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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 "../ArtifactUtils.h"
 
- #include "../CBuildingHandler.h"
 
- #include "../CGeneralTextHandler.h"
 
- #include "../CHeroHandler.h"
 
- #include "../CPlayerState.h"
 
- #include "../CStopWatch.h"
 
- #include "../GameSettings.h"
 
- #include "../StartInfo.h"
 
- #include "../TerrainHandler.h"
 
- #include "../VCMIDirs.h"
 
- #include "../VCMI_Lib.h"
 
- #include "../battle/BattleInfo.h"
 
- #include "../campaign/CampaignState.h"
 
- #include "../constants/StringConstants.h"
 
- #include "../filesystem/ResourcePath.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/IdentifierStorage.h"
 
- #include "../pathfinder/CPathfinder.h"
 
- #include "../pathfinder/PathfinderOptions.h"
 
- #include "../registerTypes/RegisterTypesClientPacks.h"
 
- #include "../rmg/CMapGenerator.h"
 
- #include "../serializer/CMemorySerializer.h"
 
- #include "../serializer/CTypeList.h"
 
- #include "../spells/CSpellHandler.h"
 
- VCMI_LIB_NAMESPACE_BEGIN
 
- boost::shared_mutex CGameState::mutex;
 
- template <typename T> class CApplyOnGS;
 
- class CBaseForGSApply
 
- {
 
- public:
 
- 	virtual void applyOnGS(CGameState *gs, CPack * pack) const =0;
 
- 	virtual ~CBaseForGSApply() = default;
 
- 	template<typename U> static CBaseForGSApply *getApplier(const U * t=nullptr)
 
- 	{
 
- 		return new CApplyOnGS<U>();
 
- 	}
 
- };
 
- template <typename T> class CApplyOnGS : public CBaseForGSApply
 
- {
 
- public:
 
- 	void applyOnGS(CGameState *gs, CPack * pack) const override
 
- 	{
 
- 		T *ptr = static_cast<T*>(pack);
 
- 		boost::unique_lock<boost::shared_mutex> lock(CGameState::mutex);
 
- 		ptr->applyGs(gs);
 
- 	}
 
- };
 
- HeroTypeID CGameState::pickNextHeroType(const PlayerColor & owner)
 
- {
 
- 	const PlayerSettings &ps = scenarioOps->getIthPlayersSettings(owner);
 
- 	if(ps.hero >= HeroTypeID(0) && !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(Date mode) const
 
- {
 
- 	int temp;
 
- 	switch (mode)
 
- 	{
 
- 	case Date::DAY:
 
- 		return day;
 
- 	case Date::DAY_OF_WEEK: //day of week
 
- 		temp = (day)%7; // 1 - Monday, 7 - Sunday
 
- 		return temp ? temp : 7;
 
- 	case Date::WEEK:  //current week
 
- 		temp = ((day-1)/7)+1;
 
- 		if (!(temp%4))
 
- 			return 4;
 
- 		else
 
- 			return (temp%4);
 
- 	case Date::MONTH: //current month
 
- 		return ((day-1)/28)+1;
 
- 	case Date::DAY_OF_MONTH: //day of month
 
- 		temp = (day)%28;
 
- 		if (temp)
 
- 			return temp;
 
- 		else return 28;
 
- 	}
 
- 	return 0;
 
- }
 
- CGameState::CGameState()
 
- {
 
- 	gs = this;
 
- 	heroesPool = std::make_unique<TavernHeroesPool>();
 
- 	applier = std::make_shared<CApplier<CBaseForGSApply>>();
 
- 	registerTypesClientPacks(*applier);
 
- 	globalEffects.setNodeType(CBonusSystemNode::GLOBAL_EFFECTS);
 
- }
 
- CGameState::~CGameState()
 
- {
 
- 	// explicitly delete all ongoing battles first - BattleInfo destructor requires valid CGameState
 
- 	currentBattles.clear();
 
- 	map.dellNull();
 
- 	scenarioOps.dellNull();
 
- 	initialOpts.dellNull();
 
- }
 
- void CGameState::preInit(Services * newServices, IGameCallback * newCallback)
 
- {
 
- 	services = newServices;
 
- 	callback = newCallback;
 
- }
 
- void CGameState::init(const IMapService * mapService, StartInfo * si, Load::ProgressAccumulator & progressTracking, bool allowSavingRandomMap)
 
- {
 
- 	assert(services);
 
- 	assert(callback);
 
- 	logGlobal->info("\tUsing random seed: %d", si->seedToBeUsed);
 
- 	getRandomGenerator().setSeed(si->seedToBeUsed);
 
- 	scenarioOps = CMemorySerializer::deepCopy(*si).release();
 
- 	initialOpts = CMemorySerializer::deepCopy(*si).release();
 
- 	si = nullptr;
 
- 	switch(scenarioOps->mode)
 
- 	{
 
- 	case 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!");
 
- 	checkMapChecksum();
 
- 	day = 0;
 
- 	logGlobal->debug("Initialization:");
 
- 	initGlobalBonuses();
 
- 	initPlayerStates();
 
- 	if (campaign)
 
- 		campaign->placeCampaignHeroes();
 
- 	removeHeroPlaceholders();
 
- 	initGrailPosition();
 
- 	initRandomFactionsForPlayers();
 
- 	randomizeMapObjects();
 
- 	placeStartingHeroes();
 
- 	initDifficulty();
 
- 	initHeroes();
 
- 	initStartingBonus();
 
- 	initTowns();
 
- 	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
 
- 	auto seedAfterInit = getRandomGenerator().nextInt();
 
- 	logGlobal->info("Seed after init is %d (before was %d)", seedAfterInit, scenarioOps->seedToBeUsed);
 
- 	if(scenarioOps->seedPostInit > 0)
 
- 	{
 
- 		//RNG must be in the same state on all machines when initialization is done (otherwise we have desync)
 
- 		assert(scenarioOps->seedPostInit == seedAfterInit);
 
- 	}
 
- 	else
 
- 	{
 
- 		scenarioOps->seedPostInit = seedAfterInit; //store the post init "seed"
 
- 	}
 
- }
 
- void CGameState::updateEntity(Metatype metatype, int32_t index, const JsonNode & data)
 
- {
 
- 	switch(metatype)
 
- 	{
 
- 	case Metatype::ARTIFACT_INSTANCE:
 
- 		logGlobal->error("Artifact instance update is not implemented");
 
- 		break;
 
- 	case Metatype::CREATURE_INSTANCE:
 
- 		logGlobal->error("Creature instance update is not implemented");
 
- 		break;
 
- 	case Metatype::HERO_INSTANCE:
 
- 		//index is hero type
 
- 		if(index >= 0 && index < map->allHeroes.size())
 
- 		{
 
- 			CGHeroInstance * hero = map->allHeroes.at(index);
 
- 			hero->updateFrom(data);
 
- 		}
 
- 		else
 
- 		{
 
- 			logGlobal->error("Update entity: hero index %s is out of range [%d,%d]", index, 0,  map->allHeroes.size());
 
- 		}
 
- 		break;
 
- 	case Metatype::MAP_OBJECT_INSTANCE:
 
- 		if(index >= 0 && index < map->objects.size())
 
- 		{
 
- 			CGObjectInstance * obj = getObjInstance(ObjectInstanceID(index));
 
- 			obj->updateFrom(data);
 
- 		}
 
- 		else
 
- 		{
 
- 			logGlobal->error("Update entity: object index %s is out of range [%d,%d]", index, 0,  map->objects.size());
 
- 		}
 
- 		break;
 
- 	default:
 
- 		services->updateEntity(metatype, index, data);
 
- 		break;
 
- 	}
 
- }
 
- void CGameState::updateOnLoad(StartInfo * si)
 
- {
 
- 	assert(services);
 
- 	assert(callback);
 
- 	scenarioOps->playerInfos = si->playerInfos;
 
- 	for(auto & i : si->playerInfos)
 
- 		gs->players[i.first].human = i.second.isControlledByHuman();
 
- }
 
- 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, callback, scenarioOps->seedToBeUsed);
 
- 		progressTracking.include(mapGenerator);
 
- 		std::unique_ptr<CMap> randomMap = mapGenerator.generate();
 
- 		progressTracking.exclude(mapGenerator);
 
- 		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 ui32 seed = scenarioOps->seedToBeUsed;
 
- 				const std::string dt = vstd::getDateTimeISO8601Basic(std::time(nullptr));
 
- 				const std::string fileName = boost::str(boost::format("%s_%s_%d.vmap") % dt % templateName % seed );
 
- 				const auto fullPath = path / fileName;
 
- 				randomMap->name.appendRawString(boost::str(boost::format(" %s") % dt));
 
- 				mapService->saveMap(randomMap, fullPath);
 
- 				logGlobal->info("Random map has been saved to:");
 
- 				logGlobal->info(fullPath.string());
 
- 			}
 
- 			catch(...)
 
