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| #include "StdInc.h"#include "CGameState.h"#include "mapping/CCampaignHandler.h"#include "CDefObjInfoHandler.h"#include "CArtHandler.h"#include "CBuildingHandler.h"#include "CGeneralTextHandler.h"#include "CTownHandler.h"#include "CSpellHandler.h"#include "CHeroHandler.h"#include "CObjectHandler.h"#include "CCreatureHandler.h"#include "CModHandler.h"#include "VCMI_Lib.h"#include "Connection.h"#include "mapping/CMap.h"#include "mapping/CMapService.h"#include "StartInfo.h"#include "NetPacks.h"#include "RegisterTypes.h"#include "mapping/CMapInfo.h"#include "BattleState.h"#include "JsonNode.h"#include "filesystem/Filesystem.h"#include "GameConstants.h"#include "rmg/CMapGenerator.h"#include "CStopWatch.h"DLL_LINKAGE std::minstd_rand ran;class CGObjectInstance;#ifdef min#undef min#endif#ifdef max#undef max#endif/* * 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 * */template <typename T> class CApplyOnGS;class CBaseForGSApply{public:	virtual void applyOnGS(CGameState *gs, void *pack) const =0;	virtual ~CBaseForGSApply(){};	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, void *pack) const	{		T *ptr = static_cast<T*>(pack);		boost::unique_lock<boost::shared_mutex> lock(*gs->mx);		ptr->applyGs(gs);	}};static CApplier<CBaseForGSApply> *applierGs = nullptr;class IObjectCaller{public:	virtual ~IObjectCaller(){};	virtual void preInit()=0;	virtual void postInit()=0;};template <typename T>class CObjectCaller : public IObjectCaller{public:	void preInit()	{		//T::preInit();	}	void postInit()	{		//T::postInit();	}};class CObjectCallersHandler{public:	std::vector<IObjectCaller*> apps;	template<typename T> void registerType(const T * t=nullptr)	{		apps.push_back(new CObjectCaller<T>);	}	CObjectCallersHandler()	{		registerTypes1(*this);	}	~CObjectCallersHandler()	{		for (auto & elem : apps)			delete elem;	}	void preInit()	{// 		for (size_t i = 0; i < apps.size(); i++)// 			apps[i]->preInit();	}	void postInit()	{	//for (size_t i = 0; i < apps.size(); i++)	//apps[i]->postInit();	}} *objCaller = nullptr;void MetaString::getLocalString(const std::pair<ui8,ui32> &txt, std::string &dst) const{	int type = txt.first, ser = txt.second;	if(type == ART_NAMES)	{		dst = VLC->arth->artifacts[ser]->Name();	}	else if(type == CRE_PL_NAMES)	{		dst = VLC->creh->creatures[ser]->namePl;	}	else if(type == MINE_NAMES)	{		dst = VLC->generaltexth->mines[ser].first;	}	else if(type == MINE_EVNTS)	{		dst = VLC->generaltexth->mines[ser].second;	}	else if(type == SPELL_NAME)	{		dst = SpellID(ser).toSpell()->name;	}	else if(type == CRE_SING_NAMES)	{		dst = VLC->creh->creatures[ser]->nameSing;	}	else if(type == ART_DESCR)	{		dst = VLC->arth->artifacts[ser]->Description();	}	else if (type == ART_EVNTS)	{		dst = VLC->arth->artifacts[ser]->EventText();	}	else	{		std::vector<std::string> *vec;		switch(type)		{		case GENERAL_TXT:			vec = &VLC->generaltexth->allTexts;			break;		case XTRAINFO_TXT:			vec = &VLC->generaltexth->xtrainfo;			break;		case OBJ_NAMES:			vec = &VLC->generaltexth->names;			break;		case RES_NAMES:			vec = &VLC->generaltexth->restypes;			break;		case ARRAY_TXT:			vec = &VLC->generaltexth->arraytxt;			break;		case CREGENS:			vec = &VLC->generaltexth->creGens;			break;		case CREGENS4:			vec = &VLC->generaltexth->creGens4;			break;		case ADVOB_TXT:			vec = &VLC->generaltexth->advobtxt;			break;		case SEC_SKILL_NAME:			vec = &VLC->generaltexth->skillName;			break;		case COLOR:			vec = &VLC->generaltexth->capColors;			break;		default:            logGlobal->errorStream() << "Failed string substitution because type is " << type;			dst = "#@#";			return;		}		if(vec->size() <= ser)		{            logGlobal->errorStream() << "Failed string substitution with type " << type << " because index " << ser << " is out of bounds!";			dst = "#!