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							- /*
 
-  * BattleResultProcessor.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 "BattleResultProcessor.h"
 
- #include "battle/BattleInfo.h"
 
- #include "../CGameHandler.h"
 
- #include "../TurnTimerHandler.h"
 
- #include "../processors/HeroPoolProcessor.h"
 
- #include "../queries/QueriesProcessor.h"
 
- #include "../queries/BattleQueries.h"
 
- #include "../../lib/ArtifactUtils.h"
 
- #include "../../lib/CStack.h"
 
- #include "../../lib/CPlayerState.h"
 
- #include "../../lib/IGameSettings.h"
 
- #include "../../lib/battle/SideInBattle.h"
 
- #include "../../lib/gameState/CGameState.h"
 
- #include "../../lib/mapObjects/CGTownInstance.h"
 
- #include "../../lib/networkPacks/PacksForClientBattle.h"
 
- #include "../../lib/spells/CSpellHandler.h"
 
- #include <boost/lexical_cast.hpp>
 
- BattleResultProcessor::BattleResultProcessor(BattleProcessor * owner, CGameHandler * newGameHandler)
 
- //	: owner(owner)
 
- 	: gameHandler(newGameHandler)
 
- {
 
- }
 
- CasualtiesAfterBattle::CasualtiesAfterBattle(const CBattleInfoCallback & battle, BattleSide sideInBattle):
 
- 	army(battle.battleGetArmyObject(sideInBattle))
 
- {
 
- 	heroWithDeadCommander = ObjectInstanceID();
 
- 	PlayerColor color = battle.sideToPlayer(sideInBattle);
 
- 	auto allStacks = battle.battleGetStacksIf([color](const CStack * stack){
 
- 		if (stack->summoned)//don't take into account temporary summoned stacks
 
- 			return false;
 
- 		if(stack->unitOwner() != color) //remove only our stacks
 
- 			return false;
 
- 		if (stack->isTurret())
 
- 			return false;
 
- 		return true;
 
- 	});
 
- 	for(const CStack * stConst : allStacks)
 
- 	{
 
- 		// Use const cast - in order to call non-const "takeResurrected" for proper calculation of casualties
 
- 		// TODO: better solution
 
- 		CStack * st = const_cast<CStack*>(stConst);
 
- 		logGlobal->debug("Calculating casualties for %s", st->nodeName());
 
- 		st->health.takeResurrected();
 
- 		if(st->unitSlot() == SlotID::WAR_MACHINES_SLOT)
 
- 		{
 
- 			auto warMachine = st->unitType()->warMachine;
 
- 			if(warMachine == ArtifactID::NONE)
 
- 			{
 
- 				logGlobal->error("Invalid creature in war machine virtual slot. Stack: %s", st->nodeName());
 
- 			}
 
- 			//catapult artifact remain even if "creature" killed in siege
 
- 			else if(warMachine != ArtifactID::CATAPULT && st->getCount() <= 0)
 
- 			{
 
- 				logGlobal->debug("War machine has been destroyed");
 
- 				auto hero = dynamic_cast<const CGHeroInstance*> (army);
 
- 				if (hero)
 
- 					removedWarMachines.push_back (ArtifactLocation(hero->id, hero->getArtPos(warMachine, true)));
 
- 				else
 
- 					logGlobal->error("War machine in army without hero");
 
- 			}
 
- 		}
 
- 		else if(st->unitSlot() == SlotID::SUMMONED_SLOT_PLACEHOLDER)
 
- 		{
 
- 			if(st->alive() && st->getCount() > 0)
 
- 			{
 
- 				logGlobal->debug("Permanently summoned %d units.", st->getCount());
 
- 				const CreatureID summonedType = st->creatureId();
 
- 				summoned[summonedType] += st->getCount();
 
- 			}
 
- 		}
 
- 		else if(st->unitSlot() == SlotID::COMMANDER_SLOT_PLACEHOLDER)
 