- 			{
 
- 				logGlobal->error("Saving random map failed with exception");
 
- 			}
 
- 		}
 
- 		map = randomMap.release();
 
- 		// Update starting options
 
- 		for(int i = 0; i < map->players.size(); ++i)
 
- 		{
 
- 			const auto & playerInfo = map->players[i];
 
- 			if(playerInfo.canAnyonePlay())
 
- 			{
 
- 				PlayerSettings & playerSettings = scenarioOps->playerInfos[PlayerColor(i)];
 
- 				playerSettings.compOnly = !playerInfo.canHumanPlay;
 
- 				playerSettings.castle = playerInfo.defaultCastle();
 
- 				if(playerSettings.isControlledByAI() && playerSettings.name.empty())
 
- 				{
 
- 					playerSettings.name = VLC->generaltexth->allTexts[468];
 
- 				}
 
- 				playerSettings.color = PlayerColor(i);
 
- 			}
 
- 			else
 
- 			{
 
- 				scenarioOps->playerInfos.erase(PlayerColor(i));
 
- 			}
 
- 		}
 
- 		logGlobal->info("Generated random map in %i ms.", sw.getDiff());
 
- 	}
 
- 	else
 
- 	{
 
- 		logGlobal->info("Open map file: %s", scenarioOps->mapname);
 
- 		const ResourcePath mapURI(scenarioOps->mapname, EResType::MAP);
 
- 		map = mapService->loadMap(mapURI, callback).release();
 
- 	}
 
- }
 
- void CGameState::initCampaign()
 
- {
 
- 	campaign = std::make_unique<CGameStateCampaign>(this);
 
- 	map = campaign->getCurrentMap().release();
 
- }
 
- void CGameState::checkMapChecksum()
 
- {
 
- 	logGlobal->info("\tOur checksum for the map: %d", map->checksum);
 
- 	if(scenarioOps->mapfileChecksum)
 
- 	{
 
- 		logGlobal->info("\tServer checksum for %s: %d", scenarioOps->mapname, scenarioOps->mapfileChecksum);
 
- 		if(map->checksum != scenarioOps->mapfileChecksum)
 
- 		{
 
- 			logGlobal->error("Wrong map checksum!!!");
 
- 			throw std::runtime_error("Wrong checksum");
 
- 		}
 
- 	}
 
- 	else
 
- 	{
 
- 		scenarioOps->mapfileChecksum = map->checksum;
 
- 	}
 
- }
 
- void CGameState::initGlobalBonuses()
 
- {
 
- 	const JsonNode & baseBonuses = VLC->settings()->getValue(EGameSettings::BONUSES_GLOBAL);
 
- 	logGlobal->debug("\tLoading global bonuses");
 
- 	for(const auto & b : baseBonuses.Struct())
 
- 	{
 
- 		auto bonus = JsonUtils::parseBonus(b.second);
 
- 		bonus->source = BonusSource::GLOBAL;//for all
 
- 		bonus->sid = BonusSourceID(); //there is one global object
 
- 		globalEffects.addNewBonus(bonus);
 
- 	}
 
- 	VLC->creh->loadCrExpBon(globalEffects);
 
- }
 
- void CGameState::initDifficulty()
 
- {
 
- 	logGlobal->debug("\tLoading difficulty settings");
 
- 	const JsonNode config = JsonUtils::assembleFromFiles("config/difficulty.json");
 
- 	
 
- 	const JsonNode & difficultyAI(config["ai"][GameConstants::DIFFICULTY_NAMES[scenarioOps->difficulty]]);
 
- 	const JsonNode & difficultyHuman(config["human"][GameConstants::DIFFICULTY_NAMES[scenarioOps->difficulty]]);
 
- 	
 
- 	auto setDifficulty = [](PlayerState & state, const JsonNode & json)
 
- 	{
 
- 		//set starting resources
 
- 		state.resources = TResources(json["resources"]);
 
- 		
 
- 		//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.terType->isLand()
 
- 						&& t.terType->isPassable()
 
- 						&& (int)map->grailPos.dist2dSQ(int3(x, y, z)) <= (map->grailRadius * map->grailRadius))
 
- 						allowedPos.emplace_back(x, y, z);
 
- 				}
 
- 			}
 
- 		}
 
- 		//remove tiles with holes
 
- 		for(auto & elem : map->objects)
 
- 			if(elem && elem->ID == Obj::HOLE)
 
- 				allowedPos -= elem->pos;
 
- 		if(!allowedPos.empty())
 
- 		{
 
- 			map->grailPos = *RandomGeneratorUtil::nextItem(allowedPos, getRandomGenerator());
 
- 		}
 
- 		else
 
- 		{
 
- 			logGlobal->warn("Grail cannot be placed, no appropriate tile found!");
 
- 		}
 
- 	}
 
- }
 
- void CGameState::initRandomFactionsForPlayers()
 
- {
 
- 	logGlobal->debug("\tPicking random factions for players");
 
- 	for(auto & elem : scenarioOps->playerInfos)
 
- 	{
 
- 		if(elem.second.castle==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(CGObjectInstance *object : map->objects)
 
- 	{
 
- 		if(!object)
 
- 			continue;
 
- 		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->pos - int3(i,j,0);
 
- 					if(map->isInTheMap(pos)) map->getTile(pos).extTileFlags |= 128;
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- }
 
- void CGameState::initPlayerStates()
 
- {
 
- 	logGlobal->debug("\tCreating player entries in gs");
 
- 	for(auto & elem : scenarioOps->playerInfos)
 
- 	{
 
- 		PlayerState & p = players[elem.first];
 
- 		p.color=elem.first;
 
- 		p.human = elem.second.isControlledByHuman();
 
- 		p.team = map->players[elem.first.getNum()].team;
 
- 		teams[p.team].id = p.team;//init team
 
- 		teams[p.team].players.insert(elem.first);//add player to team
 
- 	}
 
- }
 
- void CGameState::placeStartingHero(const PlayerColor & playerColor, const HeroTypeID & heroTypeId, int3 townPos)
 
- {
 
- 	for(auto town : map->towns)
 
- 	{
 
- 		if(town->getPosition() == townPos)
 
- 		{
 
- 			townPos = town->visitablePos();
 
- 			break;
 
- 		}
 
- 	}
 
- 	auto handler = VLC->objtypeh->getHandlerFor(Obj::HERO, heroTypeId.toHeroType()->heroClass->getIndex());
 
- 	CGObjectInstance * obj = handler->create(callback, handler->getTemplates().front());
 
- 	CGHeroInstance * hero = dynamic_cast<CGHeroInstance *>(obj);
 
- 	hero->ID = Obj::HERO;
 
- 	hero->setHeroType(heroTypeId);
 
- 	hero->tempOwner = playerColor;
 
- 	hero->pos = townPos;
 
- 	hero->pos += 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;
 
- 			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->objects)
 
- 	{
 
- 		if(obj && obj->ID == Obj::HERO_PLACEHOLDER)
 
- 		{
 
- 			auto heroPlaceholder = dynamic_cast<CGHeroPlaceholder *>(obj.get());
 
- 			map->removeBlockVisTiles(heroPlaceholder, true);
 
- 			map->instanceNames.erase(obj->instanceName);
 
