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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 "NetPacks.h"#include "NetPackVisitor.h"#include "CGeneralTextHandler.h"#include "CArtHandler.h"#include "CHeroHandler.h"#include "CModHandler.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 "CTownHandler.h"#include "mapping/CMapInfo.h"#include "StartInfo.h"#include "CPlayerState.h"#include "TerrainHandler.h"#include "mapObjects/CGCreature.h"#include "mapObjects/CGMarket.h"#include "mapObjectConstructors/AObjectTypeHandler.h"#include "mapObjectConstructors/CObjectClassesHandler.h"#include "campaign/CampaignState.h"#include "GameSettings.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 YourTurn::visitTyped(ICPackVisitor & visitor){	visitor.visitYourTurn(*this);}void EntitiesChanged::visitTyped(ICPackVisitor & visitor){	visitor.visitEntitiesChanged(*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 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 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 UpdateMapEvents::visitTyped(ICPackVisitor & visitor){	visitor.visitUpdateMapEvents(*this);}void UpdateCastleEvents::visitTyped(ICPackVisitor & visitor){	visitor.visitUpdateCastleEvents(*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 EraseArtifact::visitTyped(ICPackVisitor & visitor){	visitor.visitEraseArtifact(*this);}void MoveArtifact::visitTyped(ICPackVisitor & visitor){	visitor.visitMoveArtifact(*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 PrepareHeroLevelUp::visitTyped(ICPackVisitor & visitor){	visitor.visitPrepareHeroLevelUp(*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 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 RazeStructure::visitTyped(ICPackVisitor & visitor){	visitor.visitRazeStructure(*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 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 MakeCustomAction::visitTyped(ICPackVisitor & visitor){	visitor.visitMakeCustomAction(*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 SaveGameClient::visitTyped(ICPackVisitor & visitor){	visitor.visitSaveGameClient(*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 LobbyEndGame::visitTyped(ICPackVisitor & visitor){	visitor.visitLobbyEndGame(*this);}void LobbyStartGame::visitTyped(ICPackVisitor & visitor){	visitor.visitLobbyStartGame(*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 LobbySetTurnTime::visitTyped(ICPackVisitor & visitor){	visitor.visitLobbySetTurnTime(*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 SetResources::applyGs(CGameState * gs) const{	assert(player < PlayerColor::PLAYER_LIMIT);	if(abs)		gs->getPlayerState(player)->resources = res;	else		gs->getPlayerState(player)->resources += res;	//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) const{	CGHeroInstance * hero = gs->getHero(id);	assert(hero);	hero->setPrimarySkill(which, val, abs);}void SetSecSkill::applyGs(CGameState * gs) const{	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) const{	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) const{	VLC->arth->minors = minors;	VLC->arth->majors = majors;	VLC->arth->treasures = treasures;	VLC->arth->relics = relics;}void UpdateMapEvents::applyGs(CGameState * gs) const{	gs->map->events = events;}void UpdateCastleEvents::applyGs(CGameState * gs) const{	auto * t = gs->getTown(town);	t->events = events;}void ChangeFormation::applyGs(CGameState * gs) const{	gs->getHero(hid)->setFormation(formation);}void HeroVisitCastle::applyGs(CGameState * gs) const{	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 SetMana::applyGs(CGameState * gs) const{	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) const{	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;	if (mode == 0) //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)				{				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(), o->tempOwner, 1);					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->hpool->setHeroForPlayer(player, slotID, hid, army, roleID);}void GiveBonus::applyGs(CGameState *gs){	CBonusSystemNode *cbsn = nullptr;	switch(who)	{	case ETarget::HERO:		cbsn = gs->getHero(ObjectInstanceID(id));		break;	case ETarget::PLAYER:		cbsn = gs->getPlayerState(PlayerColor(id));		break;	case ETarget::TOWN:		cbsn = gs->getTown(ObjectInstanceID(id));		break;	case ETarget::BATTLE:		assert(Bonus::OneBattle(&bonus));		cbsn = dynamic_cast<CBonusSystemNode*>(gs->curB.get());		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);	std::string &descr = b->description;	if(bdescr.empty() && (bonus.type == BonusType::LUCK || bonus.type == BonusType::MORALE))	{		if (bonus.source == BonusSource::OBJECT)		{			descr = VLC->generaltexth->arraytxt[bonus.val > 0 ? 110 : 109]; //+/-%d Temporary until next battle"		}		else if(bonus.source == BonusSource::TOWN_STRUCTURE)		{			descr = bonus.description;			return;		}		else		{			descr = bdescr.toString();		}	}	else	{		descr = bdescr.toString();	}	// Some of(?) versions of H3 use %s here instead of %d. Try to replace both of them	boost::replace_first(descr, "%d", std::to_string(std::abs(bonus.val)));	boost::replace_first(descr, "%s", std::to_string(std::abs(bonus.val)));}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->pos = nPos + obj->getVisitableOffset();	gs->map->addBlockVisTiles(obj);}void ChangeObjectVisitors::applyGs(CGameState * gs) const{	switch (mode) {		case VISITOR_ADD:			gs->getHero(hero)->visitedObjects.insert(object);			gs->getPlayerState(gs->getHero(hero)->tempOwner)->visitedObjects.insert(object);			break;		case VISITOR_ADD_TEAM:			{				TeamState *ts = gs->getPlayerTeam(gs->getHero(hero)->tempOwner);				for(const auto & color : ts->players)				{					gs->getPlayerState(color)->visitedObjects.insert(object);				}			}			break;		case VISITOR_CLEAR:			for (CGHeroInstance * hero : gs->map->allHeroes)			{				if (hero)				{					hero->visitedObjects.erase(object); // remove visit info from all heroes, including those that are not present on map				}			}			for(auto &elem : gs->players)			{				elem.second.visitedObjects.erase(object);			}			break;		case VISITOR_REMOVE:			gs->getHero(hero)->visitedObjects.erase(object);			break;	}}void PlayerEndsGame::applyGs(CGameState * gs) const{	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;	}}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;	if (who == GiveBonus::ETarget::HERO)		node = gs->getHero(ObjectInstanceID(whoID));	else		node = gs->getPlayerState(PlayerColor(whoID));	BonusList &bonuses = node->getExportedBonusList();	for(const auto & b : bonuses)	{		if(vstd::to_underlying(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(id);	logGlobal->debug("removing object id=%d; address=%x; name=%s", id, (intptr_t)obj, obj->getObjectName());	//unblock tiles	gs->map->removeBlockVisTiles(obj);	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->heroes -= beatenHero;		beatenHero->detachFrom(*beatenHero->whereShouldBeAttachedOnSiege(gs));		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->hpool->addHeroToPool(beatenHero);		gs->map->objects[id.