells){	ChangeSpells cs;	cs.hid = hero->id;	cs.spells = spells;	cs.learn = give;	sendAndApply(&cs);}void CGameHandler::giveHeroBonus(GiveBonus * bonus){	sendAndApply(bonus);}void CGameHandler::setMovePoints(SetMovePoints * smp){	sendAndApply(smp);}void CGameHandler::setManaPoints(ObjectInstanceID hid, int val){	SetMana sm;	sm.hid = hid;	sm.val = val;	sm.absolute = true;	sendAndApply(&sm);}void CGameHandler::giveHero(ObjectInstanceID id, PlayerColor player, ObjectInstanceID boatId){	GiveHero gh;	gh.id = id;	gh.player = player;	gh.boatId = boatId;	sendAndApply(&gh);	//Reveal fow around new hero, especially released from Prison	auto h = getHero(id);	changeFogOfWar(h->pos, h->getSightRadius(), player, false);}void CGameHandler::changeObjPos(ObjectInstanceID objid, int3 newPos){	ChangeObjPos cop;	cop.objid = objid;	cop.nPos = newPos;	sendAndApply(&cop);}void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero){	const CGHeroInstance * h1 = getHero(fromHero);	const CGHeroInstance * h2 = getHero(toHero);	int h1_scholarSpellLevel = h1->valOfBonuses(BonusType::LEARN_MEETING_SPELL_LIMIT, -1);	int h2_scholarSpellLevel = h2->valOfBonuses(BonusType::LEARN_MEETING_SPELL_LIMIT, -1);	if (h1_scholarSpellLevel < h2_scholarSpellLevel)	{		std::swap (h1,h2);//1st hero need to have higher scholar level for correct message		std::swap(fromHero, toHero);	}	int ScholarSpellLevel = std::max(h1_scholarSpellLevel, h2_scholarSpellLevel);//heroes can trade up to this level	if (!ScholarSpellLevel || !h1->hasSpellbook() || !h2->hasSpellbook())		return;//no scholar skill or no spellbook	int h1Lvl = std::min(ScholarSpellLevel, h1->maxSpellLevel()),	    h2Lvl = std::min(ScholarSpellLevel, h2->maxSpellLevel());//heroes can receive this levels	ChangeSpells cs1;	cs1.learn = true;	cs1.hid = toHero;//giving spells to first hero	for (auto it : h1->getSpellsInSpellbook())		if (h2Lvl >= it.toSpell()->getLevel() && !h2->spellbookContainsSpell(it))//hero can learn it and don't have it yet			cs1.spells.insert(it);//spell to learn	ChangeSpells cs2;	cs2.learn = true;	cs2.hid = fromHero;	for (auto it : h2->getSpellsInSpellbook())		if (h1Lvl >= it.toSpell()->getLevel() && !h1->spellbookContainsSpell(it))			cs2.spells.insert(it);	if (!cs1.spells.empty() || !cs2.spells.empty())//create a message	{		int ScholarSkillLevel = std::max(h1->getSecSkillLevel(SecondarySkill::SCHOLAR),		                                 h2->getSecSkillLevel(SecondarySkill::SCHOLAR));		InfoWindow iw;		iw.player = h1->tempOwner;		iw.components.emplace_back(Component::EComponentType::SEC_SKILL, 18, ScholarSkillLevel, 0);		iw.text.appendLocalString(EMetaText::GENERAL_TXT, 139);//"%s, who has studied magic extensively,		iw.text.replaceRawString(h1->getNameTranslated());		if (!cs2.spells.empty())//if found new spell - apply		{			iw.text.appendLocalString(EMetaText::GENERAL_TXT, 140);//learns			int size = static_cast<int>(cs2.spells.size());			for (auto it : cs2.spells)			{				iw.components.emplace_back(Component::EComponentType::SPELL, it, 1, 0);				iw.text.appendLocalString(EMetaText::SPELL_NAME, it.toEnum());				switch (size--)				{					case 2:						iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);					case 1:						break;					default:						iw.text.appendRawString(", ");				}			}			iw.text.appendLocalString(EMetaText::GENERAL_TXT, 142);//from %s			iw.text.replaceRawString(h2->getNameTranslated());			sendAndApply(&cs2);		}		if (!cs1.spells.empty() && !cs2.spells.empty())		{			iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);//and		}		if (!cs1.spells.empty())		{			iw.text.appendLocalString(EMetaText::GENERAL_TXT, 147);//teaches			int size = static_cast<int>(cs1.spells.size());			for (auto it : cs1.spells)			{				iw.components.emplace_back(Component::EComponentType::SPELL, it, 1, 0);				iw.text.appendLocalString(EMetaText::SPELL_NAME, it.toEnum());				switch (size--)				{					case 2:						iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);					case 1:						break;					default:						iw.text.appendRawString(", ");				}			}			iw.text.appendLocalString(EMetaText::GENERAL_TXT, 148);//from %s			iw.text.replaceRawString(h2->getNameTranslated());			sendAndApply(&cs1);		}		sendAndApply(&iw);	}}void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2){	auto h1 = getHero(hero1), h2 = getHero(hero2);	if (getPlayerRelations(h1->getOwner(), h2->getOwner()) != PlayerRelations::ENEMIES)	{		auto exchange = std::make_shared<CGarrisonDialogQuery>(this, h1, h2);		ExchangeDialog hex;		hex.queryID = exchange->queryID;		hex.player = h1->getOwner();		hex.hero1 = hero1;		hex.hero2 = hero2;		sendAndApply(&hex);		useScholarSkill(hero1,hero2);		queries->addQuery(exchange);	}}void CGameHandler::sendToAllClients(CPackForClient * pack){	logNetwork->trace("\tSending to all clients: %s", typeid(*pack).name());	for (auto c : lobby->connections)	{		if(!c->isOpen())			continue;		c->sendPack(pack);	}}void CGameHandler::sendAndApply(CPackForClient * pack){	sendToAllClients(pack);	gs->apply(pack);	logNetwork->trace("\tApplied on gs: %s", typeid(*pack).name());}void CGameHandler::sendAndApply(CGarrisonOperationPack * pack){	sendAndApply(static_cast<CPackForClient *>(pack));	checkVictoryLossConditionsForAll();}void CGameHandler::sendAndApply(SetResources * pack){	sendAndApply(static_cast<CPackForClient *>(pack));	checkVictoryLossConditionsForPlayer(pack->player);}void CGameHandler::sendAndApply(NewStructures * pack){	sendAndApply(static_cast<CPackForClient *>(pack));	checkVictoryLossConditionsForPlayer(getTown(pack->tid)->tempOwner);}bool CGameHandler::isPlayerOwns(CPackForServer * pack, ObjectInstanceID id){	return pack->player == getOwner(id) && hasPlayerAt(getOwner(id), pack->c);}void CGameHandler::throwNotAllowedAction(CPackForServer * pack){	if(pack->c)		playerMessages->sendSystemMessage(pack->c, "You are not allowed to perform this action!");	logNetwork->error("Player is not allowed to perform this action!");	throw ExceptionNotAllowedAction();}void CGameHandler::wrongPlayerMessage(CPackForServer * pack, PlayerColor expectedplayer){	std::ostringstream oss;	oss << "You were identified as player " << pack->player << " while expecting " << expectedplayer;	logNetwork->error(oss.str());	if(pack->c)		playerMessages->sendSystemMessage(pack->c, oss.str());}void CGameHandler::throwIfWrongOwner(CPackForServer * pack, ObjectInstanceID id){	if(!isPlayerOwns(pack, id))	{		wrongPlayerMessage(pack, getOwner(id));		throwNotAllowedAction(pack);	}}void CGameHandler::throwIfWrongPlayer(CPackForServer * pack){	throwIfWrongPlayer(pack, pack->player);}void CGameHandler::throwIfWrongPlayer(CPackForServer * pack, PlayerColor player){	if(!hasPlayerAt(player, pack->c) || pack->player != player)	{		wrongPlayerMessage(pack, player);		throwNotAllowedAction(pack);	}}void CGameHandler::throwAndComplain(CPackForServer * pack, std::string txt){	complain(txt);	throwNotAllowedAction(pack);}void CGameHandler::save(const std::string & filename){	logGlobal->info("Saving to %s", filename);	const auto stem	= FileInfo::GetPathStem(filename);	const auto savefname = stem.to_string() + ".vsgm1";	ResourcePath savePath(stem.to_string(), EResType::SAVEGAME);	CResourceHandler::get("local")->createResource(savefname);	try	{		{			CSaveFile save(*CResourceHandler::get("local")->getResourceName(savePath));			saveCommonState(save);			logGlobal->info("Saving server state");			save << *this;		}		logGlobal->info("Game has been successfully saved!");	}	catch(std::exception &e)	{		logGlobal->error("Failed to save game: %s", e.what());	}}bool CGameHandler::load(const std::string & filename){	logGlobal->info("Loading from %s", filename);	const auto stem	= FileInfo::GetPathStem(filename);	reinitScripting();	try	{		{			CLoadFile lf(*CResourceHandler::get()->getResourceName(ResourcePath(stem.to_string(), EResType::SAVEGAME)), MINIMAL_SERIALIZATION_VERSION);			loadCommonState(lf);			logGlobal->info("Loading server state");			lf >> *this;		}		logGlobal->info("Game has been successfully loaded!");	}	catch(const ModIncompatibility & e)	{		logGlobal->error("Failed to load game: %s", e.what());		auto errorMsg = VLC->generaltexth->translate("vcmi.server.errors.modsIncompatibility") + '\n';		errorMsg += e.what();		lobby->announceMessage(errorMsg);		return false;	}	catch(const std::exception & e)	{		logGlobal->error("Failed to load game: %s", e.what());		return false;	}	gs->preInit(VLC);	gs->updateOnLoad(lobby->si.get());	return true;}bool CGameHandler::bulkSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner, si32 howMany){	if(!slotSrc.validSlot() && complain(complainInvalidSlot))		return false;	const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));	const CCreatureSet & creatureSet = *army;	if((!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))		|| (howMany < 1 && complain("Invalid split parameter!")))	