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| /* * CGameState.cpp, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */#include "StdInc.h"#include "CGameState.h"#include "EVictoryLossCheckResult.h"#include "InfoAboutArmy.h"#include "TavernHeroesPool.h"#include "CGameStateCampaign.h"#include "SThievesGuildInfo.h"#include "QuestInfo.h"#include "../GameSettings.h"#include "../texts/CGeneralTextHandler.h"#include "../CPlayerState.h"#include "../CStopWatch.h"#include "../IGameSettings.h"#include "../StartInfo.h"#include "../TerrainHandler.h"#include "../VCMIDirs.h"#include "../GameLibrary.h"#include "../bonuses/Limiters.h"#include "../bonuses/Propagators.h"#include "../bonuses/Updaters.h"#include "../battle/BattleInfo.h"#include "../campaign/CampaignState.h"#include "../constants/StringConstants.h"#include "../entities/artifact/ArtifactUtils.h"#include "../entities/artifact/CArtHandler.h"#include "../entities/faction/CTownHandler.h"#include "../entities/hero/CHero.h"#include "../entities/hero/CHeroClass.h"#include "../filesystem/ResourcePath.h"#include "../json/JsonBonus.h"#include "../json/JsonUtils.h"#include "../mapObjectConstructors/AObjectTypeHandler.h"#include "../mapObjectConstructors/CObjectClassesHandler.h"#include "../mapObjectConstructors/DwellingInstanceConstructor.h"#include "../mapObjects/CGHeroInstance.h"#include "../mapObjects/CGTownInstance.h"#include "../mapObjects/CQuest.h"#include "../mapObjects/MiscObjects.h"#include "../mapping/CMap.h"#include "../mapping/CMapEditManager.h"#include "../mapping/CMapService.h"#include "../modding/ActiveModsInSaveList.h"#include "../modding/IdentifierStorage.h"#include "../modding/ModScope.h"#include "../networkPacks/NetPacksBase.h"#include "../pathfinder/CPathfinder.h"#include "../pathfinder/PathfinderOptions.h"#include "../rmg/CMapGenerator.h"#include "../serializer/CMemorySerializer.h"#include "../serializer/CLoadFile.h"#include "../serializer/CSaveFile.h"#include "../spells/CSpellHandler.h"#include "UpgradeInfo.h"#include <vstd/RNG.h>VCMI_LIB_NAMESPACE_BEGINstd::shared_mutex CGameState::mutex;HeroTypeID CGameState::pickNextHeroType(const PlayerColor & owner){	const PlayerSettings &ps = scenarioOps->getIthPlayersSettings(owner);	if(ps.hero.isValid() && !isUsedHero(HeroTypeID(ps.hero))) //we haven't used selected hero	{		return HeroTypeID(ps.hero);	}	return pickUnusedHeroTypeRandomly(owner);}HeroTypeID CGameState::pickUnusedHeroTypeRandomly(const PlayerColor & owner){	//list of available heroes for this faction and others	std::vector<HeroTypeID> factionHeroes;	std::vector<HeroTypeID> otherHeroes;	const PlayerSettings &ps = scenarioOps->getIthPlayersSettings(owner);	for(const HeroTypeID & hid : getUnusedAllowedHeroes())	{		if(hid.toHeroType()->heroClass->faction == ps.castle)			factionHeroes.push_back(hid);		else			otherHeroes.push_back(hid);	}	// select random hero native to "our" faction	if(!factionHeroes.empty())	{		return *RandomGeneratorUtil::nextItem(factionHeroes, getRandomGenerator());	}	logGlobal->warn("Cannot find free hero of appropriate faction for player %s - trying to get first available...", owner.toString());	if(!otherHeroes.empty())	{		return *RandomGeneratorUtil::nextItem(otherHeroes, getRandomGenerator());	}	logGlobal->error("No free allowed heroes!");	auto notAllowedHeroesButStillBetterThanCrash = getUnusedAllowedHeroes(true);	if(!notAllowedHeroesButStillBetterThanCrash.empty())		return *notAllowedHeroesButStillBetterThanCrash.begin();	logGlobal->error("No free heroes at all!");	throw std::runtime_error("Can not allocate hero. All heroes are already used.");}int CGameState::getDate(int d, Date mode){	int temp;	switch (mode)	{	case Date::DAY:		return d;	case Date::DAY_OF_WEEK: //day of week		temp = (d)%7; // 1 - Monday, 7 - Sunday		return temp ? temp : 7;	case Date::WEEK:  //current week		temp = ((d-1)/7)+1;		if (!(temp%4))			return 4;		else			return (temp%4);	case Date::MONTH: //current month		return ((d-1)/28)+1;	case Date::DAY_OF_MONTH: //day of month		temp = (d)%28;		if (temp)			return temp;		else return 28;	}	return 0;}int CGameState::getDate(Date mode) const{	return getDate(day, mode);}CGameState::CGameState(IGameCallback * callback)	: GameCallbackHolder(callback){	heroesPool = std::make_unique<TavernHeroesPool>(this);	globalEffects.setNodeType(CBonusSystemNode::GLOBAL_EFFECTS);}CGameState::~CGameState(){	// explicitly delete all ongoing battles first - BattleInfo destructor requires valid CGameState	currentBattles.clear();}const IGameSettings & CGameState::getSettings() const{	return map->getSettings();}void CGameState::preInit(Services * newServices){	services = newServices;}void CGameState::init(const IMapService * mapService, StartInfo * si, Load::ProgressAccumulator & progressTracking, bool allowSavingRandomMap){	assert(services);	assert(cb);	scenarioOps = CMemorySerializer::deepCopy(*si);	initialOpts = CMemorySerializer::deepCopy(*si);	si = nullptr;	switch(scenarioOps->mode)	{	case EStartMode::NEW_GAME:		initNewGame(mapService, allowSavingRandomMap, progressTracking);		break;	case EStartMode::CAMPAIGN:		initCampaign();		break;	default:		logGlobal->error("Wrong mode: %d", static_cast<int>(scenarioOps->mode));		return;	}	logGlobal->info("Map loaded!");	day = 0;	logGlobal->debug("Initialization:");	initGlobalBonuses();	initPlayerStates();	if (campaign)		campaign->placeCampaignHeroes();	removeHeroPlaceholders();	initGrailPosition();	initRandomFactionsForPlayers();	randomizeMapObjects();	placeStartingHeroes();	initOwnedObjects();	initDifficulty();	initHeroes();	initStartingBonus();	initTowns();	initTownNames();	placeHeroesInTowns();	initMapObjects();	buildBonusSystemTree();	initVisitingAndGarrisonedHeroes();	initFogOfWar();	for(auto & elem : teams)	{		map->obelisksVisited[elem.first] = 0;	}	logGlobal->debug("\tChecking objectives");	map->checkForObjectives(); //needs to be run when all objects are properly placed}void CGameState::updateEntity(Metatype metatype, int32_t index, const JsonNode & data){	switch(metatype)	{	case Metatype::ARTIFACT_INSTANCE:		logGlobal->error("Artifact instance update is not implemented");		break;	case Metatype::CREATURE_INSTANCE:		logGlobal->error("Creature instance update is not implemented");		break;	case Metatype::HERO_INSTANCE:	