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)		{			for (auto &q : player.second.quests)			{				if (q.obj == obj)				{					q.obj = nullptr;				}			}		}	}	for (TriggeredEvent & event : gs->map->triggeredEvents)	{		auto patcher = [&](EventCondition cond) -> EventExpression::Variant		{			if (cond.object == obj)			{				if (cond.condition == EventCondition::DESTROY || cond.condition == EventCondition::DESTROY_0)				{					cond.condition = EventCondition::CONST_VALUE;					cond.value = 1; // destroyed object, from now on always fulfilled				}				else if (cond.condition == EventCondition::CONTROL || cond.condition == EventCondition::HAVE_0)				{					cond.condition = EventCondition::CONST_VALUE;					cond.value = 0; // destroyed object, from now on can not be fulfilled				}			}			return cond;		};		event.trigger = event.trigger.morph(patcher);	}	gs->map->instanceNames.erase(obj->instanceName);	gs->map->objects[id.getNum()].dellNull();	gs->map->calculateGuardingGreaturePositions();}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->builtBuildings.insert(id);		t->updateAppearance();		auto currentBuilding = t->town->buildings.at(id);		if(currentBuilding->overrideBids.empty())			continue;		for(const auto & overrideBid : currentBuilding->overrideBids)		{			t->overriddenBuildings.insert(overrideBid);			t->deleteTownBonus(overrideBid);		}	}	t->builded = builded;	t->recreateBuildingsBonuses();}void RazeStructures::applyGs(CGameState *gs){	CGTownInstance *t = gs->getTown(tid);	for(const auto & id : bid)	{		t->builtBuildings.erase(id);		t->updateAppearance();	}	t->destroyed = destroyed; //yeaha	t->recreateBuildingsBonuses();}void SetAvailableCreatures::applyGs(CGameState * gs) const{	auto * dw = dynamic_cast<CGDwelling *>(gs->getObjInstance(tid));	assert(dw);	dw->creatures = creatures;}void SetHeroesInTown::applyGs(CGameState * gs) const{	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) const{	CGHeroInstance *h = gs->hpool->takeHero(hid);	CGTownInstance *t = gs->getTown(tid);	PlayerState *p = gs->getPlayerState(player);	if (boatId >= 0)	{		CGObjectInstance *obj = gs->getObjInstance(boatId);		auto * boat = dynamic_cast<CGBoat *>(obj);		if (boat)		{			h->boat = boat;			h->attachTo(*boat);			boat->hero = h;		}	}	h->setOwner(player);	h->pos = tile;	bool fresh = !h->isInitialized();	if(fresh)	{ // this is a fresh hero who hasn't appeared yet		if (boatId >= 0) //Hero spawns on water		{			h->setMovementPoints(h->movementPointsLimit(false));		}		else		{			h->setMovementPoints(h->movementPointsLimit(true));		}	}	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->heroes.emplace_back(h);	h->attachTo(*p);	if(fresh)	{		h->initObj(gs->getRandomGenerator());	}	gs->map->addBlockVisTiles(h);	if(t)	{		t->setVisitingHero(h);	}}void GiveHero::applyGs(CGameState * gs) const{	CGHeroInstance *h = gs->getHero(id);	if (boatId >= 0)	{		CGObjectInstance *obj = gs->getObjInstance(boatId);		auto * boat = dynamic_cast<CGBoat *>(obj);		if (boat)		{			h->boat = boat;			h->attachTo(*boat);			boat->hero = h;		}	}	//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->pos = h->convertFromVisitablePos(oldVisitablePos);	gs->map->heroesOnMap.emplace_back(h);	gs->getPlayerState(h->getOwner())->heroes.emplace_back(h);	gs->map->addBlockVisTiles(h);	h->inTownGarrison = false;}void NewObject::applyGs(CGameState *gs){	TerrainId terrainType = ETerrainId::NONE;	if (!gs->isInTheMap(targetPos))	{		logGlobal->error("Attempt to create object outside map at %s!", targetPos.toString());		return;	}	const TerrainTile & t = gs->map->getTile(targetPos);	terrainType = t.terType->getId();	auto handler = VLC->objtypeh->getHandlerFor(ID, subID);	CGObjectInstance * o = handler->create();	handler->configureObject(o, gs->getRandomGenerator());		if (ID == Obj::MONSTER) //probably more options will be needed	{		//CStackInstance hlp;		auto * cre = dynamic_cast<CGCreature *>(o);		//cre->slots[0] = hlp;		assert(cre);		cre->notGrowingTeam = cre->neverFlees = false;		cre->character = 2;		cre->gainedArtifact = ArtifactID::NONE;		cre->identifier = -1;		cre->addToSlot(SlotID(0), new CStackInstance(CreatureID(subID), -1)); //add placeholder stack	}	