{		return false;	}	auto actualAmount = army->getStackCount(slotSrc);	if(actualAmount <= howMany && complain(complainNotEnoughCreatures)) // '<=' because it's not intended just for moving a stack		return false;	auto freeSlots = creatureSet.getFreeSlots();	if(freeSlots.empty() && complain("No empty stacks"))		return false;	BulkRebalanceStacks bulkRS;	for(auto slot : freeSlots)	{		RebalanceStacks rs;		rs.srcArmy = army->id;		rs.dstArmy = army->id;		rs.srcSlot = slotSrc;		rs.dstSlot = slot;		rs.count = howMany;		bulkRS.moves.push_back(rs);		actualAmount -= howMany;		if(actualAmount <= howMany)			break;	}	sendAndApply(&bulkRS);	return true;}bool CGameHandler::bulkMergeStacks(SlotID slotSrc, ObjectInstanceID srcOwner){	if(!slotSrc.validSlot() && complain(complainInvalidSlot))		return false;	const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));	const CCreatureSet & creatureSet = *army;	if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))		return false;	auto actualAmount = creatureSet.getStackCount(slotSrc);	if(actualAmount < 1 && complain(complainNoCreatures))		return false;	auto currentCreature = creatureSet.getCreature(slotSrc);	if(!currentCreature && complain(complainNoCreatures))		return false;	auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, slotSrc);	if(!creatureSlots.size())		return false;	BulkRebalanceStacks bulkRS;	for(auto slot : creatureSlots)	{		RebalanceStacks rs;		rs.srcArmy = army->id;		rs.dstArmy = army->id;		rs.srcSlot = slot;		rs.dstSlot = slotSrc;		rs.count = creatureSet.getStackCount(slot);		bulkRS.moves.push_back(rs);	}	sendAndApply(&bulkRS);	return true;}bool CGameHandler::bulkMoveArmy(ObjectInstanceID srcArmy, ObjectInstanceID destArmy, SlotID srcSlot){	if(!srcSlot.validSlot() && complain(complainInvalidSlot))		return false;	const CArmedInstance * armySrc = static_cast<const CArmedInstance*>(getObjInstance(srcArmy));	const CCreatureSet & setSrc = *armySrc;	if(!vstd::contains(setSrc.stacks, srcSlot) && complain(complainNoCreatures))		return false;	const CArmedInstance * armyDest = static_cast<const CArmedInstance*>(getObjInstance(destArmy));	const CCreatureSet & setDest = *armyDest;	auto freeSlots = setDest.getFreeSlotsQueue();	typedef std::map<SlotID, std::pair<SlotID, TQuantity>> TRebalanceMap;	TRebalanceMap moves;	auto srcQueue = setSrc.getCreatureQueue(srcSlot); // Exclude srcSlot, it should be moved last	auto slotsLeft = setSrc.stacksCount();	auto destMap = setDest.getCreatureMap();	TMapCreatureSlot::key_compare keyComp = destMap.key_comp();	while(!srcQueue.empty())	{		auto pair = srcQueue.top();		srcQueue.pop();		auto currCreature = pair.first;		auto currSlot = pair.second;		const auto quantity = setSrc.getStackCount(currSlot);		TMapCreatureSlot::iterator lb = destMap.lower_bound(currCreature);		const bool alreadyExists = (lb != destMap.end() && !(keyComp(currCreature, lb->first)));		if(!alreadyExists)		{			if(freeSlots.empty())				continue;			auto currFreeSlot = freeSlots.front();			freeSlots.pop();			destMap.insert(lb, TMapCreatureSlot::value_type(currCreature, currFreeSlot));		}		moves.insert(std::make_pair(currSlot, std::make_pair(destMap[currCreature], quantity)));		slotsLeft--;	}	if(slotsLeft == 1)	{		auto lastCreature = setSrc.getCreature(srcSlot);		auto slotToMove = SlotID();		// Try to find a slot for last creature		if(destMap.find(lastCreature) == destMap.end())		{			if(!freeSlots.empty())				slotToMove = freeSlots.front();		}		else		{			slotToMove = destMap[lastCreature];		}		if(slotToMove != SlotID())		{			const bool needsLastStack = armySrc->needsLastStack();			const auto quantity = setSrc.getStackCount(srcSlot) - (needsLastStack ? 1 : 0);			moves.insert(std::make_pair(srcSlot, std::make_pair(slotToMove, quantity)));		}	}	BulkRebalanceStacks bulkRS;	for(auto & move : moves)	{		RebalanceStacks rs;		rs.srcArmy = armySrc->id;		rs.dstArmy = armyDest->id;		rs.srcSlot = move.first;		rs.dstSlot = move.second.first;		rs.count = move.second.second;		bulkRS.moves.push_back(rs);	}	sendAndApply(&bulkRS);	return true;}bool CGameHandler::bulkSmartSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner){	if(!slotSrc.validSlot() && complain(complainInvalidSlot))		return false;	const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));	const CCreatureSet & creatureSet = *army;	if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))		return false;	auto actualAmount = creatureSet.getStackCount(slotSrc);	if(actualAmount <= 1 && complain(complainNoCreatures))		return false;	auto freeSlot = creatureSet.getFreeSlot();	auto currentCreature = creatureSet.getCreature(slotSrc);	if(freeSlot == SlotID() && creatureSet.isCreatureBalanced(currentCreature))		return true;	auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, SlotID(-1), 1); // Ignore slots where's only 1 creature, don't ignore slotSrc	TQuantity totalCreatures = 0;	for(auto slot : creatureSlots)		totalCreatures += creatureSet.getStackCount(slot);	if(totalCreatures <= 1 && complain("Total creatures number is invalid"))		return false;	if(freeSlot != SlotID())		creatureSlots.push_back(freeSlot);	if(creatureSlots.empty() && complain("No available slots for smart rebalancing"))		return false;	const auto totalCreatureSlots = creatureSlots.size();	const auto rem = totalCreatures % totalCreatureSlots;	const auto quotient = totalCreatures / totalCreatureSlots;	// totalCreatures == rem * (quotient + 1) + (totalCreatureSlots - rem) * quotient;	// Proof: r(q+1)+(s-r)q = rq+r+qs-rq = r+qs = total, where total/s = q+r/s	BulkSmartRebalanceStacks bulkSRS;	if(freeSlot != SlotID())	{		RebalanceStacks rs;		rs.srcArmy = rs.dstArmy = army->id;		rs.srcSlot = slotSrc;		rs.dstSlot = freeSlot;		rs.count = 1;		bulkSRS.moves.push_back(rs);	}	auto currSlot = 0;	auto check = 0;	for(auto slot : creatureSlots)	{		ChangeStackCount csc;		csc.army = army->id;		csc.slot = slot;		csc.count = (currSlot < rem)			? quotient + 1			: quotient;		csc.absoluteValue = true;		bulkSRS.changes.push_back(csc);		currSlot++;		check += csc.count;	}	if(check != totalCreatures)	{		complain((boost::format("Failure: totalCreatures=%d but check=%d") % totalCreatures % check).str());		return false;	}	sendAndApply(&bulkSRS);	return true;}bool CGameHandler::arrangeStacks(ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player){	const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id1)),		* s2 = static_cast<const CArmedInstance *>(getObjInstance(id2));	const CCreatureSet &S1 = *s1, &S2 = *s2;	StackLocation sl1(s1, p1), sl2(s2, p2);	if (!sl1.slot.validSlot()  ||  !sl2.slot.validSlot())	{		complain(complainInvalidSlot);		return false;	}	if (!isAllowedExchange(id1,id2))	{		complain("Cannot exchange stacks between these two objects!\n");		return false;	}	// We can always put stacks into locked garrison, but not take them out of it	auto notRemovable = [&](const CArmedInstance * army)	{		if (id1 != id2) // Stack arrangement inside locked garrison is allowed		{			auto g = dynamic_cast<const CGGarrison *>(army);			if (g && !g->removableUnits)			{				complain("Stacks in this garrison are not removable!\n");				return true;			}		}		return false;	};	if (what==1) //swap	{		if (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1))		  || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))		{			complain("Can't take troops from another player!");			return false;		}		if (sl1.army == sl2.army && sl1.slot == sl2.slot)		{			complain("Cannot swap stacks - slots are the same!");			return false;		}		if (!s1->slotEmpty(p1) && !s2->slotEmpty(p2))		{			if (notRemovable(sl1.army) || notRemovable(sl2.army))				return false;		}		if (s1->slotEmpty(p1) && notRemovable(sl2.army))			return false;		else if (s2->slotEmpty(p2) && notRemovable(sl1.army))			return false;		swapStacks(sl1, sl2);	}	else if (what==2)//merge	{		if ((s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))		|| (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))			return false;		if (s1->slotEmpty(p1) || s2->slotEmpty(p2))		{			complain("Cannot merge empty stack!");			return false;		}		else if (notRemovable(sl1.army))			return false;		moveStack(sl1, sl2);	}	else if (what==3) //split	{		const int countToMove = val - s2->getStackCount(p2);		const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;		if (  (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1))			|| (s2->tempOwner != player && val < s2->getStackCount(p2)))		{			complain("Can't move troops of another player!");			return false;		}		//general conditions checking		if ((!vstd::contains(S1.stacks,p1) && complain(complainNoCreatures))			|| (val<1  && complain(complainNoCreatures)) )		{			return false;		}		if (vstd::contains(S2.stacks,p2))	 //dest. slot not free - it must be "rebalancing"...		{			int total = s1->getStackCount(p1) + s2->getStackCount(p2);			if ((total < val   &&   complain("Cannot split that stack, not enough creatures!"))				