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| /* * NetPacksLib.cpp, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */#include "StdInc.h"#include "ArtifactUtils.h"#include "PacksForClient.h"#include "PacksForClientBattle.h"#include "PacksForServer.h"#include "SetRewardableConfiguration.h"#include "StackLocation.h"#include "PacksForLobby.h"#include "SetStackEffect.h"#include "NetPackVisitor.h"#include "texts/CGeneralTextHandler.h"#include "CArtHandler.h"#include "CHeroHandler.h"#include "VCMI_Lib.h"#include "mapping/CMap.h"#include "spells/CSpellHandler.h"#include "CCreatureHandler.h"#include "gameState/CGameState.h"#include "gameState/TavernHeroesPool.h"#include "CStack.h"#include "battle/BattleInfo.h"#include "mapping/CMapInfo.h"#include "StartInfo.h"#include "CPlayerState.h"#include "TerrainHandler.h"#include "entities/building/CBuilding.h"#include "entities/building/TownFortifications.h"#include "mapObjects/CBank.h"#include "mapObjects/CGCreature.h"#include "mapObjects/CGMarket.h"#include "mapObjects/TownBuildingInstance.h"#include "mapObjects/CGTownInstance.h"#include "mapObjects/CQuest.h"#include "mapObjects/MiscObjects.h"#include "mapObjectConstructors/AObjectTypeHandler.h"#include "mapObjectConstructors/CObjectClassesHandler.h"#include "campaign/CampaignState.h"#include "IGameSettings.h"VCMI_LIB_NAMESPACE_BEGINvoid CPack::visit(ICPackVisitor & visitor){	visitBasic(visitor);	// visitBasic may destroy this and in such cases we do not want to call visitTyped	if(visitor.callTyped())	{		visitTyped(visitor);	}}void CPack::visitBasic(ICPackVisitor & visitor){}void CPack::visitTyped(ICPackVisitor & visitor){}void CPackForClient::visitBasic(ICPackVisitor & visitor){	visitor.visitForClient(*this);}void CPackForServer::visitBasic(ICPackVisitor & visitor){	visitor.visitForServer(*this);}void CPackForLobby::visitBasic(ICPackVisitor & visitor){	visitor.visitForLobby(*this);}bool CPackForLobby::isForServer() const{	return false;}bool CLobbyPackToServer::isForServer() const{	return true;}void PackageApplied::visitTyped(ICPackVisitor & visitor){	visitor.visitPackageApplied(*this);}void SystemMessage::visitTyped(ICPackVisitor & visitor){	visitor.visitSystemMessage(*this);}void PlayerBlocked::visitTyped(ICPackVisitor & visitor){	visitor.visitPlayerBlocked(*this);}void PlayerCheated::visitTyped(ICPackVisitor & visitor){	visitor.visitPlayerCheated(*this);}void PlayerStartsTurn::visitTyped(ICPackVisitor & visitor){	visitor.visitPlayerStartsTurn(*this);}void DaysWithoutTown::visitTyped(ICPackVisitor & visitor){	visitor.visitDaysWithoutTown(*this);}void EntitiesChanged::visitTyped(ICPackVisitor & visitor){	visitor.visitEntitiesChanged(*this);}void SetRewardableConfiguration::visitTyped(ICPackVisitor & visitor){	visitor.visitSetRewardableConfiguration(*this);}void SetBankConfiguration::visitTyped(ICPackVisitor & visitor){	visitor.visitSetBankConfiguration(*this);}void SetResources::visitTyped(ICPackVisitor & visitor){	visitor.visitSetResources(*this);}void SetPrimSkill::visitTyped(ICPackVisitor & visitor){	visitor.visitSetPrimSkill(*this);}void SetSecSkill::visitTyped(ICPackVisitor & visitor){	visitor.visitSetSecSkill(*this);}void HeroVisitCastle::visitTyped(ICPackVisitor & visitor){	visitor.visitHeroVisitCastle(*this);}void ChangeSpells::visitTyped(ICPackVisitor & visitor){	visitor.visitChangeSpells(*this);}void SetResearchedSpells::visitTyped(ICPackVisitor & visitor){	visitor.visitSetResearchedSpells(*this);}void SetMana::visitTyped(ICPackVisitor & visitor){	visitor.visitSetMana(*this);}void SetMovePoints::visitTyped(ICPackVisitor & visitor){	visitor.visitSetMovePoints(*this);}void FoWChange::visitTyped(ICPackVisitor & visitor){	visitor.visitFoWChange(*this);}void SetAvailableHero::visitTyped(ICPackVisitor & visitor){	visitor.visitSetAvailableHeroes(*this);}void GiveBonus::visitTyped(ICPackVisitor & visitor){	visitor.visitGiveBonus(*this);}void ChangeObjPos::visitTyped(ICPackVisitor & visitor){	visitor.visitChangeObjPos(*this);}void PlayerEndsTurn::visitTyped(ICPackVisitor & visitor){	visitor.visitPlayerEndsTurn(*this);}void PlayerEndsGame::visitTyped(ICPackVisitor & visitor){	visitor.visitPlayerEndsGame(*this);}void PlayerReinitInterface::visitTyped(ICPackVisitor & visitor){	visitor.visitPlayerReinitInterface(*this);}void RemoveBonus::visitTyped(ICPackVisitor & visitor){	visitor.visitRemoveBonus(*this);}void SetCommanderProperty::visitTyped(ICPackVisitor & visitor){	visitor.visitSetCommanderProperty(*this);}void AddQuest::visitTyped(ICPackVisitor & visitor){	visitor.visitAddQuest(*this);}void UpdateArtHandlerLists::visitTyped(ICPackVisitor & visitor){	visitor.visitUpdateArtHandlerLists(*this);}void ChangeFormation::visitTyped(ICPackVisitor & visitor){	visitor.visitChangeFormation(*this);}void RemoveObject::visitTyped(ICPackVisitor & visitor){	visitor.visitRemoveObject(*this);}void TryMoveHero::visitTyped(ICPackVisitor & visitor){	visitor.visitTryMoveHero(*this);}void NewStructures::visitTyped(ICPackVisitor & visitor){	visitor.visitNewStructures(*this);}void RazeStructures::visitTyped(ICPackVisitor & visitor){	visitor.visitRazeStructures(*this);}void SetAvailableCreatures::visitTyped(ICPackVisitor & visitor){	visitor.visitSetAvailableCreatures(*this);}void SetHeroesInTown::visitTyped(ICPackVisitor & visitor){	visitor.visitSetHeroesInTown(*this);}void HeroRecruited::visitTyped(ICPackVisitor & visitor){	visitor.visitHeroRecruited(*this);}void GiveHero::visitTyped(ICPackVisitor & visitor){	visitor.visitGiveHero(*this);}void OpenWindow::visitTyped(ICPackVisitor & visitor){	visitor.visitOpenWindow(*this);}void NewObject::visitTyped(ICPackVisitor & visitor){	visitor.visitNewObject(*this);}void SetAvailableArtifacts::visitTyped(ICPackVisitor & visitor){	visitor.visitSetAvailableArtifacts(*this);}void NewArtifact::visitTyped(ICPackVisitor & visitor){	visitor.visitNewArtifact(*this);}void ChangeStackCount::visitTyped(ICPackVisitor & visitor){	visitor.visitChangeStackCount(*this);}void SetStackType::visitTyped(ICPackVisitor & visitor){	visitor.visitSetStackType(*this);}void EraseStack::visitTyped(ICPackVisitor & visitor){	visitor.visitEraseStack(*this);}void SwapStacks::visitTyped(ICPackVisitor & visitor){	visitor.visitSwapStacks(*this);}void InsertNewStack::visitTyped(ICPackVisitor & visitor){	visitor.visitInsertNewStack(*this);}void RebalanceStacks::visitTyped(ICPackVisitor & visitor){	visitor.visitRebalanceStacks(*this);}void BulkRebalanceStacks::visitTyped(ICPackVisitor & visitor){	visitor.visitBulkRebalanceStacks(*this);}void BulkSmartRebalanceStacks::visitTyped(ICPackVisitor & visitor){	visitor.visitBulkSmartRebalanceStacks(*this);}void PutArtifact::visitTyped(ICPackVisitor & visitor){	visitor.visitPutArtifact(*this);}void BulkEraseArtifacts::visitTyped(ICPackVisitor & visitor){	visitor.visitEraseArtifact(*this);}void BulkMoveArtifacts::visitTyped(ICPackVisitor & visitor){	visitor.visitBulkMoveArtifacts(*this);}void AssembledArtifact::visitTyped(ICPackVisitor & visitor){	visitor.visitAssembledArtifact(*this);}void DisassembledArtifact::visitTyped(ICPackVisitor & visitor){	visitor.visitDisassembledArtifact(*this);}void HeroVisit::visitTyped(ICPackVisitor & visitor){	visitor.visitHeroVisit(*this);}void NewTurn::visitTyped(ICPackVisitor & visitor){	visitor.visitNewTurn(*this);}void