- 			map->objects[heroPlaceholder->id.getNum()] = nullptr;
 
- 			delete heroPlaceholder;
 
- 		}
 
- 	}
 
- }
 
- void CGameState::initHeroes()
 
- {
 
- 	for(auto hero : map->heroesOnMap)  //heroes instances initialization
 
- 	{
 
- 		if (hero->getOwner() == PlayerColor::UNFLAGGABLE)
 
- 		{
 
- 			logGlobal->warn("Hero with uninitialized owner!");
 
- 			continue;
 
- 		}
 
- 		hero->initHero(getRandomGenerator());
 
- 		getPlayerState(hero->getOwner())->heroes.push_back(hero);
 
- 		map->allHeroes[hero->getHeroType().getNum()] = hero;
 
- 	}
 
- 	// generate boats for all heroes on water
 
- 	for(auto hero : map->heroesOnMap)
 
- 	{
 
- 		assert(map->isInTheMap(hero->visitablePos()));
 
- 		const auto & tile = map->getTile(hero->visitablePos());
 
- 		if (tile.terType->isWater())
 
- 		{
 
- 			auto handler = VLC->objtypeh->getHandlerFor(Obj::BOAT, hero->getBoatType().getNum());
 
- 			auto boat = dynamic_cast<CGBoat*>(handler->create(callback, nullptr));
 
- 			handler->configureObject(boat, gs->getRandomGenerator());
 
- 			boat->pos = hero->pos;
 
- 			boat->appearance = handler->getTemplates().front();
 
- 			boat->id = ObjectInstanceID(static_cast<si32>(gs->map->objects.size()));
 
- 			map->objects.emplace_back(boat);
 
- 			map->addBlockVisTiles(boat);
 
- 			hero->attachToBoat(boat);
 
- 		}
 
- 	}
 
- 	for(auto obj : map->objects) //prisons
 
- 	{
 
- 		if(obj && obj->ID == Obj::PRISON)
 
- 		{
 
- 			auto * hero = dynamic_cast<CGHeroInstance*>(obj.get());
 
- 			hero->initHero(getRandomGenerator());
 
- 			map->allHeroes[hero->getHeroType().getNum()] = hero;
 
- 		}
 
- 	}
 
- 	std::set<HeroTypeID> heroesToCreate = getUnusedAllowedHeroes(); //ids of heroes to be created and put into the pool
 
- 	for(auto ph : map->predefinedHeroes)
 
- 	{
 
- 		if(!vstd::contains(heroesToCreate, ph->getHeroType()))
 
- 			continue;
 
- 		ph->initHero(getRandomGenerator());
 
- 		heroesPool->addHeroToPool(ph);
 
- 		heroesToCreate.erase(ph->type->getId());
 
- 		map->allHeroes[ph->getHeroType().getNum()] = ph;
 
- 	}
 
- 	for(const HeroTypeID & htype : heroesToCreate) //all not used allowed heroes go with default state into the pool
 
- 	{
 
- 		auto * vhi = new CGHeroInstance(callback);
 
- 		vhi->initHero(getRandomGenerator(), htype);
 
- 		int typeID = htype.getNum();
 
- 		map->allHeroes[typeID] = vhi;
 
- 		heroesPool->addHeroToPool(vhi);
 
- 	}
 
- 	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(CGObjectInstance *obj : map->objects)
 
- 		{
 
- 			if(!obj || !vstd::contains(elem.second.players, obj->tempOwner)) continue; //not a flagged object
 
- 			std::unordered_set<int3> tiles;
 
- 			getTilesInRange(tiles, obj->getSightCenter(), obj->getSightRadius(), 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 = (*VLC->townh)[scenarioOps->playerInfos[elem.first].castle]->town->primaryRes;
 
- 				if(res == EGameResID::WOOD_AND_ORE)
 
- 				{
 
- 					int amount = getRandomGenerator().nextInt(5, 10);
 
- 					elem.second.resources[EGameResID::WOOD] += amount;
 
- 					elem.second.resources[EGameResID::ORE] += amount;
 
- 				}
 
- 				else
 
- 				{
 
- 					elem.second.resources[res] += getRandomGenerator().nextInt(3, 6);
 
- 				}
 
- 				break;
 
- 			}
 
- 		case PlayerStartingBonus::ARTIFACT:
 
- 			{
 
- 				if(elem.second.heroes.empty())
 
- 				{
 
- 					logGlobal->error("Cannot give starting artifact - no heroes!");
 
- 					break;
 
- 				}
 
- 				const Artifact * toGive = pickRandomArtifact(getRandomGenerator(), CArtifact::ART_TREASURE).toEntity(VLC);
 
- 				CGHeroInstance *hero = elem.second.heroes[0];
 
- 				if(!giveHeroArtifact(hero, toGive->getId()))
 
- 					logGlobal->error("Cannot give starting artifact - no free slots!");
 
- 			}
 
- 			break;
 
- 		}
 
- 	}
 
- }
 
- void CGameState::initTowns()
 
- {
 
- 	logGlobal->debug("\tTowns");
 
- 	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 (auto & elem : map->towns)
 
- 	{
 
- 		CGTownInstance * vti =(elem);
 
- 		assert(vti->town);
 
- 		if(vti->getNameTextID().empty())
 
- 		{
 
- 			size_t nameID = getRandomGenerator().nextInt(vti->getTown()->getRandomNamesCount() - 1);
 
- 			vti->setNameTextId(vti->getTown()->getRandomNameTextID(nameID));
 
- 		}
 
- 		static const BuildingID basicDwellings[] = { BuildingID::DWELL_FIRST, BuildingID::DWELL_LVL_2, BuildingID::DWELL_LVL_3, BuildingID::DWELL_LVL_4, BuildingID::DWELL_LVL_5, BuildingID::DWELL_LVL_6, BuildingID::DWELL_LVL_7 };
 
- 		static const BuildingID upgradedDwellings[] = { BuildingID::DWELL_UP_FIRST, BuildingID::DWELL_LVL_2_UP, BuildingID::DWELL_LVL_3_UP, BuildingID::DWELL_LVL_4_UP, BuildingID::DWELL_LVL_5_UP, BuildingID::DWELL_LVL_6_UP, BuildingID::DWELL_LVL_7_UP };
 
- 		static const BuildingID hordes[] = { BuildingID::HORDE_PLACEHOLDER1, BuildingID::HORDE_PLACEHOLDER2, BuildingID::HORDE_PLACEHOLDER3, BuildingID::HORDE_PLACEHOLDER4, BuildingID::HORDE_PLACEHOLDER5, BuildingID::HORDE_PLACEHOLDER6, BuildingID::HORDE_PLACEHOLDER7 };
 
- 		//init buildings
 
- 		if(vstd::contains(vti->builtBuildings, BuildingID::DEFAULT)) //give standard set of buildings
 
- 		{
 
- 			vti->builtBuildings.erase(BuildingID::DEFAULT);
 
- 			vti->builtBuildings.insert(BuildingID::VILLAGE_HALL);
 
- 			if(vti->tempOwner != PlayerColor::NEUTRAL)
 
- 				vti->builtBuildings.insert(BuildingID::TAVERN);
 
- 			auto definesBuildingsChances = VLC->settings()->getVector(EGameSettings::TOWNS_STARTING_DWELLING_CHANCES);
 
- 			for(int i = 0; i < definesBuildingsChances.size(); i++)
 
- 			{
 
- 				if((getRandomGenerator().nextInt(1,100) <= definesBuildingsChances[i]))
 
- 				{
 
- 					vti->builtBuildings.insert(basicDwellings[i]);
 
- 				}
 
- 			}
 
- 		}
 
- 		// village hall must always exist
 
- 		vti->builtBuildings.insert(BuildingID::VILLAGE_HALL);
 
- 		//init hordes
 
- 		for (int i = 0; i < GameConstants::CREATURES_PER_TOWN; i++)
 
- 		{
 
- 			if (vstd::contains(vti->builtBuildings, hordes[i])) //if we have horde for this level
 