|| (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))			)			{				return false;			}			if (notRemovable(sl1.army))			{				if (s1->getStackCount(p1) > countLeftOnSrc)					return false;			}			else if (notRemovable(sl2.army))			{				if (s2->getStackCount(p1) < countLeftOnSrc)					return false;			}			moveStack(sl1, sl2, countToMove);			//S2.slots[p2]->count = val;			//S1.slots[p1]->count = total - val;		}		else //split one stack to the two		{			if (s1->getStackCount(p1) < val)//not enough creatures			{				complain(complainNotEnoughCreatures);				return false;			}			if (notRemovable(sl1.army))				return false;			moveStack(sl1, sl2, val);		}	}	return true;}bool CGameHandler::hasPlayerAt(PlayerColor player, std::shared_ptr<CConnection> c) const{	return connections.at(player).count(c);}bool CGameHandler::disbandCreature(ObjectInstanceID id, SlotID pos){	const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id));	if (!vstd::contains(s1->stacks,pos))	{		complain("Illegal call to disbandCreature - no such stack in army!");		return false;	}	eraseStack(StackLocation(s1, pos));	return true;}bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID, bool force){	const CGTownInstance * t = getTown(tid);	if(!t)		COMPLAIN_RETF("No such town (ID=%s)!", tid);	if(!t->town->buildings.count(requestedID))		COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->getNameTranslated() % requestedID);	if(t->hasBuilt(requestedID))		COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->getNameTranslated() % t->getNameTranslated());	const CBuilding * requestedBuilding = t->town->buildings.at(requestedID);	//Vector with future list of built building and buildings in auto-mode that are not yet built.	std::vector<const CBuilding*> remainingAutoBuildings;	std::set<BuildingID> buildingsThatWillBe;	//Check validity of request	if(!force)	{		switch(requestedBuilding->mode)		{		case CBuilding::BUILD_NORMAL :			if (canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)				COMPLAIN_RET("Cannot build that building!");			break;		case CBuilding::BUILD_AUTO   :		case CBuilding::BUILD_SPECIAL:			COMPLAIN_RET("This building can not be constructed normally!");		case CBuilding::BUILD_GRAIL  :			if(requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail			{				if(!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))					COMPLAIN_RET("Cannot build this without grail!")				else					removeArtifact(ArtifactLocation(t->visitingHero, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));			}			break;		}	}	//Performs stuff that has to be done before new building is built	auto processBeforeBuiltStructure = [t, this](const BuildingID buildingID)	{		if(buildingID >= BuildingID::DWELL_FIRST) //dwelling		{			int level = (buildingID - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;			int upgradeNumber = (buildingID - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;			if(upgradeNumber >= t->town->creatures.at(level).size())			{				complain(boost::str(boost::format("Error ecountered when building dwelling (bid=%s):"													"no creature found (upgrade number %d, level %d!")												% buildingID % upgradeNumber % level));				return;			}			CCreature * crea = VLC->creh->objects.at(t->town->creatures.at(level).at(upgradeNumber));			SetAvailableCreatures ssi;			ssi.tid = t->id;			ssi.creatures = t->creatures;			if (ssi.creatures[level].second.empty()) // first creature in a dwelling				ssi.creatures[level].first = crea->getGrowth();			ssi.creatures[level].second.push_back(crea->getId());			sendAndApply(&ssi);		}		if(t->town->buildings.at(buildingID)->subId == BuildingSubID::PORTAL_OF_SUMMONING)		{			setPortalDwelling(t);		}	};	//Performs stuff that has to be done after new building is built	auto processAfterBuiltStructure = [t, this](const BuildingID buildingID)	{		auto isMageGuild = (buildingID <= BuildingID::MAGES_GUILD_5 && buildingID >= BuildingID::MAGES_GUILD_1);		auto isLibrary = isMageGuild ? false			: t->town->buildings.at(buildingID)->subId == BuildingSubID::EBuildingSubID::LIBRARY;		if(isMageGuild || isLibrary || (t->subID == ETownType::CONFLUX && buildingID == BuildingID::GRAIL))		{			if(t->visitingHero)				giveSpells(t,t->visitingHero);			if(t->garrisonHero)				giveSpells(t,t->garrisonHero);		}	};	//Checks if all requirements will be met with expected building list "buildingsThatWillBe"	auto areRequirementsFullfilled = [&](const BuildingID & buildID)	{		return buildingsThatWillBe.count(buildID);	};	//Init the vectors	for(auto & build : t->town->buildings)	{		if(t->hasBuilt(build.first))		{			buildingsThatWillBe.insert(build.first);		}		else		{			if(build.second->mode == CBuilding::BUILD_AUTO) //not built auto building				remainingAutoBuildings.push_back(build.second);		}	}	//Prepare structure (list of building ids will be filled later)	NewStructures ns;	ns.tid = tid;	ns.builded = force ? t->builded : (t->builded+1);	std::queue<const CBuilding*> buildingsToAdd;	buildingsToAdd.push(requestedBuilding);	while(!buildingsToAdd.empty())	{		auto b = buildingsToAdd.front();		buildingsToAdd.pop();		ns.bid.insert(b->bid);		buildingsThatWillBe.insert(b->bid);		remainingAutoBuildings -= b;		for(auto autoBuilding : remainingAutoBuildings)		{			auto actualRequirements = t->genBuildingRequirements(autoBuilding->bid);			if(actualRequirements.test(areRequirementsFullfilled))				buildingsToAdd.push(autoBuilding);		}	}	// FIXME: it's done before NewStructures applied because otherwise town window wont be properly updated on client. That should be actually fixed on client and not on server.	for(auto builtID : ns.bid)		processBeforeBuiltStructure(builtID);	//Take cost	if(!force)		giveResources(t->tempOwner, -requestedBuilding->resources);	//We know what has been built, apply changes. Do this as final step to properly update town window	sendAndApply(&ns);	//Other post-built events. To some logic like giving spells to work gamestate changes for new building must be already in place!	for(auto builtID : ns.bid)		processAfterBuiltStructure(builtID);	// now when everything is built - reveal tiles for lookout tower	FoWChange fw;	fw.player = t->tempOwner;	fw.mode = 1;	getTilesInRange(fw.tiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, 1);	sendAndApply(&fw);	if(t->visitingHero)		visitCastleObjects(t, t->visitingHero);	if(t->garrisonHero)		visitCastleObjects(t, t->garrisonHero);	checkVictoryLossConditionsForPlayer(t->tempOwner);	return true;}bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid){///incomplete, simply erases target building	const CGTownInstance * t = getTown(tid);	if (!vstd::contains(t->builtBuildings, bid))		return false;	RazeStructures rs;	rs.tid = tid;	rs.bid.insert(bid);	rs.destroyed = t->destroyed + 1;	sendAndApply(&rs);//TODO: Remove dwellers// 	if (t->subID == 4 && bid == 17) //Veil of Darkness// 	{// 		RemoveBonus rb(RemoveBonus::TOWN);// 		rb.whoID = t->id;// 		rb.source = BonusSource::TOWN_STRUCTURE;// 		rb.id = 17;// 		sendAndApply(&rb);// 	}	return true;}bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl, PlayerColor player){	const CGDwelling * dwelling = dynamic_cast<const CGDwelling *>(getObj(objid));	const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(getObj(objid));	const CArmedInstance * army = dynamic_cast<const CArmedInstance *>(getObj(dstid));	const CGHeroInstance * hero = dynamic_cast<const CGHeroInstance *>(getObj(dstid));	const CCreature * c = VLC->creh->objects.at(crid);	const bool warMachine = c->warMachine != ArtifactID::NONE;	//TODO: check if hero is actually visiting object	COMPLAIN_RET_FALSE_IF(!dwelling || !army, "Cannot recruit: invalid object!");	COMPLAIN_RET_FALSE_IF(dwelling->getOwner() != player && dwelling->getOwner() != PlayerColor::UNFLAGGABLE, "Cannot recruit: dwelling not owned!");	if (town)	{		COMPLAIN_RET_FALSE_IF(town != army && !hero, "Cannot recruit: invalid destination!");		COMPLAIN_RET_FALSE_IF(hero != town->garrisonHero && hero != town->visitingHero, "Cannot recruit: can only recruit to town or hero in town!!");	}	else	{		COMPLAIN_RET_FALSE_IF(!hero || hero->getOwner() != player, "Cannot recruit: can only recruit to owned hero!");	}	//verify	bool found = false;	int level = 0;	for (; level < dwelling->creatures.size(); level++) //iterate through all levels	{		if ((fromLvl != -1) && (level !=fromLvl))			continue;		const auto &cur = dwelling->creatures.at(level); //current level info <amount, list of cr. ids>		int i = 0;		for (; i < cur.second.size(); i++) //look for crid among available creatures list on current level			if (cur.second.at(i) == crid)				break;		if (i < cur.second.size())		{			found = true;			cram = std::min(cram, cur.first); //reduce recruited amount up to available amount			break;		}	}	SlotID slot = army->getSlotFor(crid);	if ((!found && complain("Cannot recruit: no such creatures!"))		|| ((si32)cram  >  VLC->creh->objects.at(crid)->maxAmount(getPlayerState(army->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))		|| (cram<=0  &&  complain("Cannot recruit: cram <= 0!"))		|| (!slot.validSlot()  && !warMachine && complain("Cannot recruit: no available slot!")))	