- 		{
 
- 			if (nullptr == st->base)
 
- 			{
 
- 				logGlobal->error("Stack with no base in commander slot. Stack: %s", st->nodeName());
 
- 			}
 
- 			else
 
- 			{
 
- 				auto c = dynamic_cast <const CCommanderInstance *>(st->base);
 
- 				if(c)
 
- 				{
 
- 					auto h = dynamic_cast <const CGHeroInstance *>(army);
 
- 					if(h && h->getCommander() == c && (st->getCount() == 0 || !st->alive()))
 
- 					{
 
- 						logGlobal->debug("Commander is dead.");
 
- 						heroWithDeadCommander = army->id; //TODO: unify commander handling
 
- 					}
 
- 				}
 
- 				else
 
- 					logGlobal->error("Stack with invalid instance in commander slot. Stack: %s", st->nodeName());
 
- 			}
 
- 		}
 
- 		else if(st->base && !army->slotEmpty(st->unitSlot()))
 
- 		{
 
- 			logGlobal->debug("Count: %d; base count: %d", st->getCount(), army->getStackCount(st->unitSlot()));
 
- 			if(st->getCount() == 0 || !st->alive())
 
- 			{
 
- 				logGlobal->debug("Stack has been destroyed.");
 
- 				StackLocation sl(army->id, st->unitSlot());
 
- 				newStackCounts.push_back(TStackAndItsNewCount(sl, 0));
 
- 			}
 
- 			else if(st->getCount() != army->getStackCount(st->unitSlot()))
 
- 			{
 
- 				logGlobal->debug("Stack size changed: %d -> %d units.", army->getStackCount(st->unitSlot()), st->getCount());
 
- 				StackLocation sl(army->id, st->unitSlot());
 
- 				newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
 
- 			}
 
- 		}
 
- 		else
 
- 		{
 
- 			logGlobal->warn("Unable to process stack: %s", st->nodeName());
 
- 		}
 
- 	}
 
- }
 
- void CasualtiesAfterBattle::updateArmy(CGameHandler *gh)
 
- {
 
- 	if (gh->getObjInstance(army->id) == nullptr)
 
- 		throw std::runtime_error("Object " + army->getObjectName() + " is not on the map!");
 
- 	for (TStackAndItsNewCount &ncount : newStackCounts)
 
- 	{
 
- 		if (ncount.second > 0)
 
- 			gh->changeStackCount(ncount.first, ncount.second, true);
 
- 		else
 
- 			gh->eraseStack(ncount.first, true);
 
- 	}
 
- 	for (auto summoned_iter : summoned)
 
- 	{
 
- 		SlotID slot = army->getSlotFor(summoned_iter.first);
 
- 		if (slot.validSlot())
 
- 		{
 
- 			StackLocation location(army->id, slot);
 
- 			gh->addToSlot(location, summoned_iter.first.toCreature(), summoned_iter.second);
 
- 		}
 
- 		else
 
- 		{
 
- 			//even if it will be possible to summon anything permanently it should be checked for free slot
 
- 			//necromancy is handled separately
 
- 			gh->complain("No free slot to put summoned creature");
 
- 		}
 
- 	}
 
- 	for (auto al : removedWarMachines)
 
- 	{
 
- 		gh->removeArtifact(al);
 
- 	}
 
- 	if (heroWithDeadCommander != ObjectInstanceID())
 
- 	{
 
- 		SetCommanderProperty scp;
 
- 		scp.heroid = heroWithDeadCommander;
 
- 		scp.which = SetCommanderProperty::ALIVE;
 
- 		scp.amount = 0;
 
- 		gh->sendAndApply(scp);
 
- 	}
 
- }
 
- FinishingBattleHelper::FinishingBattleHelper(const CBattleInfoCallback & info, const BattleResult & result, int remainingBattleQueriesCount)
 