#";		}		else			dst = (*vec)[ser];	}}DLL_LINKAGE void MetaString::toString(std::string &dst) const{	size_t exSt = 0, loSt = 0, nums = 0;	dst.clear();	for(auto & elem : message)	{//TEXACT_STRING, TLOCAL_STRING, TNUMBER, TREPLACE_ESTRING, TREPLACE_LSTRING, TREPLACE_NUMBER		switch(elem)		{		case TEXACT_STRING:			dst += exactStrings[exSt++];			break;		case TLOCAL_STRING:			{				std::string hlp;				getLocalString(localStrings[loSt++], hlp);				dst += hlp;			}			break;		case TNUMBER:			dst += boost::lexical_cast<std::string>(numbers[nums++]);			break;		case TREPLACE_ESTRING:			boost::replace_first(dst, "%s", exactStrings[exSt++]);			break;		case TREPLACE_LSTRING:			{				std::string hlp;				getLocalString(localStrings[loSt++], hlp);				boost::replace_first(dst, "%s", hlp);			}			break;		case TREPLACE_NUMBER:			boost::replace_first(dst, "%d", boost::lexical_cast<std::string>(numbers[nums++]));			break;		case TREPLACE_PLUSNUMBER:			boost::replace_first(dst, "%+d", '+' + boost::lexical_cast<std::string>(numbers[nums++]));			break;		default:            logGlobal->errorStream() << "MetaString processing error!";			break;		}	}}DLL_LINKAGE std::string MetaString::toString() const{	std::string ret;	toString(ret);	return ret;}DLL_LINKAGE std::string MetaString::buildList () const///used to handle loot from creature bank{	size_t exSt = 0, loSt = 0, nums = 0;	std::string lista;	for (int i = 0; i < message.size(); ++i)	{		if (i > 0 && (message[i] == TEXACT_STRING || message[i] == TLOCAL_STRING))		{			if (exSt == exactStrings.size() - 1)				lista += VLC->generaltexth->allTexts[141]; //" and "			else				lista += ", ";		}		switch (message[i])		{			case TEXACT_STRING:				lista += exactStrings[exSt++];				break;			case TLOCAL_STRING:			{				std::string hlp;				getLocalString (localStrings[loSt++], hlp);				lista += hlp;			}				break;			case TNUMBER:				lista += boost::lexical_cast<std::string>(numbers[nums++]);				break;			case TREPLACE_ESTRING:				lista.replace (lista.find("%s"), 2, exactStrings[exSt++]);				break;			case TREPLACE_LSTRING:			{				std::string hlp;				getLocalString (localStrings[loSt++], hlp);				lista.replace (lista.find("%s"), 2, hlp);			}				break;			case TREPLACE_NUMBER:				lista.replace (lista.find("%d"), 2, boost::lexical_cast<std::string>(numbers[nums++]));				break;			default:                logGlobal->errorStream() << "MetaString processing error!";		}	}	return lista;}void  MetaString::addCreReplacement(CreatureID id, TQuantity count) //adds sing or plural name;{	if (!count)		addReplacement (CRE_PL_NAMES, id); //no creatures - just empty name (eg. defeat Angels)	else if (count == 1)		addReplacement (CRE_SING_NAMES, id);	else		addReplacement (CRE_PL_NAMES, id);}void MetaString::addReplacement(const CStackBasicDescriptor &stack){	assert(stack.type); //valid type	addCreReplacement(stack.type->idNumber, stack.count);}static CGObjectInstance * createObject(Obj id, int subid, int3 pos, PlayerColor owner){	CGObjectInstance * nobj;	switch(id)	{	case Obj::HERO:		{			auto  nobj = new CGHeroInstance();			nobj->pos = pos;			nobj->tempOwner = owner;			nobj->subID = subid;			//nobj->initHero(ran);			return nobj;		}	case Obj::TOWN:		nobj = new CGTownInstance;		break;	default: //rest of objects		nobj = new CGObjectInstance;		nobj->defInfo = id.toDefObjInfo()[subid];		break;	}	nobj->ID = id;	nobj->subID = subid;	if(!nobj->defInfo)        logGlobal->warnStream() <<"No def declaration for " <<id <<" "<<subid;	nobj->pos = pos;	//nobj->state = nullptr;//new CLuaObjectScript();	nobj->tempOwner = owner;	nobj->defInfo->id = id;	nobj->defInfo->subid = subid;	//assigning defhandler	if(nobj->ID==Obj::HERO || nobj->ID==Obj::TOWN)		return nobj;	nobj->defInfo = id.toDefObjInfo()[subid];	return nobj;}CGHeroInstance * CGameState::HeroesPool::pickHeroFor(bool native, PlayerColor player, const CTown *town, std::map<ui32, ConstTransitivePtr<CGHeroInstance> > &available, const CHeroClass *bannedClass /*= nullptr*/) const{	CGHeroInstance *ret = nullptr;	if(player>=PlayerColor::PLAYER_LIMIT)	{        logGlobal->errorStream() << "Cannot pick hero for " << town->faction->index << ". Wrong owner!";		return nullptr;	}	std::vector<CGHeroInstance *> pool;	if(native)	{		for(auto & elem : available)		{			if(pavailable.find(elem.first)->second & 1<<player.getNum()				&& elem.second->type->heroClass->faction == town->faction->index)			{				pool.push_back(elem.second); //get all available heroes			}		}		if(!pool.size())		{            logGlobal->errorStream() << "Cannot pick native hero for " << player << ". Picking any...";			return pickHeroFor(false, player, town, available);		}		else		{			ret = pool[rand()%pool.size()];		}	}	else	{		int sum=0, r;		for(auto & elem : available)		{			if (pavailable.find(elem.first)->second & (1<<player.getNum()) &&    // hero is available			    ( !bannedClass || elem.second->type->heroClass != bannedClass) ) // and his class is not same as other hero			{				pool.push_back(elem.second);				sum += elem.second->type->heroClass->selectionProbability[town->faction->index]; //total weight			}		}		if(!pool.size() || sum == 0)		{            logGlobal->errorStream() << "There are no heroes available for player " << player<<"!";			return nullptr;		}		r = rand()%sum;		for (auto & elem : pool)		{			r -= elem->type->heroClass->selectionProbability[town->faction->index];			if(r < 0)			{				ret = elem;				break;			}		}		if(!ret)			ret = pool.back();	}	available.erase(ret->subID);	return ret;}int CGameState::pickHero(PlayerColor owner){	const PlayerSettings &ps = scenarioOps->getIthPlayersSettings(owner);    if(!isUsedHero(HeroTypeID(ps.hero)) &&  ps.hero >= 0) //we haven't used selected hero		return ps.hero;	if(scenarioOps->mode == StartInfo::CAMPAIGN)	{		auto bonus = scenarioOps->campState->getBonusForCurrentMap();		if(bonus && bonus->type == CScenarioTravel::STravelBonus::HERO && owner == PlayerColor(bonus->info1))		{			//TODO what if hero chosen as bonus is placed in the prison on map			if(bonus->info2 != 0xffff && !isUsedHero(HeroTypeID(bonus->info2))) //not random and not taken			{				return bonus->info2;			}		}	}	//list of available heroes for this faction and others	std::vector<HeroTypeID> factionHeroes, otherHeroes;	for(HeroTypeID hid : getUnusedAllowedHeroes())	{		if(VLC->heroh->heroes[hid.getNum()]->heroClass->faction == ps.castle)			factionHeroes.push_back(hid);		else			otherHeroes.push_back(hid);	}	// select random hero native to "our" faction	if (!factionHeroes.empty())		return factionHeroes.at(ran() % factionHeroes.size()).getNum();	logGlobal->warnStream() << "Cannot find free hero of appropriate faction for player " << owner << " - trying to get first available...";	if(!otherHeroes.empty())		return otherHeroes.at(ran() % otherHeroes.size()).getNum();	logGlobal->errorStream() << "No free allowed heroes!";	auto notAllowedHeroesButStillBetterThanCrash = getUnusedAllowedHeroes(true);	if(notAllowedHeroesButStillBetterThanCrash.size())		return notAllowedHeroesButStillBetterThanCrash.begin()->getNum();	logGlobal->errorStream() << "No free heroes at all!";	assert(0); //current code can't handle this situation	return -1; // no available heroes at all}std::pair<Obj,int> CGameState::pickObject (CGObjectInstance *obj){	switch(obj->ID)	{	case Obj::RANDOM_ART:		return std::make_pair(Obj::ARTIFACT, VLC->arth->getRandomArt (CArtifact::ART_TREASURE | CArtifact::ART_MINOR | CArtifact::ART_MAJOR | CArtifact::ART_RELIC));	case Obj::RANDOM_TREASURE_ART:		return std::make_pair(Obj::ARTIFACT, VLC->arth->getRandomArt (CArtifact::ART_TREASURE));	case Obj::RANDOM_MINOR_ART:		return std::make_pair(Obj::ARTIFACT, VLC->arth->getRandomArt (CArtifact::ART_MINOR));	case Obj::RANDOM_MAJOR_ART:		return