InfoWindow::visitTyped(ICPackVisitor & visitor){	visitor.visitInfoWindow(*this);}void SetObjectProperty::visitTyped(ICPackVisitor & visitor){	visitor.visitSetObjectProperty(*this);}void ChangeObjectVisitors::visitTyped(ICPackVisitor & visitor){	visitor.visitChangeObjectVisitors(*this);}void ChangeArtifactsCostume::visitTyped(ICPackVisitor & visitor){	visitor.visitChangeArtifactsCostume(*this);}void HeroLevelUp::visitTyped(ICPackVisitor & visitor){	visitor.visitHeroLevelUp(*this);}void CommanderLevelUp::visitTyped(ICPackVisitor & visitor){	visitor.visitCommanderLevelUp(*this);}void BlockingDialog::visitTyped(ICPackVisitor & visitor){	visitor.visitBlockingDialog(*this);}void GarrisonDialog::visitTyped(ICPackVisitor & visitor){	visitor.visitGarrisonDialog(*this);}void ExchangeDialog::visitTyped(ICPackVisitor & visitor){	visitor.visitExchangeDialog(*this);}void TeleportDialog::visitTyped(ICPackVisitor & visitor){	visitor.visitTeleportDialog(*this);}void MapObjectSelectDialog::visitTyped(ICPackVisitor & visitor){	visitor.visitMapObjectSelectDialog(*this);}void BattleStart::visitTyped(ICPackVisitor & visitor){	visitor.visitBattleStart(*this);}void BattleNextRound::visitTyped(ICPackVisitor & visitor){	visitor.visitBattleNextRound(*this);}void BattleSetActiveStack::visitTyped(ICPackVisitor & visitor){	visitor.visitBattleSetActiveStack(*this);}void BattleResult::visitTyped(ICPackVisitor & visitor){	visitor.visitBattleResult(*this);}void BattleLogMessage::visitTyped(ICPackVisitor & visitor){	visitor.visitBattleLogMessage(*this);}void BattleStackMoved::visitTyped(ICPackVisitor & visitor){	visitor.visitBattleStackMoved(*this);}void BattleUnitsChanged::visitTyped(ICPackVisitor & visitor){	visitor.visitBattleUnitsChanged(*this);}void BattleAttack::visitTyped(ICPackVisitor & visitor){	visitor.visitBattleAttack(*this);}void StartAction::visitTyped(ICPackVisitor & visitor){	visitor.visitStartAction(*this);}void EndAction::visitTyped(ICPackVisitor & visitor){	visitor.visitEndAction(*this);}void BattleSpellCast::visitTyped(ICPackVisitor & visitor){	visitor.visitBattleSpellCast(*this);}void SetStackEffect::visitTyped(ICPackVisitor & visitor){	visitor.visitSetStackEffect(*this);}void StacksInjured::visitTyped(ICPackVisitor & visitor){	visitor.visitStacksInjured(*this);}void BattleResultsApplied::visitTyped(ICPackVisitor & visitor){	visitor.visitBattleResultsApplied(*this);}void BattleObstaclesChanged::visitTyped(ICPackVisitor & visitor){	visitor.visitBattleObstaclesChanged(*this);}void BattleSetStackProperty::visitTyped(ICPackVisitor & visitor){	visitor.visitBattleSetStackProperty(*this);}void BattleTriggerEffect::visitTyped(ICPackVisitor & visitor){	visitor.visitBattleTriggerEffect(*this);}void BattleUpdateGateState::visitTyped(ICPackVisitor & visitor){	visitor.visitBattleUpdateGateState(*this);}void AdvmapSpellCast::visitTyped(ICPackVisitor & visitor){	visitor.visitAdvmapSpellCast(*this);}void ShowWorldViewEx::visitTyped(ICPackVisitor & visitor){	visitor.visitShowWorldViewEx(*this);}void EndTurn::visitTyped(ICPackVisitor & visitor){	visitor.visitEndTurn(*this);}void GamePause::visitTyped(ICPackVisitor & visitor){	visitor.visitGamePause(*this);}void DismissHero::visitTyped(ICPackVisitor & visitor){	visitor.visitDismissHero(*this);}void MoveHero::visitTyped(ICPackVisitor & visitor){	visitor.visitMoveHero(*this);}void CastleTeleportHero::visitTyped(ICPackVisitor & visitor){	visitor.visitCastleTeleportHero(*this);}void ArrangeStacks::visitTyped(ICPackVisitor & visitor){	visitor.visitArrangeStacks(*this);}void BulkMoveArmy::visitTyped(ICPackVisitor & visitor){	visitor.visitBulkMoveArmy(*this);}void BulkSplitStack::visitTyped(ICPackVisitor & visitor){	visitor.visitBulkSplitStack(*this);}void BulkMergeStacks::visitTyped(ICPackVisitor & visitor){	visitor.visitBulkMergeStacks(*this);}void BulkSmartSplitStack::visitTyped(ICPackVisitor & visitor){	visitor.visitBulkSmartSplitStack(*this);}void DisbandCreature::visitTyped(ICPackVisitor & visitor){	visitor.visitDisbandCreature(*this);}void BuildStructure::visitTyped(ICPackVisitor & visitor){	visitor.visitBuildStructure(*this);}void VisitTownBuilding::visitTyped(ICPackVisitor & visitor){	visitor.visitVisitTownBuilding(*this);}void RazeStructure::visitTyped(ICPackVisitor & visitor){	visitor.visitRazeStructure(*this);}void SpellResearch::visitTyped(ICPackVisitor & visitor){	visitor.visitSpellResearch(*this);}void RecruitCreatures::visitTyped(ICPackVisitor & visitor){	visitor.visitRecruitCreatures(*this);}void UpgradeCreature::visitTyped(ICPackVisitor & visitor){	visitor.visitUpgradeCreature(*this);}void GarrisonHeroSwap::visitTyped(ICPackVisitor & visitor){	visitor.visitGarrisonHeroSwap(*this);}void ExchangeArtifacts::visitTyped(ICPackVisitor & visitor){	visitor.visitExchangeArtifacts(*this);}void BulkExchangeArtifacts::visitTyped(ICPackVisitor & visitor){	visitor.visitBulkExchangeArtifacts(*this);}void ManageBackpackArtifacts::visitTyped(ICPackVisitor & visitor){	visitor.visitManageBackpackArtifacts(*this);}void ManageEquippedArtifacts::visitTyped(ICPackVisitor & visitor){	visitor.visitManageEquippedArtifacts(*this);}void AssembleArtifacts::visitTyped(ICPackVisitor & visitor){	visitor.visitAssembleArtifacts(*this);}void EraseArtifactByClient::visitTyped(ICPackVisitor & visitor){	visitor.visitEraseArtifactByClient(*this);}void BuyArtifact::visitTyped(ICPackVisitor & visitor){	visitor.visitBuyArtifact(*this);}void TradeOnMarketplace::visitTyped(ICPackVisitor & visitor){	visitor.visitTradeOnMarketplace(*this);}void SetFormation::visitTyped(ICPackVisitor & visitor){	visitor.visitSetFormation(*this);}void HireHero::visitTyped(ICPackVisitor & visitor){	visitor.visitHireHero(*this);}void BuildBoat::visitTyped(ICPackVisitor & visitor){	visitor.visitBuildBoat(*this);}void QueryReply::visitTyped(ICPackVisitor & visitor){	visitor.visitQueryReply(*this);}void MakeAction::visitTyped(ICPackVisitor & visitor){	visitor.visitMakeAction(*this);}void DigWithHero::visitTyped(ICPackVisitor & visitor){	visitor.visitDigWithHero(*this);}void CastAdvSpell::visitTyped(ICPackVisitor & visitor){	visitor.visitCastAdvSpell(*this);}void SaveGame::visitTyped(ICPackVisitor & visitor){	visitor.visitSaveGame(*this);}void PlayerMessage::visitTyped(ICPackVisitor & visitor){	visitor.visitPlayerMessage(*this);}void PlayerMessageClient::visitTyped(ICPackVisitor & visitor){	visitor.visitPlayerMessageClient(*this);}void CenterView::visitTyped(ICPackVisitor & visitor){	visitor.visitCenterView(*this);}void LobbyClientConnected::visitTyped(ICPackVisitor & visitor){	visitor.visitLobbyClientConnected(*this);}void LobbyClientDisconnected::visitTyped(ICPackVisitor & visitor){	visitor.visitLobbyClientDisconnected(*this);}void LobbyChatMessage::visitTyped(ICPackVisitor & visitor){	visitor.visitLobbyChatMessage(*this);}void LobbyGuiAction::visitTyped(ICPackVisitor & visitor){	visitor.visitLobbyGuiAction(*this);}void LobbyLoadProgress::visitTyped(ICPackVisitor & visitor){	visitor.visitLobbyLoadProgress(*this);}void LobbyRestartGame::visitTyped(ICPackVisitor & visitor){	visitor.visitLobbyRestartGame(*this);}void LobbyStartGame::visitTyped(ICPackVisitor & visitor){	visitor.visitLobbyStartGame(*this);}void LobbyPrepareStartGame::visitTyped(ICPackVisitor & visitor){	