- {
 
- 	const auto attackerHero = info.getBattle()->getSideHero(BattleSide::ATTACKER);
 
- 	const auto defenderHero = info.getBattle()->getSideHero(BattleSide::DEFENDER);
 
- 	if (result.winner == BattleSide::ATTACKER)
 
- 	{
 
- 		winnerId = attackerHero ? attackerHero->id : ObjectInstanceID::NONE;
 
- 		loserId = defenderHero ? defenderHero->id : ObjectInstanceID::NONE;
 
- 		victor = info.getBattle()->getSidePlayer(BattleSide::ATTACKER);
 
- 		loser = info.getBattle()->getSidePlayer(BattleSide::DEFENDER);
 
- 	}
 
- 	else
 
- 	{
 
- 		winnerId = defenderHero ? defenderHero->id : ObjectInstanceID::NONE;
 
- 		loserId = attackerHero ? attackerHero->id : ObjectInstanceID::NONE;
 
- 		victor = info.getBattle()->getSidePlayer(BattleSide::DEFENDER);
 
- 		loser = info.getBattle()->getSidePlayer(BattleSide::ATTACKER);
 
- 	}
 
- 	winnerSide = result.winner;
 
- 	this->remainingBattleQueriesCount = remainingBattleQueriesCount;
 
- }
 
- void BattleResultProcessor::endBattle(const CBattleInfoCallback & battle)
 
- {
 
- 	auto const & giveExp = [&battle](BattleResult &r)
 
- 	{
 
- 		if (r.winner == BattleSide::NONE)
 
- 		{
 
- 			// draw
 
- 			return;
 
- 		}
 
- 		r.exp[BattleSide::ATTACKER] = 0;
 
- 		r.exp[BattleSide::DEFENDER] = 0;
 
- 		for (auto i = r.casualties[battle.otherSide(r.winner)].begin(); i!=r.casualties[battle.otherSide(r.winner)].end(); i++)
 
- 		{
 
- 			r.exp[r.winner] += LIBRARY->creh->objects.at(i->first)->valOfBonuses(BonusType::STACK_HEALTH) * i->second;
 
- 		}
 
- 	};
 
- 	LOG_TRACE(logGlobal);
 
- 	auto * battleResult = battleResults.at(battle.getBattle()->getBattleID()).get();
 
- 	const auto * heroAttacker = battle.battleGetFightingHero(BattleSide::ATTACKER);
 
- 	const auto * heroDefender = battle.battleGetFightingHero(BattleSide::DEFENDER);
 
- 	//Fill BattleResult structure with exp info
 
- 	giveExp(*battleResult);
 
- 	if (battleResult->result == EBattleResult::NORMAL) // give 500 exp for defeating hero, unless he escaped
 
- 	{
 
- 		if(heroAttacker)
 
- 			battleResult->exp[BattleSide::DEFENDER] += 500;
 
- 		if(heroDefender)
 
- 			battleResult->exp[BattleSide::ATTACKER] += 500;
 
- 	}
 
- 	// Give 500 exp to winner if a town was conquered during the battle
 
- 	const auto * defendedTown = battle.battleGetDefendedTown();
 
- 	if (defendedTown && battleResult->winner == BattleSide::ATTACKER)
 
- 		battleResult->exp[BattleSide::ATTACKER] += 500;
 
- 	if(heroAttacker)
 
- 		battleResult->exp[BattleSide::ATTACKER] = heroAttacker->calculateXp(battleResult->exp[BattleSide::ATTACKER]);//scholar skill
 
- 	if(heroDefender)
 
- 		battleResult->exp[BattleSide::DEFENDER] = heroDefender->calculateXp(battleResult->exp[BattleSide::DEFENDER]);
 
- 	auto battleQuery = std::dynamic_pointer_cast<CBattleQuery>(gameHandler->queries->topQuery(battle.sideToPlayer(BattleSide::ATTACKER)));
 