- 			{
 
- 				vti->builtBuildings.erase(hordes[i]);//remove old ID
 
- 				if (vti->getTown()->hordeLvl.at(0) == i)//if town first horde is this one
 
- 				{
 
- 					vti->builtBuildings.insert(BuildingID::HORDE_1);//add it
 
- 					//if we have upgraded dwelling as well
 
- 					if (vstd::contains(vti->builtBuildings, upgradedDwellings[i]))
 
- 						vti->builtBuildings.insert(BuildingID::HORDE_1_UPGR);//add it as well
 
- 				}
 
- 				if (vti->getTown()->hordeLvl.at(1) == i)//if town second horde is this one
 
- 				{
 
- 					vti->builtBuildings.insert(BuildingID::HORDE_2);
 
- 					if (vstd::contains(vti->builtBuildings, upgradedDwellings[i]))
 
- 						vti->builtBuildings.insert(BuildingID::HORDE_2_UPGR);
 
- 				}
 
- 			}
 
- 		}
 
- 		//#1444 - remove entries that don't have buildings defined (like some unused extra town hall buildings)
 
- 		//But DO NOT remove horde placeholders before they are replaced
 
- 		vstd::erase_if(vti->builtBuildings, [vti](const BuildingID & bid)
 
- 			{
 
- 				return !vti->getTown()->buildings.count(bid) || !vti->getTown()->buildings.at(bid);
 
- 			});
 
- 		if (vstd::contains(vti->builtBuildings, BuildingID::SHIPYARD) && vti->shipyardStatus()==IBoatGenerator::TILE_BLOCKED)
 
- 			vti->builtBuildings.erase(BuildingID::SHIPYARD);//if we have harbor without water - erase it (this is H3 behaviour)
 
- 		//Early check for #1444-like problems
 
- 		for([[maybe_unused]] const auto & building : vti->builtBuildings)
 
- 		{
 
- 			assert(vti->getTown()->buildings.at(building) != nullptr);
 
- 		}
 
- 		//town events
 
- 		for(CCastleEvent &ev : vti->events)
 
- 		{
 
- 			for (int i = 0; i<GameConstants::CREATURES_PER_TOWN; i++)
 
- 				if (vstd::contains(ev.buildings,hordes[i])) //if we have horde for this level
 
- 				{
 
- 					ev.buildings.erase(hordes[i]);
 
- 					if (vti->getTown()->hordeLvl.at(0) == i)
 
- 						ev.buildings.insert(BuildingID::HORDE_1);
 
- 					if (vti->getTown()->hordeLvl.at(1) == i)
 
- 						ev.buildings.insert(BuildingID::HORDE_2);
 
- 				}
 
- 		}
 
- 		//init spells
 
- 		vti->spells.resize(GameConstants::SPELL_LEVELS);
 
- 		for(ui32 z=0; z<vti->obligatorySpells.size();z++)
 
- 		{
 
- 			const auto * s = vti->obligatorySpells[z].toSpell();
 
- 			vti->spells[s->getLevel()-1].push_back(s->id);
 
- 			vti->possibleSpells -= s->id;
 
- 		}
 
- 		while(!vti->possibleSpells.empty())
 
- 		{
 
- 			ui32 total=0;
 
- 			int sel = -1;
 
- 			for(ui32 ps=0;ps<vti->possibleSpells.size();ps++)
 
- 				total += vti->possibleSpells[ps].toSpell()->getProbability(vti->getFaction());
 
- 			if (total == 0) // remaining spells have 0 probability
 
- 				break;
 
- 			auto r = getRandomGenerator().nextInt(total - 1);
 
- 			for(ui32 ps=0; ps<vti->possibleSpells.size();ps++)
 
- 			{
 
- 				r -= vti->possibleSpells[ps].toSpell()->getProbability(vti->getFaction());
 
- 				if(r<0)
 
- 				{
 
- 					sel = ps;
 
- 					break;
 
- 				}
 
- 			}
 
- 			if(sel<0)
 
- 				sel=0;
 
- 			const auto * s = vti->possibleSpells[sel].toSpell();
 
- 			vti->spells[s->getLevel()-1].push_back(s->id);
 
- 			vti->possibleSpells -= s->id;
 
- 		}
 
- 		vti->possibleSpells.clear();
 
- 		if(vti->getOwner() != PlayerColor::NEUTRAL)
 
- 			getPlayerState(vti->getOwner())->towns.emplace_back(vti);
 
- 	}
 
- }
 
- void CGameState::initMapObjects()
 
- {
 
- 	logGlobal->debug("\tObject initialization");
 
- //	objCaller->preInit();
 
- 	for(CGObjectInstance *obj : map->objects)
 
- 	{
 
- 		if(obj)
 
- 			obj->initObj(getRandomGenerator());
 
- 	}
 
- 	logGlobal->debug("\tObject initialization done");
 
- 	for(CGObjectInstance *obj : map->objects)
 
- 	{
 
- 		if(!obj)
 
- 			continue;
 
- 		switch(obj->ID.toEnum())
 
- 		{
 
- 			case Obj::QUEST_GUARD:
 
- 			case Obj::SEER_HUT:
 
- 			{
 
- 				auto * q = dynamic_cast<CGSeerHut *>(obj);
 
- 				assert (q);
 
- 				q->setObjToKill();
 
- 			}
 
- 		}
 
- 	}
 
- 	CGSubterraneanGate::postInit(callback); //pairing subterranean gates
 
- 	map->calculateGuardingGreaturePositions(); //calculate once again when all the guards are placed and initialized
 
- }
 
- void CGameState::placeHeroesInTowns()
 
- {
 
- 	for(auto & player : players)
 
- 	{
 
- 		if(player.first == PlayerColor::NEUTRAL)
 
- 			continue;
 
- 		for(CGHeroInstance * h : player.second.heroes)
 
- 		{
 
- 			for(CGTownInstance * t : player.second.towns)
 
- 			{
 
- 				if(h->visitablePos().z != t->visitablePos().z)
 
- 					continue;
 
- 				bool heroOnTownBlockableTile = t->blockingAt(h->visitablePos().x, h->visitablePos().y);
 
- 				// current hero position is at one of blocking tiles of current town
 
- 				// assume that this hero should be visiting the town (H3M format quirk) and move hero to correct position
 
- 				if (heroOnTownBlockableTile)
 
- 				{
 
- 					int3 correctedPos = h->convertFromVisitablePos(t->visitablePos());
 
- 					map->removeBlockVisTiles(h);
 
- 					h->pos = correctedPos;
 
- 					map->addBlockVisTiles(h);
 
- 					assert(t->visitableAt(h->visitablePos().x, h->visitablePos().y));
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- }
 
- void CGameState::initVisitingAndGarrisonedHeroes()
 
- {
 
- 	for(auto & player : players)
 
- 	{
 
- 		if(player.first == PlayerColor::NEUTRAL)
 
- 			continue;
 
- 		//init visiting and garrisoned heroes
 
- 		for(CGHeroInstance * h : player.second.heroes)
 
- 		{
 
- 			for(CGTownInstance * t : player.second.towns)
 
- 			{
 
- 				if(h->visitablePos().z != t->visitablePos().z)
 
- 					continue;
 
- 				if (t->visitableAt(h->visitablePos().x, h->visitablePos().y))
 
- 				{
 
- 					assert(t->visitingHero == nullptr);
 
- 					t->setVisitingHero(h);
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- 	for (auto hero : map->heroesOnMap)
 
- 	{
 
- 		if (hero->visitedTown)
 
- 		{
 
- 			assert (hero->visitedTown->visitingHero == hero);
 
- 		}
 
- 	}
 
- }
 
- const BattleInfo * CGameState::getBattle(const PlayerColor & player) const
 
- {
 
- 	if (!player.isValidPlayer())
 
- 		return nullptr;
 
- 	for (const auto & battlePtr : currentBattles)
 
- 		if (battlePtr->sides[0].color == player || battlePtr->sides[1].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, CRandomGenerator & rand)
 
- {
 
- 	assert(tile.valid());
 
- 	if(!tile.valid())
 
- 		return BattleField::NONE;
 
- 	const TerrainTile &t = map->getTile(tile);
 