visitor.visitLobbyPrepareStartGame(*this);}void LobbyChangeHost::visitTyped(ICPackVisitor & visitor){	visitor.visitLobbyChangeHost(*this);}void LobbyUpdateState::visitTyped(ICPackVisitor & visitor){	visitor.visitLobbyUpdateState(*this);}void LobbySetMap::visitTyped(ICPackVisitor & visitor){	visitor.visitLobbySetMap(*this);}void LobbySetCampaign::visitTyped(ICPackVisitor & visitor){	visitor.visitLobbySetCampaign(*this);}void LobbySetCampaignMap::visitTyped(ICPackVisitor & visitor){	visitor.visitLobbySetCampaignMap(*this);}void LobbySetCampaignBonus::visitTyped(ICPackVisitor & visitor){	visitor.visitLobbySetCampaignBonus(*this);}void LobbyChangePlayerOption::visitTyped(ICPackVisitor & visitor){	visitor.visitLobbyChangePlayerOption(*this);}void LobbySetPlayer::visitTyped(ICPackVisitor & visitor){	visitor.visitLobbySetPlayer(*this);}void LobbySetPlayerName::visitTyped(ICPackVisitor & visitor){	visitor.visitLobbySetPlayerName(*this);}void LobbySetPlayerHandicap::visitTyped(ICPackVisitor & visitor){	visitor.visitLobbySetPlayerHandicap(*this);}void LobbySetSimturns::visitTyped(ICPackVisitor & visitor){	visitor.visitLobbySetSimturns(*this);}void LobbySetTurnTime::visitTyped(ICPackVisitor & visitor){	visitor.visitLobbySetTurnTime(*this);}void LobbySetExtraOptions::visitTyped(ICPackVisitor & visitor){	visitor.visitLobbySetExtraOptions(*this);}void LobbySetDifficulty::visitTyped(ICPackVisitor & visitor){	visitor.visitLobbySetDifficulty(*this);}void LobbyForceSetPlayer::visitTyped(ICPackVisitor & visitor){	visitor.visitLobbyForceSetPlayer(*this);}void LobbyShowMessage::visitTyped(ICPackVisitor & visitor){	visitor.visitLobbyShowMessage(*this);}void LobbyPvPAction::visitTyped(ICPackVisitor & visitor){	visitor.visitLobbyPvPAction(*this);}void SetResources::applyGs(CGameState *gs){	assert(player.isValidPlayer());	if(abs)		gs->getPlayerState(player)->resources = res;	else		gs->getPlayerState(player)->resources += res;	gs->getPlayerState(player)->resources.amin(GameConstants::PLAYER_RESOURCES_CAP);	//just ensure that player resources are not negative	//server is responsible to check if player can afford deal	//but events on server side are allowed to take more than player have	gs->getPlayerState(player)->resources.positive();}void SetPrimSkill::applyGs(CGameState *gs){	CGHeroInstance * hero = gs->getHero(id);	assert(hero);	hero->setPrimarySkill(which, val, abs);}void SetSecSkill::applyGs(CGameState *gs){	CGHeroInstance *hero = gs->getHero(id);	hero->setSecSkillLevel(which, val, abs);}void SetCommanderProperty::applyGs(CGameState *gs){	CCommanderInstance * commander = gs->getHero(heroid)->commander;	assert (commander);	switch (which)	{		case BONUS:			commander->accumulateBonus (std::make_shared<Bonus>(accumulatedBonus));			break;		case SPECIAL_SKILL:			commander->accumulateBonus (std::make_shared<Bonus>(accumulatedBonus));			commander->specialSkills.insert (additionalInfo);			break;		case SECONDARY_SKILL:			commander->secondarySkills[additionalInfo] = static_cast<ui8>(amount);			break;		case ALIVE:			if (amount)				commander->setAlive(true);			else				commander->setAlive(false);			break;		case EXPERIENCE:			commander->giveStackExp(amount); //TODO: allow setting exp for stacks via netpacks			break;	}}void AddQuest::applyGs(CGameState *gs){	assert (vstd::contains(gs->players, player));	auto * vec = &gs->players[player].quests;	if (!vstd::contains(*vec, quest))		vec->push_back (quest);	else		logNetwork->warn("Warning! Attempt to add duplicated quest");}void UpdateArtHandlerLists::applyGs(CGameState *gs){	gs->allocatedArtifacts = allocatedArtifacts;}void ChangeFormation::applyGs(CGameState *gs){	gs->getHero(hid)->setFormation(formation);}void HeroVisitCastle::applyGs(CGameState *gs){	CGHeroInstance *h = gs->getHero(hid);	CGTownInstance *t = gs->getTown(tid);	assert(h);	assert(t);	if(start())		t->setVisitingHero(h);	else		t->setVisitingHero(nullptr);}void ChangeSpells::applyGs(CGameState *gs){	CGHeroInstance *hero = gs->getHero(hid);	if(learn)		for(const auto & sid : spells)			hero->addSpellToSpellbook(sid);	else		for(const auto & sid : spells)			hero->removeSpellFromSpellbook(sid);}void SetResearchedSpells::applyGs(CGameState *gs){	CGTownInstance *town = gs->getTown(tid);	town->spells[level] = spells;	town->spellResearchCounterDay++;	if(accepted)		town->spellResearchAcceptedCounter++;}void SetMana::applyGs(CGameState *gs){	CGHeroInstance * hero = gs->getHero(hid);	assert(hero);	if(absolute)		hero->mana = val;	else		hero->mana += val;	vstd::amax(hero->mana, 0); //not less than 0}void SetMovePoints::applyGs(CGameState *gs){	CGHeroInstance *hero = gs->getHero(hid);	assert(hero);	if(absolute)		hero->setMovementPoints(val);	else		hero->setMovementPoints(hero->movementPointsRemaining() + val);}void FoWChange::applyGs(CGameState *gs){	TeamState * team = gs->getPlayerTeam(player);	auto & fogOfWarMap = team->fogOfWarMap;	for(const int3 & t : tiles)		fogOfWarMap[t.z][t.x][t.y] = mode != ETileVisibility::HIDDEN;	if (mode == ETileVisibility::HIDDEN) //do not hide too much	{		std::unordered_set<int3> tilesRevealed;		for (auto & elem : gs->map->objects)		{			const CGObjectInstance *o = elem;			if (o)			{				switch(o->ID.toEnum())				{				case Obj::HERO:				case Obj::MINE:				case Obj::TOWN:				case Obj::ABANDONED_MINE:					if(vstd::contains(team->players, o->tempOwner)) //check owned observators						gs->getTilesInRange(tilesRevealed, o->getSightCenter(), o->getSightRadius(), ETileVisibility::HIDDEN, o->tempOwner);					break;				}			}		}		for(const int3 & t : tilesRevealed) //probably not the most optimal solution ever			fogOfWarMap[t.z][t.x][t.y] = 1;	}}void SetAvailableHero::applyGs(CGameState *gs){	gs->heroesPool->setHeroForPlayer(player, slotID, hid, army, roleID, replenishPoints);}void GiveBonus::applyGs(CGameState *gs){	CBonusSystemNode *cbsn = nullptr;	switch(who)	{	case ETarget::OBJECT:		cbsn = dynamic_cast<CBonusSystemNode*>(gs->getObjInstance(id.as<ObjectInstanceID>()));		break;	case ETarget::PLAYER:		cbsn = gs->getPlayerState(id.as<PlayerColor>());		break;	case ETarget::BATTLE:		assert(Bonus::OneBattle(&bonus));		cbsn = dynamic_cast<CBonusSystemNode*>(gs->getBattle(id.as<BattleID>()));		break;	}	assert(cbsn);	if(Bonus::OneWeek(&bonus))		bonus.turnsRemain = 8 - gs->getDate(Date::DAY_OF_WEEK); // set correct number of days before adding bonus	auto b = std::make_shared<Bonus>(bonus);	cbsn->addNewBonus(b);}void ChangeObjPos::applyGs(CGameState *gs){	CGObjectInstance *obj = gs->getObjInstance(objid);	if(!obj)	{		logNetwork->error("Wrong ChangeObjPos: object %d doesn't exist!", objid.getNum());		return;	}	gs->map->removeBlockVisTiles(obj);	obj->setAnchorPos(nPos + obj->getVisitableOffset());	gs->map->addBlockVisTiles(obj);}void ChangeObjectVisitors::applyGs(CGameState *gs){	switch (mode) {		case VISITOR_ADD_HERO:			gs->getPlayerTeam(gs->getHero(hero)->tempOwner)->scoutedObjects.insert(object);			gs->getHero(hero)->visitedObjects.insert(object);			gs->getPlayerState(gs->getHero(hero)->tempOwner)->visitedObjects.insert(object);			break;		case VISITOR_ADD_PLAYER:			gs->getPlayerTeam(gs->getHero(hero)->tempOwner)->scoutedObjects.insert(object);			for(const auto & color : gs->getPlayerTeam(gs->getHero(hero)->tempOwner)->players)				gs->getPlayerState(color)->visitedObjects.insert(object);			break;		case VISITOR_CLEAR:			