- 	if(!battleQuery)
 
- 		battleQuery = std::dynamic_pointer_cast<CBattleQuery>(gameHandler->queries->topQuery(battle.sideToPlayer(BattleSide::DEFENDER)));
 
- 	if (!battleQuery)
 
- 	{
 
- 		logGlobal->error("Cannot find battle query!");
 
- 		gameHandler->complain("Player " + boost::lexical_cast<std::string>(battle.sideToPlayer(BattleSide::ATTACKER)) + " has no battle query at the top!");
 
- 		return;
 
- 	}
 
- 	battleQuery->result = std::make_optional(*battleResult);
 
- 	//Check how many battle gameHandler->queries were created (number of players blocked by battle)
 
- 	const int queriedPlayers = battleQuery ? (int)boost::count(gameHandler->queries->allQueries(), battleQuery) : 0;
 
- 	assert(finishingBattles.count(battle.getBattle()->getBattleID()) == 0);
 
- 	finishingBattles[battle.getBattle()->getBattleID()] = std::make_unique<FinishingBattleHelper>(battle, *battleResult, queriedPlayers);
 
- 	// in battles against neutrals, 1st player can ask to replay battle manually
 
- 	const auto * attackerPlayer = gameHandler->getPlayerState(battle.getBattle()->getSidePlayer(BattleSide::ATTACKER));
 
- 	const auto * defenderPlayer = gameHandler->getPlayerState(battle.getBattle()->getSidePlayer(BattleSide::DEFENDER));
 
- 	bool isAttackerHuman = attackerPlayer && attackerPlayer->isHuman();
 
- 	bool isDefenderHuman = defenderPlayer && defenderPlayer->isHuman();
 
- 	bool onlyOnePlayerHuman = isAttackerHuman != isDefenderHuman;
 
- 	// in battles against neutrals attacker can ask to replay battle manually, additionally in battles against AI player human side can also ask for replay
 
- 	if(onlyOnePlayerHuman)
 
- 	{
 
- 		auto battleDialogQuery = std::make_shared<CBattleDialogQuery>(gameHandler, battle.getBattle(), battleQuery->result);
 
- 		battleResult->queryID = battleDialogQuery->queryID;
 
- 		gameHandler->queries->addQuery(battleDialogQuery);
 
- 	}
 
- 	else
 
- 		battleResult->queryID = QueryID::NONE;
 
- 	//set same battle result for all gameHandler->queries
 
- 	for(auto q : gameHandler->queries->allQueries())
 
- 	{
 
- 		auto otherBattleQuery = std::dynamic_pointer_cast<CBattleQuery>(q);
 
- 		if(otherBattleQuery && otherBattleQuery->battleID == battle.getBattle()->getBattleID())
 
- 			otherBattleQuery->result = battleQuery->result;
 
- 	}
 
- 	gameHandler->turnTimerHandler->onBattleEnd(battle.getBattle()->getBattleID());
 
- 	gameHandler->sendAndApply(*battleResult);
 
- 	if (battleResult->queryID == QueryID::NONE)
 
- 		endBattleConfirm(battle);
 
- }
 
- void BattleResultProcessor::endBattleConfirm(const CBattleInfoCallback & battle)
 
- {
 
- 	auto battleQuery = std::dynamic_pointer_cast<CBattleQuery>(gameHandler->queries->topQuery(battle.sideToPlayer(BattleSide::ATTACKER)));
 
- 	if(!battleQuery)
 
- 		battleQuery = std::dynamic_pointer_cast<CBattleQuery>(gameHandler->queries->topQuery(battle.sideToPlayer(BattleSide::DEFENDER)));
 
- 	if(!battleQuery)
 
- 	{
 
- 		logGlobal->trace("No battle query, battle end was confirmed by another player");
 
- 		return;
 
- 	}
 
- 	auto * battleResult = battleResults.at(battle.getBattle()->getBattleID()).get();
 