assert(!handler->getTemplates(terrainType).empty());	if (!handler->getTemplates(terrainType).empty())		o->appearance = handler->getTemplates(terrainType).front();	else		o->appearance = handler->getTemplates().front();	o->id = ObjectInstanceID(static_cast<si32>(gs->map->objects.size()));	o->ID = ID;	o->subID = subID;	o->pos = targetPos + o->getVisitableOffset();	gs->map->objects.emplace_back(o);	gs->map->addBlockVisTiles(o);	o->initObj(gs->getRandomGenerator());	gs->map->calculateGuardingGreaturePositions();	createdObjectID = o->id;	logGlobal->debug("Added object id=%d; address=%x; name=%s", o->id, (intptr_t)o, o->getObjectName());}void NewArtifact::applyGs(CGameState *gs){	assert(!vstd::contains(gs->map->artInstances, art));	assert(!art->getParentNodes().size());	assert(art->artType);	art->setType(art->artType);	if(art->isCombined())	{		for(const auto & part : art->artType->getConstituents())			art->addPart(ArtifactUtils::createNewArtifactInstance(part), ArtifactPosition::PRE_FIRST);	}	gs->map->addNewArtifactInstance(art);}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 ArtifactLocation::removeArtifact(){	CArtifactInstance *a = getArt();	assert(a);	a->removeFrom(*this);}const CArmedInstance * ArtifactLocation::relatedObj() const{	return std::visit(ObjectRetriever(), artHolder);}PlayerColor ArtifactLocation::owningPlayer() const{	const auto * obj = relatedObj();	return obj ? obj->tempOwner : PlayerColor::NEUTRAL;}CArtifactSet *ArtifactLocation::getHolderArtSet(){	return std::visit(GetBase<CArtifactSet>(), artHolder);}CBonusSystemNode *ArtifactLocation::getHolderNode(){	return std::visit(GetBase<CBonusSystemNode>(), artHolder);}const CArtifactInstance *ArtifactLocation::getArt() const{	const auto * s = getSlot();	if(s)		return s->getArt();	else		return nullptr;}CArtifactSet * ArtifactLocation::getHolderArtSet() const{	auto * t = const_cast<ArtifactLocation *>(this);	return t->getHolderArtSet();}const CBonusSystemNode * ArtifactLocation::getHolderNode() const{	auto * t = const_cast<ArtifactLocation *>(this);	return t->getHolderNode();}CArtifactInstance *ArtifactLocation::getArt(){	const ArtifactLocation *t = this;	return const_cast<CArtifactInstance*>(t->getArt());}const ArtSlotInfo *ArtifactLocation::getSlot() const{	return getHolderArtSet()->getSlot(slot);}void ChangeStackCount::applyGs(CGameState * gs){	auto * srcObj = gs->getArmyInstance(army);	if(!srcObj)		logNetwork->error("[CRITICAL] ChangeStackCount: invalid army object %d, possible game state corruption.", army.getNum());	if(absoluteValue)		srcObj->setStackCount(slot, count);	else		srcObj->changeStackCount(slot, count);}void SetStackType::applyGs(CGameState * gs){	auto * srcObj = gs->getArmyInstance(army);	if(!srcObj)		logNetwork->error("[CRITICAL] SetStackType: invalid army object %d, possible game state corruption.", army.getNum());	srcObj->setStackType(slot, type);}void EraseStack::applyGs(CGameState * gs){	auto * srcObj = gs->getArmyInstance(army);	if(!srcObj)		logNetwork->error("[CRITICAL] EraseStack: invalid army object %d, possible game state corruption.", army.getNum());	srcObj->eraseStack(slot);}void SwapStacks::applyGs(CGameState * gs){	auto * srcObj = gs->getArmyInstance(srcArmy);	if(!srcObj)		logNetwork->error("[CRITICAL] SwapStacks: invalid army object %d, possible game state corruption.", srcArmy.getNum());	auto * dstObj = gs->getArmyInstance(dstArmy);	if(!dstObj)		logNetwork->error("[CRITICAL] SwapStacks: invalid army object %d, possible game state corruption.", dstArmy.getNum());	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		logNetwork->error("[CRITICAL] InsertNewStack: invalid army object %d, possible game state corruption.", army.getNum());}void RebalanceStacks::applyGs(CGameState * gs){	