{		return false;	}	//recruit	giveResources(army->tempOwner, -(c->getFullRecruitCost() * cram));	SetAvailableCreatures sac;	sac.tid = objid;	sac.creatures = dwelling->creatures;	sac.creatures[level].first -= cram;	sendAndApply(&sac);	if (warMachine)	{		ArtifactID artId = c->warMachine;		const CArtifact * art = artId.toArtifact();		COMPLAIN_RET_FALSE_IF(!hero, "Only hero can buy war machines");		COMPLAIN_RET_FALSE_IF(artId == ArtifactID::CATAPULT, "Catapult cannot be recruited!");		COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid war machine artifact");		return giveHeroNewArtifact(hero, art);	}	else	{		addToSlot(StackLocation(army, slot), c, cram);	}	return true;}bool CGameHandler::upgradeCreature(ObjectInstanceID objid, SlotID pos, CreatureID upgID){	const CArmedInstance * obj = static_cast<const CArmedInstance *>(getObjInstance(objid));	if (!obj->hasStackAtSlot(pos))	{		COMPLAIN_RET("Cannot upgrade, no stack at slot " + std::to_string(pos));	}	UpgradeInfo ui;	fillUpgradeInfo(obj, pos, ui);	PlayerColor player = obj->tempOwner;	const PlayerState *p = getPlayerState(player);	int crQuantity = obj->stacks.at(pos)->count;	int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo	//check if upgrade is possible	if ((ui.oldID == CreatureID::NONE || newIDpos == -1) && complain("That upgrade is not possible!"))	{		return false;	}	TResources totalCost = ui.cost.at(newIDpos) * crQuantity;	//check if player has enough resources	if (!p->resources.canAfford(totalCost))		COMPLAIN_RET("Cannot upgrade, not enough resources!");	//take resources	giveResources(player, -totalCost);	//upgrade creature	changeStackType(StackLocation(obj, pos), VLC->creh->objects.at(upgID));	return true;}bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c){	if (!sl.army->hasStackAtSlot(sl.slot))		COMPLAIN_RET("Cannot find a stack to change type");	SetStackType sst;	sst.army = sl.army->id;	sst.slot = sl.slot;	sst.type = c->getId();	sendAndApply(&sst);	return true;}void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging){	assert(src->canBeMergedWith(*dst, allowMerging));	while(src->stacksCount())//while there are unmoved creatures	{		auto i = src->Slots().begin(); //iterator to stack to move		StackLocation sl(src, i->first); //location of stack to move		SlotID pos = dst->getSlotFor(i->second->type);		if (!pos.validSlot())		{			//try to merge two other stacks to make place			std::pair<SlotID, SlotID> toMerge;			if (dst->mergableStacks(toMerge, i->first) && allowMerging)			{				moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second				assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot				moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot			}			else			{				complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");				return;			}		}		else		{			moveStack(sl, StackLocation(dst, pos));		}	}}bool CGameHandler::swapGarrisonOnSiege(ObjectInstanceID tid){	const CGTownInstance * town = getTown(tid);	if(!town->garrisonHero == !town->visitingHero)		return false;	SetHeroesInTown intown;	intown.tid = tid;	if(town->garrisonHero) //garrison -> vising	{		intown.garrison = ObjectInstanceID();		intown.visiting = town->garrisonHero->id;	}	else //visiting -> garrison	{		if(town->armedGarrison())			town->mergeGarrisonOnSiege();		intown.visiting = ObjectInstanceID();		intown.garrison = town->visitingHero->id;	}	sendAndApply(&intown);	return true;}bool CGameHandler::garrisonSwap(ObjectInstanceID tid){	const CGTownInstance * town = getTown(tid);	if (!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army	{		if (!town->visitingHero->canBeMergedWith(*town))		{			complain("Cannot make garrison swap, not enough free slots!");			return false;		}		moveArmy(town, town->visitingHero, true);		SetHeroesInTown intown;		intown.tid = tid;		intown.visiting = ObjectInstanceID();		intown.garrison = town->visitingHero->id;		sendAndApply(&intown);		return true;	}	else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison	{		//check if moving hero out of town will break 8 wandering heroes limit		if (getHeroCount(town->garrisonHero->tempOwner,false) >= 8)		{			complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");			return false;		}		SetHeroesInTown intown;		intown.tid = tid;		intown.garrison = ObjectInstanceID();		intown.visiting =  town->garrisonHero->id;		sendAndApply(&intown);		return true;	}	else if (!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero	{		SetHeroesInTown intown;		intown.tid = tid;		intown.garrison = town->visitingHero->id;		intown.visiting =  town->garrisonHero->id;		sendAndApply(&intown);		return true;	}	else	{		complain("Cannot swap garrison hero!");		return false;	}}// With the amount of changes done to the function, it's more like transferArtifacts.// Function moves artifact from src to dst. If dst is not a backpack and is already occupied, old dst art goes to backpack and is replaced.bool CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2){	ArtifactLocation src = al1, dst = al2;	const PlayerColor srcPlayer = src.owningPlayer(), dstPlayer = dst.owningPlayer();	const CArmedInstance *srcObj = src.relatedObj(), *dstObj = dst.relatedObj();	// Make sure exchange is even possible between the two heroes.	if(!isAllowedExchange(srcObj->id, dstObj->id))		COMPLAIN_RET("That heroes cannot make any exchange!");	const CArtifactInstance *srcArtifact = src.getArt();	const CArtifactInstance *destArtifact = dst.getArt();	const bool isDstSlotBackpack = ArtifactUtils::isSlotBackpack(dst.slot);	if(srcArtifact == nullptr)		COMPLAIN_RET("No artifact to move!");	if(destArtifact && srcPlayer != dstPlayer && !isDstSlotBackpack)		COMPLAIN_RET("Can't touch artifact on hero of another player!");	// Check if src/dest slots are appropriate for the artifacts exchanged.	// Moving to the backpack is always allowed.	if((!srcArtifact || !isDstSlotBackpack)		&& srcArtifact && !srcArtifact->canBePutAt(dst, true))		COMPLAIN_RET("Cannot move artifact!");	auto srcSlot = src.getSlot();	auto dstSlot = dst.getSlot();	if((srcSlot && srcSlot->locked) || (dstSlot && dstSlot->locked))		COMPLAIN_RET("Cannot move artifact locks.");	if(isDstSlotBackpack && srcArtifact->artType->isBig())		COMPLAIN_RET("Cannot put big artifacts in backpack!");	if(src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)		COMPLAIN_RET("Cannot move catapult!");	if(isDstSlotBackpack)	{		if(!ArtifactUtils::isBackpackFreeSlots(dst.getHolderArtSet()))			COMPLAIN_RET("Backpack is full!");		vstd::amin(dst.slot, ArtifactPosition::BACKPACK_START + dst.getHolderArtSet()->artifactsInBackpack.size());	}	if(!(src.slot == ArtifactPosition::TRANSITION_POS && dst.slot == ArtifactPosition::TRANSITION_POS))	{		if(src.slot == dst.slot && src.artHolder == dst.artHolder)			COMPLAIN_RET("Won't move artifact: Dest same as source!");		// Check if dst slot is occupied		if(!isDstSlotBackpack && destArtifact)		{			// Previous artifact must be removed first			moveArtifact(dst, ArtifactLocation(dst.artHolder, ArtifactPosition::TRANSITION_POS));		}		try		{			auto hero = std::get<ConstTransitivePtr<CGHeroInstance>>(dst.artHolder);			if(ArtifactUtils::checkSpellbookIsNeeded(hero, srcArtifact->artType->getId(), dst.slot))				giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);		}		catch(const std::bad_variant_access &)		{			// object other than hero received an art - ignore		}		MoveArtifact ma(&src, &dst);		if(dst.slot == ArtifactPosition::TRANSITION_POS)			ma.askAssemble = false;		sendAndApply(&ma);	}	return true;}bool CGameHandler::bulkMoveArtifacts(ObjectInstanceID srcHero, ObjectInstanceID dstHero, bool swap){	// Make sure exchange is even possible between the two heroes.	if(!isAllowedExchange(srcHero, dstHero))		COMPLAIN_RET("That heroes cannot make any exchange!");	auto psrcHero = getHero(srcHero);	auto pdstHero = getHero(dstHero);	if((!psrcHero) || (!pdstHero))		COMPLAIN_RET("bulkMoveArtifacts: wrong hero's ID");	BulkMoveArtifacts ma(static_cast<ConstTransitivePtr<CGHeroInstance>>(psrcHero),		static_cast<ConstTransitivePtr<CGHeroInstance>>(pdstHero), swap);	auto & slotsSrcDst = ma.artsPack0;	auto & slotsDstSrc = ma.artsPack1;	// Temporary fitting set for artifacts. Used to select available slots before sending data.	CArtifactFittingSet artFittingSet(pdstHero->bearerType());	auto moveArtifact = [this, &artFittingSet](const CArtifactInstance * artifact,		ArtifactPosition srcSlot, const CGHeroInstance * dstHero,		std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void	{		assert(artifact);		auto dstSlot = ArtifactUtils::getArtAnyPosition(&artFittingSet, artifact->getTypeId());		if(dstSlot != ArtifactPosition::PRE_FIRST)		{			artFittingSet.putArtifact(dstSlot, static_cast<ConstTransitivePtr<CArtifactInstance>>(artifact));			slots.push_back(BulkMoveArtifacts::LinkedSlots(srcSlot, dstSlot));			if(ArtifactUtils::checkSpellbookIsNeeded(dstHero, artifact->getTypeId(), dstSlot))				giveHeroNewArtifact(dstHero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);		}	};	if(swap)	{		auto moveArtsWorn = [moveArtifact](const CGHeroInstance * srcHero, const CGHeroInstance * dstHero,			std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void		{			for(auto & artifact : srcHero->artifactsWorn)			{				if(ArtifactUtils::isArtRemovable(artifact))					moveArtifact(artifact.second.getArt(), artifact.first, dstHero, slots);			}		};		auto moveArtsInBackpack = [](const CArtifactSet * artSet,			std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void		{			for(auto & slotInfo : artSet->artifactsInBackpack)			{				auto slot = artSet->getArtPos(slotInfo.artifact);				slots.push_back(BulkMoveArtifacts::LinkedSlots(slot, slot));			