- 	auto * finishingBattle = finishingBattles.at(battle.getBattle()->getBattleID()).get();
 
- 	//calculate casualties before deleting battle
 
- 	CasualtiesAfterBattle cab1(battle, BattleSide::ATTACKER);
 
- 	CasualtiesAfterBattle cab2(battle, BattleSide::DEFENDER);
 
- 	cab1.updateArmy(gameHandler);
 
- 	cab2.updateArmy(gameHandler); //take casualties after battle is deleted
 
- 	const auto winnerHero = battle.battleGetFightingHero(finishingBattle->winnerSide);
 
- 	const auto loserHero = battle.battleGetFightingHero(CBattleInfoEssentials::otherSide(finishingBattle->winnerSide));
 
- 	if(battleResult->winner == BattleSide::DEFENDER
 
- 	   && winnerHero
 
- 	   && winnerHero->getVisitedTown()
 
- 	   && !winnerHero->isGarrisoned()
 
- 	   && winnerHero->getVisitedTown()->getGarrisonHero() == winnerHero)
 
- 	{
 
- 		gameHandler->swapGarrisonOnSiege(winnerHero->getVisitedTown()->id); //return defending visitor from garrison to its rightful place
 
- 	}
 
- 	//give exp
 
- 	if(!finishingBattle->isDraw() && battleResult->exp[finishingBattle->winnerSide] && winnerHero)
 
- 		gameHandler->giveExperience(winnerHero, battleResult->exp[finishingBattle->winnerSide]);
 
- 	// Add statistics
 
- 	if(loserHero && !finishingBattle->isDraw())
 
- 	{
 
- 		const CGHeroInstance * strongestHero = nullptr;
 
- 		for(auto & hero : gameHandler->gameState()->getPlayerState(finishingBattle->loser)->getHeroes())
 
- 			if(!strongestHero || hero->exp > strongestHero->exp)
 
- 				strongestHero = hero;
 
- 		if(strongestHero->id == finishingBattle->loserId && strongestHero->level > 5)
 
- 			gameHandler->gameState()->statistic.accumulatedValues[finishingBattle->victor].lastDefeatedStrongestHeroDay = gameHandler->gameState()->getDate(Date::DAY);
 
- 	}
 
- 	if(battle.sideToPlayer(BattleSide::ATTACKER) == PlayerColor::NEUTRAL || battle.sideToPlayer(BattleSide::DEFENDER) == PlayerColor::NEUTRAL)
 
- 	{
 
- 		gameHandler->gameState()->statistic.accumulatedValues[battle.sideToPlayer(BattleSide::ATTACKER)].numBattlesNeutral++;
 
- 		gameHandler->gameState()->statistic.accumulatedValues[battle.sideToPlayer(BattleSide::DEFENDER)].numBattlesNeutral++;
 
- 		if(!finishingBattle->isDraw())
 
- 			gameHandler->gameState()->statistic.accumulatedValues[battle.sideToPlayer(finishingBattle->winnerSide)].numWinBattlesNeutral++;
 
- 	}
 
- 	else
 
- 	{
 
- 		gameHandler->gameState()->statistic.accumulatedValues[battle.sideToPlayer(BattleSide::ATTACKER)].numBattlesPlayer++;
 
- 		gameHandler->gameState()->statistic.accumulatedValues[battle.sideToPlayer(BattleSide::DEFENDER)].numBattlesPlayer++;
 
- 		if(!finishingBattle->isDraw())
 
- 			gameHandler->gameState()->statistic.accumulatedValues[battle.sideToPlayer(finishingBattle->winnerSide)].numWinBattlesPlayer++;
 
- 	}
 
- 	BattleResultAccepted raccepted;
 
- 	raccepted.battleID = battle.getBattle()->getBattleID();
 
- 	raccepted.heroResult[finishingBattle->winnerSide].heroID = winnerHero ? winnerHero->id : ObjectInstanceID::NONE;
 