auto * srcObj = gs->getArmyInstance(srcArmy);	if(!srcObj)		logNetwork->error("[CRITICAL] RebalanceStacks: invalid army object %d, possible game state corruption.", srcArmy.getNum());	auto * dstObj = gs->getArmyInstance(dstArmy);	if(!dstObj)		logNetwork->error("[CRITICAL] RebalanceStacks: invalid army object %d, possible game state corruption.", dstArmy.getNum());	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 = VLC->settings()->getBoolean(EGameSettings::MODULE_STACK_EXPERIENCE);	if(srcCount == count) //moving whole stack	{		[[maybe_unused]] const CCreature *c = dst.army->getCreature(dst.slot);		if(c) //stack at dest -> merge		{			assert(c == srcType);			auto alHere = ArtifactLocation (src.getStack(), ArtifactPosition::CREATURE_SLOT);			auto alDest = ArtifactLocation (dst.getStack(), ArtifactPosition::CREATURE_SLOT);			auto * artHere = alHere.getArt();			auto * artDest = alDest.getArt();			if (artHere)			{				if (alDest.getArt())				{					auto * hero = dynamic_cast<CGHeroInstance *>(src.army.get());					auto dstSlot = ArtifactUtils::getArtBackpackPosition(hero, alDest.getArt()->getTypeId());					if(hero && dstSlot != ArtifactPosition::PRE_FIRST)					{						artDest->move (alDest, ArtifactLocation (hero, dstSlot));					}					//else - artifact cna be lost :/					else					{						EraseArtifact ea;						ea.al = alDest;						ea.applyGs(gs);						logNetwork->warn("Cannot move artifact! No free slots");					}					artHere->move (alHere, alDest);					//TODO: choose from dialog				}				else //just move to the other slot before stack gets erased				{					artHere->move (alHere, alDest);				}			}			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){	assert(art->canBePutAt(al));	// Ensure that artifact has been correctly added via NewArtifact pack	assert(vstd::contains(gs->map->artInstances, art));	assert(!art->getParentNodes().empty());	art->putAt(al);}void EraseArtifact::applyGs(CGameState *gs){	const auto * slot = al.getSlot();	if(slot->locked)	{		logGlobal->debug("Erasing locked artifact: %s", slot->artifact->artType->getNameTranslated());		DisassembledArtifact dis;		dis.al.artHolder = al.artHolder;		auto * aset = al.getHolderArtSet();		#ifndef NDEBUG		bool found = false;		#endif		for(auto& p : aset->artifactsWorn)		{			auto art = p.second.artifact;			if(art->isCombined() && art->isPart(slot->artifact))			{				dis.al.slot = aset->getArtPos(art);				#ifndef NDEBUG				found = true;				#endif				break;			}		}		assert(found && "Failed to determine the assembly this locked artifact belongs to");		logGlobal->debug("Found the corresponding assembly: %s", dis.al.getSlot()->artifact->artType->getNameTranslated());		dis.applyGs(gs);	}	else	{		logGlobal->debug("Erasing artifact %s", slot->artifact->artType->getNameTranslated());	}	al.removeArtifact();}void MoveArtifact::applyGs(CGameState * gs){	CArtifactInstance * art = src.getArt();	assert(!ArtifactUtils::isSlotEquipment(dst.slot) || !dst.getArt());	art->move(src, dst);}void BulkMoveArtifacts::applyGs(CGameState * gs){	enum class EBulkArtsOp	{		BULK_MOVE,		BULK_REMOVE,		BULK_PUT	};	auto bulkArtsOperation = [this](std::vector<LinkedSlots> & artsPack, 		CArtifactSet * artSet, EBulkArtsOp operation) -> void	{		int numBackpackArtifactsMoved = 0;		for(auto & slot : artsPack)		{			// When an object gets removed from the backpack, the backpack shrinks			// so all the following indices will be affected. Thus, we need to update			// the subsequent artifact slots to account for that			auto srcPos = slot.srcPos;			if(ArtifactUtils::isSlotBackpack(srcPos) && (operation != EBulkArtsOp::BULK_PUT))			{				srcPos = ArtifactPosition(srcPos.num - numBackpackArtifactsMoved);			}			const auto * slotInfo = artSet->getSlot(srcPos);			assert(slotInfo);			