// remove visit info from all heroes, including those that are not present on map			for (CGHeroInstance * hero : gs->map->allHeroes)				if (hero)					hero->visitedObjects.erase(object);			for(auto &elem : gs->players)				elem.second.visitedObjects.erase(object);			for(auto &elem : gs->teams)				elem.second.scoutedObjects.erase(object);			break;		case VISITOR_SCOUTED:			gs->getPlayerTeam(gs->getHero(hero)->tempOwner)->scoutedObjects.insert(object);			break;		case VISITOR_GLOBAL:			{				CGObjectInstance * objectPtr = gs->getObjInstance(object);				gs->getPlayerState(gs->getHero(hero)->tempOwner)->visitedObjectsGlobal.insert({objectPtr->ID, objectPtr->subID});				break;			}	}}void ChangeArtifactsCostume::applyGs(CGameState *gs){	auto & allCostumes = gs->getPlayerState(player)->costumesArtifacts;	if(const auto & costume = allCostumes.find(costumeIdx); costume != allCostumes.end())		costume->second = costumeSet;	else		allCostumes.try_emplace(costumeIdx, costumeSet);}void PlayerEndsGame::applyGs(CGameState *gs){	PlayerState *p = gs->getPlayerState(player);	if(victoryLossCheckResult.victory())	{		p->status = EPlayerStatus::WINNER;		// TODO: Campaign-specific code might as well go somewhere else		// keep all heroes from the winning player		if(p->human && gs->scenarioOps->campState)		{			std::vector<CGHeroInstance *> crossoverHeroes;			for (CGHeroInstance * hero : gs->map->heroesOnMap)				if (hero->tempOwner == player)					crossoverHeroes.push_back(hero);			gs->scenarioOps->campState->setCurrentMapAsConquered(crossoverHeroes);		}	}	else	{		p->status = EPlayerStatus::LOSER;	}	// defeated player may be making turn right now	gs->actingPlayers.erase(player);}void PlayerReinitInterface::applyGs(CGameState *gs){	if(!gs || !gs->scenarioOps)		return;		//TODO: what does mean if more that one player connected?	if(playerConnectionId == PlayerSettings::PLAYER_AI)	{		for(const auto & player : players)			gs->scenarioOps->getIthPlayersSettings(player).connectedPlayerIDs.clear();	}}void RemoveBonus::applyGs(CGameState *gs){	CBonusSystemNode *node = nullptr;	switch(who)	{	case GiveBonus::ETarget::OBJECT:		node = dynamic_cast<CBonusSystemNode*>(gs->getObjInstance(whoID.as<ObjectInstanceID>()));		break;	case GiveBonus::ETarget::PLAYER:		node = gs->getPlayerState(whoID.as<PlayerColor>());		break;	case GiveBonus::ETarget::BATTLE:		assert(Bonus::OneBattle(&bonus));		node = dynamic_cast<CBonusSystemNode*>(gs->getBattle(whoID.as<BattleID>()));		break;	}	BonusList &bonuses = node->getExportedBonusList();	for(const auto & b : bonuses)	{		if(b->source == source && b->sid == id)		{			bonus = *b; //backup bonus (to show to interfaces later)			node->removeBonus(b);			break;		}	}}void RemoveObject::applyGs(CGameState *gs){	CGObjectInstance *obj = gs->getObjInstance(objectID);	logGlobal->debug("removing object id=%d; address=%x; name=%s", objectID, (intptr_t)obj, obj->getObjectName());	//unblock tiles	gs->map->removeBlockVisTiles(obj);	if (initiator.isValidPlayer())		gs->getPlayerState(initiator)->destroyedObjects.insert(objectID);	if(obj->ID == Obj::HERO) //remove beaten hero	{		auto * beatenHero = dynamic_cast<CGHeroInstance *>(obj);		assert(beatenHero);		PlayerState * p = gs->getPlayerState(beatenHero->tempOwner);		gs->map->heroesOnMap -= beatenHero;		p->removeOwnedObject(beatenHero);		auto * siegeNode = beatenHero->whereShouldBeAttachedOnSiege(gs);		// FIXME: workaround:		// hero should be attached to siegeNode after battle		// however this code might also be called on dismissing hero while in town		if (siegeNode && vstd::contains(beatenHero->getParentNodes(), siegeNode))				beatenHero->detachFrom(*siegeNode);		beatenHero->tempOwner = PlayerColor::NEUTRAL; //no one owns beaten hero		vstd::erase_if(beatenHero->artifactsInBackpack, [](const ArtSlotInfo& asi)		{			return asi.artifact->artType->getId() == ArtifactID::GRAIL;		});		if(beatenHero->visitedTown)		{			if(beatenHero->visitedTown->garrisonHero == beatenHero)				beatenHero->visitedTown->garrisonHero = nullptr;			else				beatenHero->visitedTown->visitingHero = nullptr;			beatenHero->visitedTown = nullptr;			beatenHero->inTownGarrison = false;		}		//return hero to the pool, so he may reappear in tavern		gs->heroesPool->addHeroToPool(beatenHero);		gs->map->objects[objectID.getNum()] = nullptr;		//If hero on Boat is removed, the Boat disappears		if(beatenHero->boat)		{			beatenHero->detachFrom(const_cast<CGBoat&>(*beatenHero->boat));			gs->map->instanceNames.erase(beatenHero->boat->instanceName);			gs->map->objects[beatenHero->boat->id.getNum()].dellNull();			beatenHero->boat = nullptr;		}		return;	}	const auto * quest = dynamic_cast<const IQuestObject *>(obj);	if (quest)	{		gs->map->quests[quest->quest->qid] = nullptr;		for (auto &player : gs->players)		{			vstd::erase_if(player.second.quests, [obj](const QuestInfo & q){				return q.obj == obj;			});		}	}	gs->map->instanceNames.erase(obj->instanceName);	gs->map->objects[objectID.getNum()].dellNull();	gs->map->calculateGuardingGreaturePositions();//FIXME: excessive, update only affected tiles}static int getDir(const int3 & src, const int3 & dst){	int ret = -1;	if(dst.x+1 == src.x && dst.y+1 == src.y) //tl	{		ret = 1;	}	else if(dst.x == src.x && dst.y+1 == src.y) //t	{		ret = 2;	}	else if(dst.x-1 == src.x && dst.y+1 == src.y) //tr	{		ret = 3;	}	else if(dst.x-1 == src.x && dst.y == src.y) //r	{		ret = 4;	}	else if(dst.x-1 == src.x && dst.y-1 == src.y) //br	{		ret = 5;	}	else if(dst.x == src.x && dst.y-1 == src.y) //b	{		ret = 6;	}	else if(dst.x+1 == src.x && dst.y-1 == src.y) //bl	{		ret = 7;	}	else if(dst.x+1 == src.x && dst.y == src.y) //l	{		ret = 8;	}	return ret;}void TryMoveHero::applyGs(CGameState *gs){	CGHeroInstance *h = gs->getHero(id);	if (!h)	{		logGlobal->error("Attempt ot move unavailable hero %d", id.getNum());		return;	}	h->setMovementPoints(movePoints);	if((result == SUCCESS || result == BLOCKING_VISIT || result == EMBARK || result == DISEMBARK) && start != end)	{		auto dir = getDir(start,end);		if(dir > 0  &&  dir <= 8)			h->moveDir = dir;		//else don`t change move direction - hero might have traversed the subterranean gate, direction should be kept	}	if(result == EMBARK) //hero enters boat at destination tile	{		const TerrainTile &tt = gs->map->getTile(h->convertToVisitablePos(end));		assert(tt.visitableObjects.size() >= 1  &&  tt.visitableObjects.back()->ID == Obj::BOAT); //the only visitable object at destination is Boat		auto * boat = dynamic_cast<CGBoat *>(tt.visitableObjects.back());		assert(boat);		gs->map->removeBlockVisTiles(boat); //hero blockvis mask will be used, we don't need to duplicate it with boat		h->boat = boat;		h->attachTo(*boat);		boat->hero = h;	}	else if(result == DISEMBARK) //hero leaves boat to destination tile	{		auto * b = const_cast<CGBoat *>(h->boat);		b->direction = h->moveDir;		b->pos = start;		b->hero = nullptr;		gs->map->addBlockVisTiles(b);		h->detachFrom(*b);		h->boat = nullptr;	}	if(start!