}		};		// Move over artifacts that are worn srcHero -> dstHero		moveArtsWorn(psrcHero, pdstHero, slotsSrcDst);		artFittingSet.artifactsWorn.clear();		// Move over artifacts that are worn dstHero -> srcHero		moveArtsWorn(pdstHero, psrcHero, slotsDstSrc);		// Move over artifacts that are in backpack srcHero -> dstHero		moveArtsInBackpack(psrcHero, slotsSrcDst);		// Move over artifacts that are in backpack dstHero -> srcHero		moveArtsInBackpack(pdstHero, slotsDstSrc);	}	else	{		artFittingSet.artifactsInBackpack = pdstHero->artifactsInBackpack;		artFittingSet.artifactsWorn = pdstHero->artifactsWorn;		// Move over artifacts that are worn		for(auto & artInfo : psrcHero->artifactsWorn)		{			if(ArtifactUtils::isArtRemovable(artInfo))			{				moveArtifact(psrcHero->getArt(artInfo.first), artInfo.first, pdstHero, slotsSrcDst);			}		}		// Move over artifacts that are in backpack		for(auto & slotInfo : psrcHero->artifactsInBackpack)		{			moveArtifact(psrcHero->getArt(psrcHero->getArtPos(slotInfo.artifact)),				psrcHero->getArtPos(slotInfo.artifact), pdstHero, slotsSrcDst);		}	}	sendAndApply(&ma);	return true;}/** * Assembles or disassembles a combination artifact. * @param heroID ID of hero holding the artifact(s). * @param artifactSlot The worn slot ID of the combination- or constituent artifact. * @param assemble True for assembly operation, false for disassembly. * @param assembleTo If assemble is true, this represents the artifact ID of the combination * artifact to assemble to. Otherwise it's not used. */bool CGameHandler::assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo){	const CGHeroInstance * hero = getHero(heroID);	const CArtifactInstance * destArtifact = hero->getArt(artifactSlot);	if(!destArtifact)		COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");	if(assemble)	{		CArtifact * combinedArt = VLC->arth->objects[assembleTo];		if(!combinedArt->isCombined())			COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");		if (!vstd::contains(ArtifactUtils::assemblyPossibilities(hero, destArtifact->getTypeId(),			ArtifactUtils::isSlotEquipment(artifactSlot)), combinedArt))		{			COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");		}				if(ArtifactUtils::checkSpellbookIsNeeded(hero, assembleTo, artifactSlot))			giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);		AssembledArtifact aa;		aa.al = ArtifactLocation(hero, artifactSlot);		aa.builtArt = combinedArt;		sendAndApply(&aa);	}	else	{		if(!destArtifact->isCombined())			COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");		if(ArtifactUtils::isSlotBackpack(artifactSlot)			&& !ArtifactUtils::isBackpackFreeSlots(hero, destArtifact->artType->getConstituents().size() - 1))			COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble but backpack is full!");		DisassembledArtifact da;		da.al = ArtifactLocation(hero, artifactSlot);		sendAndApply(&da);	}	return true;}bool CGameHandler::eraseArtifactByClient(const ArtifactLocation & al){	const auto * hero = getHero(al.relatedObj()->id);	if(hero == nullptr)		COMPLAIN_RET("eraseArtifactByClient: wrong hero's ID");	const auto * art = al.getArt();	if(art == nullptr)		COMPLAIN_RET("Cannot remove artifact!");	if(al.getArt()->artType->canBePutAt(hero) || al.slot != ArtifactPosition::TRANSITION_POS)		COMPLAIN_RET("Illegal artifact removal request");	removeArtifact(al);	return true;}bool CGameHandler::buyArtifact(ObjectInstanceID hid, ArtifactID aid){	const CGHeroInstance * hero = getHero(hid);	COMPLAIN_RET_FALSE_IF(nullptr == hero, "Invalid hero index");	const CGTownInstance * town = hero->visitedTown;	COMPLAIN_RET_FALSE_IF(nullptr == town, "Hero not in town");	if (aid==ArtifactID::SPELLBOOK)	{		if ((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))		    || (getResource(hero->getOwner(), EGameResID::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!"))		    || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))		   )			return false;		giveResource(hero->getOwner(),EGameResID::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);		giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);		assert(hero->getArt(ArtifactPosition::SPELLBOOK));		giveSpells(town,hero);		return true;	}	else	{		const CArtifact * art = aid.toArtifact();		COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid artifact index to buy");		COMPLAIN_RET_FALSE_IF(art->getWarMachine() == CreatureID::NONE, "War machine artifact required");		COMPLAIN_RET_FALSE_IF(hero->hasArt(aid),"Hero already has this machine!");		const int price = art->getPrice();		COMPLAIN_RET_FALSE_IF(getPlayerState(hero->getOwner())->resources[EGameResID::GOLD] < price, "Not enough gold!");		if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid)		 || (town->hasBuilt(BuildingSubID::BALLISTA_YARD) && aid == ArtifactID::BALLISTA))		{			giveResource(hero->getOwner(),EGameResID::GOLD,-price);			return giveHeroNewArtifact(hero, art);		}		else			COMPLAIN_RET("This machine is unavailable here!");	}}bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, GameResID rid, ArtifactID aid){	if(!h)		COMPLAIN_RET("Only hero can buy artifacts!");	if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))		COMPLAIN_RET("That artifact is unavailable!");	int b1, b2;	m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);	if (getResource(h->tempOwner, rid) < b1)		COMPLAIN_RET("You can't afford to buy this artifact!");	giveResource(h->tempOwner, rid, -b1);	SetAvailableArtifacts saa;	if(dynamic_cast<const CGTownInstance *>(m))	{		saa.id = -1;		saa.arts = CGTownInstance::merchantArtifacts;	}	else if(const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m)) //black market	{		saa.id = bm->id.getNum();		saa.arts = bm->artifacts;	}	else		COMPLAIN_RET("Wrong marktet...");	bool found = false;	for (const CArtifact *&art : saa.arts)	{		if (art && art->getId() == aid)		{			art = nullptr;			found = true;			break;		}	}	if (!found)		COMPLAIN_RET("Cannot find selected artifact on the list");	sendAndApply(&saa);	giveHeroNewArtifact(h, VLC->arth->objects[aid], ArtifactPosition::FIRST_AVAILABLE);	return true;}bool CGameHandler::sellArtifact(const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, GameResID rid){	COMPLAIN_RET_FALSE_IF((!h), "Only hero can sell artifacts!");	const CArtifactInstance *art = h->getArtByInstanceId(aid);	COMPLAIN_RET_FALSE_IF((!art), "There is no artifact to sell!");	COMPLAIN_RET_FALSE_IF((!art->artType->isTradable()), "Cannot sell a war machine or spellbook!");	int resVal = 0, dump = 1;	m->getOffer(art->artType->getId(), rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);	removeArtifact(ArtifactLocation(h, h->getArtPos(art)));	giveResource(h->tempOwner, rid, resVal);	return true;}bool CGameHandler::buySecSkill(const IMarket *m, const CGHeroInstance *h, SecondarySkill skill){	if (!h)		COMPLAIN_RET("You need hero to buy a skill!");	if (h->getSecSkillLevel(SecondarySkill(skill)))		COMPLAIN_RET("Hero already know this skill");	if (!h->canLearnSkill())		COMPLAIN_RET("Hero can't learn any more skills");	if (!h->canLearnSkill(skill))		COMPLAIN_RET("The hero can't learn this skill!");	if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))		COMPLAIN_RET("That skill is unavailable!");	if (getResource(h->tempOwner, EGameResID::GOLD) < GameConstants::SKILL_GOLD_COST)//TODO: remove hardcoded resource\summ?		COMPLAIN_RET("You can't afford to buy this skill");	giveResource(h->tempOwner, EGameResID::GOLD, -GameConstants::SKILL_GOLD_COST);	changeSecSkill(h, skill, 1, true);	return true;}bool CGameHandler::tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2){	TResourceCap r1 = getPlayerState(player)->resources[id1];	vstd::amin(val, r1); //can't trade more resources than have	int b1, b2; //base quantities for trade	market->getOffer(id1, id2, b1, b2, EMarketMode::RESOURCE_RESOURCE);	int units = val / b1; //how many base quantities we trade	if (val%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error	{		COMPLAIN_RET("Invalid deal, not all offered units of resource were used.");	}	giveResource(player, GameResID(id1), - b1 * units);	giveResource(player, GameResID(id2), b2 * units);	return true;}bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, GameResID resourceID){	if(!hero)		COMPLAIN_RET("Only hero can sell creatures!");	if (!vstd::contains(hero->Slots(), slot))		COMPLAIN_RET("Hero doesn't have any creature in that slot!");	const CStackInstance &s = hero->getStack(slot);	if (s.count < (TQuantity)count //can't sell more creatures than have		|| (hero->stacksCount() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack	{		COMPLAIN_RET("Not enough creatures in army!");	}	int b1, b2; //base quantities for trade	market->getOffer(s.type->getId(), resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);	int units = count / b1; //how many base quantities we trade	if (count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error	{		//TODO: complain?		