{		//index is hero type		HeroTypeID heroID(index);		auto heroOnMap = map->getHero(heroID);		auto heroInPool = map->tryGetFromHeroPool(heroID);		if(heroOnMap)		{			heroOnMap->updateFrom(data);		}		else if (heroInPool)		{			heroInPool->updateFrom(data);		}		else		{			logGlobal->error("Update entity: hero index %s is out of range", index);		}		break;	}	case Metatype::MAP_OBJECT_INSTANCE:	{		CGObjectInstance * obj = getObjInstance(ObjectInstanceID(index));		if(obj)		{			obj->updateFrom(data);		}		else		{			logGlobal->error("Update entity: object index %s is out of range", index);		}		break;	}	default:		logGlobal->error("This metatype update is not implemented");		break;	}}void CGameState::updateOnLoad(StartInfo * si){	assert(services);	assert(cb);	scenarioOps->playerInfos = si->playerInfos;	for(auto & i : si->playerInfos)		players.at(i.first).human = i.second.isControlledByHuman();	scenarioOps->extraOptionsInfo = si->extraOptionsInfo;	scenarioOps->turnTimerInfo = si->turnTimerInfo;	scenarioOps->simturnsInfo = si->simturnsInfo;}void CGameState::initNewGame(const IMapService * mapService, bool allowSavingRandomMap, Load::ProgressAccumulator & progressTracking){	if(scenarioOps->createRandomMap())	{		logGlobal->info("Create random map.");		CStopWatch sw;		// Gen map		CMapGenerator mapGenerator(*scenarioOps->mapGenOptions, cb, getRandomGenerator().nextInt());		progressTracking.include(mapGenerator);		map = mapGenerator.generate();		progressTracking.exclude(mapGenerator);		// Update starting options		for(int i = 0; i < map->players.size(); ++i)		{			const auto & playerInfo = map->players[i];			if(playerInfo.canAnyonePlay())			{				PlayerSettings & playerSettings = scenarioOps->playerInfos[PlayerColor(i)];				playerSettings.compOnly = !playerInfo.canHumanPlay;				playerSettings.castle = playerInfo.defaultCastle();				if(playerSettings.isControlledByAI() && playerSettings.name.empty())				{					playerSettings.name = LIBRARY->generaltexth->allTexts[468];				}				playerSettings.color = PlayerColor(i);			}			else			{				scenarioOps->playerInfos.erase(PlayerColor(i));			}		}		if(allowSavingRandomMap)		{			try			{				auto path = VCMIDirs::get().userDataPath() / "Maps" / "RandomMaps";				boost::filesystem::create_directories(path);				std::shared_ptr<CMapGenOptions> options = scenarioOps->mapGenOptions;				const std::string templateName = options->getMapTemplate()->getName();				const std::string dt = vstd::getDateTimeISO8601Basic(std::time(nullptr));				const std::string fileName = boost::str(boost::format("%s_%s.vmap") % dt % templateName );				const auto fullPath = path / fileName;				map->name.appendRawString(boost::str(boost::format(" %s") % dt));				mapService->saveMap(map, fullPath);				logGlobal->info("Random map has been saved to:");				logGlobal->info(fullPath.string());			}			catch(...)			{				logGlobal->error("Saving random map failed with exception");			}		}		logGlobal->info("Generated random map in %i ms.", sw.getDiff());	}	else	{		logGlobal->info("Open map file: %s", scenarioOps->mapname);		const ResourcePath mapURI(scenarioOps->mapname, EResType::MAP);		map = mapService->loadMap(mapURI, cb);	}}void CGameState::initCampaign(){	campaign = std::make_unique<CGameStateCampaign>(this);	map = campaign->getCurrentMap();}void CGameState::initGlobalBonuses(){	const JsonNode & baseBonuses = getSettings().getValue(EGameSettings::BONUSES_GLOBAL);	logGlobal->debug("\tLoading global bonuses");	for(const auto & b : baseBonuses.Struct())	{		auto bonus = JsonUtils::parseBonus(b.second);		bonus->source = BonusSource::GLOBAL;//for all		bonus->sid = BonusSourceID(); //there is one global object		globalEffects.addNewBonus(bonus);	}	LIBRARY->creh->loadCrExpBon(globalEffects);}void CGameState::initDifficulty(){	logGlobal->debug("\tLoading difficulty settings");	JsonNode config = JsonUtils::assembleFromFiles("config/difficulty.json");	config.setModScope(ModScope::scopeGame()); // FIXME: should be set to actual mod		const JsonNode & difficultyAI(config["ai"][GameConstants::DIFFICULTY_NAMES[scenarioOps->difficulty]]);	const JsonNode & difficultyHuman(config["human"][GameConstants::DIFFICULTY_NAMES[scenarioOps->difficulty]]);		auto setDifficulty = [this](PlayerState & state, const JsonNode & json)	{		//set starting resources		state.resources = TResources(json["resources"]);		//handicap		const PlayerSettings &ps = scenarioOps->getIthPlayersSettings(state.color);		state.resources += ps.handicap.startBonus;				//set global bonuses		for(auto & jsonBonus : json["globalBonuses"].Vector())			if(auto bonus = JsonUtils::parseBonus(jsonBonus))				state.addNewBonus(bonus);				//set battle bonuses		for(auto & jsonBonus : json["battleBonuses"].Vector())			if(auto bonus = JsonUtils::parseBonus(jsonBonus))				state.battleBonuses.push_back(*bonus);			};	for (auto & elem : players)	{		PlayerState &p = elem.second;		setDifficulty(p, p.human ? difficultyHuman : difficultyAI);	}	if (campaign)		campaign->initStartingResources();}void CGameState::initGrailPosition(){	logGlobal->debug("\tPicking grail position");	//pick grail location	if(map->grailPos.x < 0 || map->grailRadius) //grail not set or set within a radius around some place	{		if(!map->grailRadius) //radius not given -> anywhere on map			map->grailRadius = map->width * 2;		std::vector<int3> allowedPos;		static const int BORDER_WIDTH = 9; // grail must be at least 9 tiles away from border		// add all not blocked tiles in range		for (int z = 0; z < map->levels(); z++)		{			for(int x = BORDER_WIDTH; x < map->width - BORDER_WIDTH ; x++)			{				for(int y = BORDER_WIDTH; y < map->height - BORDER_WIDTH; y++)				{					const TerrainTile &t = map->getTile(int3(x, y, z));					if(!t.blocked()					   && !t.visitable()						&& t.isLand()						&& t.getTerrain()->isPassable()						&& (int)map->grailPos.dist2dSQ(int3(x, y, z)) <= (map->grailRadius * map->grailRadius))						allowedPos.emplace_back(x, y, z);				}			}		}		//remove tiles with holes		for(auto & elem : map->getObjects())			if(elem && elem->ID == Obj::HOLE)				allowedPos -= elem->anchorPos();		if(!allowedPos.empty())		{			map->grailPos = *RandomGeneratorUtil::nextItem(allowedPos, getRandomGenerator());		}		else		{			logGlobal->warn("Grail cannot be placed, no appropriate tile found!");		}	}}void