- 	auto * topObject = t.visitableObjects.front();
 
- 	if(topObject && topObject->getBattlefield() != BattleField::NONE)
 
- 	{
 
- 		return topObject->getBattlefield();
 
- 	}
 
- 	for(auto &obj : map->objects)
 
- 	{
 
- 		//look only for objects covering given tile
 
- 		if( !obj || obj->pos.z != tile.z || !obj->coveringAt(tile.x, tile.y))
 
- 			continue;
 
- 		auto customBattlefield = obj->getBattlefield();
 
- 		if(customBattlefield != BattleField::NONE)
 
- 			return customBattlefield;
 
- 	}
 
- 	if(map->isCoastalTile(tile)) //coastal tile is always ground
 
- 		return BattleField(*VLC->identifiers()->getIdentifier("core", "battlefield.sand_shore"));
 
- 	
 
- 	return BattleField(*RandomGeneratorUtil::nextItem(t.terType->battleFields, rand));
 
- }
 
- void CGameState::fillUpgradeInfo(const CArmedInstance *obj, SlotID stackPos, UpgradeInfo &out) const
 
- {
 
- 	assert(obj);
 
- 	assert(obj->hasStackAtSlot(stackPos));
 
- 	out = fillUpgradeInfo(obj->getStack(stackPos));
 
- }
 
- UpgradeInfo CGameState::fillUpgradeInfo(const CStackInstance &stack) const
 
- {
 
- 	UpgradeInfo ret;
 
- 	const CCreature *base = stack.type;
 
- 	if (stack.armyObj->ID == Obj::HERO)
 
- 	{
 
- 		auto hero = dynamic_cast<const CGHeroInstance *>(stack.armyObj);
 
- 		hero->fillUpgradeInfo(ret, stack);
 
- 		if (hero->visitedTown)
 
- 		{
 
- 			hero->visitedTown->fillUpgradeInfo(ret, stack);
 
- 		}
 
- 		else
 
- 		{
 
- 			auto object = vstd::frontOrNull(getVisitableObjs(hero->visitablePos()));
 
- 			auto upgradeSource = dynamic_cast<const ICreatureUpgrader*>(object);
 
- 			if (object != hero && upgradeSource != nullptr)
 
- 				upgradeSource->fillUpgradeInfo(ret, stack);
 
- 		}
 
- 	}
 
- 	if (stack.armyObj->ID == Obj::TOWN)
 
- 	{
 
- 		auto town = dynamic_cast<const CGTownInstance *>(stack.armyObj);
 
- 		town->fillUpgradeInfo(ret, stack);
 
- 	}
 
- 	if(!ret.newID.empty())
 
- 		ret.oldID = base->getId();
 
- 	for (ResourceSet &cost : ret.cost)
 
- 		cost.positive(); //upgrade cost can't be negative, ignore missing resources
 
- 	return ret;
 
- }
 
- PlayerRelations CGameState::getPlayerRelations( PlayerColor color1, PlayerColor color2 ) const
 
- {
 
- 	if ( color1 == color2 )
 
- 		return PlayerRelations::SAME_PLAYER;
 
- 	if(color1 == PlayerColor::NEUTRAL || color2 == PlayerColor::NEUTRAL) //neutral player has no friends
 
- 		return PlayerRelations::ENEMIES;
 
- 	const TeamState * ts = getPlayerTeam(color1);
 
- 	if (ts && vstd::contains(ts->players, color2))
 
- 		return PlayerRelations::ALLIES;
 
- 	return PlayerRelations::ENEMIES;
 
- }
 
- void CGameState::apply(CPack *pack)
 
- {
 
- 	ui16 typ = CTypeList::getInstance().getTypeID(pack);
 
- 	applier->getApplier(typ)->applyOnGS(this, pack);
 
- }
 
- void CGameState::calculatePaths(const CGHeroInstance *hero, CPathsInfo &out)
 
- {
 
- 	calculatePaths(std::make_shared<SingleHeroPathfinderConfig>(out, this, hero));
 
- }
 
- void CGameState::calculatePaths(const std::shared_ptr<PathfinderConfig> & config)
 
- {
 
- 	//FIXME: creating pathfinder is costly, maybe reset / clear is enough?
 
- 	CPathfinder pathfinder(this, config);
 
- 	pathfinder.calculatePaths();
 
- }
 
- /**
 
-  * Tells if the tile is guarded by a monster as well as the position
 
-  * of the monster that will attack on it.
 
-  *
 
-  * @return int3(-1, -1, -1) if the tile is unguarded, or the position of
 
-  * the monster guarding the tile.
 
-  */
 
- std::vector<CGObjectInstance*> CGameState::guardingCreatures (int3 pos) const
 
- {
 
- 	std::vector<CGObjectInstance*> guards;
 
- 	const int3 originalPos = pos;
 
- 	if (!map->isInTheMap(pos))
 
- 		return guards;
 
- 	const TerrainTile &posTile = map->getTile(pos);
 
- 	if (posTile.visitable)
 
- 	{
 
- 		for (CGObjectInstance* obj : posTile.visitableObjects)
 
- 		{
 
- 			if(obj->isBlockedVisitable())
 
- 			{
 
- 				if (obj->ID == Obj::MONSTER) // Monster
 
- 					guards.push_back(obj);
 
- 			}
 
- 		}
 
- 	}
 
- 	pos -= int3(1, 1, 0); // Start with top left.
 
- 	for (int dx = 0; dx < 3; dx++)
 
- 	{
 
- 		for (int dy = 0; dy < 3; dy++)
 
- 		{
 
- 			if (map->isInTheMap(pos))
 
- 			{
 
- 				const auto & tile = map->getTile(pos);
 
- 				if (tile.visitable && (tile.isWater() == posTile.isWater()))
 
- 				{
 
- 					for (CGObjectInstance* obj : tile.visitableObjects)
 
- 					{
 
- 						if (obj->ID == Obj::MONSTER  &&  map->checkForVisitableDir(pos, &map->getTile(originalPos), originalPos)) // Monster being able to attack investigated tile
 
- 						{
 
- 							guards.push_back(obj);
 
- 						}
 
- 					}
 
- 				}
 
- 			}
 
- 			pos.y++;
 
- 		}
 
- 		pos.y -= 3;
 
- 		pos.x++;
 
- 	}
 
- 	return guards;
 
- }
 
- int3 CGameState::guardingCreaturePosition (int3 pos) const
 
- {
 
- 	return gs->map->guardingCreaturePositions[pos.z][pos.x][pos.y];
 
- }
 
- void CGameState::updateRumor()
 
- {
 
- 	static const std::vector<RumorState::ERumorType> rumorTypes = {RumorState::TYPE_MAP, RumorState::TYPE_SPECIAL, RumorState::TYPE_RAND, RumorState::TYPE_RAND};
 
- 	std::vector<RumorState::ERumorTypeSpecial> sRumorTypes = {
 
- 		RumorState::RUMOR_OBELISKS, RumorState::RUMOR_ARTIFACTS, RumorState::RUMOR_ARMY, RumorState::RUMOR_INCOME};
 
- 	if(map->grailPos.valid()) // Grail should always be on map, but I had related crash I didn't manage to reproduce
 
- 		sRumorTypes.push_back(RumorState::RUMOR_GRAIL);
 
- 	int rumorId = -1;
 
- 	int rumorExtra = -1;
 
- 	auto & rand = getRandomGenerator();
 
- 	rumor.type = *RandomGeneratorUtil::nextItem(rumorTypes, rand);
 
- 	do
 
- 	{
 
- 		switch(rumor.type)
 
- 		{
 
- 		case RumorState::TYPE_SPECIAL:
 
- 		{
 
- 			SThievesGuildInfo tgi;
 
- 			obtainPlayersStats(tgi, 20);
 
- 			rumorId = *RandomGeneratorUtil::nextItem(sRumorTypes, rand);
 
- 			if(rumorId == RumorState::RUMOR_GRAIL)
 
- 			{
 
- 				rumorExtra = getTile(map->grailPos)->terType->getIndex();
 
- 				break;
 