- 	raccepted.heroResult[CBattleInfoEssentials::otherSide(finishingBattle->winnerSide)].heroID = loserHero ? loserHero->id : ObjectInstanceID::NONE;
 
- 	raccepted.heroResult[BattleSide::ATTACKER].armyID = battle.battleGetArmyObject(BattleSide::ATTACKER)->id;
 
- 	raccepted.heroResult[BattleSide::DEFENDER].armyID = battle.battleGetArmyObject(BattleSide::DEFENDER)->id;
 
- 	raccepted.heroResult[BattleSide::ATTACKER].exp = battleResult->exp[BattleSide::ATTACKER];
 
- 	raccepted.heroResult[BattleSide::DEFENDER].exp = battleResult->exp[BattleSide::DEFENDER];
 
- 	raccepted.winnerSide = finishingBattle->winnerSide;
 
- 	gameHandler->sendAndApply(raccepted);
 
- 	gameHandler->queries->popIfTop(battleQuery); // Workaround to remove battle query for AI case. TODO Think of a cleaner solution.
 
- 	//--> continuation (battleFinalize) occurs after level-up gameHandler->queries are handled or on removing query
 
- }
 
- void BattleResultProcessor::battleFinalize(const BattleID & battleID, const BattleResult & result)
 
- {
 
- 	LOG_TRACE(logGlobal);
 
- 	assert(finishingBattles.count(battleID) != 0);
 
- 	if(finishingBattles.count(battleID) == 0)
 
- 		return;
 
- 	auto & finishingBattle = finishingBattles[battleID];
 
- 	finishingBattle->remainingBattleQueriesCount--;
 
- 	logGlobal->trace("Decremented gameHandler->queries count to %d", finishingBattle->remainingBattleQueriesCount);
 
- 	if (finishingBattle->remainingBattleQueriesCount > 0)
 
- 		//Battle results will be handled when all battle gameHandler->queries are closed
 
- 		return;
 
- 	//TODO consider if we really want it to work like above. ATM each player as unblocked as soon as possible
 
- 	// but the battle consequences are applied after final player is unblocked. Hard to abuse...
 
- 	// Still, it looks like a hole.
 
- 	const auto battle = std::find_if(gameHandler->gameState()->currentBattles.begin(), gameHandler->gameState()->currentBattles.end(),
 
- 		[battleID](const auto & desiredBattle)
 
- 		{
 
- 			return desiredBattle->battleID == battleID;
 
- 		});
 
- 	assert(battle != gameHandler->gameState()->currentBattles.end());
 
- 	const auto winnerHero = (*battle)->battleGetFightingHero(finishingBattle->winnerSide);
 
- 	const auto loserHero = (*battle)->battleGetFightingHero(CBattleInfoEssentials::otherSide(finishingBattle->winnerSide));
 
- 	BattleResultsApplied resultsApplied;
 
- 	// Eagle Eye handling
 
- 	if(!finishingBattle->isDraw() && winnerHero)
 
- 	{
 
- 		if(auto eagleEyeLevel = winnerHero->valOfBonuses(BonusType::LEARN_BATTLE_SPELL_LEVEL_LIMIT))
 
- 		{
 
- 			resultsApplied.learnedSpells.learn = 1;
 
- 			resultsApplied.learnedSpells.hid = finishingBattle->winnerId;
 
- 			for(const auto & spellId : (*battle)->getUsedSpells(CBattleInfoEssentials::otherSide(result.winner)))
 
- 			{
 
- 				const auto spell = spellId.toEntity(LIBRARY->spells());
 
- 				if(spell
 
- 					&& spell->getLevel() <= eagleEyeLevel
 
- 					&& !winnerHero->spellbookContainsSpell(spell->getId())
 
- 					&& gameHandler->getRandomGenerator().nextInt(99) < winnerHero->valOfBonuses(BonusType::LEARN_BATTLE_SPELL_CHANCE))
 