auto * art = const_cast<CArtifactInstance *>(slotInfo->getArt());			assert(art);			switch(operation)			{			case EBulkArtsOp::BULK_MOVE:				const_cast<CArtifactInstance*>(art)->move(					ArtifactLocation(srcArtHolder, srcPos), ArtifactLocation(dstArtHolder, slot.dstPos));				break;			case EBulkArtsOp::BULK_REMOVE:				art->removeFrom(ArtifactLocation(dstArtHolder, srcPos));				break;			case EBulkArtsOp::BULK_PUT:				art->putAt(ArtifactLocation(srcArtHolder, slot.dstPos));				break;			default:				break;			}			if(srcPos >= GameConstants::BACKPACK_START)			{				numBackpackArtifactsMoved++;			}		}	};		if(swap)	{		// Swap		auto * leftSet = getSrcHolderArtSet();		auto * rightSet = getDstHolderArtSet();		CArtifactFittingSet artFittingSet(leftSet->bearerType());		artFittingSet.artifactsWorn = rightSet->artifactsWorn;		artFittingSet.artifactsInBackpack = rightSet->artifactsInBackpack;		bulkArtsOperation(artsPack1, rightSet, EBulkArtsOp::BULK_REMOVE);		bulkArtsOperation(artsPack0, leftSet, EBulkArtsOp::BULK_MOVE);		bulkArtsOperation(artsPack1, &artFittingSet, EBulkArtsOp::BULK_PUT);	}	else	{		bulkArtsOperation(artsPack0, getSrcHolderArtSet(), EBulkArtsOp::BULK_MOVE);	}}void AssembledArtifact::applyGs(CGameState *gs){	CArtifactSet * artSet = al.getHolderArtSet();	[[maybe_unused]] const CArtifactInstance *transformedArt = al.getArt();	assert(transformedArt);	bool combineEquipped = !ArtifactUtils::isSlotBackpack(al.slot);	assert(vstd::contains_if(ArtifactUtils::assemblyPossibilities(artSet, transformedArt->artType->getId(), combineEquipped), [=](const CArtifact * art)->bool		{			return art->getId() == builtArt->getId();		}));	auto * combinedArt = new CArtifactInstance(builtArt);	gs->map->addNewArtifactInstance(combinedArt);	// Retrieve all constituents	for(const CArtifact * constituent : builtArt->getConstituents())	{		ArtifactPosition pos = combineEquipped ? artSet->getArtPos(constituent->getId(), true, false) :			artSet->getArtBackpackPos(constituent->getId());		assert(pos >= 0);		CArtifactInstance * constituentInstance = artSet->getArt(pos);		//move constituent from hero to be part of new, combined artifact		constituentInstance->removeFrom(ArtifactLocation(al.artHolder, pos));		if(combineEquipped)		{			if(!vstd::contains(combinedArt->artType->getPossibleSlots().at(artSet->bearerType()), al.slot)				&& vstd::contains(combinedArt->artType->getPossibleSlots().at(artSet->bearerType()), pos))				al.slot = pos;			if(al.slot == pos)				pos = ArtifactPosition::PRE_FIRST;		}		else		{			al.slot = std::min(al.slot, pos);			pos = ArtifactPosition::PRE_FIRST;		}		combinedArt->addPart(constituentInstance, pos);	}	//put new combined artifacts	combinedArt->putAt(al);}void DisassembledArtifact::applyGs(CGameState *gs){	auto * disassembled = al.getArt();	assert(disassembled);	auto parts = disassembled->getPartsInfo();	disassembled->removeFrom(al);	for(auto & part : parts)	{		ArtifactLocation partLoc = al;		// ArtifactPosition::PRE_FIRST is value of main part slot -> it'll replace combined artifact in its pos		partLoc.slot = (ArtifactUtils::isSlotEquipment(part.slot) ? part.slot : al.slot);		disassembled->detachFrom(*part.art);		part.art->putAt(partLoc);	}	gs->map->eraseArtifactInstance(disassembled);}void HeroVisit::applyGs(CGameState *gs){}void SetAvailableArtifacts::applyGs(CGameState * gs) const{	if(id >= 0)	{		if(auto * bm = dynamic_cast<CGBlackMarket *>(gs->map->objects[id].get()))		{			bm->artifacts = arts;		}		else		{			logNetwork->error("Wrong black market id!");		}	}	else	{		CGTownInstance::merchantArtifacts = 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(const NewTurn::Hero & h : heroes) //give mana/movement point	{		CGHeroInstance *hero = gs->getHero(h.id);		if(!hero)		{			