CGameState::initRandomFactionsForPlayers(){	logGlobal->debug("\tPicking random factions for players");	for(auto & elem : scenarioOps->playerInfos)	{		if(elem.second.castle==FactionID::RANDOM)		{			auto randomID = getRandomGenerator().nextInt((int)map->players[elem.first.getNum()].allowedFactions.size() - 1);			auto iter = map->players[elem.first.getNum()].allowedFactions.begin();			std::advance(iter, randomID);			elem.second.castle = *iter;		}	}}void CGameState::randomizeMapObjects(){	logGlobal->debug("\tRandomizing objects");	for(const auto & object : map->getObjects())	{		object->pickRandomObject(getRandomGenerator());		//handle Favouring Winds - mark tiles under it		if(object->ID == Obj::FAVORABLE_WINDS)		{			for (int i = 0; i < object->getWidth() ; i++)			{				for (int j = 0; j < object->getHeight() ; j++)				{					int3 pos = object->anchorPos() - int3(i,j,0);					if(map->isInTheMap(pos)) map->getTile(pos).extTileFlags |= 128;				}			}		}	}}void CGameState::initOwnedObjects(){	for(const auto & object : map->getObjects())	{		if (object && object->getOwner().isValidPlayer())			getPlayerState(object->getOwner())->addOwnedObject(object);	}}void CGameState::initPlayerStates(){	logGlobal->debug("\tCreating player entries in gs");	for(auto & elem : scenarioOps->playerInfos)	{		players.try_emplace(elem.first, cb);		PlayerState & p = players.at(elem.first);		p.color=elem.first;		p.human = elem.second.isControlledByHuman();		p.team = map->players[elem.first.getNum()].team;		teams[p.team].id = p.team;//init team		teams[p.team].players.insert(elem.first);//add player to team	}}void CGameState::placeStartingHero(const PlayerColor & playerColor, const HeroTypeID & heroTypeId, int3 townPos){	for (const auto & townID : map->getAllTowns())	{		auto town = getTown(townID);		if(town->anchorPos() == townPos)		{			townPos = town->visitablePos();			break;		}	}	auto hero = map->tryTakeFromHeroPool(heroTypeId);	if (!hero)	{		auto handler = LIBRARY->objtypeh->getHandlerFor(Obj::HERO, heroTypeId.toHeroType()->heroClass->getIndex());		auto object = handler->create(cb, handler->getTemplates().front());		hero = std::dynamic_pointer_cast<CGHeroInstance>(object);		hero->ID = Obj::HERO;		hero->setHeroType(heroTypeId);	}	hero->tempOwner = playerColor;	hero->setAnchorPos(townPos + hero->getVisitableOffset());	map->getEditManager()->insertObject(hero);}void CGameState::placeStartingHeroes(){	logGlobal->debug("\tGiving starting hero");	for(auto & playerSettingPair : scenarioOps->playerInfos)	{		auto playerColor = playerSettingPair.first;		auto & playerInfo = map->players[playerColor.getNum()];		if(playerInfo.generateHeroAtMainTown && playerInfo.hasMainTown)		{			// Do not place a starting hero if the hero was already placed due to a campaign bonus			if (campaign && campaign->playerHasStartingHero(playerColor))				continue;			HeroTypeID heroTypeId = pickNextHeroType(playerColor);			if(playerSettingPair.second.hero == HeroTypeID::NONE || playerSettingPair.second.hero == HeroTypeID::RANDOM)				playerSettingPair.second.hero = heroTypeId;			placeStartingHero(playerColor, HeroTypeID(heroTypeId), playerInfo.posOfMainTown);		}	}}void CGameState::removeHeroPlaceholders(){	// remove any hero placeholders that remain on map after (potential) campaign heroes placement	for(auto obj : map->getObjects<CGHeroPlaceholder>())	{		map->eraseObject(obj->id);	}}void CGameState::initHeroes(){	//heroes instances initialization	for (auto heroID : map->getHeroesOnMap())	{		auto hero = getHero(heroID);		if (hero->getOwner() == PlayerColor::UNFLAGGABLE)		{			logGlobal->warn("Hero with uninitialized owner!");			continue;		}		hero->initHero(getRandomGenerator());	}	// generate boats for all heroes on water	for (auto heroID : map->getHeroesOnMap())	{		auto hero = getHero(heroID);		assert(map->isInTheMap(hero->visitablePos()));		const auto & tile = map->getTile(hero->visitablePos());		if (hero->ID == Obj::PRISON)			continue;		if (tile.isWater())		{			auto handler = LIBRARY->objtypeh->getHandlerFor(Obj::BOAT, hero->getBoatType().getNum());			auto boat = std::dynamic_pointer_cast<CGBoat>(handler->create(cb, nullptr));			handler->configureObject(boat.get(), getRandomGenerator());			boat->setAnchorPos(hero->anchorPos());			boat->appearance = handler->getTemplates().front();			map->addNewObject(boat);			hero->setBoat(boat.get());		}	}	std::set<HeroTypeID> heroesToCreate = getUnusedAllowedHeroes(); //ids of heroes to be created and put into the pool	for(const HeroTypeID & htype : heroesToCreate) //all not used allowed heroes go with default state into the pool	{		CGHeroInstance * heroInPool = map->tryGetFromHeroPool(htype);		// some heroes are created as part of map loading (sod+ h3m maps)		// instances for h3 heroes from roe/ab h3m maps and heroes from mods at this point don't exist -> create them		if (!heroInPool)		{			auto newHeroPtr = std::make_shared<CGHeroInstance>(cb);			newHeroPtr->subID = htype.getNum();			map->addToHeroPool(newHeroPtr);			heroInPool = newHeroPtr.get();		}		map->generateUniqueInstanceName(heroInPool);		heroInPool->initHero(getRandomGenerator());		heroesPool->addHeroToPool(htype);	}	for(auto & elem : map->disposedHeroes)		heroesPool->setAvailability(elem.heroId, elem.players);	if (campaign)		campaign->initHeroes();}void CGameState::initFogOfWar(){	logGlobal->debug("\tFog of war"); //FIXME: should be initialized after all bonuses are set	int layers = map->levels();	for(auto & elem : teams)	{		auto & fow = elem.second.fogOfWarMap;		fow.resize(boost::extents[layers][map->width][map->height]);		std::fill(fow.data(), fow.data() + fow.num_elements(), 0);		for(const auto & obj : map->getObjects())		{			if(!vstd::contains(elem.second.players, obj->getOwner()))				continue; //not a flagged object			std::unordered_set<int3> tiles;			getTilesInRange(tiles, obj->getSightCenter(), obj->getSightRadius(), ETileVisibility::HIDDEN, obj->tempOwner);			for(const int3 & tile : tiles)			{				elem.second.fogOfWarMap[tile.z][tile.x][tile.y] = 1;			}		}	}}void CGameState::initStartingBonus(){	if (scenarioOps->mode == EStartMode::CAMPAIGN)		return;	// These are the single scenario bonuses; predefined	// campaign bonuses are spread out over other init* functions.	