assert(0);	}	changeStackCount(StackLocation(hero, slot), -(TQuantity)count);	giveResource(hero->tempOwner, resourceID, b2 * units);	return true;}bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot){	const CArmedInstance *army = nullptr;	if (hero)		army = hero;	else		army = dynamic_cast<const CGTownInstance *>(market);	if (!army)		COMPLAIN_RET("Incorrect call to transform in undead!");	if (!army->hasStackAtSlot(slot))		COMPLAIN_RET("Army doesn't have any creature in that slot!");	const CStackInstance &s = army->getStack(slot);	//resulting creature - bone dragons or skeletons	CreatureID resCreature = CreatureID::SKELETON;	if ((s.hasBonusOfType(BonusType::DRAGON_NATURE)			&& !(s.hasBonusOfType(BonusType::UNDEAD)))			|| (s.getCreatureID() == CreatureID::HYDRA)			|| (s.getCreatureID() == CreatureID::CHAOS_HYDRA))		resCreature = CreatureID::BONE_DRAGON;	changeStackType(StackLocation(army, slot), resCreature.toCreature());	return true;}bool CGameHandler::sendResources(ui32 val, PlayerColor player, GameResID r1, PlayerColor r2){	const PlayerState *p2 = getPlayerState(r2, false);	if (!p2  ||  p2->status != EPlayerStatus::INGAME)	{		complain("Dest player must be in game!");		return false;	}	TResourceCap curRes1 = getPlayerState(player)->resources[r1];	vstd::amin(val, curRes1);	giveResource(player, r1, -(int)val);	giveResource(r2, r1, val);	return true;}bool CGameHandler::setFormation(ObjectInstanceID hid, ui8 formation){	const CGHeroInstance *h = getHero(hid);	if (!h)	{		logGlobal->error("Hero doesn't exist!");		return false;	}	ChangeFormation cf;	cf.hid = hid;	cf.formation = formation;	sendAndApply(&cf);	return true;}bool CGameHandler::queryReply(QueryID qid, const JsonNode & answer, PlayerColor player){	boost::unique_lock<boost::recursive_mutex> lock(gsm);	logGlobal->trace("Player %s attempts answering query %d with answer:", player, qid);	logGlobal->trace(answer.toJson());	auto topQuery = queries->topQuery(player);	COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");	if(topQuery->queryID != qid)	{		auto currentQuery = queries->getQuery(qid);		if(currentQuery != nullptr && currentQuery->endsByPlayerAnswer())			currentQuery->setReply(answer);		COMPLAIN_RET("This player top query has different ID!"); //topQuery->queryID != qid	}	COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");	topQuery->setReply(answer);	queries->popQuery(topQuery);	return true;}void CGameHandler::handleTimeEvents(){	gs->map->events.sort(evntCmp);	while(gs->map->events.size() && gs->map->events.front().firstOccurence+1 == gs->day)	{		CMapEvent ev = gs->map->events.front();		for (int player = 0; player < PlayerColor::PLAYER_LIMIT_I; player++)		{			auto color = PlayerColor(player);			const PlayerState * pinfo = getPlayerState(color, false); //do not output error if player does not exist			if (pinfo  //player exists				&& (ev.players & 1<<player) //event is enabled to this player				&& ((ev.computerAffected && !pinfo->human)					|| (ev.humanAffected && pinfo->human)				)			)			{				//give resources				giveResources(color, ev.resources);				//prepare dialog				InfoWindow iw;				iw.player = color;				iw.text.appendRawString(ev.message);				for (int i=0; i<ev.resources.size(); i++)				{					if (ev.resources[i]) //if resource is changed, we add it to the dialog						iw.components.emplace_back(Component::EComponentType::RESOURCE,i,ev.resources[i],0);				}				sendAndApply(&iw); //show dialog			}		} //PLAYERS LOOP		if (ev.nextOccurence)		{			gs->map->events.pop_front();			ev.firstOccurence += ev.nextOccurence;			auto it = gs->map->events.begin();			while(it != gs->map->events.end() && it->earlierThanOrEqual(ev))				it++;			gs->map->events.insert(it, ev);		}		else		{			gs->map->events.pop_front();		}	}	//TODO send only if changed	UpdateMapEvents ume;	ume.events = gs->map->events;	sendAndApply(&ume);}void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n){	town->events.sort(evntCmp);	while(town->events.size() && town->events.front().firstOccurence == gs->day)	{		PlayerColor player = town->tempOwner;		CCastleEvent ev = town->events.front();		const PlayerState * pinfo = getPlayerState(player, false);		if (pinfo  //player exists			&& (ev.players & 1<<player.getNum()) //event is enabled to this player			&& ((ev.computerAffected && !pinfo->human)				|| (ev.humanAffected && pinfo->human)))		{			// dialog			InfoWindow iw;			iw.player = player;			iw.text.appendRawString(ev.message);			if (ev.resources.nonZero())			{				TResources was = n.res[player];				n.res[player] += ev.resources;				n.res[player].amax(0);				for (int i=0; i<ev.resources.size(); i++)					if (ev.resources[i] && pinfo->resources[i] != n.res.at(player)[i]) //if resource had changed, we add it to the dialog						iw.components.emplace_back(Component::EComponentType::RESOURCE,i,n.res.at(player)[i]-was[i],0);			}			for (auto & i : ev.buildings)			{				if (!town->hasBuilt(i))				{					buildStructure(town->id, i, true);					iw.components.emplace_back(Component::EComponentType::BUILDING, town->subID, i, 0);				}			}			if (!ev.creatures.empty() && !vstd::contains(n.cres, town->id))			{				n.cres[town->id].tid = town->id;				n.cres[town->id].creatures = town->creatures;			}			auto & sac = n.cres[town->id];			for (si32 i=0;i<ev.creatures.size();i++) //creature growths			{				if (!town->creatures.at(i).second.empty() && ev.creatures.at(i) > 0)//there is dwelling				{					sac.creatures[i].first += ev.creatures.at(i);					iw.components.emplace_back(Component::EComponentType::CREATURE,							town->creatures.at(i).second.back(), ev.creatures.at(i), 0);				}			}			sendAndApply(&iw); //show dialog		}		if (ev.nextOccurence)		{			town->events.pop_front();			ev.firstOccurence += ev.nextOccurence;			auto it = town->events.begin();			while(it != town->events.end() && it->earlierThanOrEqual(ev))				it++;			town->events.insert(it, ev);		}		else		{			town->events.pop_front();		}	}	//TODO send only if changed	UpdateCastleEvents uce;	uce.town = town->id;	uce.events = town->events;	sendAndApply(&uce);}bool CGameHandler::complain(const std::string &problem){	playerMessages->broadcastSystemMessage("Server encountered a problem: " + problem);	logGlobal->error(problem);	return true;}void CGameHandler::showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits){	//PlayerColor player = getOwner(hid);	auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));	auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));	assert(lowerArmy);	assert(upperArmy);	auto garrisonQuery = std::make_shared<CGarrisonDialogQuery>(this, upperArmy, lowerArmy);	queries->addQuery(garrisonQuery);	GarrisonDialog gd;	gd.hid = hid;	gd.objid = upobj;	gd.removableUnits = removableUnits;	gd.queryID = garrisonQuery->queryID;	sendAndApply(&gd);}void CGameHandler::showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId){	OpenWindow ow;	ow.window = EOpenWindowMode::THIEVES_GUILD;	ow.id1 = player.getNum();	ow.id2 = requestingObjId.getNum();	sendAndApply(&ow);}bool CGameHandler::isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2){	if (id1 == id2)		return true;	const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);	if (!o1 || !o2)		return true; //arranging stacks within an object should be always allowed	if (o1 && o2)	{		if (o1->ID == Obj::TOWN)		{			const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);			if (t->visitingHero == o2  ||  t->garrisonHero == o2)				return true;		}		if (o2->ID == Obj::TOWN)		{			const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);			if (t->visitingHero == o1  ||  t->garrisonHero == o1)				return true;		}		if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)		{			const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);			const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);			// two heroes in same town (garrisoned and visiting)			if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)				return true;		}		//Ongoing garrison exchange - usually picking from top garison (from o1 to o2), but who knows		auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries->topQuery(o1->tempOwner));		if (!dialog)		{			dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries->topQuery(o2->tempOwner));		}		if (dialog)		{			auto topArmy = dialog->exchangingArmies.at(0);			auto bottomArmy = dialog->exchangingArmies.at(1);			if ((topArmy == o1 && bottomArmy == o2) || (bottomArmy == o1 && topArmy == o2))				return true;		}	}	return false;}void CGameHandler::objectVisited(const CGObjectInstance * obj, const CGHeroInstance * h){	using events::ObjectVisitStarted;	logGlobal->debug("%s visits %s (%d:%d)", h->nodeName(), obj->getObjectName(), obj->ID, obj->subID);	std::shared_ptr<CObjectVisitQuery> visitQuery;	auto startVisit = [&](ObjectVisitStarted & event)	{		auto visitedObject = obj;		if(obj->ID == Obj::HERO)		{			auto visitedHero = static_cast<const CGHeroInstance *>(obj);			const auto visitedTown = visitedHero->visitedTown;			if(visitedTown)			{				const bool isEnemy = visitedHero->getOwner() != h->getOwner();				if(isEnemy && !visitedTown->isBattleOutsideTown(visitedHero))					visitedObject = visitedTown;			}		}		visitQuery = std::make_shared<CObjectVisitQuery>(this, visitedObject, h, visitedObject->visitablePos());		queries->addQuery(visitQuery); //TODO real visit pos		HeroVisit hv;		hv.objId = obj->id;		hv.heroId = h->id;		hv.player = h->tempOwner;		hv.starting = true;		sendAndApply(&hv);		obj->onHeroVisit(h);	};	ObjectVisitStarted::defaultExecute(serverEventBus.get(), startVisit, h->tempOwner, h->id, obj->id);	if(visitQuery)		queries->popIfTop(visitQuery); //visit ends here if no queries were created}void CGameHandler::objectVisitEnded(const CObjectVisitQuery & query){	using events::ObjectVisitEnded;	logGlobal->debug("%s visit ends.