logGlobal->error("Hero %d not found in NewTurn::applyGs", h.id.getNum());			continue;		}		hero->setMovementPoints(h.move);		hero->mana = h.mana;	}	gs->hpool->onNewDay();	for(const auto & re : res)	{		assert(re.first < PlayerColor::PLAYER_LIMIT);		gs->getPlayerState(re.first)->resources = re.second;	}	for(const auto & creatureSet : cres) //set available creatures in towns		creatureSet.second.applyGs(gs);	for(CGTownInstance* t : gs->map->towns)		t->builded = 0;	if(gs->getDate(Date::DAY_OF_WEEK) == 1)		gs->updateRumor();	//count days without town for all players, regardless of their turn order	for (auto &p : gs->players)	{		PlayerState & playerState = p.second;		if (playerState.status == EPlayerStatus::INGAME)		{			if (playerState.towns.empty())			{				if (playerState.daysWithoutCastle)					++(*playerState.daysWithoutCastle);				else					playerState.daysWithoutCastle = std::make_optional(0);			}			else			{				playerState.daysWithoutCastle = std::nullopt;			}		}	}}void SetObjectProperty::applyGs(CGameState * gs) const{	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 && cai)	{		if(obj->ID == Obj::TOWN)		{			auto * t = dynamic_cast<CGTownInstance *>(obj);			assert(t);			if(t->tempOwner < PlayerColor::PLAYER_LIMIT)				gs->getPlayerState(t->tempOwner)->towns -= t;			if(val < PlayerColor::PLAYER_LIMIT_I)			{				PlayerState * p = gs->getPlayerState(PlayerColor(val));				p->towns.emplace_back(t);				//reset counter before NewTurn to avoid no town message if game loaded at turn when one already captured				if(p->daysWithoutCastle)					p->daysWithoutCastle = std::nullopt;			}		}		CBonusSystemNode & nodeToMove = cai->whatShouldBeAttached();		nodeToMove.detachFrom(cai->whereShouldBeAttached(gs));		obj->setProperty(what,val);		nodeToMove.attachTo(cai->whereShouldBeAttached(gs));	}	else //not an armed instance	{		obj->setProperty(what,val);	}}void PrepareHeroLevelUp::applyGs(CGameState * gs){	auto * hero = gs->getHero(heroId);	assert(hero);	auto proposedSkills = hero->getLevelUpProposedSecondarySkills();	if(skills.size() == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically	{		skills.push_back(*RandomGeneratorUtil::nextItem(proposedSkills, hero->skillsInfo.rand));	}	else	{		skills = proposedSkills;	}}void HeroLevelUp::applyGs(CGameState * gs) const{	auto * hero = gs->getHero(heroId);	assert(hero);	hero->levelUp(skills);}void CommanderLevelUp::applyGs(CGameState * gs) const{	auto * hero = gs->getHero(heroId);	assert(hero);	auto commander = hero->commander;	assert(commander);	commander->levelUp();}void BattleStart::applyGs(CGameState * gs) const{	gs->curB = info;	gs->curB->localInit();}void BattleNextRound::applyGs(CGameState * gs) const{	gs->curB->nextRound(round);}void BattleSetActiveStack::applyGs(CGameState * gs) const{	gs->curB->nextTurn(stack);}void BattleTriggerEffect::applyGs(CGameState * gs) const{	CStack * st = gs->curB->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->getBonusLocalFirst(Selector::source(BonusSource::SPELL_EFFECT, 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) const{	if(gs->curB)		gs->curB->si.gateState = state;}void BattleResultAccepted::applyGs(CGameState * gs) const{	// Remove any "until next battle" bonuses	for(auto & res : heroResult)	{		if(res.hero)			res.hero->removeBonusesRecursive(Bonus::OneBattle);	}	// Grow up growing artifacts	if(const auto hero = heroResult[winnerSide].