logGlobal->debug("\tStarting bonuses");	for(auto & elem : players)	{		//starting bonus		if(scenarioOps->playerInfos[elem.first].bonus == PlayerStartingBonus::RANDOM)			scenarioOps->playerInfos[elem.first].bonus = static_cast<PlayerStartingBonus>(getRandomGenerator().nextInt(2));		switch(scenarioOps->playerInfos[elem.first].bonus)		{		case PlayerStartingBonus::GOLD:			elem.second.resources[EGameResID::GOLD] += getRandomGenerator().nextInt(5, 10) * 100;			break;		case PlayerStartingBonus::RESOURCE:			{				auto res = (*LIBRARY->townh)[scenarioOps->playerInfos[elem.first].castle]->town->primaryRes;				if(res == EGameResID::WOOD_AND_ORE)				{					int amount = getRandomGenerator().nextInt(5, 10);					elem.second.resources[EGameResID::WOOD] += amount;					elem.second.resources[EGameResID::ORE] += amount;				}				else				{					elem.second.resources[res] += getRandomGenerator().nextInt(3, 6);				}				break;			}		case PlayerStartingBonus::ARTIFACT:			{				if(elem.second.getHeroes().empty())				{					logGlobal->error("Cannot give starting artifact - no heroes!");					break;				}				const Artifact * toGive = pickRandomArtifact(getRandomGenerator(), EArtifactClass::ART_TREASURE).toEntity(LIBRARY);				CGHeroInstance *hero = elem.second.getHeroes()[0];				if(!giveHeroArtifact(hero, toGive->getId()))					logGlobal->error("Cannot give starting artifact - no free slots!");			}			break;		}	}}void CGameState::initTownNames(){	std::map<FactionID, std::vector<int>> availableNames;	for(const auto & faction : LIBRARY->townh->getDefaultAllowed())	{		std::vector<int> potentialNames;		if(faction.toFaction()->town->getRandomNamesCount() > 0)		{			for(int i = 0; i < faction.toFaction()->town->getRandomNamesCount(); ++i)				potentialNames.push_back(i);			availableNames[faction] = potentialNames;		}	}	for (const auto & townID : map->getAllTowns())	{		auto vti = getTown(townID);		if(!vti->getNameTextID().empty())			continue;		FactionID faction = vti->getFactionID();		if(availableNames.empty())		{			logGlobal->warn("Failed to find available name for a random town!");			vti->setNameTextId("core.genrltxt.508"); // Unnamed			continue;		}		// If town has no available names (for example - all were picked) - pick names from some other faction that still has names available		if(!availableNames.count(faction))			faction = RandomGeneratorUtil::nextItem(availableNames, getRandomGenerator())->first;		auto nameIt = RandomGeneratorUtil::nextItem(availableNames[faction], getRandomGenerator());		vti->setNameTextId(faction.toFaction()->town->getRandomNameTextID(*nameIt));		availableNames[faction].erase(nameIt);		if(availableNames[faction].empty())			availableNames.erase(faction);	}}void CGameState::initTowns(){	logGlobal->debug("\tTowns");	if (campaign)		campaign->initTowns();	map->townUniversitySkills.clear();	map->townUniversitySkills.push_back(SecondarySkill(SecondarySkill::FIRE_MAGIC));	map->townUniversitySkills.push_back(SecondarySkill(SecondarySkill::AIR_MAGIC));	map->townUniversitySkills.push_back(SecondarySkill(SecondarySkill::WATER_MAGIC));	map->townUniversitySkills.push_back(SecondarySkill(SecondarySkill::EARTH_MAGIC));	for (const auto & townID : map->getAllTowns())	{		auto vti = getTown(townID);		assert(vti->getTown()->creatures.size() <= GameConstants::CREATURES_PER_TOWN);		constexpr std::array basicDwellings = { BuildingID::DWELL_LVL_1, BuildingID::DWELL_LVL_2, BuildingID::DWELL_LVL_3, BuildingID::DWELL_LVL_4, BuildingID::DWELL_LVL_5, BuildingID::DWELL_LVL_6, BuildingID::DWELL_LVL_7, BuildingID::DWELL_LVL_8 };		constexpr std::array upgradedDwellings = { BuildingID::DWELL_LVL_1_UP, BuildingID::DWELL_LVL_2_UP, BuildingID::DWELL_LVL_3_UP, BuildingID::DWELL_LVL_4_UP, BuildingID::DWELL_LVL_5_UP, BuildingID::DWELL_LVL_6_UP, BuildingID::DWELL_LVL_7_UP, BuildingID::DWELL_LVL_8_UP };		constexpr std::array hordes = { BuildingID::HORDE_PLACEHOLDER1, BuildingID::HORDE_PLACEHOLDER2, BuildingID::HORDE_PLACEHOLDER3, BuildingID::HORDE_PLACEHOLDER4, BuildingID::HORDE_PLACEHOLDER5, BuildingID::HORDE_PLACEHOLDER6, BuildingID::HORDE_PLACEHOLDER7, BuildingID::HORDE_PLACEHOLDER8 };		//init buildings		if(vti->hasBuilt(BuildingID::DEFAULT)) //give standard set of buildings		{			vti->removeBuilding(BuildingID::DEFAULT);			vti->addBuilding(BuildingID::VILLAGE_HALL);			if(vti->tempOwner != PlayerColor::NEUTRAL)				vti->addBuilding(BuildingID::TAVERN);			auto definesBuildingsChances = getSettings().getVector(EGameSettings::TOWNS_STARTING_DWELLING_CHANCES);			for(int i = 0; i < definesBuildingsChances.size(); i++)			{				if((getRandomGenerator().nextInt(1,100) <= definesBuildingsChances[i]))				{					vti->addBuilding(basicDwellings[i]);				}			}		}		// village hall must always exist		vti->addBuilding(BuildingID::VILLAGE_HALL);		//init hordes		for (int i = 0; i < vti->getTown()->creatures.size(); i++)		{			if(vti->hasBuilt(hordes[i])) //if we have horde for this level			{				vti->removeBuilding(hordes[i]);//remove old ID				if (vti->getTown()->hordeLvl.at(0) == i)//if town first horde is this one				{					vti->addBuilding(BuildingID::HORDE_1);//add it					//if we have upgraded dwelling as well					if(vti->hasBuilt(upgradedDwellings[i]))						vti->addBuilding(BuildingID::HORDE_1_UPGR);//add it as well				}				if (vti->getTown()->hordeLvl.at(1) == i)//if town second horde is this one				{					vti->addBuilding(BuildingID::HORDE_2);					if(vti->hasBuilt(upgradedDwellings[i]))						vti->addBuilding(BuildingID::HORDE_2_UPGR);				}			}		}		//#1444 - remove entries that don't have buildings defined (like some unused extra town hall buildings)		//But DO NOT remove horde placeholders before they are replaced		for(const auto & building : vti->getBuildings())		{			if(!vti->getTown()->buildings.count(building) || !vti->getTown()->buildings.at(building))				vti->removeBuilding(building);		}		if(vti->hasBuilt(BuildingID::SHIPYARD) && vti->shipyardStatus()==IBoatGenerator::TILE_BLOCKED)			vti->removeBuilding(BuildingID::SHIPYARD);//if we have harbor without water - erase it (this is H3 behaviour)		//Early check for #1444-like problems		for([[maybe_unused]] const auto & building : vti->getBuildings())		{			assert(vti->getTown()->buildings.at(building) != nullptr);		}		//town events		for(CCastleEvent &ev : vti->events)		{			for (int i = 0; i<vti->getTown()->creatures.size(); i++)				