=end && (result == SUCCESS || result == TELEPORTATION || result == EMBARK || result == DISEMBARK))	{		gs->map->removeBlockVisTiles(h);		h->pos = end;		if(auto * b = const_cast<CGBoat *>(h->boat))			b->pos = end;		gs->map->addBlockVisTiles(h);	}	auto & fogOfWarMap = gs->getPlayerTeam(h->getOwner())->fogOfWarMap;	for(const int3 & t : fowRevealed)		fogOfWarMap[t.z][t.x][t.y] = 1;}void NewStructures::applyGs(CGameState *gs){	CGTownInstance *t = gs->getTown(tid);	for(const auto & id : bid)	{		assert(t->town->buildings.at(id) != nullptr);		t->addBuilding(id);	}	t->updateAppearance();	t->built = built;	t->recreateBuildingsBonuses();}void RazeStructures::applyGs(CGameState *gs){	CGTownInstance *t = gs->getTown(tid);	for(const auto & id : bid)	{		t->removeBuilding(id);		t->updateAppearance();	}	t->destroyed = destroyed; //yeaha	t->recreateBuildingsBonuses();}void SetAvailableCreatures::applyGs(CGameState *gs){	auto * dw = dynamic_cast<CGDwelling *>(gs->getObjInstance(tid));	assert(dw);	dw->creatures = creatures;}void SetHeroesInTown::applyGs(CGameState *gs){	CGTownInstance *t = gs->getTown(tid);	CGHeroInstance * v = gs->getHero(visiting);	CGHeroInstance * g = gs->getHero(garrison);	bool newVisitorComesFromGarrison = v && v == t->garrisonHero;	bool newGarrisonComesFromVisiting = g && g == t->visitingHero;	if(newVisitorComesFromGarrison)		t->setGarrisonedHero(nullptr);	if(newGarrisonComesFromVisiting)		t->setVisitingHero(nullptr);	if(!newGarrisonComesFromVisiting || v)		t->setVisitingHero(v);	if(!newVisitorComesFromGarrison || g)		t->setGarrisonedHero(g);	if(v)	{		gs->map->addBlockVisTiles(v);	}	if(g)	{		gs->map->removeBlockVisTiles(g);	}}void HeroRecruited::applyGs(CGameState *gs){	CGHeroInstance *h = gs->heroesPool->takeHeroFromPool(hid);	CGTownInstance *t = gs->getTown(tid);	PlayerState *p = gs->getPlayerState(player);	if (boatId != ObjectInstanceID::NONE)	{		CGObjectInstance *obj = gs->getObjInstance(boatId);		auto * boat = dynamic_cast<CGBoat *>(obj);		if (boat)		{			gs->map->removeBlockVisTiles(boat);			h->attachToBoat(boat);		}	}	h->setOwner(player);	h->pos = tile;	if(h->id == ObjectInstanceID())	{		h->id = ObjectInstanceID(static_cast<si32>(gs->map->objects.size()));		gs->map->objects.emplace_back(h);	}	else		gs->map->objects[h->id.getNum()] = h;	gs->map->heroesOnMap.emplace_back(h);	p->addOwnedObject(h);	h->attachTo(*p);	gs->map->addBlockVisTiles(h);	if(t)		t->setVisitingHero(h);}void GiveHero::applyGs(CGameState *gs){	CGHeroInstance *h = gs->getHero(id);	if (boatId != ObjectInstanceID::NONE)	{		CGObjectInstance *obj = gs->getObjInstance(boatId);		auto * boat = dynamic_cast<CGBoat *>(obj);		if (boat)		{			gs->map->removeBlockVisTiles(boat);			h->attachToBoat(boat);		}	}	//bonus system	h->detachFrom(gs->globalEffects);	h->attachTo(*gs->getPlayerState(player));	auto oldVisitablePos = h->visitablePos();	gs->map->removeBlockVisTiles(h,true);	h->appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, h->type->heroClass->getIndex())->getTemplates().front();	h->setOwner(player);	h->setMovementPoints(h->movementPointsLimit(true));	h->setAnchorPos(h->convertFromVisitablePos(oldVisitablePos));	gs->map->heroesOnMap.emplace_back(h);	gs->getPlayerState(h->getOwner())->addOwnedObject(h);	gs->map->addBlockVisTiles(h);	h->inTownGarrison = false;}void NewObject::applyGs(CGameState *gs){	newObject->id = ObjectInstanceID(static_cast<si32>(gs->map->objects.size()));	gs->map->objects.emplace_back(newObject);	gs->map->addBlockVisTiles(newObject);	gs->map->calculateGuardingGreaturePositions();	logGlobal->debug("Added object id=%d; name=%s", newObject->id, newObject->getObjectName());}void NewArtifact::applyGs(CGameState *gs){	auto art = ArtifactUtils::createArtifact(artId, spellId);	gs->map->addNewArtifactInstance(art);	PutArtifact pa(art->getId(), ArtifactLocation(artHolder, pos), false);	pa.applyGs(gs);}const CStackInstance * StackLocation::getStack(){	if(!army->hasStackAtSlot(slot))	{		logNetwork->warn("%s don't have a stack at slot %d", army->nodeName(), slot.getNum());		return nullptr;	}	return &army->getStack(slot);}struct ObjectRetriever{	const CArmedInstance * operator()(const ConstTransitivePtr<CGHeroInstance> &h) const	{		return h;	}	const CArmedInstance * operator()(const ConstTransitivePtr<CStackInstance> &s) const	{		return s->armyObj;	}};template<typename T>struct GetBase{	template <typename TArg>	T * operator()(TArg &arg) const	{		return arg;	}};void ChangeStackCount::applyGs(CGameState *gs){	auto * srcObj = gs->getArmyInstance(army);	if(!srcObj)		throw std::runtime_error("ChangeStackCount: invalid army object " + std::to_string(army.getNum()) + ", possible game state corruption.");	if(absoluteValue)		srcObj->setStackCount(slot, count);	else		srcObj->changeStackCount(slot, count);}void SetStackType::applyGs(CGameState *gs){	auto * srcObj = gs->getArmyInstance(army);	if(!srcObj)		throw std::runtime_error("SetStackType: invalid army object " + std::to_string(army.getNum()) + ", possible game state corruption.");	srcObj->setStackType(slot, type);}void EraseStack::applyGs(CGameState *gs){	auto * srcObj = gs->getArmyInstance(army);	if(!srcObj)		throw std::runtime_error("EraseStack: invalid army object " + std::to_string(army.getNum()) + ", possible game state corruption.");	srcObj->eraseStack(slot);}void SwapStacks::applyGs(CGameState *gs){	auto * srcObj = gs->getArmyInstance(srcArmy);	if(!srcObj)		throw std::runtime_error("SwapStacks: invalid army object " + std::to_string(srcArmy.getNum()) + ", possible game state corruption.");	auto * dstObj = gs->getArmyInstance(dstArmy);	if(!dstObj)		throw std::runtime_error("SwapStacks: invalid army object " + std::to_string(dstArmy.getNum()) + ", possible game state corruption.");	CStackInstance * s1 = srcObj->detachStack(srcSlot);	CStackInstance * s2 = dstObj->detachStack(dstSlot);	srcObj->putStack(srcSlot, s2);	dstObj->putStack(dstSlot, s1);}void InsertNewStack::applyGs(CGameState *gs){	if(auto * obj = gs->getArmyInstance(army))		obj->putStack(slot, new CStackInstance(type, count));	else		throw std::runtime_error("InsertNewStack: invalid army object " + std::to_string(army.getNum()) + ", possible game state corruption.");}void RebalanceStacks::applyGs(CGameState *gs){	auto * srcObj = gs->getArmyInstance(srcArmy);	if(!srcObj)		throw std::runtime_error("RebalanceStacks: invalid army object " + std::to_string(srcArmy.getNum()) + ", possible game state corruption.");	auto * dstObj = gs->getArmyInstance(dstArmy);	if(!dstObj)		throw std::runtime_error("RebalanceStacks: invalid army object " + std::to_string(dstArmy.getNum()) + ", possible game state corruption.");	StackLocation src(srcObj, srcSlot);	StackLocation dst(dstObj, dstSlot);	const CCreature * srcType = src.army->getCreature(src.slot);	TQuantity srcCount = src.army->getStackCount(src.slot);	bool stackExp = gs->getSettings().getBoolean(EGameSettings::MODULE_STACK_EXPERIENCE);	if(srcCount == count) //moving whole stack	{		const auto c = dst.army->getCreature(dst.slot);		if(c) //stack at dest -> merge		{			assert(c == srcType);						const auto srcHero = dynamic_cast<CGHeroInstance*>(src.army.get());			const auto dstHero = dynamic_cast<CGHeroInstance*>(dst.army.get());			auto srcStack = const_cast<CStackInstance*>(src.getStack());			auto dstStack = const_cast<CStackInstance*>(dst.getStack());			if(srcStack->getArt(ArtifactPosition::CREATURE_SLOT))			{				if(auto dstArt = dstStack->getArt(ArtifactPosition::CREATURE_SLOT))				{					auto dstSlot = ArtifactUtils::getArtBackpackPosition(srcHero, dstArt->getTypeId());					if(srcHero && dstSlot != ArtifactPosition::PRE_FIRST)					{						gs->map->moveArtifactInstance(*dstStack, ArtifactPosition::CREATURE_SLOT, *srcHero, dstSlot);					