\n", query.visitingHero->nodeName());	auto endVisit = [&](ObjectVisitEnded & event)	{		HeroVisit hv;		hv.player = event.getPlayer();		hv.heroId = event.getHero();		hv.starting = false;		sendAndApply(&hv);	};	//TODO: ObjectVisitEnded should also have id of visited object,	//but this requires object being deleted only by `removeAfterVisit()` but not `removeObject()`	ObjectVisitEnded::defaultExecute(serverEventBus.get(), endVisit, query.players.front(), query.visitingHero->id);}bool CGameHandler::buildBoat(ObjectInstanceID objid, PlayerColor playerID){	const IShipyard *obj = IShipyard::castFrom(getObj(objid));	if (obj->shipyardStatus() != IBoatGenerator::GOOD)	{		complain("Cannot build boat in this shipyard!");		return false;	}	TResources boatCost;	obj->getBoatCost(boatCost);	TResources aviable = getPlayerState(playerID)->resources;	if (!aviable.canAfford(boatCost))	{		complain("Not enough resources to build a boat!");		return false;	}	int3 tile = obj->bestLocation();	if (!gs->map->isInTheMap(tile))	{		complain("Cannot find appropriate tile for a boat!");		return false;	}	giveResources(playerID, -boatCost);	createObject(tile, Obj::BOAT, obj->getBoatType().getNum());	return true;}void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors){	for (auto playerColor : playerColors)	{		if (getPlayerState(playerColor, false))			checkVictoryLossConditionsForPlayer(playerColor);	}}void CGameHandler::checkVictoryLossConditionsForAll(){	std::set<PlayerColor> playerColors;	for (int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)	{		playerColors.insert(PlayerColor(i));	}	checkVictoryLossConditions(playerColors);}void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player){	const PlayerState * p = getPlayerState(player);	if(!p || p->status != EPlayerStatus::INGAME) return;	auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player);	if (victoryLossCheckResult.victory() || victoryLossCheckResult.loss())	{		InfoWindow iw;		getVictoryLossMessage(player, victoryLossCheckResult, iw);		sendAndApply(&iw);		PlayerEndsGame peg;		peg.player = player;		peg.victoryLossCheckResult = victoryLossCheckResult;		sendAndApply(&peg);		turnOrder->onPlayerEndsGame(player);		if (victoryLossCheckResult.victory())		{			//one player won -> all enemies lost			for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)			{				if (i->first != player && getPlayerState(i->first)->status == EPlayerStatus::INGAME)				{					peg.player = i->first;					peg.victoryLossCheckResult = getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ?								victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner					InfoWindow iw;					getVictoryLossMessage(player, peg.victoryLossCheckResult, iw);					iw.player = i->first;					sendAndApply(&iw);					sendAndApply(&peg);				}			}			if(p->human)			{				lobby->setState(EServerState::GAMEPLAY_ENDED);			}		}		else		{			//copy heroes vector to avoid iterator invalidation as removal change PlayerState			auto hlp = p->heroes;			for (auto h : hlp) //eliminate heroes			{				if (h.get())					removeObject(h);			}			//player lost -> all his objects become unflagged (neutral)			for (auto obj : gs->map->objects) //unflag objs			{				if (obj.get() && obj->tempOwner == player)					setOwner(obj, PlayerColor::NEUTRAL);			}			//eliminating one player may cause victory of another:			std::set<PlayerColor> playerColors;			//do not copy player state (CBonusSystemNode) by value			for (auto &p : gs->players) //players may have different colors, iterate over players and not integers			{				if (p.first != player)					playerColors.insert(p.first);			}			//notify all players			for (auto pc : playerColors)			{				if (getPlayerState(pc)->status == EPlayerStatus::INGAME)				{					InfoWindow iw;					getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw);					iw.player = pc;					sendAndApply(&iw);				}			}			checkVictoryLossConditions(playerColors);		}	}}void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const{	out.player = player;	out.text = victoryLossCheckResult.messageToSelf;	out.text.replaceLocalString(EMetaText::COLOR, player.getNum());	out.components.emplace_back(Component::EComponentType::FLAG, player.getNum(), 0, 0);}bool CGameHandler::dig(const CGHeroInstance *h){	if (h->diggingStatus() != EDiggingStatus::CAN_DIG) //checks for terrain and movement		COMPLAIN_RETF("Hero cannot dig (error code %d)!", static_cast<int>(h->diggingStatus()));	createObject(h->visitablePos(), Obj::HOLE, 0 );	//take MPs	SetMovePoints smp;	smp.hid = h->id;	smp.val = 0;	sendAndApply(&smp);	InfoWindow iw;	iw.type = EInfoWindowMode::AUTO;	iw.player = h->tempOwner;	if (gs->map->grailPos == h->visitablePos())	{		iw.text.appendLocalString(EMetaText::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "		iw.text.appendLocalString(EMetaText::ART_NAMES, ArtifactID::GRAIL);		iw.soundID = soundBase::ULTIMATEARTIFACT;		giveHeroNewArtifact(h, VLC->arth->objects[ArtifactID::GRAIL], ArtifactPosition::FIRST_AVAILABLE); //give grail		sendAndApply(&iw);		iw.soundID = soundBase::invalid;		iw.components.emplace_back(Component::EComponentType::ARTIFACT, ArtifactID::GRAIL, 0, 0);		iw.text.clear();		iw.text.appendLocalString(EMetaText::ART_DESCR, ArtifactID::GRAIL);		sendAndApply(&iw);	}	else	{		iw.text.appendLocalString(EMetaText::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"		iw.soundID = soundBase::Dig;		sendAndApply(&iw);	}	return true;}void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h){	if (!t.visitableObjects.empty())	{		//to prevent self-visiting heroes on space press		if (t.visitableObjects.back() != h)			objectVisited(t.visitableObjects.back(), h);		else if (t.visitableObjects.size() > 1)			objectVisited(*(t.visitableObjects.end()-2),h);	}}bool CGameHandler::sacrificeCreatures(const IMarket * market, const CGHeroInstance * hero, const std::vector<SlotID> & slot, const std::vector<ui32> & count){	if (!hero)		COMPLAIN_RET("You need hero to sacrifice creature!");	int expSum = 0;	auto finish = [this, &hero, &expSum]()	{		changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));	};	for(int i = 0; i < slot.size(); ++i)	{		int oldCount = hero->getStackCount(slot[i]);		if(oldCount < (int)count[i])		{			finish();			COMPLAIN_RET("Not enough creatures to sacrifice!")		}		else if(oldCount == count[i] && hero->stacksCount() == 1 && hero->needsLastStack())		{			finish();			COMPLAIN_RET("Cannot sacrifice last creature!");		}		int crid = hero->getStack(slot[i]).type->getId();		changeStackCount(StackLocation(hero, slot[i]), -(TQuantity)count[i]);		int dump, exp;		market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);		exp *= count[i];		expSum += exp;	}	finish();	return true;}bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, const std::vector<ArtifactPosition> & slot){	if (!hero)		COMPLAIN_RET("You need hero to sacrifice artifact!");	int expSum = 0;	auto finish = [this, &hero, &expSum]()	{		changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));	};	for(int i = 0; i < slot.size(); ++i)	{		ArtifactLocation al(hero, slot[i]);		const CArtifactInstance * a = al.getArt();		if(!a)		{			finish();			COMPLAIN_RET("Cannot find artifact to sacrifice!");		}		const CArtifactInstance * art = hero->getArt(slot[i]);		if(!art)		{			finish();			COMPLAIN_RET("No artifact at position to sacrifice!");		}		si32 typId = art->artType->getId();		int dmp, expToGive;		m->getOffer(typId, 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);		expSum += expToGive;		removeArtifact(al);	}	finish();	return true;}bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count){	if (sl.army->hasStackAtSlot(sl.slot))		COMPLAIN_RET("Slot is already taken!");	if (!sl.slot.validSlot())		COMPLAIN_RET("Cannot insert stack to that slot!");	InsertNewStack ins;	ins.army = sl.army->id;	ins.slot = sl.slot;	ins.type = c->getId();	ins.count = count;	sendAndApply(&ins);	return true;}bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval){	if (!sl.army->hasStackAtSlot(sl.slot))		COMPLAIN_RET("Cannot find a stack to erase");	if (sl.army->stacksCount() == 1 //from the last stack		&& sl.army->needsLastStack() //that must be left		&& !forceRemoval) //ignore above conditions if we are forcing removal	{		COMPLAIN_RET("Cannot erase the last stack!");	}	EraseStack es;	es.army = sl.army->id;	es.slot = sl.slot;	sendAndApply(&es);	return true;}bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue){	TQuantity currentCount = sl.army->getStackCount(sl.slot);	if ((absoluteValue && count < 0)		|| (!absoluteValue && -count > currentCount))	{		COMPLAIN_RET("Cannot take more stacks than present!");	}	if ((currentCount == -count  &&  !absoluteValue)	   || (!count && absoluteValue))	{		eraseStack(sl);	}	else	{		ChangeStackCount csc;		csc.army = sl.army->id;		csc.slot = sl.slot;		csc.count = count;		csc.absoluteValue = absoluteValue;		sendAndApply(&csc);	}	return true;}bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count){	const CCreature *slotC = sl.army->getCreature(sl.slot);	if (!slotC) //slot is empty		insertNewStack(sl, c, count);	else if (c == slotC)		changeStackCount(sl, count);	else	{		COMPLAIN_RET("Cannot add " + c->getNamePluralTranslated() + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");	}	return true;}void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging){	if (removeObjWhenFinished)		removeAfterVisit(src);	if (!src->canBeMergedWith(*dst, allowMerging))	{		if (allowMerging) //do that, add all matching creatures.		