std::make_pair(Obj::ARTIFACT, VLC->arth->getRandomArt (CArtifact::ART_MAJOR));	case Obj::RANDOM_RELIC_ART:		return std::make_pair(Obj::ARTIFACT, VLC->arth->getRandomArt (CArtifact::ART_RELIC));	case Obj::RANDOM_HERO:		return std::make_pair(Obj::HERO, pickHero(obj->tempOwner));	case Obj::RANDOM_MONSTER:		return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(std::ref(ran)));	case Obj::RANDOM_MONSTER_L1:		return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(std::ref(ran), 1));	case Obj::RANDOM_MONSTER_L2:		return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(std::ref(ran), 2));	case Obj::RANDOM_MONSTER_L3:		return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(std::ref(ran), 3));	case Obj::RANDOM_MONSTER_L4:		return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(std::ref(ran), 4));	case Obj::RANDOM_RESOURCE:		return std::make_pair(Obj::RESOURCE,ran()%7); //now it's OH3 style, use %8 for mithril	case Obj::RANDOM_TOWN:		{			PlayerColor align = PlayerColor((static_cast<CGTownInstance*>(obj))->alignment);			si32 f; // can be negative (for random)			if(align >= PlayerColor::PLAYER_LIMIT)//same as owner / random			{				if(obj->tempOwner >= PlayerColor::PLAYER_LIMIT)					f = -1; //random				else					f = scenarioOps->getIthPlayersSettings(obj->tempOwner).castle;			}			else			{				f = scenarioOps->getIthPlayersSettings(align).castle;			}			if(f<0)			{				do				{					f = ran()%VLC->townh->factions.size();				}				while (VLC->townh->factions[f]->town == nullptr); // find playable faction			}			return std::make_pair(Obj::TOWN,f);		}	case Obj::RANDOM_MONSTER_L5:		return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(std::ref(ran), 5));	case Obj::RANDOM_MONSTER_L6:		return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(std::ref(ran), 6));	case Obj::RANDOM_MONSTER_L7:		return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(std::ref(ran), 7));	case Obj::RANDOM_DWELLING:	case Obj::RANDOM_DWELLING_LVL:	case Obj::RANDOM_DWELLING_FACTION:		{			CGDwelling * dwl = static_cast<CGDwelling*>(obj);			int faction;			//if castle alignment available			if (auto info = dynamic_cast<CCreGenAsCastleInfo*>(dwl->info))			{				faction = ran() % VLC->townh->factions.size();				if (info->asCastle)				{					for(auto & elem : map->objects)					{						if(!elem)							continue;						if(elem->ID==Obj::RANDOM_TOWN							&& dynamic_cast<CGTownInstance*>(elem.get())->identifier == info->identifier)						{							randomizeObject(elem); //we have to randomize the castle first							faction = elem->subID;							break;						}						else if(elem->ID==Obj::TOWN							&& dynamic_cast<CGTownInstance*>(elem.get())->identifier == info->identifier)						{							faction = elem->subID;							break;						}					}				}				else				{					while((!(info->castles[0]&(1<<faction))))					{						if((faction>7) && (info->castles[1]&(1<<(faction-8))))							break;						faction = ran()%GameConstants::F_NUMBER;					}				}			}			else // castle alignment fixed				faction = obj->subID;			int level;			//if level set to range			if (auto info = dynamic_cast<CCreGenLeveledInfo*>(dwl->info))				level = ((info->maxLevel-info->minLevel) ? (ran()%(info->maxLevel-info->minLevel)+info->minLevel) : (info->minLevel));			else // fixed level				level = obj->subID;			delete dwl->info;			dwl->info = nullptr;			std::pair<Obj, int> result(Obj::NO_OBJ, -1);			CreatureID cid = VLC->townh->factions[faction]->town->creatures[level][0];			//golem factory is not in list of cregens but can be placed as random object			static const CreatureID factoryCreatures[] = {CreatureID::STONE_GOLEM, CreatureID::IRON_GOLEM,				CreatureID::GOLD_GOLEM, CreatureID::DIAMOND_GOLEM};			std::vector<CreatureID> factory(factoryCreatures, factoryCreatures + ARRAY_COUNT(factoryCreatures));			if (vstd::contains(factory, cid))				result = std::make_pair(Obj::CREATURE_GENERATOR4, 