- 			}
 
- 			std::vector<PlayerColor> players = {};
 
- 			switch(rumorId)
 
- 			{
 
- 			case RumorState::RUMOR_OBELISKS:
 
- 				players = tgi.obelisks[0];
 
- 				break;
 
- 			case RumorState::RUMOR_ARTIFACTS:
 
- 				players = tgi.artifacts[0];
 
- 				break;
 
- 			case RumorState::RUMOR_ARMY:
 
- 				players = tgi.army[0];
 
- 				break;
 
- 			case RumorState::RUMOR_INCOME:
 
- 				players = tgi.income[0];
 
- 				break;
 
- 			}
 
- 			rumorExtra = RandomGeneratorUtil::nextItem(players, rand)->getNum();
 
- 			break;
 
- 		}
 
- 		case RumorState::TYPE_MAP:
 
- 			// Makes sure that map rumors only used if there enough rumors too choose from
 
- 			if(!map->rumors.empty() && (map->rumors.size() > 1 || !rumor.last.count(RumorState::TYPE_MAP)))
 
- 			{
 
- 				rumorId = rand.nextInt((int)map->rumors.size() - 1);
 
- 				break;
 
- 			}
 
- 			else
 
- 				rumor.type = RumorState::TYPE_RAND;
 
- 			[[fallthrough]];
 
- 		case RumorState::TYPE_RAND:
 
- 			auto vector = VLC->generaltexth->findStringsWithPrefix("core.randtvrn");
 
- 			rumorId = rand.nextInt((int)vector.size() - 1);
 
- 			break;
 
- 		}
 
- 	}
 
- 	while(!rumor.update(rumorId, rumorExtra));
 
- }
 
- bool CGameState::isVisible(int3 pos, const std::optional<PlayerColor> & player) const
 
- {
 
- 	if (!map->isInTheMap(pos))
 
- 		return false;
 
- 	if (!player)
 
- 		return true;
 
- 	if(player == PlayerColor::NEUTRAL)
 
- 		return false;
 
- 	if(player->isSpectator())
 
- 		return true;
 
- 	return (*getPlayerTeam(*player)->fogOfWarMap)[pos.z][pos.x][pos.y];
 
- }
 
- bool CGameState::isVisible(const CGObjectInstance * obj, const std::optional<PlayerColor> & player) const
 
- {
 
- 	if(!player)
 
- 		return true;
 
- 	//we should always see our own heroes - but sometimes not visible heroes cause crash :?
 
- 	if (player == obj->tempOwner)
 
- 		return true;
 
- 	if(*player == PlayerColor::NEUTRAL) //-> TODO ??? needed?
 
- 		return false;
 
- 	//object is visible when at least one blocked tile is visible
 
- 	for(int fy=0; fy < obj->getHeight(); ++fy)
 
- 	{
 
- 		for(int fx=0; fx < obj->getWidth(); ++fx)
 
- 		{
 
- 			int3 pos = obj->pos + int3(-fx, -fy, 0);
 
- 			if ( map->isInTheMap(pos) &&
 
- 				 obj->coveringAt(pos.x, pos.y) &&
 
- 				 isVisible(pos, *player))
 
- 				return true;
 
- 		}
 
- 	}
 
- 	return false;
 
- }
 
- bool CGameState::checkForVisitableDir(const int3 & src, const int3 & dst) const
 
- {
 
- 	const TerrainTile * pom = &map->getTile(dst);
 
- 	return map->checkForVisitableDir(src, pom, dst);
 
- }
 
- EVictoryLossCheckResult CGameState::checkForVictoryAndLoss(const PlayerColor & player) const
 
- {
 
- 	const MetaString messageWonSelf = MetaString::createFromTextID("core.genrltxt.659");
 
- 	const MetaString messageWonOther = MetaString::createFromTextID("core.genrltxt.5");
 
- 	const MetaString messageLostSelf = MetaString::createFromTextID("core.genrltxt.7");
 
- 	const MetaString messageLostOther = MetaString::createFromTextID("core.genrltxt.8");
 
- 	auto evaluateEvent = [=](const EventCondition & condition)
 
- 	{
 
- 		return this->checkForVictory(player, condition);
 
- 	};
 
- 	const PlayerState *p = CGameInfoCallback::getPlayerState(player);
 
- 	//cheater or tester, but has entered the code...
 
- 	if (p->enteredWinningCheatCode)
 
- 		return EVictoryLossCheckResult::victory(messageWonSelf, messageWonOther);
 
- 	if (p->enteredLosingCheatCode)
 
- 		return EVictoryLossCheckResult::defeat(messageLostSelf, messageLostOther);
 
- 	for (const TriggeredEvent & event : map->triggeredEvents)
 
- 	{
 
- 		if (event.trigger.test(evaluateEvent))
 
- 		{
 
- 			if (event.effect.type == EventEffect::VICTORY)
 
- 				return EVictoryLossCheckResult::victory(event.onFulfill, event.effect.toOtherMessage);
 
- 			if (event.effect.type == EventEffect::DEFEAT)
 
- 				return EVictoryLossCheckResult::defeat(event.onFulfill, event.effect.toOtherMessage);
 
- 		}
 
- 	}
 
- 	if (checkForStandardLoss(player))
 
- 	{
 
- 		return EVictoryLossCheckResult::defeat(messageLostSelf, messageLostOther);
 
- 	}
 
- 	return EVictoryLossCheckResult();
 
- }
 
- bool CGameState::checkForVictory(const PlayerColor & player, const EventCondition & condition) const
 
- {
 
- 	const PlayerState *p = CGameInfoCallback::getPlayerState(player);
 
- 	switch (condition.condition)
 
- 	{
 
- 		case EventCondition::STANDARD_WIN:
 
- 		{
 
- 			return player == checkForStandardWin();
 
- 		}
 
- 		case EventCondition::HAVE_ARTIFACT: //check if any hero has winning artifact
 
- 		{
 
- 			for(const auto & elem : p->heroes)
 
- 				if(elem->hasArt(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 object : map->objects)
 
- 			{
 
- 				const CArmedInstance *ai = dynamic_cast<const CArmedInstance *>(object.get());
 
- 				if(ai && 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->count;
 
- 				}
 
- 			}
 
- 			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->towns)
 
- 				{
 
- 					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->objects) // 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->objects) // 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);
 
- 			return (t->visitingHero && t->visitingHero->hasArt(condition.objectType.as<ArtifactID>())) ||
 
- 				   (t->garrisonHero && t->garrisonHero->hasArt(condition.objectType.as<ArtifactID>()));
 
- 		}
 
- 		case EventCondition::DAYS_PASSED:
 
- 		{
 
- 			return (si32)gs->day > condition.value;
 
- 		}
 
- 		case EventCondition::IS_HUMAN:
 
- 		{
 
- 			return p->human ? condition.value == 1 : condition.value == 0;
 
- 		}
 
- 		case EventCondition::DAYS_WITHOUT_TOWN:
 
- 		{
 
- 			if (p->daysWithoutCastle)
 
- 				return p->daysWithoutCastle >= condition.value;
 
- 			else
 
- 				return false;
 
- 		}
 
- 		case EventCondition::CONST_VALUE:
 
- 		{
 
- 			return condition.value; // just convert to bool
 
- 		}
 
- 		default:
 
- 			logGlobal->error("Invalid event condition type: %d", (int)condition.condition);
 
- 			return false;
 
- 	}
 
- }
 
- PlayerColor CGameState::checkForStandardWin() const
 
- {
 
- 	//std victory condition is:
 
- 	//all enemies lost
 
- 	PlayerColor supposedWinner = PlayerColor::NEUTRAL;
 
- 	TeamID winnerTeam = TeamID::NO_TEAM;
 
- 	for(const auto & elem : players)
 
- 	{
 
- 		if(elem.second.status == EPlayerStatus::INGAME && elem.first.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();
 
- }
 
- struct statsHLP
 
- {
 
- 	using TStat = std::pair<PlayerColor, si64>;
 
- 	//converts [<player's color, value>] to vec[place] -> platers
 
- 	static std::vector< std::vector< PlayerColor > > getRank( std::vector<TStat> stats )
 