- 				{
 
- 					resultsApplied.learnedSpells.spells.insert(spell->getId());
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- 	// Artifacts handling
 
- 	if(result.result == EBattleResult::NORMAL && !finishingBattle->isDraw() && winnerHero)
 
- 	{
 
- 		CArtifactFittingSet artFittingSet(*winnerHero);
 
- 		const auto addArtifactToTransfer = [&artFittingSet](BulkMoveArtifacts & pack, const ArtifactPosition & srcSlot, const CArtifactInstance * art)
 
- 		{
 
- 			assert(art);
 
- 			const auto dstSlot = ArtifactUtils::getArtAnyPosition(&artFittingSet, art->getTypeId());
 
- 			if(dstSlot != ArtifactPosition::PRE_FIRST)
 
- 			{
 
- 				pack.artsPack0.emplace_back(MoveArtifactInfo(srcSlot, dstSlot));
 
- 				if(ArtifactUtils::isSlotEquipment(dstSlot))
 
- 					pack.artsPack0.back().askAssemble = true;
 
- 				artFittingSet.putArtifact(dstSlot, const_cast<CArtifactInstance*>(art));
 
- 			}
 
- 		};
 
- 		if(loserHero)
 
- 		{
 
- 			auto & packHero = resultsApplied.artifacts.emplace_back(finishingBattle->victor, finishingBattle->loserId, finishingBattle->winnerId, false);
 
- 			packHero.srcArtHolder = finishingBattle->loserId;
 
- 			for(const auto & slot : ArtifactUtils::commonWornSlots())
 
- 			{
 
- 				if(const auto artSlot = loserHero->artifactsWorn.find(slot); artSlot != loserHero->artifactsWorn.end() && ArtifactUtils::isArtRemovable(*artSlot))
 
- 				{
 
- 					addArtifactToTransfer(packHero, artSlot->first, artSlot->second.getArt());
 
- 				}
 
- 			}
 
- 			for(const auto & artSlot : loserHero->artifactsInBackpack)
 
- 			{
 
- 				if(const auto art = artSlot.getArt(); art->getTypeId() != ArtifactID::GRAIL)
 
- 					addArtifactToTransfer(packHero, loserHero->getArtPos(art), art);
 
- 			}
 
- 			if(loserHero->getCommander())
 
- 			{
 
- 				auto & packCommander = resultsApplied.artifacts.emplace_back(finishingBattle->victor, finishingBattle->loserId, finishingBattle->winnerId, false);
 
- 				packCommander.srcCreature = loserHero->findStack(loserHero->getCommander());
 
- 				for(const auto & artSlot : loserHero->getCommander()->artifactsWorn)
 
- 					addArtifactToTransfer(packCommander, artSlot.first, artSlot.second.getArt());
 
- 			}
 
- 			auto armyObj = dynamic_cast<const CArmedInstance*>(gameHandler->getObj(finishingBattle->loserId));
 
- 			for(const auto & armySlot : armyObj->stacks)
 
- 			{
 
- 				auto & packsArmy = resultsApplied.artifacts.emplace_back(finishingBattle->victor, finishingBattle->loserId, finishingBattle->winnerId, false);
 
- 				packsArmy.srcArtHolder = armyObj->id;
 
- 				packsArmy.srcCreature = armySlot.first;
 
- 				for(const auto & artSlot : armySlot.second->artifactsWorn)
 
- 					addArtifactToTransfer(packsArmy, artSlot.first, armySlot.second->getArt(artSlot.first));
 
- 			}
 
- 		}
 
- 	}
 
- 	// Necromancy handling
 
- 	// Give raised units to winner, if any were raised, units will be given after casualties are taken
 
- 	if(winnerHero)
 
- 	{
 
- 		resultsApplied.raisedStack = winnerHero->calculateNecromancy(result);
 