}					//else - artifact can be lost :/					else					{						BulkEraseArtifacts ea;						ea.artHolder = dstHero->id;						ea.posPack.emplace_back(ArtifactPosition::CREATURE_SLOT);						ea.creature = dst.slot;						ea.applyGs(gs);						logNetwork->warn("Cannot move artifact! No free slots");					}					gs->map->moveArtifactInstance(*srcStack, ArtifactPosition::CREATURE_SLOT, *dstStack, ArtifactPosition::CREATURE_SLOT);					//TODO: choose from dialog				}				else //just move to the other slot before stack gets erased				{					gs->map->moveArtifactInstance(*srcStack, ArtifactPosition::CREATURE_SLOT, *dstStack, ArtifactPosition::CREATURE_SLOT);				}			}			if (stackExp)			{				ui64 totalExp = srcCount * src.army->getStackExperience(src.slot) + dst.army->getStackCount(dst.slot) * dst.army->getStackExperience(dst.slot);				src.army->eraseStack(src.slot);				dst.army->changeStackCount(dst.slot, count);				dst.army->setStackExp(dst.slot, totalExp /(dst.army->getStackCount(dst.slot))); //mean			}			else			{				src.army->eraseStack(src.slot);				dst.army->changeStackCount(dst.slot, count);			}		}		else //move stack to an empty slot, no exp change needed		{			CStackInstance *stackDetached = src.army->detachStack(src.slot);			dst.army->putStack(dst.slot, stackDetached);		}	}	else	{		[[maybe_unused]] const CCreature *c = dst.army->getCreature(dst.slot);		if(c) //stack at dest -> rebalance		{			assert(c == srcType);			if (stackExp)			{				ui64 totalExp = srcCount * src.army->getStackExperience(src.slot) + dst.army->getStackCount(dst.slot) * dst.army->getStackExperience(dst.slot);				src.army->changeStackCount(src.slot, -count);				dst.army->changeStackCount(dst.slot, count);				dst.army->setStackExp(dst.slot, totalExp /(src.army->getStackCount(src.slot) + dst.army->getStackCount(dst.slot))); //mean			}			else			{				src.army->changeStackCount(src.slot, -count);				dst.army->changeStackCount(dst.slot, count);			}		}		else //split stack to an empty slot		{			src.army->changeStackCount(src.slot, -count);			dst.army->addToSlot(dst.slot, srcType->getId(), count, false);			if (stackExp)				dst.army->setStackExp(dst.slot, src.army->getStackExperience(src.slot));		}	}	CBonusSystemNode::treeHasChanged();}void BulkRebalanceStacks::applyGs(CGameState *gs){	for(auto & move : moves)		move.applyGs(gs);}void BulkSmartRebalanceStacks::applyGs(CGameState *gs){	for(auto & move : moves)		move.applyGs(gs);	for(auto & change : changes)		change.applyGs(gs);}void PutArtifact::applyGs(CGameState *gs){	auto art = gs->getArtInstance(id);	assert(!art->getParentNodes().empty());	auto hero = gs->getHero(al.artHolder);	assert(hero);	assert(art && art->canBePutAt(hero, al.slot));	assert(ArtifactUtils::checkIfSlotValid(*hero, al.slot));	gs->map->putArtifactInstance(*hero, art, al.slot);}void BulkEraseArtifacts::applyGs(CGameState *gs){	const auto artSet = gs->getArtSet(artHolder);	assert(artSet);	std::sort(posPack.begin(), posPack.end(), [](const ArtifactPosition & slot0, const ArtifactPosition & slot1) -> bool		{			return slot0.num > slot1.num;		});	for(const auto & slot : posPack)	{		const auto slotInfo = artSet->getSlot(slot);		if(slotInfo->locked)		{			logGlobal->debug("Erasing locked artifact: %s", slotInfo->artifact->artType->getNameTranslated());			DisassembledArtifact dis;			dis.al.artHolder = artHolder;			for(auto & slotInfoWorn : artSet->artifactsWorn)			{				auto art = slotInfoWorn.second.artifact;				if(art->isCombined() && art->isPart(slotInfo->artifact))				{					dis.al.slot = artSet->getArtPos(art);					break;				}			}			assert((dis.al.slot != ArtifactPosition::PRE_FIRST) && "Failed to determine the assembly this locked artifact belongs to");			logGlobal->debug("Found the corresponding assembly: %s", artSet->getArt(dis.al.slot)->artType->getNameTranslated());			dis.applyGs(gs);		}		else		{			logGlobal->debug("Erasing artifact %s", slotInfo->artifact->artType->getNameTranslated());		}		gs->map->removeArtifactInstance(*artSet, slot);	}}void BulkMoveArtifacts::applyGs(CGameState *gs){	const auto bulkArtsRemove = [gs](std::vector<LinkedSlots> & artsPack, CArtifactSet & artSet)	{		std::vector<ArtifactPosition> packToRemove;		for(const auto & slotsPair : artsPack)			packToRemove.push_back(slotsPair.srcPos);		std::sort(packToRemove.begin(), packToRemove.end(), [](const ArtifactPosition & slot0, const ArtifactPosition & slot1) -> bool			{				return slot0.num > slot1.num;			});		for(const auto & slot : packToRemove)			gs->map->removeArtifactInstance(artSet, slot);	};	const auto bulkArtsPut = [gs](std::vector<LinkedSlots> & artsPack, CArtifactSet & initArtSet, CArtifactSet & dstArtSet)	{		for(const auto & slotsPair : artsPack)		{			auto * art = initArtSet.getArt(slotsPair.srcPos);			assert(art);			gs->map->putArtifactInstance(dstArtSet, art, slotsPair.dstPos);		}	};		auto * leftSet = gs->getArtSet(ArtifactLocation(srcArtHolder, srcCreature));	assert(leftSet);	auto * rightSet = gs->getArtSet(ArtifactLocation(dstArtHolder, dstCreature));	assert(rightSet);	CArtifactFittingSet artInitialSetLeft(*leftSet);	bulkArtsRemove(artsPack0, *leftSet);	if(!artsPack1.empty())	{		CArtifactFittingSet artInitialSetRight(*rightSet);		bulkArtsRemove(artsPack1, *rightSet);		bulkArtsPut(artsPack1, artInitialSetRight, *leftSet);	}	bulkArtsPut(artsPack0, artInitialSetLeft, *rightSet);}void AssembledArtifact::applyGs(CGameState *gs){	auto hero = gs->getHero(al.artHolder);	assert(hero);	const auto transformedArt = hero->getArt(al.slot);	assert(transformedArt);	assert(vstd::contains_if(ArtifactUtils::assemblyPossibilities(hero, transformedArt->getTypeId()), [=](const CArtifact * art)->bool		{			return art->getId() == builtArt->getId();		}));	const auto transformedArtSlot = hero->getArtPos(transformedArt);	auto * combinedArt = new CArtifactInstance(builtArt);	gs->map->addNewArtifactInstance(combinedArt);	// Find slots for all involved artifacts	std::vector<ArtifactPosition> slotsInvolved;	for(const auto constituent : builtArt->getConstituents())	{		ArtifactPosition slot;		if(transformedArt->getTypeId() == constituent->getId())			slot = transformedArtSlot;		else			slot = hero->getArtPos(constituent->getId(), false, false);		assert(slot != ArtifactPosition::PRE_FIRST);		slotsInvolved.emplace_back(slot);	}	std::sort(slotsInvolved.begin(), slotsInvolved.end(), std::greater<>());	// Find a slot for combined artifact	al.slot = transformedArtSlot;	for(const auto slot : slotsInvolved)	{		if(ArtifactUtils::isSlotEquipment(transformedArtSlot))		{			if(ArtifactUtils::isSlotBackpack(slot))			{				al.slot = ArtifactPosition::BACKPACK_START;				break;			}			if(!vstd::contains(combinedArt->artType->getPossibleSlots().at(hero->bearerType()), al.slot)				&& vstd::contains(combinedArt->artType->getPossibleSlots().at(hero->bearerType()), slot))				al.slot = slot;		}		else		{			if(ArtifactUtils::isSlotBackpack(slot))				al.slot = std::min(al.slot, slot);		}	}	// Delete parts from hero	for(const auto slot : slotsInvolved)	{		const auto constituentInstance = hero->getArt(slot);		gs->map->removeArtifactInstance(*hero, slot);		if(ArtifactUtils::isSlotEquipment(al.slot) && slot != al.slot)			combinedArt->addPart(constituentInstance, slot);		else			combinedArt->addPart(constituentInstance, ArtifactPosition::PRE_FIRST);	