if (vstd::contains(ev.buildings,hordes[i])) //if we have horde for this level				{					ev.buildings.erase(hordes[i]);					if (vti->getTown()->hordeLvl.at(0) == i)						ev.buildings.insert(BuildingID::HORDE_1);					if (vti->getTown()->hordeLvl.at(1) == i)						ev.buildings.insert(BuildingID::HORDE_2);				}		}		//init spells		vti->spells.resize(GameConstants::SPELL_LEVELS);		vti->possibleSpells -= SpellID::PRESET;		for(ui32 z=0; z<vti->obligatorySpells.size();z++)		{			const auto * s = vti->obligatorySpells[z].toSpell();			vti->spells[s->getLevel()-1].push_back(s->id);			vti->possibleSpells -= s->id;		}		vstd::erase_if(vti->possibleSpells, [&](const SpellID & spellID)		{			const auto * spell = spellID.toSpell();			if (spell->getProbability(vti->getFactionID()) == 0)				return true;			if (spell->isSpecial() || spell->isCreatureAbility())				return true;			if (!isAllowed(spellID))				return true;			return false;		});		std::vector<int> spellWeights;		for (auto & spellID : vti->possibleSpells)			spellWeights.push_back(spellID.toSpell()->getProbability(vti->getFactionID()));		while(!vti->possibleSpells.empty())		{			size_t index = RandomGeneratorUtil::nextItemWeighted(spellWeights, getRandomGenerator());			const auto * s = vti->possibleSpells[index].toSpell();			vti->spells[s->getLevel()-1].push_back(s->id);			vti->possibleSpells.erase(vti->possibleSpells.begin() + index);			spellWeights.erase(spellWeights.begin() + index);		}	}}void CGameState::initMapObjects(){	logGlobal->debug("\tObject initialization");	for(auto & obj : map->getObjects())		obj->initObj(getRandomGenerator());	logGlobal->debug("\tObject initialization done");	for(auto & q : map->getObjects<CGSeerHut>())	{		if (q->ID ==Obj::QUEST_GUARD || q->ID ==Obj::SEER_HUT)			q->setObjToKill();	}	CGSubterraneanGate::postInit(cb); //pairing subterranean gates	map->calculateGuardingGreaturePositions(); //calculate once again when all the guards are placed and initialized}void CGameState::placeHeroesInTowns(){	for(auto & player : players)	{		if(player.first == PlayerColor::NEUTRAL)			continue;		for(CGHeroInstance * h : player.second.getHeroes())		{			for(CGTownInstance * t : player.second.getTowns())			{				bool heroOnTownBlockableTile = t->blockingAt(h->visitablePos());				// current hero position is at one of blocking tiles of current town				// assume that this hero should be visiting the town (H3M format quirk) and move hero to correct position				if (heroOnTownBlockableTile)				{					int3 correctedPos = h->convertFromVisitablePos(t->visitablePos());					map->moveObject(h->id, correctedPos);					assert(t->visitableAt(h->visitablePos()));				}			}		}	}}void CGameState::initVisitingAndGarrisonedHeroes(){	for(auto & player : players)	{		if(player.first == PlayerColor::NEUTRAL)			continue;		//init visiting and garrisoned heroes		for(CGHeroInstance * h : player.second.getHeroes())		{			for(CGTownInstance * t : player.second.getTowns())			{				if(h->visitablePos().z != t->visitablePos().z)					continue;				if (t->visitableAt(h->visitablePos()))				{					assert(t->getVisitingHero() == nullptr);					t->setVisitingHero(h);				}			}		}	}	for (auto heroID : map->getHeroesOnMap())	{		auto hero = getHero(heroID);		if (hero->getVisitedTown())			assert(hero->getVisitedTown()->getVisitingHero() == hero);	}}const BattleInfo * CGameState::getBattle(const PlayerColor & player) const{	if (!player.isValidPlayer())		return nullptr;	for (const auto & battlePtr : currentBattles)		if (battlePtr->getSide(BattleSide::ATTACKER).color == player || battlePtr->getSide(BattleSide::DEFENDER).color == player)			return battlePtr.get();	return nullptr;}const BattleInfo * CGameState::getBattle(const BattleID & battle) const{	for (const auto & battlePtr : currentBattles)		if (battlePtr->battleID == battle)			return battlePtr.get();	return nullptr;}BattleInfo * CGameState::getBattle(const BattleID & battle){	for (const auto & battlePtr : currentBattles)		if (battlePtr->battleID == battle)			return battlePtr.get();	return nullptr;}BattleField CGameState::battleGetBattlefieldType(int3 tile, vstd::RNG & rand){	assert(tile.isValid());	if(!tile.isValid())		return BattleField::NONE;	const TerrainTile &t = map->getTile(tile);	ObjectInstanceID topObjectID = t.visitableObjects.front();	const CGObjectInstance * topObject = getObjInstance(topObjectID);	if(topObject && topObject->getBattlefield() != BattleField::NONE)	{		return topObject->getBattlefield();	}	for(auto & obj : map->getObjects())	{		//look only for objects covering given tile		if( !obj->coveringAt(tile))			continue;		auto customBattlefield = obj->getBattlefield();		if(customBattlefield != BattleField::NONE)			return customBattlefield;	}	if(map->isCoastalTile(tile)) //coastal tile is always ground		return BattleField(*LIBRARY->identifiers()->getIdentifier("core", "battlefield.sand_shore"));		if (t.getTerrain()->battleFields.empty())		throw std::runtime_error("Failed to find battlefield for terrain " + t.getTerrain()->getJsonKey());	return BattleField(*RandomGeneratorUtil::nextItem(t.getTerrain()->battleFields, rand));}void CGameState::fillUpgradeInfo(const CArmedInstance *obj, SlotID stackPos, UpgradeInfo &out) const{	assert(obj);	assert(obj->hasStackAtSlot(stackPos));	out = fillUpgradeInfo(obj->getStack(stackPos));}UpgradeInfo CGameState::fillUpgradeInfo(const CStackInstance & stack) const{	const CCreature *base = stack.getCreature();		UpgradeInfo ret(base->getId());	if (stack.getArmy()->ID == Obj::HERO)	{		auto hero = dynamic_cast<const CGHeroInstance *>(stack.getArmy());		hero->fillUpgradeInfo(ret, stack);		if (hero->getVisitedTown())		{			hero->getVisitedTown()->fillUpgradeInfo(ret, stack);		}		else		{			auto object = vstd::frontOrNull(getVisitableObjs(hero->visitablePos()));			auto upgradeSource = dynamic_cast<const ICreatureUpgrader*>(object);			if (object != hero && upgradeSource != nullptr)				upgradeSource->fillUpgradeInfo(ret, stack);		}	}	if (stack.getArmy()->ID == Obj::TOWN)	{		auto town = dynamic_cast<const CGTownInstance *>(stack.getArmy());		town->fillUpgradeInfo(ret, stack);	}	return ret;}PlayerRelations CGameState::getPlayerRelations( PlayerColor color1, PlayerColor color2 ) const{	if ( color1 == color2 )		return PlayerRelations::SAME_PLAYER;	if(color1 == PlayerColor::NEUTRAL || color2 == PlayerColor::NEUTRAL) //neutral player has no friends		return PlayerRelations::ENEMIES;	const TeamState * ts = getPlayerTeam(color1);	if (ts && vstd::contains(ts->players, color2))		return PlayerRelations::ALLIES;	return PlayerRelations::ENEMIES;}void CGameState::apply(CPackForClient & pack){	pack.applyGs(this);}void CGameState::calculatePaths(const std::shared_ptr<PathfinderConfig> & config) const{	CPathfinder pathfinder(*const_cast<CGameState*>(this), config);	pathfinder.calculatePaths();}/** * Tells if the tile is guarded by a monster as well as the position * of the monster that will attack on it. * * @return int3(-1, -1, -1) if the tile is unguarded, or the position of * the monster guarding the tile. */std::vector<const CGObjectInstance*> CGameState::guardingCreatures (int3 pos) const{	std::vector<const CGObjectInstance*> guards;	const int3 originalPos = pos;	if (!map->isInTheMap(pos))		return guards;	const TerrainTile &posTile = map->getTile(pos);	if (posTile.visitable())	{		for (ObjectInstanceID objectID : posTile.visitableObjects)		{			const CGObjectInstance * object = getObjInstance(objectID);			if(object->isBlockedVisitable())			{				if (object->ID == Obj::MONSTER) // Monster					guards.push_back(object);			}		}	}	pos -= int3(1, 1, 0); // Start with top left.	for (int dx = 0; dx < 3; dx++)	{		for (int dy = 0; dy < 3; dy++)		{			if (map->isInTheMap(pos))			{				const auto & tile = map->getTile(pos);				if (tile.visitable() && (tile.isWater() == posTile.isWater()))				{					for (ObjectInstanceID objectID : tile.visitableObjects)					{						const CGObjectInstance * object = getObjInstance(objectID);						if (object->ID == Obj::MONSTER  &&  map->checkForVisitableDir(pos, &map->getTile(originalPos), originalPos)) // Monster being able to attack investigated tile						{							guards.push_back(object);						}					}				}			}			pos.y++;		}		pos.y -= 3;		pos.x++;	}	return guards;}int3 CGameState::guardingCreaturePosition (int3 pos) const{	return getMap().guardingCreaturePositions[pos.z][pos.x][pos.y];}bool CGameState::isVisible(int3 pos, const std::optional<PlayerColor> & player) const{	if (!map->isInTheMap(pos))		return false;	if (!player)		return true;	if(player == PlayerColor::NEUTRAL)		return false;	if(player->isSpectator())		return true;	return getPlayerTeam(*player)->fogOfWarMap[pos.z][pos.x][pos.y];}bool CGameState::isVisible(const CGObjectInstance * obj, const std::optional<PlayerColor> & player) const{	if(!player)		return true;	//we should always see our own heroes - but sometimes not visible heroes cause crash :?	if (player == obj->tempOwner)		return true;	if(*player == PlayerColor::NEUTRAL) //-> TODO ??? needed?		return false;	//object is visible when at least one blocked tile is visible	for(int fy=0; fy < obj->getHeight(); ++fy)	{		for(int fx=0; fx < obj->getWidth(); ++fx)		{			int3 pos = obj->anchorPos() + int3(-fx, -fy, 0);			if ( map->isInTheMap(pos) &&				 obj->coveringAt(pos) &&				 isVisible(pos, *player))				return true;		}	}	return false;}bool CGameState::checkForVisitableDir(const int3 & src, const int3 & dst) const{	const TerrainTile * pom = &map->getTile(dst);	return map->checkForVisitableDir(src, pom, dst);}EVictoryLossCheckResult CGameState::checkForVictoryAndLoss(const PlayerColor & player) const{	const MetaString messageWonSelf = MetaString::createFromTextID("core.genrltxt.659");	const MetaString messageWonOther = MetaString::createFromTextID("core.genrltxt.5");	const MetaString messageLostSelf = MetaString::createFromTextID("core.genrltxt.7");	const MetaString messageLostOther = MetaString::createFromTextID("core.genrltxt.8");	auto evaluateEvent = [this, player](const EventCondition & condition)	{		return this->checkForVictory(player, condition);	};	const PlayerState *p = CGameInfoCallback::getPlayerState(player);	//cheater or tester, but has entered the code...	if (p->enteredWinningCheatCode)		return EVictoryLossCheckResult::victory(messageWonSelf, messageWonOther);	if (p->enteredLosingCheatCode)		return EVictoryLossCheckResult::defeat(messageLostSelf, messageLostOther);	for (const TriggeredEvent & event : map->triggeredEvents)	{		if (event.trigger.test(evaluateEvent))		{			if (event.effect.type == EventEffect::VICTORY)				return EVictoryLossCheckResult::victory(event.onFulfill, event.effect.toOtherMessage);			if (event.effect.type == EventEffect::DEFEAT)				return EVictoryLossCheckResult::defeat(event.onFulfill, event.effect.toOtherMessage);		}	}	if (checkForStandardLoss(player))	{		return EVictoryLossCheckResult::defeat(messageLostSelf, messageLostOther);	}	return EVictoryLossCheckResult();}bool CGameState::checkForVictory(const PlayerColor & player, const EventCondition & condition) const{	const PlayerState *p = CGameInfoCallback::getPlayerState(player);	switch (condition.condition)	{		case EventCondition::STANDARD_WIN:		{			return player == checkForStandardWin();		}		case EventCondition::HAVE_ARTIFACT: //check if any hero has winning artifact		{			for(const auto & elem : p->getHeroes())				if(elem->hasArt(condition.objectType.as<ArtifactID>()))					return true;			return false;		}		case EventCondition::HAVE_CREATURES:		{			//check if in players armies there is enough creatures			int total = 0; //creature counter			for(auto ai : map->getObjects<CArmedInstance>())			{				if(ai->getOwner() == player)				{					for(const auto & elem : ai->Slots()) //iterate through army						if(elem.second->getId() == condition.objectType.as<CreatureID>()) //it's searched creature							total += elem.second->getCount();				}			}			return total >= condition.value;		}		case EventCondition::HAVE_RESOURCES:		{			return p->resources[condition.objectType.as<GameResID>()] >= condition.value;		}		case EventCondition::HAVE_BUILDING:		{			if (condition.objectID != ObjectInstanceID::NONE) // specific town			{				const auto * t = getTown(condition.objectID);				return (t->tempOwner == player && t->hasBuilt(condition.objectType.as<BuildingID>()));			}			else // any town			{				for (const CGTownInstance * t : p->getTowns())				{					if (t->hasBuilt(condition.objectType.as<BuildingID>()))						return true;				}				return false;			}		}		case EventCondition::DESTROY:		{			if (condition.objectID != ObjectInstanceID::NONE) // mode