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(VLC->settings()->getBoolean(EGameSettings::MODULE_STACK_EXPERIENCE))	{		if(heroResult[0].army)			heroResult[0].army->giveStackExp(heroResult[0].exp);		if(heroResult[1].army)			heroResult[1].army->giveStackExp(heroResult[1].exp);		CBonusSystemNode::treeHasChanged();	}	gs->curB.dellNull();}void BattleLogMessage::applyGs(CGameState *gs){	//nothing}void BattleLogMessage::applyBattle(IBattleState * battleState){	//nothing}void BattleStackMoved::applyGs(CGameState *gs){	applyBattle(gs->curB);}void BattleStackMoved::applyBattle(IBattleState * battleState){	battleState->moveUnit(stack, tilesToMove.back());}void BattleStackAttacked::applyGs(CGameState * gs){	applyBattle(gs->curB);}void BattleStackAttacked::applyBattle(IBattleState * battleState){	battleState->setUnitState(newState.id, newState.data, newState.healthDelta);}void BattleAttack::applyGs(CGameState * gs){	CStack * attacker = gs->curB->getStack(stackAttacking);	assert(attacker);	attackerChanges.applyGs(gs);	for(BattleStackAttacked & stackAttacked : bsa)		stackAttacked.applyGs(gs);	attacker->removeBonusesRecursive(Bonus::UntilAttack);}void StartAction::applyGs(CGameState *gs){	CStack *st = gs->curB->getStack(ba.stackNumber);	if(ba.actionType == EActionType::END_TACTIC_PHASE)	{		gs->curB->tacticDistance = 0;		return;	}	if(gs->curB->tacticDistance)	{		// moves in tactics phase do not affect creature status		// (tactics stack queue is managed by client)		return;	}	if(ba.actionType != EActionType::HERO_SPELL) //don't check for stack if it's custom action by hero	{		assert(st);	}	else	{		gs->curB->sides[ba.side].usedSpellsHistory.emplace_back(ba.actionSubtype);	}	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;		break;	}}void BattleSpellCast::applyGs(CGameState * gs) const{	assert(gs->curB);	if(castByHero)	{		if(side < 2)		{			gs->curB->sides[side].castSpellsCount++;		}	}}void SetStackEffect::applyGs(CGameState *gs){	applyBattle(gs->curB);}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->curB);}void StacksInjured::applyBattle(IBattleState * battleState){	for(BattleStackAttacked stackAttacked : stacks)		stackAttacked.applyBattle(battleState);}void BattleUnitsChanged::applyGs(CGameState *gs){	applyBattle(gs->curB);}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){	if(gs->curB)		applyBattle(gs->curB);}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){	if(gs->curB)		applyBattle(gs->curB);}void CatapultAttack::visitTyped(ICPackVisitor & visitor){	visitor.visitCatapultAttack(*this);}void CatapultAttack::applyBattle(IBattleState * battleState){	const auto * town = battleState->getDefendedTown();	if(!town)		return;	if(town->fortLevel() == CGTownInstance::NONE)		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) const{	CStack * stack = gs->curB->getStack(stackID);	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->curB->sides[gs->curB->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) const{	if(!player.isValidPlayer())		return;	gs->getPlayerState(player)->enteredLosingCheatCode = losingCheatCode;	gs->getPlayerState(player)->enteredWinningCheatCode = winningCheatCode;}void YourTurn::applyGs(CGameState * gs) const{	gs->currentPlayer = player;	auto & playerState = gs->players[player];	playerState.daysWithoutCastle = daysWithoutCastle;}Component::Component(const CStackBasicDescriptor & stack)	: id(EComponentType::CREATURE)	, subtype(stack.type->getId())	, val(stack.count){}void EntitiesChanged::applyGs(CGameState * gs){	for(const auto & change : changes)		gs->updateEntity(change.metatype, change.entityIndex, change.data);}const CArtifactInstance * ArtSlotInfo::getArt() const{	if(locked)	{		logNetwork->warn("ArtifactLocation::getArt: This location is locked!");		return nullptr;	}	return artifact;}CArtifactSet * BulkMoveArtifacts::getSrcHolderArtSet(){	return std::visit(GetBase<CArtifactSet>(), srcArtHolder);}CArtifactSet * BulkMoveArtifacts::getDstHolderArtSet(){	return std::visit(GetBase<CArtifactSet>(), dstArtHolder);}VCMI_LIB_NAMESPACE_END
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