- 		const SlotID necroSlot = resultsApplied.raisedStack.getCreature() ? winnerHero->getSlotFor(resultsApplied.raisedStack.getCreature()) : SlotID();
 
- 		if(necroSlot != SlotID() && !finishingBattle->isDraw())
 
- 			gameHandler->addToSlot(StackLocation(finishingBattle->winnerId, necroSlot), resultsApplied.raisedStack.getCreature(), resultsApplied.raisedStack.count);
 
- 	}
 
- 	resultsApplied.battleID = battleID;
 
- 	resultsApplied.victor = finishingBattle->victor;
 
- 	resultsApplied.loser = finishingBattle->loser;
 
- 	gameHandler->sendAndApply(resultsApplied);
 
- 	//handle victory/loss of engaged players
 
- 	gameHandler->checkVictoryLossConditions({finishingBattle->loser, finishingBattle->victor});
 
- 	if (result.result == EBattleResult::SURRENDER)
 
- 	{
 
- 		gameHandler->gameState()->statistic.accumulatedValues[finishingBattle->loser].numHeroSurrendered++;
 
- 		gameHandler->heroPool->onHeroSurrendered(finishingBattle->loser, loserHero);
 
- 	}
 
- 	if (result.result == EBattleResult::ESCAPE)
 
- 	{
 
- 		gameHandler->gameState()->statistic.accumulatedValues[finishingBattle->loser].numHeroEscaped++;
 
- 		gameHandler->heroPool->onHeroEscaped(finishingBattle->loser, loserHero);
 
- 	}
 
- 	// Remove beaten hero
 
- 	if(loserHero)
 
- 	{
 
- 		RemoveObject ro(loserHero->id, finishingBattle->victor);
 
- 		gameHandler->sendAndApply(ro);
 
- 	}
 
- 	// For draw case both heroes should be removed
 
- 	if(finishingBattle->isDraw() && winnerHero)
 
- 	{
 
- 		RemoveObject ro(winnerHero->id, finishingBattle->loser);
 
- 		gameHandler->sendAndApply(ro);
 
- 		if(gameHandler->getSettings().getBoolean(EGameSettings::HEROES_RETREAT_ON_WIN_WITHOUT_TROOPS))
 
- 			gameHandler->heroPool->onHeroEscaped(finishingBattle->victor, winnerHero);
 
- 	}
 
- 	finishingBattles.erase(battleID);
 
- 	battleResults.erase(battleID);
 
- }
 
- void BattleResultProcessor::setBattleResult(const CBattleInfoCallback & battle, EBattleResult resultType, BattleSide victoriusSide)
 
- {
 
- 	assert(battleResults.count(battle.getBattle()->getBattleID()) == 0);
 
- 	battleResults[battle.getBattle()->getBattleID()] = std::make_unique<BattleResult>();
 
- 	auto & battleResult = battleResults[battle.getBattle()->getBattleID()];
 
- 	battleResult->battleID = battle.getBattle()->getBattleID();
 
- 	battleResult->result = resultType;
 
- 	battleResult->winner = victoriusSide; //surrendering side loses
 
- 	auto allStacks = battle.battleGetStacksIf([](const CStack * stack){
 
- 		if (stack->summoned)//don't take into account temporary summoned stacks
 
- 			return false;
 
- 		if (stack->isTurret())
 
- 			return false;
 
- 		return true;
 
- 	});
 
- 	for(const auto & st : allStacks) //setting casualties
 
- 	{
 
- 		si32 killed = st->getKilled();
 
- 		if(killed > 0)
 
- 			battleResult->casualties[st->unitSide()][st->creatureId()] += killed;
 
- 	}
 
- }
 
- bool BattleResultProcessor::battleIsEnding(const CBattleInfoCallback & battle) const
 
- {
 
- 	return battleResults.count(battle.getBattle()->getBattleID()) != 0;
 
- }
 
 
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