A - destroy specific object of this type			{				return p->destroyedObjects.count(condition.objectID);			}			else			{				for(const auto & elem : map->getObjects()) // mode B - destroy all objects of this type				{					if(elem && elem->ID == condition.objectType.as<MapObjectID>())						return false;				}				return true;			}		}		case EventCondition::CONTROL:		{			// list of players that need to control object to fulfull condition			// NOTE: cgameinfocallback specified explicitly in order to get const version			const auto * team = CGameInfoCallback::getPlayerTeam(player);			if (condition.objectID != ObjectInstanceID::NONE) // mode A - flag one specific object, like town			{				const auto * object = getObjInstance(condition.objectID);				if (!object)					return false;				return team->players.count(object->getOwner()) != 0;			}			else			{				for(const auto & elem : map->getObjects()) // mode B - flag all objects of this type				{					 //check not flagged objs					if ( elem && elem->ID == condition.objectType.as<MapObjectID>() && team->players.count(elem->getOwner()) == 0 )						return false;				}				return true;			}		}		case EventCondition::TRANSPORT:		{			const auto * t = getTown(condition.objectID);			bool garrisonedWon = t->getGarrisonHero() && t->getGarrisonHero()->getOwner() == player && t->getGarrisonHero()->hasArt(condition.objectType.as<ArtifactID>());			bool visitingWon = t->getVisitingHero() && t->getVisitingHero()->getOwner() == player && t->getVisitingHero()->hasArt(condition.objectType.as<ArtifactID>());			return garrisonedWon || visitingWon;		}		case EventCondition::DAYS_PASSED:		{			return day > condition.value;		}		case EventCondition::IS_HUMAN:		{			return p->human ? condition.value == 1 : condition.value == 0;		}		case EventCondition::DAYS_WITHOUT_TOWN:		{			if (p->daysWithoutCastle)				return p->daysWithoutCastle >= condition.value;			else				return false;		}		case EventCondition::CONST_VALUE:		{			return condition.value; // just convert to bool		}		default:			logGlobal->error("Invalid event condition type: %d", (int)condition.condition);			return false;	}}PlayerColor CGameState::checkForStandardWin() const{	//std victory condition is:	//all enemies lost	PlayerColor supposedWinner = PlayerColor::NEUTRAL;	TeamID winnerTeam = TeamID::NO_TEAM;	for(const auto & elem : players)	{		if(elem.second.status == EPlayerStatus::WINNER)			return elem.second.color;		if(elem.second.status == EPlayerStatus::INGAME && elem.first.isValidPlayer())		{			if(supposedWinner == PlayerColor::NEUTRAL)			{				//first player remaining ingame - candidate for victory				supposedWinner = elem.second.color;				winnerTeam = elem.second.team;			}			else if(winnerTeam != elem.second.team)			{				//current candidate has enemy remaining in game -> no vicotry				return PlayerColor::NEUTRAL;			}		}	}	return supposedWinner;}bool CGameState::checkForStandardLoss(const PlayerColor & player) const{	//std loss condition is: player lost all towns and heroes	const PlayerState & pState = *CGameInfoCallback::getPlayerState(player);	return pState.checkVanquished();}void CGameState::obtainPlayersStats(SThievesGuildInfo & tgi, int level){	auto playerInactive = [&](const PlayerColor & color) 	{		 return color == PlayerColor::NEUTRAL || players.at(color).status != EPlayerStatus::INGAME;	};#define FILL_FIELD(FIELD, VAL_GETTER) \	{ \		std::vector< std::pair< PlayerColor, si64 > > stats; \		for(auto g = players.begin(); g != players.end(); ++g) \		{ \			if(playerInactive(g->second.color)) \				continue; \			std::pair< PlayerColor, si64 > stat; \			stat.first = g->second.color; \			stat.second = VAL_GETTER; \			stats.push_back(stat); \		} \		tgi.FIELD = Statistic::getRank(stats); \	}	for(auto & elem : players)	{		if(!playerInactive(elem.second.color))			tgi.playerColors.push_back(elem.second.color);	}	if(level >= 0) //num of towns & num of heroes	{		//num of towns		FILL_FIELD(numOfTowns, g->second.getTowns().size())		//num of heroes		FILL_FIELD(numOfHeroes, g->second.getHeroes().size())	}	if(level >= 1) //best hero's portrait	{		for(const auto & player : players)		{			if(playerInactive(player.second.color))				continue;			const CGHeroInstance * best = Statistic::findBestHero(this, player.second.color);			InfoAboutHero iah;			iah.initFromHero(best, (level >= 2) ? InfoAboutHero::EInfoLevel::DETAILED : InfoAboutHero::EInfoLevel::BASIC);			iah.army.clear();			tgi.colorToBestHero[player.second.color] = iah;		}	}	if(level >= 2) //gold	{		FILL_FIELD(gold, g->second.resources[EGameResID::GOLD])	}	if(level >= 2) //wood & ore	{		FILL_FIELD(woodOre, g->second.resources[EGameResID::WOOD] + g->second.resources[EGameResID::ORE])	}	if(level >= 3) //mercury, sulfur, crystal, gems	{		FILL_FIELD(mercSulfCrystGems, g->second.resources[EGameResID::MERCURY] + g->second.resources[EGameResID::SULFUR] + g->second.resources[EGameResID::CRYSTAL] + g->second.resources[EGameResID::GEMS])	}	if(level >= 3) //obelisks found	{		FILL_FIELD(obelisks, Statistic::getObeliskVisited(this, getPlayerTeam(g->second.color)->id))	}	if(level >= 4) //artifacts	{		FILL_FIELD(artifacts, Statistic::getNumberOfArts(&g->second))	}	if(level >= 4) //army strength	{		FILL_FIELD(army, Statistic::getArmyStrength(&g->second))	}	if(level >= 5) //income	{		FILL_FIELD(income, Statistic::getIncome(this, &g->second))	}	if(level >= 2) //best hero's stats	{		//already set in  lvl 1 handling	}	if(level >= 3) //personality	{		for(const auto & player : players)		{			if(playerInactive(player.second.color)) //do nothing for neutral player				continue;			if(player.second.human)			{				tgi.personality[player.second.color] = EAiTactic::NONE;			}			else //AI			{				tgi.personality[player.second.color] = map->players[player.second.color.getNum()].aiTactic;			}		}	}	if(level >= 4) //best creature	{		//best creatures belonging to player (highest AI value)		for(const auto & player : players)		{			if(playerInactive(player.second.color)) //do nothing for neutral player				continue;			CreatureID bestCre; //best creature's ID			for(const auto & elem : player.second.getHeroes())			{				for(const auto & it : elem->Slots())				{					CreatureID toCmp = it.second->getId(); //ID of creature we should compare with the best one					if(bestCre == CreatureID::NONE || bestCre.toEntity(LIBRARY)->getAIValue() < toCmp.toEntity(LIBRARY)->getAIValue())					{						bestCre = toCmp;					}				}			}			tgi.bestCreature[player.second.color] = bestCre;		}	}#undef FILL_FIELD}void CGameState::buildBonusSystemTree(){	buildGlobalTeamPlayerTree();	for(auto & armed : map->getObjects<CArmedInstance>())		armed->attachToBonusSystem(*this);	for(auto & art : map->getArtifacts())		art->attachToBonusSystem(*this);}void CGameState::restoreBonusSystemTree(){	heroesPool->setGameState(this);	buildGlobalTeamPlayerTree();	for(auto & armed : map->getObjects<CArmedInstance>())		armed->restoreBonusSystem(*this);	for(auto & art : map->getArtifacts())		art->attachToBonusSystem(*this);	for(auto & heroID : map->getHeroesInPool())		map->tryGetFromHeroPool(heroID)->artDeserializationFix(*this, map->tryGetFromHeroPool(heroID));	if (campaign)		campaign->setGamestate(this);}void CGameState::buildGlobalTeamPlayerTree(){	for(auto & team : teams)	{		TeamState * t = &team.second;		t->attachTo(globalEffects);		for(const PlayerColor & teamMember : team.second.players)		{			PlayerState *p = getPlayerState(teamMember);			assert(p);			p->attachTo(*t);		}	}}bool CGameState::giveHeroArtifact(CGHeroInstance * h, const ArtifactID & aid){	 CArtifactInstance * ai = createArtifact(aid);	 auto slot = ArtifactUtils::getArtAnyPosition(h, aid);	 if(ArtifactUtils::isSlotEquipment(slot) || ArtifactUtils::isSlotBackpack(slot))	 {		 map->putArtifactInstance(*h, ai->getId(), slot);		 return true;	 }	 else	 {		 return false;	 }}std::set<HeroTypeID> CGameState::getUnusedAllowedHeroes(bool alsoIncludeNotAllowed) const{	std::set<HeroTypeID> ret = map->allowedHeroes;	for(const auto & playerSettingPair : scenarioOps->playerInfos) //remove uninitialized yet heroes picked for start by other players	{		if(playerSettingPair.second.hero != HeroTypeID::RANDOM)			ret -= HeroTypeID(playerSettingPair.second.hero);	}	for (auto heroID : map->getHeroesOnMap())		ret -= getHero(heroID)->getHeroTypeID();	return ret;}bool CGameState::isUsedHero(const HeroTypeID & hid) const{	return getUsedHero(hid);}CGHeroInstance * CGameState::getUsedHero(const HeroTypeID & hid) const{	for(auto hero : map->getObjects<CGHeroInstance>()) //prisons	{		if (hero->getHeroTypeID() == hid)			return hero;	}	return nullptr;}TeamState::TeamState(){	setNodeType(TEAM);}vstd::RNG & CGameState::getRandomGenerator(){	return cb->getRandomGenerator();}ArtifactID CGameState::pickRandomArtifact(vstd::RNG & rand, int flags, std::function<bool(ArtifactID)> accepts){	std::set<ArtifactID> potentialPicks;	// Select artifacts that satisfy provided criteria	for (auto const & artifactID : map->allowedArtifact)	{		if (!LIBRARY->arth->legalArtifact(artifactID))			continue;		auto const * artifact = artifactID.toArtifact();		assert(artifact->aClass != EArtifactClass::ART_SPECIAL); // should be filtered out when allowedArtifacts is initialized		if ((flags & EArtifactClass::ART_TREASURE) == 0 && artifact->aClass == EArtifactClass::ART_TREASURE)			continue;		if ((flags & EArtifactClass::ART_MINOR) == 0 && artifact->aClass == EArtifactClass::ART_MINOR)			continue;		if ((flags & EArtifactClass::ART_MAJOR) == 0 && artifact->aClass == EArtifactClass::ART_MAJOR)			continue;		if ((flags & EArtifactClass::ART_RELIC) == 0 && artifact->aClass == EArtifactClass::ART_RELIC)			continue;		if (!accepts(artifact->getId()))			continue;		potentialPicks.insert(artifact->getId());	}	return pickRandomArtifact(rand, potentialPicks);}ArtifactID CGameState::pickRandomArtifact(vstd::RNG & rand, std::set<ArtifactID> potentialPicks){	// No allowed artifacts at all - give Grail - this can't be banned (hopefully)	// FIXME: investigate how such cases are handled by H3 - some heavily customized user-made maps likely rely on H3 behavior	if (potentialPicks.empty())	{		logGlobal->warn("Failed to find artifact that matches requested parameters!");		return ArtifactID::GRAIL;	}	// Find how many times least used artifacts were picked by randomizer	int leastUsedTimes = std::numeric_limits<int>::max();	for (auto const & artifact : potentialPicks)		if (allocatedArtifacts[artifact] < leastUsedTimes)			leastUsedTimes = allocatedArtifacts[artifact];	// Pick all artifacts that were used least number of times	std::set<ArtifactID> preferredPicks;	for (auto const & artifact : potentialPicks)		if (allocatedArtifacts[artifact] == leastUsedTimes)			preferredPicks.insert(artifact);	assert(!preferredPicks.empty());	ArtifactID artID = *RandomGeneratorUtil::nextItem(preferredPicks, rand);	allocatedArtifacts[artID] += 1; // record +1 more usage	return artID;}ArtifactID CGameState::pickRandomArtifact(vstd::RNG & rand, std::function<bool(ArtifactID)> accepts){	return pickRandomArtifact(rand, 0xff, std::move(accepts));}ArtifactID CGameState::pickRandomArtifact(vstd::RNG & rand, int flags){	return pickRandomArtifact(rand, flags, [](const ArtifactID &) { return true; });}CArtifactInstance * CGameState::createScroll(const SpellID & spellId){	return map->createScroll(spellId);}CArtifactInstance * CGameState::createArtifact(const ArtifactID & artID, const SpellID & spellId){	return map->createArtifact(artID, spellId);}void CGameState::saveGame(CSaveFile & file) const{	ActiveModsInSaveList activeModsDummy;	logGlobal->info("Saving game state");	file.save(*getMapHeader());	file.save(*getStartInfo());	file.save(activeModsDummy);	file.save(*this);}void CGameState::loadGame(CLoadFile & file){	logGlobal->info("Loading game state...");	CMapHeader dummyHeader;	StartInfo dummyStartInfo;	ActiveModsInSaveList dummyActiveMods;	file.load(dummyHeader);	if (file.hasFeature(ESerializationVersion::NO_RAW_POINTERS_IN_SERIALIZER))	{		file.load(dummyStartInfo);		file.load(dummyActiveMods);		file.load(*this);	}	else	{		bool dummyA = false;		uint32_t dummyB = 0;		uint16_t dummyC = 0;		file.load(dummyStartInfo);		file.load(dummyActiveMods);		file.load(dummyA);		file.load(dummyB);		file.load(dummyC);		file.load(*this);	}}void CGameState::saveCompatibilityRegisterMissingArtifacts(){	for( const auto & newArtifact : saveCompatibilityUnregisteredArtifacts)		map->saveCompatibilityAddMissingArtifact(newArtifact);	saveCompatibilityUnregisteredArtifacts.clear();}VCMI_LIB_NAMESPACE_END
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