}	// Put new combined artifacts	gs->map->putArtifactInstance(*hero, combinedArt, al.slot);}void DisassembledArtifact::applyGs(CGameState *gs){	auto hero = gs->getHero(al.artHolder);	assert(hero);	auto disassembledArt = hero->getArt(al.slot);	assert(disassembledArt);	const auto parts = disassembledArt->getPartsInfo();	gs->map->removeArtifactInstance(*hero, al.slot);	for(auto & part : parts)	{		// ArtifactPosition::PRE_FIRST is value of main part slot -> it'll replace combined artifact in its pos		auto slot = (ArtifactUtils::isSlotEquipment(part.slot) ? part.slot : al.slot);		disassembledArt->detachFrom(*part.art);		gs->map->putArtifactInstance(*hero, part.art, slot);	}	gs->map->eraseArtifactInstance(disassembledArt);}void HeroVisit::applyGs(CGameState *gs){}void SetAvailableArtifacts::applyGs(CGameState *gs){	if(id != ObjectInstanceID::NONE)	{		if(auto * bm = dynamic_cast<CGBlackMarket *>(gs->getObjInstance(id)))		{			bm->artifacts = arts;		}		else		{			logNetwork->error("Wrong black market id!");		}	}	else	{		gs->map->townMerchantArtifacts = arts;	}}void NewTurn::applyGs(CGameState *gs){	gs->day = day;	// Update bonuses before doing anything else so hero don't get more MP than needed	gs->globalEffects.removeBonusesRecursive(Bonus::OneDay); //works for children -> all game objs	gs->globalEffects.reduceBonusDurations(Bonus::NDays);	gs->globalEffects.reduceBonusDurations(Bonus::OneWeek);	//TODO not really a single root hierarchy, what about bonuses placed elsewhere? [not an issue with H3 mechanics but in the future...]	for(auto & manaPack : heroesMana)		manaPack.applyGs(gs);	for(auto & movePack : heroesMovement)		movePack.applyGs(gs);	gs->heroesPool->onNewDay();	for(auto & entry : playerIncome)	{		gs->getPlayerState(entry.first)->resources += entry.second;		gs->getPlayerState(entry.first)->resources.amin(GameConstants::PLAYER_RESOURCES_CAP);	}	for(auto & creatureSet : availableCreatures) //set available creatures in towns		creatureSet.applyGs(gs);	for(CGTownInstance* t : gs->map->towns)	{		t->built = 0;		t->spellResearchCounterDay = 0;	}	if(newRumor)		gs->currentRumor = *newRumor;}void SetObjectProperty::applyGs(CGameState *gs){	CGObjectInstance *obj = gs->getObjInstance(id);	if(!obj)	{		logNetwork->error("Wrong object ID - property cannot be set!");		return;	}	auto * cai = dynamic_cast<CArmedInstance *>(obj);	if(what == ObjProperty::OWNER && obj->asOwnable())	{		PlayerColor oldOwner = obj->getOwner();		PlayerColor newOwner = identifier.as<PlayerColor>();		if(oldOwner.isValidPlayer())			gs->getPlayerState(oldOwner)->removeOwnedObject(obj);;		if(newOwner.isValidPlayer())			gs->getPlayerState(newOwner)->addOwnedObject(obj);;	}	if(what == ObjProperty::OWNER && cai)	{		if(obj->ID == Obj::TOWN)		{			auto * t = dynamic_cast<CGTownInstance *>(obj);			assert(t);			PlayerColor oldOwner = t->tempOwner;			if(oldOwner.isValidPlayer())			{				auto * state = gs->getPlayerState(oldOwner);				if(state->getTowns().empty())					state->daysWithoutCastle = 0;			}			if(identifier.as<PlayerColor>().isValidPlayer())			{				//reset counter before NewTurn to avoid no town message if game loaded at turn when one already captured				PlayerState * p = gs->getPlayerState(identifier.as<PlayerColor>());				if(p->daysWithoutCastle)					p->daysWithoutCastle = std::nullopt;			}		}		CBonusSystemNode & nodeToMove = cai->whatShouldBeAttached();		nodeToMove.detachFrom(cai->whereShouldBeAttached(gs));		obj->setProperty(what, identifier);		nodeToMove.attachTo(cai->whereShouldBeAttached(gs));	}	else //not an armed instance	{		obj->setProperty(what, identifier);	}}void HeroLevelUp::applyGs(CGameState *gs){	auto * hero = gs->getHero(heroId);	assert(hero);	hero->levelUp(skills);}void CommanderLevelUp::applyGs(CGameState *gs){	auto * hero = gs->getHero(heroId);	assert(hero);	auto commander = hero->commander;	assert(commander);	commander->levelUp();}void BattleStart::applyGs(CGameState *gs){	assert(battleID == gs->nextBattleID);	gs->currentBattles.emplace_back(info);	info->battleID = gs->nextBattleID;	info->localInit();	gs->nextBattleID = BattleID(gs->nextBattleID.getNum() + 1);}void BattleNextRound::applyGs(CGameState *gs){	gs->getBattle(battleID)->nextRound();}void BattleSetActiveStack::applyGs(CGameState *gs){	gs->getBattle(battleID)->nextTurn(stack);}void BattleTriggerEffect::applyGs(CGameState *gs){	CStack * st = gs->getBattle(battleID)->getStack(stackID);	assert(st);	switch(static_cast<BonusType>(effect))	{	case BonusType::HP_REGENERATION:	{		int64_t toHeal = val;		st->heal(toHeal, EHealLevel::HEAL, EHealPower::PERMANENT);		break;	}	case BonusType::MANA_DRAIN:	{		CGHeroInstance * h = gs->getHero(ObjectInstanceID(additionalInfo));		st->drainedMana = true;		h->mana -= val;		vstd::amax(h->mana, 0);		break;	}	case BonusType::POISON:	{		auto b = st->getLocalBonus(Selector::source(BonusSource::SPELL_EFFECT, SpellID(SpellID::POISON))				.And(Selector::type()(BonusType::STACK_HEALTH)));		if (b)			b->val = val;		break;	}	case BonusType::ENCHANTER:	case BonusType::MORALE:		break;	case BonusType::FEAR:		st->fear = true;		break;	default:		logNetwork->error("Unrecognized trigger effect type %d", effect);	}}void BattleUpdateGateState::applyGs(CGameState *gs){	if(gs->getBattle(battleID))		gs->getBattle(battleID)->si.gateState = state;}void BattleCancelled::applyGs(CGameState *gs){	auto currentBattle = boost::range::find_if(gs->currentBattles, [&](const auto & battle)	{		return battle->battleID == battleID;	});	assert(currentBattle != gs->currentBattles.end());	gs->currentBattles.erase(currentBattle);}void BattleResultAccepted::applyGs(CGameState *gs){	// Remove any "until next battle" bonuses	for(auto & res : heroResult)	{		if(res.hero)			res.hero->removeBonusesRecursive(Bonus::OneBattle);	}	if(winnerSide != BattleSide::NONE)	{		// Grow up growing artifacts		const auto hero = heroResult[winnerSide].hero;		if (hero)		{			if(hero->commander && hero->commander->alive)			{				for(auto & art : hero->commander->artifactsWorn)					art.second.artifact->growingUp();			}			for(auto & art : hero->artifactsWorn)			{				art.second.artifact->growingUp();			}		}	}	if(gs->getSettings().getBoolean(EGameSettings::MODULE_STACK_EXPERIENCE))	{		if(heroResult[BattleSide::ATTACKER].army)			heroResult[BattleSide::ATTACKER].army->giveStackExp(heroResult[BattleSide::ATTACKER].exp);		if(heroResult[BattleSide::DEFENDER].army)			heroResult[BattleSide::DEFENDER].army->giveStackExp(heroResult[BattleSide::DEFENDER].exp);		CBonusSystemNode::treeHasChanged();	}	auto currentBattle = boost::range::find_if(gs->currentBattles, [&](const auto & battle)	{		return battle->battleID == battleID;	});	assert(currentBattle != gs->currentBattles.end());	gs->currentBattles.erase(currentBattle);}void BattleLogMessage::applyGs(CGameState *gs){	//nothing}void BattleLogMessage::applyBattle(IBattleState * battleState){	//nothing}void BattleStackMoved::applyGs(CGameState *gs){	applyBattle(gs->getBattle(battleID));}void BattleStackMoved::applyBattle(IBattleState * battleState){	battleState->moveUnit(stack, tilesToMove.back());}void BattleStackAttacked::applyGs(CGameState *gs){	applyBattle(gs->getBattle(battleID));}void BattleStackAttacked::applyBattle(IBattleState * battleState){	battleState->setUnitState(newState.id, newState.data, newState.healthDelta);}void