- 	{
 
- 		std::sort(stats.begin(), stats.end(), statsHLP());
 
- 		//put first element
 
- 		std::vector< std::vector<PlayerColor> > ret;
 
- 		std::vector<PlayerColor> tmp;
 
- 		tmp.push_back( stats[0].first );
 
- 		ret.push_back( tmp );
 
- 		//the rest of elements
 
- 		for(int g=1; g<stats.size(); ++g)
 
- 		{
 
- 			if(stats[g].second == stats[g-1].second)
 
- 			{
 
- 				(ret.end()-1)->push_back( stats[g].first );
 
- 			}
 
- 			else
 
- 			{
 
- 				//create next occupied rank
 
- 				std::vector<PlayerColor> tmp;
 
- 				tmp.push_back(stats[g].first);
 
- 				ret.push_back(tmp);
 
- 			}
 
- 		}
 
- 		return ret;
 
- 	}
 
- 	bool operator()(const TStat & a, const TStat & b) const
 
- 	{
 
- 		return a.second > b.second;
 
- 	}
 
- 	static const CGHeroInstance * findBestHero(CGameState * gs, const PlayerColor & color)
 
- 	{
 
- 		std::vector<ConstTransitivePtr<CGHeroInstance> > &h = gs->players[color].heroes;
 
- 		if(h.empty())
 
- 			return nullptr;
 
- 		//best hero will be that with highest exp
 
- 		int best = 0;
 
- 		for(int b=1; b<h.size(); ++b)
 
- 		{
 
- 			if(h[b]->exp > h[best]->exp)
 
- 			{
 
- 				best = b;
 
- 			}
 
- 		}
 
- 		return h[best];
 
- 	}
 
- 	//calculates total number of artifacts that belong to given player
 
- 	static int getNumberOfArts(const PlayerState * ps)
 
- 	{
 
- 		int ret = 0;
 
- 		for(auto h : ps->heroes)
 
- 		{
 
- 			ret += (int)h->artifactsInBackpack.size() + (int)h->artifactsWorn.size();
 
- 		}
 
- 		return ret;
 
- 	}
 
- 	// get total strength of player army
 
- 	static si64 getArmyStrength(const PlayerState * ps)
 
- 	{
 
- 		si64 str = 0;
 
- 		for(auto h : ps->heroes)
 
- 		{
 
- 			if(!h->inTownGarrison)		//original h3 behavior
 
- 				str += h->getArmyStrength();
 
- 		}
 
- 		return str;
 
- 	}
 
- 	// get total gold income
 
- 	static int getIncome(const PlayerState * ps)
 
- 	{
 
- 		int totalIncome = 0;
 
- 		const CGObjectInstance * heroOrTown = nullptr;
 
- 		//Heroes can produce gold as well - skill, specialty or arts
 
- 		for(const auto & h : ps->heroes)
 
- 		{
 
- 			totalIncome += h->valOfBonuses(Selector::typeSubtype(BonusType::GENERATE_RESOURCE, BonusSubtypeID(GameResID(GameResID::GOLD))));
 
- 			if(!heroOrTown)
 
- 				heroOrTown = h;
 
- 		}
 
- 		//Add town income of all towns
 
- 		for(const auto & t : ps->towns)
 
- 		{
 
- 			totalIncome += t->dailyIncome()[EGameResID::GOLD];
 
- 			if(!heroOrTown)
 
- 				heroOrTown = t;
 
- 		}
 
- 		/// FIXME: Dirty dirty hack
 
- 		/// Stats helper need some access to gamestate.
 
- 		std::vector<const CGObjectInstance *> ownedObjects;
 
- 		for(const CGObjectInstance * obj : heroOrTown->cb->gameState()->map->objects)
 
- 		{
 
- 			if(obj && obj->tempOwner == ps->color)
 
- 				ownedObjects.push_back(obj);
 
- 		}
 
- 		/// This is code from CPlayerSpecificInfoCallback::getMyObjects
 
- 		/// I'm really need to find out about callback interface design...
 
- 		for(const auto * object : ownedObjects)
 
- 		{
 
- 			//Mines
 
- 			if ( object->ID == Obj::MINE )
 
- 			{
 
- 				const auto * mine = dynamic_cast<const CGMine *>(object);
 
- 				assert(mine);
 
- 				if (mine->producedResource == EGameResID::GOLD)
 
- 					totalIncome += mine->producedQuantity;
 
- 			}
 
- 		}
 
- 		return totalIncome;
 
- 	}
 
- };
 
- void CGameState::obtainPlayersStats(SThievesGuildInfo & tgi, int level)
 
- {
 
- 	auto playerInactive = [&](const PlayerColor & color) 
 
- 	{
 
- 		 return color == PlayerColor::NEUTRAL || players.at(color).status != EPlayerStatus::INGAME;
 
- 	};
 
- #define FILL_FIELD(FIELD, VAL_GETTER) \
 
- 	{ \
 
- 		std::vector< std::pair< PlayerColor, si64 > > stats; \
 
- 		for(auto g = players.begin(); g != players.end(); ++g) \
 
- 		{ \
 
- 			if(playerInactive(g->second.color)) \
 
- 				continue; \
 
- 			std::pair< PlayerColor, si64 > stat; \
 
- 			stat.first = g->second.color; \
 
- 			stat.second = VAL_GETTER; \
 
- 			stats.push_back(stat); \
 
- 		} \
 
- 		tgi.FIELD = statsHLP::getRank(stats); \
 
- 	}
 
- 	for(auto & elem : players)
 
- 	{
 
- 		if(!playerInactive(elem.second.color))
 
- 			tgi.playerColors.push_back(elem.second.color);
 
- 	}
 
- 	if(level >= 0) //num of towns & num of heroes
 
- 	{
 
- 		//num of towns
 
- 		FILL_FIELD(numOfTowns, g->second.towns.size())
 
- 		//num of heroes
 
- 		FILL_FIELD(numOfHeroes, g->second.heroes.size())
 
- 	}
 
- 	if(level >= 1) //best hero's portrait
 
- 	{
 
- 		for(const auto & player : players)
 
- 		{
 
- 			if(playerInactive(player.second.color))
 
- 				continue;
 
- 			const CGHeroInstance * best = statsHLP::findBestHero(this, player.second.color);
 
- 			InfoAboutHero iah;
 
- 			iah.initFromHero(best, (level >= 2) ? InfoAboutHero::EInfoLevel::DETAILED : InfoAboutHero::EInfoLevel::BASIC);
 
- 			iah.army.clear();
 
- 			tgi.colorToBestHero[player.second.color] = iah;
 
- 		}
 
- 	}
 
- 	if(level >= 2) //gold
 
- 	{
 
- 		FILL_FIELD(gold, g->second.resources[EGameResID::GOLD])
 
- 	}
 
- 	if(level >= 2) //wood & ore
 
- 	{
 
- 		FILL_FIELD(woodOre, g->second.resources[EGameResID::WOOD] + g->second.resources[EGameResID::ORE])
 
- 	}
 
- 	if(level >= 3) //mercury, sulfur, crystal, gems
 
- 	{
 
- 		FILL_FIELD(mercSulfCrystGems, g->second.resources[EGameResID::MERCURY] + g->second.resources[EGameResID::SULFUR] + g->second.resources[EGameResID::CRYSTAL] + g->second.resources[EGameResID::GEMS])
 
- 	}
 
- 	if(level >= 3) //obelisks found
 
- 	{
 
- 		auto getObeliskVisited = [&](const TeamID & t)
 
- 		{
 
- 			if(map->obelisksVisited.count(t))
 
- 				return map->obelisksVisited[t];
 
- 			else
 
- 				return ui8(0);
 
- 		};
 
- 		FILL_FIELD(obelisks, getObeliskVisited(gs->getPlayerTeam(g->second.color)->id))
 
- 	}
 
- 	if(level >= 4) //artifacts
 
- 	{
 
- 		FILL_FIELD(artifacts, statsHLP::getNumberOfArts(&g->second))
 