{			bool cont = true;			while (cont)			{				for (auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures				{					SlotID pos = dst->getSlotFor(i->second->type);					if (pos.validSlot())					{						moveStack(StackLocation(src, i->first), StackLocation(dst, pos));						cont = true;						break; //or iterator crashes					}					cont = false;				}			}		}		showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends	}	else //merge	{		moveArmy(src, dst, allowMerging);	}}bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count){	if (!src.army->hasStackAtSlot(src.slot))		COMPLAIN_RET("No stack to move!");	if (dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))		COMPLAIN_RET("Cannot move: stack of different type at destination pos!");	if (!dst.slot.validSlot())		COMPLAIN_RET("Cannot move stack to that slot!");	if (count == -1)	{		count = src.army->getStackCount(src.slot);	}	if (src.army != dst.army  //moving away		&&  count == src.army->getStackCount(src.slot) //all creatures		&& src.army->stacksCount() == 1 //from the last stack		&& src.army->needsLastStack()) //that must be left	{		COMPLAIN_RET("Cannot move away the last creature!");	}	RebalanceStacks rs;	rs.srcArmy = src.army->id;	rs.dstArmy = dst.army->id;	rs.srcSlot = src.slot;	rs.dstSlot = dst.slot;	rs.count = count;	sendAndApply(&rs);	return true;}void CGameHandler::castSpell(const spells::Caster * caster, SpellID spellID, const int3 &pos){	const CSpell * s = spellID.toSpell();	if(!s)		return;	AdventureSpellCastParameters p;	p.caster = caster;	p.pos = pos;	s->adventureCast(spellEnv, p);}bool CGameHandler::swapStacks(const StackLocation & sl1, const StackLocation & sl2){	if(!sl1.army->hasStackAtSlot(sl1.slot))	{		return moveStack(sl2, sl1);	}	else if(!sl2.army->hasStackAtSlot(sl2.slot))	{		return moveStack(sl1, sl2);	}	else	{		SwapStacks ss;		ss.srcArmy = sl1.army->id;		ss.dstArmy = sl2.army->id;		ss.srcSlot = sl1.slot;		ss.dstSlot = sl2.slot;		sendAndApply(&ss);		return true;	}}bool CGameHandler::giveHeroArtifact(const CGHeroInstance * h, const CArtifactInstance * a, ArtifactPosition pos){	assert(a->artType);	ArtifactLocation al(h, ArtifactPosition::PRE_FIRST);	if(pos == ArtifactPosition::FIRST_AVAILABLE)	{		al.slot = ArtifactUtils::getArtAnyPosition(h, a->getTypeId());	}	else if(ArtifactUtils::isSlotBackpack(pos))	{		al.slot = ArtifactUtils::getArtBackpackPosition(h, a->getTypeId());	}	else	{		al.slot = pos;	}	if(a->canBePutAt(al))		putArtifact(al, a);	else		return false;	return true;}void CGameHandler::putArtifact(const ArtifactLocation &al, const CArtifactInstance *a){	PutArtifact pa;	pa.art = a;	pa.al = al;	sendAndApply(&pa);}bool CGameHandler::giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * artType, ArtifactPosition pos){	assert(artType);	if(pos == ArtifactPosition::FIRST_AVAILABLE)	{		if(!artType->canBePutAt(h, ArtifactUtils::getArtAnyPosition(h, artType->getId())))			COMPLAIN_RET("Cannot put artifact in that slot!");	}	else if(ArtifactUtils::isSlotBackpack(pos))	{		if(!artType->canBePutAt(h, ArtifactUtils::getArtBackpackPosition(h, artType->getId())))			COMPLAIN_RET("Cannot put artifact in that slot!");	}	else	{		COMPLAIN_RET_FALSE_IF(!artType->canBePutAt(h, pos, false), "Cannot put artifact in that slot!");	}	auto * newArtInst = new CArtifactInstance();	newArtInst->artType = artType; // *NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply	NewArtifact na;	na.art = newArtInst;	sendAndApply(&na); // -> updates newArtInst!!!	if(giveHeroArtifact(h, newArtInst, pos))		return true;	else		return false;}void CGameHandler::spawnWanderingMonsters(CreatureID creatureID){	std::vector<int3>::iterator tile;	std::vector<int3> tiles;	getFreeTiles(tiles);	ui32 amount = (ui32)tiles.size() / 200; //Chance is 0.5% for each tile	RandomGeneratorUtil::randomShuffle(tiles, getRandomGenerator());	logGlobal->trace("Spawning wandering monsters. Found %d free tiles. Creature type: %d", tiles.size(), creatureID.num);	const CCreature *cre = VLC->creh->objects.at(creatureID);	for (int i = 0; i < (int)amount; ++i)	{		tile = tiles.begin();		logGlobal->trace("\tSpawning monster at %s", tile->toString());		{			auto count = cre->getRandomAmount(std::rand);			createObject(*tile, Obj::MONSTER, creatureID);			auto monsterId = getTopObj(*tile)->id;			setObjProperty(monsterId, ObjProperty::MONSTER_COUNT, count);			setObjProperty(monsterId, ObjProperty::MONSTER_POWER, (si64)1000*count);		}		tiles.erase(tile); //not use it again	}}void CGameHandler::synchronizeArtifactHandlerLists(){	UpdateArtHandlerLists uahl;	uahl.treasures = VLC->arth->treasures;	uahl.minors = VLC->arth->minors;	uahl.majors = VLC->arth->majors;	uahl.relics = VLC->arth->relics;	sendAndApply(&uahl);}bool CGameHandler::isValidObject(const CGObjectInstance *obj) const{	return vstd::contains(gs->map->objects, obj);}bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player){	if (!strcmp(typeid(*pack).name(), typeid(PlayerMessage).name()))		return false;	auto query = queries->topQuery(player);	if (query && query->blocksPack(pack))	{		complain(boost::str(boost::format(			"\r\n| Player \"%s\" has to answer queries before attempting any further actions.\r\n| Top Query: \"%s\"\r\n")			% boost::to_upper_copy<std::string>(player.toString())			% query->toString()		));		return true;	}	return false;}void CGameHandler::removeAfterVisit(const CGObjectInstance *object){	//If the object is being visited, there must be a matching query	for (const auto &query : queries->allQueries())	{		if (auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))		{			if (someVistQuery->visitedObject == object)			{				someVistQuery->removeObjectAfterVisit = true;				return;			}		}	}	//If we haven't returned so far, there is no query and no visit, call was wrong	assert("This function needs to be called during the object visit!");}void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide){	std::unordered_set<int3> tiles;	getTilesInRange(tiles, center, radius, player, hide? -1 : 1);	if (hide)	{		std::unordered_set<int3> observedTiles; //do not hide tiles observed by heroes. May lead to disastrous AI problems		auto p = getPlayerState(player);		for (auto h : p->heroes)		{			getTilesInRange(observedTiles, h->getSightCenter(), h->getSightRadius(), h->tempOwner, -1);		}		for (auto t : p->towns)		{			getTilesInRange(observedTiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, -1);		}		for (auto tile : observedTiles)			vstd::erase_if_present (tiles, tile);	}	changeFogOfWar(tiles, player, hide);}void CGameHandler::changeFogOfWar(std::unordered_set<int3> &tiles, PlayerColor player, bool hide){	FoWChange fow;	fow.tiles = tiles;	fow.player = player;	fow.mode = hide? 0 : 1;	sendAndApply(&fow);}bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero){	if (auto topQuery = queries->topQuery(hero->getOwner()))		if (auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))			return !(visit->visitedObject == obj && visit->visitingHero == hero);	return true;}void CGameHandler::setObjProperty(ObjectInstanceID objid, int prop, si64 val){	SetObjectProperty sob;	sob.id = objid;	sob.what = prop;	sob.val = static_cast<ui32>(val);	sendAndApply(&sob);}void CGameHandler::showInfoDialog(InfoWindow * iw){	sendAndApply(iw);}void CGameHandler::showInfoDialog(const std::string & msg, PlayerColor player){	InfoWindow iw;	iw.player = player;	iw.text.appendRawString(msg);	showInfoDialog(&iw);}CRandomGenerator & CGameHandler::getRandomGenerator(){	return CRandomGenerator::getDefault();}#if SCRIPTING_ENABLEDscripting::Pool * CGameHandler::getGlobalContextPool() const{	return serverScripts.get();}//scripting::Pool * CGameHandler::getContextPool() const//{//	return serverScripts.get();//}#endifvoid CGameHandler::createObject(const int3 & visitablePosition, Obj type, int32_t subtype){	NewObject no;	no.ID = type;	no.subID= subtype;	no.targetPos = visitablePosition;	sendAndApply(&no);}void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank, const CGTownInstance *town){	battles->startBattlePrimary(army1, army2, tile, hero1, hero2, creatureBank, town);}void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank ){	battles->startBattleI(army1, army2, tile, creatureBank);}void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank ){	battles->startBattleI(army1, army2, creatureBank);}
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