BattleAttack::applyGs(CGameState *gs){	CStack * attacker = gs->getBattle(battleID)->getStack(stackAttacking);	assert(attacker);	attackerChanges.applyGs(gs);	for(BattleStackAttacked & stackAttacked : bsa)		stackAttacked.applyGs(gs);	attacker->removeBonusesRecursive(Bonus::UntilAttack);	if(!this->counter())		attacker->removeBonusesRecursive(Bonus::UntilOwnAttack);}void StartAction::applyGs(CGameState *gs){	CStack *st = gs->getBattle(battleID)->getStack(ba.stackNumber);	if(ba.actionType == EActionType::END_TACTIC_PHASE)	{		gs->getBattle(battleID)->tacticDistance = 0;		return;	}	if(gs->getBattle(battleID)->tacticDistance)	{		// moves in tactics phase do not affect creature status		// (tactics stack queue is managed by client)		return;	}	if (ba.isUnitAction())	{		assert(st); // stack must exists for all non-hero actions		switch(ba.actionType)		{			case EActionType::DEFEND:				st->waiting = false;				st->defending = true;				st->defendingAnim = true;				break;			case EActionType::WAIT:				st->defendingAnim = false;				st->waiting = true;				st->waitedThisTurn = true;				break;			case EActionType::HERO_SPELL: //no change in current stack state				break;			default: //any active stack action - attack, catapult, heal, spell...				st->waiting = false;				st->defendingAnim = false;				st->movedThisRound = true;				st->castSpellThisTurn = ba.actionType == EActionType::MONSTER_SPELL;				break;		}	}	else	{		if(ba.actionType == EActionType::HERO_SPELL)			gs->getBattle(battleID)->getSide(ba.side).usedSpellsHistory.push_back(ba.spell);	}}void BattleSpellCast::applyGs(CGameState *gs){	if(castByHero && side != BattleSide::NONE)		gs->getBattle(battleID)->getSide(side).castSpellsCount++;}void SetStackEffect::applyGs(CGameState *gs){	applyBattle(gs->getBattle(battleID));}void SetStackEffect::applyBattle(IBattleState * battleState){	for(const auto & stackData : toRemove)		battleState->removeUnitBonus(stackData.first, stackData.second);	for(const auto & stackData : toUpdate)		battleState->updateUnitBonus(stackData.first, stackData.second);	for(const auto & stackData : toAdd)		battleState->addUnitBonus(stackData.first, stackData.second);}void StacksInjured::applyGs(CGameState *gs){	applyBattle(gs->getBattle(battleID));}void StacksInjured::applyBattle(IBattleState * battleState){	for(BattleStackAttacked stackAttacked : stacks)		stackAttacked.applyBattle(battleState);}void BattleUnitsChanged::applyGs(CGameState *gs){	applyBattle(gs->getBattle(battleID));}void BattleUnitsChanged::applyBattle(IBattleState * battleState){	for(auto & elem : changedStacks)	{		switch(elem.operation)		{		case BattleChanges::EOperation::RESET_STATE:			battleState->setUnitState(elem.id, elem.data, elem.healthDelta);			break;		case BattleChanges::EOperation::REMOVE:			battleState->removeUnit(elem.id);			break;		case BattleChanges::EOperation::ADD:			battleState->addUnit(elem.id, elem.data);			break;		case BattleChanges::EOperation::UPDATE:			battleState->updateUnit(elem.id, elem.data);			break;		default:			logNetwork->error("Unknown unit operation %d", static_cast<int>(elem.operation));			break;		}	}}void BattleObstaclesChanged::applyGs(CGameState *gs){	applyBattle(gs->getBattle(battleID));}void BattleObstaclesChanged::applyBattle(IBattleState * battleState){	for(const auto & change : changes)	{		switch(change.operation)		{		case BattleChanges::EOperation::REMOVE:			battleState->removeObstacle(change.id);			break;		case BattleChanges::EOperation::ADD:			battleState->addObstacle(change);			break;		case BattleChanges::EOperation::UPDATE:			battleState->updateObstacle(change);			break;		default:			logNetwork->error("Unknown obstacle operation %d", static_cast<int>(change.operation));			break;		}	}}CatapultAttack::CatapultAttack() = default;CatapultAttack::~CatapultAttack() = default;void CatapultAttack::applyGs(CGameState *gs){	applyBattle(gs->getBattle(battleID));}void CatapultAttack::visitTyped(ICPackVisitor & visitor){	visitor.visitCatapultAttack(*this);}void CatapultAttack::applyBattle(IBattleState * battleState){	const auto * town = battleState->getDefendedTown();	if(!town)		return;	if(town->fortificationsLevel().wallsHealth == 0)		return;	for(const auto & part : attackedParts)	{		auto newWallState = SiegeInfo::applyDamage(battleState->getWallState(part.attackedPart), part.damageDealt);		battleState->setWallState(part.attackedPart, newWallState);	}}void BattleSetStackProperty::applyGs(CGameState *gs){	CStack * stack = gs->getBattle(battleID)->getStack(stackID, false);	switch(which)	{		case CASTS:		{			if(absolute)				logNetwork->error("Can not change casts in absolute mode");			else				stack->casts.use(-val);			break;		}		case ENCHANTER_COUNTER:		{			auto & counter = gs->getBattle(battleID)->getSide(gs->getBattle(battleID)->whatSide(stack->unitOwner())).enchanterCounter;			if(absolute)				counter = val;			else				counter += val;			vstd::amax(counter, 0);			break;		}		case UNBIND:		{			stack->removeBonusesRecursive(Selector::type()(BonusType::BIND_EFFECT));			break;		}		case CLONED:		{			stack->cloned = true;			break;		}		case HAS_CLONE:		{			stack->cloneID = val;			break;		}	}}void PlayerCheated::applyGs(CGameState *gs){	if(!player.isValidPlayer())		return;	gs->getPlayerState(player)->enteredLosingCheatCode = losingCheatCode;	gs->getPlayerState(player)->enteredWinningCheatCode = winningCheatCode;	gs->getPlayerState(player)->cheated = true;}void PlayerStartsTurn::applyGs(CGameState *gs){	//assert(gs->actingPlayers.count(player) == 0);//Legal - may happen after loading of deserialized map state	gs->actingPlayers.insert(player);}void PlayerEndsTurn::applyGs(CGameState *gs){	assert(gs->actingPlayers.count(player) == 1);	gs->actingPlayers.erase(player);}void DaysWithoutTown::applyGs(CGameState *gs){	auto & playerState = gs->players[player];	playerState.daysWithoutCastle = daysWithoutCastle;}void TurnTimeUpdate::applyGs(CGameState *gs){	auto & playerState = gs->players[player];	playerState.turnTimer = turnTimer;}void EntitiesChanged::applyGs(CGameState *gs){	for(const auto & change : changes)		gs->updateEntity(change.metatype, change.entityIndex, change.data);}void SetRewardableConfiguration::applyGs(CGameState *gs){	auto * objectPtr = gs->getObjInstance(objectID);	if (!buildingID.hasValue())	{		auto * rewardablePtr = dynamic_cast<CRewardableObject *>(objectPtr);		assert(rewardablePtr);		rewardablePtr->configuration = configuration;		rewardablePtr->initializeGuards();	}	else	{		auto * townPtr = dynamic_cast<CGTownInstance*>(objectPtr);		TownBuildingInstance * buildingPtr = nullptr;		for (auto & building : townPtr->rewardableBuildings)			if (building.second->getBuildingType() == buildingID)				buildingPtr = building.second;		auto * rewardablePtr = dynamic_cast<TownRewardableBuildingInstance *>(buildingPtr);		assert(rewardablePtr);		rewardablePtr->configuration = configuration;	}}void SetBankConfiguration::applyGs(CGameState *gs){	auto * objectPtr = gs->getObjInstance(objectID);	auto * bankPtr = dynamic_cast<CBank *>(objectPtr);	assert(bankPtr);	bankPtr->setConfig(configuration);}const CArtifactInstance * ArtSlotInfo::getArt() const{	if(locked)	{		logNetwork->warn("ArtifactLocation::getArt: This location is locked!");		return nullptr;	}	return artifact;}VCMI_LIB_NAMESPACE_END
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