- 	}
 
- 	if(level >= 4) //army strength
 
- 	{
 
- 		FILL_FIELD(army, statsHLP::getArmyStrength(&g->second))
 
- 	}
 
- 	if(level >= 5) //income
 
- 	{
 
- 		FILL_FIELD(income, statsHLP::getIncome(&g->second))
 
- 	}
 
- 	if(level >= 2) //best hero's stats
 
- 	{
 
- 		//already set in  lvl 1 handling
 
- 	}
 
- 	if(level >= 3) //personality
 
- 	{
 
- 		for(const auto & player : players)
 
- 		{
 
- 			if(playerInactive(player.second.color)) //do nothing for neutral player
 
- 				continue;
 
- 			if(player.second.human)
 
- 			{
 
- 				tgi.personality[player.second.color] = EAiTactic::NONE;
 
- 			}
 
- 			else //AI
 
- 			{
 
- 				tgi.personality[player.second.color] = map->players[player.second.color.getNum()].aiTactic;
 
- 			}
 
- 		}
 
- 	}
 
- 	if(level >= 4) //best creature
 
- 	{
 
- 		//best creatures belonging to player (highest AI value)
 
- 		for(const auto & player : players)
 
- 		{
 
- 			if(playerInactive(player.second.color)) //do nothing for neutral player
 
- 				continue;
 
- 			CreatureID bestCre; //best creature's ID
 
- 			for(const auto & elem : player.second.heroes)
 
- 			{
 
- 				for(const auto & it : elem->Slots())
 
- 				{
 
- 					CreatureID toCmp = it.second->type->getId(); //ID of creature we should compare with the best one
 
- 					if(bestCre == CreatureID::NONE || bestCre.toEntity(VLC)->getAIValue() < toCmp.toEntity(VLC)->getAIValue())
 
- 					{
 
- 						bestCre = toCmp;
 
- 					}
 
- 				}
 
- 			}
 
- 			tgi.bestCreature[player.second.color] = bestCre;
 
- 		}
 
- 	}
 
- #undef FILL_FIELD
 
- }
 
- void CGameState::buildBonusSystemTree()
 
- {
 
- 	buildGlobalTeamPlayerTree();
 
- 	attachArmedObjects();
 
- 	for(CGTownInstance *t : map->towns)
 
- 	{
 
- 		t->deserializationFix();
 
- 	}
 
- }
 
- void CGameState::deserializationFix()
 
- {
 
- 	buildGlobalTeamPlayerTree();
 
- 	attachArmedObjects();
 
- }
 
- void CGameState::buildGlobalTeamPlayerTree()
 
- {
 
- 	for(auto & team : teams)
 
- 	{
 
- 		TeamState * t = &team.second;
 
- 		t->attachTo(globalEffects);
 
- 		for(const PlayerColor & teamMember : team.second.players)
 
- 		{
 
- 			PlayerState *p = getPlayerState(teamMember);
 
- 			assert(p);
 
- 			p->attachTo(*t);
 
- 		}
 
- 	}
 
- }
 
- void CGameState::attachArmedObjects()
 
- {
 
- 	for(CGObjectInstance *obj : map->objects)
 
- 	{
 
- 		if(auto * armed = dynamic_cast<CArmedInstance *>(obj))
 
- 		{
 
- 			armed->whatShouldBeAttached().attachTo(armed->whereShouldBeAttached(this));
 
- 		}
 
- 	}
 
- }
 
- bool CGameState::giveHeroArtifact(CGHeroInstance * h, const ArtifactID & aid)
 
- {
 
- 	 CArtifactInstance * ai = ArtifactUtils::createNewArtifactInstance(aid);
 
- 	 map->addNewArtifactInstance(ai);
 
- 	 auto slot = ArtifactUtils::getArtAnyPosition(h, aid);
 
- 	 if(ArtifactUtils::isSlotEquipment(slot) || ArtifactUtils::isSlotBackpack(slot))
 
- 	 {
 
- 		 ai->putAt(*h, 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 hero : map->heroesOnMap)  //heroes instances initialization
 
- 	{
 
- 		if(hero->type)
 
- 			ret -= hero->type->getId();
 
- 		else
 
- 			ret -= hero->getHeroType();
 
- 	}
 
- 	for(auto obj : map->objects) //prisons
 
- 	{
 
- 		auto * hero = dynamic_cast<const CGHeroInstance *>(obj.get());
 
- 		if(hero && hero->ID == Obj::PRISON)
 
- 			ret -= hero->getHeroType();
 
- 	}
 
- 	return ret;
 
- }
 
- bool CGameState::isUsedHero(const HeroTypeID & hid) const
 
- {
 
- 	return getUsedHero(hid);
 
- }
 
- CGHeroInstance * CGameState::getUsedHero(const HeroTypeID & hid) const
 
- {
 
- 	for(auto obj : map->objects) //prisons
 
- 	{
 
- 		if (!obj)
 
- 			continue;
 
- 		if ( obj->ID !=Obj::PRISON && obj->ID != Obj::HERO)
 
- 			continue;
 
- 		auto * hero = dynamic_cast<CGHeroInstance *>(obj.get());
 
- 		assert(hero);
 
- 		if (hero->getHeroType() == hid)
 
- 			return hero;
 
- 	}
 
- 	return nullptr;
 
- }
 
- bool RumorState::update(int id, int extra)
 
- {
 
- 	if(vstd::contains(last, type))
 
- 	{
 
- 		if(last[type].first != id)
 
- 		{
 
- 			last[type].first = id;
 
- 			last[type].second = extra;
 
- 		}
 
- 		else
 
- 			return false;
 
- 	}
 
- 	else
 
- 		last[type] = std::make_pair(id, extra);
 
- 	return true;
 
- }
 
- TeamState::TeamState()
 
- {
 
- 	setNodeType(TEAM);
 
- 	fogOfWarMap = std::make_unique<boost::multi_array<ui8, 3>>();
 
- }
 
- CRandomGenerator & CGameState::getRandomGenerator()
 
- {
 
- 	return rand;
 
- }
 
- ArtifactID CGameState::pickRandomArtifact(CRandomGenerator & rand, int flags, std::function<bool(ArtifactID)> accepts)
 
- {
 
- 	std::set<ArtifactID> potentialPicks;
 
- 	// Select artifacts that satisfy provided criterias
 
- 	for (auto const & artifactID : map->allowedArtifact)
 
- 	{
 
- 		if (!VLC->arth->legalArtifact(artifactID))
 
- 			continue;
 
- 		auto const * artifact = artifactID.toArtifact();
 
- 		assert(artifact->aClass != CArtifact::ART_SPECIAL); // should be filtered out when allowedArtifacts is initialized
 
- 		if ((flags & CArtifact::ART_TREASURE) == 0 && artifact->aClass == CArtifact::ART_TREASURE)
 
- 			continue;
 
- 		if ((flags & CArtifact::ART_MINOR) == 0 && artifact->aClass == CArtifact::ART_MINOR)
 
- 			continue;
 
- 		if ((flags & CArtifact::ART_MAJOR) == 0 && artifact->aClass == CArtifact::ART_MAJOR)
 
- 			continue;
 
- 		if ((flags & CArtifact::ART_RELIC) == 0 && artifact->aClass == CArtifact::ART_RELIC)
 
- 			continue;
 
- 		if (!accepts(artifact->getId()))
 
- 			continue;
 
- 		potentialPicks.insert(artifact->getId());
 
- 	}
 
- 	return pickRandomArtifact(rand, potentialPicks);
 
- }
 
- ArtifactID CGameState::pickRandomArtifact(CRandomGenerator & 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(CRandomGenerator & rand, std::function<bool(ArtifactID)> accepts)
 
- {
 
- 	return pickRandomArtifact(rand, 0xff, std::move(accepts));
 
- }
 
- ArtifactID CGameState::pickRandomArtifact(CRandomGenerator & rand, int flags)
 
- {
 
- 	return pickRandomArtifact(rand, flags, [](const ArtifactID &) { return true; });
 
- }
 
- VCMI_LIB_NAMESPACE_END
 
 
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