1);			//NOTE: this will pick last dwelling with this creature (Mantis #900)			//check for block map equality is better but more complex solution			for(auto &iter : VLC->objh->cregens)				if (iter.second == cid)					result = std::make_pair(Obj::CREATURE_GENERATOR1, iter.first);			if (result.first == Obj::NO_OBJ)			{                logGlobal->errorStream() << "Error: failed to find creature for dwelling of "<< int(faction) << " of level " << int(level);				auto iter = VLC->objh->cregens.begin();				std::advance(iter, ran() % VLC->objh->cregens.size() );				result = std::make_pair(Obj::CREATURE_GENERATOR1, iter->first);			}			return result;		}	}	return std::make_pair(Obj::NO_OBJ,-1);}void CGameState::randomizeObject(CGObjectInstance *cur){	std::pair<Obj,int> ran = pickObject(cur);	if(ran.first == Obj::NO_OBJ || ran.second<0) //this is not a random object, or we couldn't find anything	{		if(cur->ID==Obj::TOWN) //town - set def		{			CGTownInstance *t = dynamic_cast<CGTownInstance*>(cur);			t->town = VLC->townh->factions[t->subID]->town;			if(t->hasCapitol())				t->defInfo = VLC->dobjinfo->capitols[t->subID];			else if(t->hasFort())				t->defInfo = VLC->dobjinfo->gobjs[Obj::TOWN][t->subID];			else				t->defInfo = VLC->dobjinfo->villages[t->subID];		}		return;	}	else if(ran.first==Obj::HERO)//special code for hero	{		CGHeroInstance *h = dynamic_cast<CGHeroInstance *>(cur);        if(!h) {logGlobal->warnStream()<<"Wrong random hero at "<<cur->pos; return;}		cur->ID = ran.first;		cur->subID = ran.second;		h->type = VLC->heroh->heroes[ran.second];		h->portrait = h->type->imageIndex;		h->randomizeArmy(h->type->heroClass->faction);		map->heroesOnMap.push_back(h);		return; //TODO: maybe we should do something with definfo?	}	else if(ran.first==Obj::TOWN)//special code for town	{		CGTownInstance *t = dynamic_cast<CGTownInstance*>(cur);        if(!t) {logGlobal->warnStream()<<"Wrong random town at "<<cur->pos; return;}		cur->ID = ran.first;		cur->subID = ran.second;		//FIXME: copy-pasted from above		t->town = VLC->townh->factions[t->subID]->town;		if(t->hasCapitol())			t->defInfo = VLC->dobjinfo->capitols[t->subID];		else if(t->hasFort())			t->defInfo = VLC->dobjinfo->gobjs[Obj::TOWN][t->subID];		else			t->defInfo = VLC->dobjinfo->villages[t->subID];		t->randomizeArmy(t->subID);		map->towns.push_back(t);		return;	}	//we have to replace normal random object	cur->ID = ran.first;	cur->subID = ran.second;	map->removeBlockVisTiles(cur); //recalculate blockvis tiles - picked object might have different than random placeholder	map->customDefs.push_back(cur->defInfo = ran.first.toDefObjInfo()[ran.second]);	if(!cur->defInfo)	{        logGlobal->errorStream()<<"*BIG* WARNING: Missing def declaration for "<<cur->ID<<" "<<cur->subID;		return;	}	map->addBlockVisTiles(cur);}int CGameState::getDate(Date::EDateType 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;	mx = new boost::shared_mutex();	applierGs = new CApplier<CBaseForGSApply>;	registerTypes2(*applierGs);	objCaller = new CObjectCallersHandler;	globalEffects.setDescription("Global effects");}CGameState::~CGameState(){	//delete mx;//TODO: crash on Linux (mutex must be unlocked before destruction)	map.dellNull();	curB.dellNull();	//delete scenarioOps; //TODO: fix for loading ind delete	//delete initialOpts;	delete applierGs;	delete objCaller;	for(auto ptr : hpool.heroesPool) // clean hero pool		ptr.second.dellNull();}BattleInfo * CGameState::setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance * heroes[2], bool creatureBank, const CGTownInstance *town){	const TerrainTile &t = map->getTile(tile);    ETerrainType terrain = t.terType;	if(t.isCoastal() && !t.isWater())        terrain = ETerrainType::SAND;	BFieldType terType = battleGetBattlefieldType(tile);	return BattleInfo::setupBattle(tile, terrain, terType, armies, heroes, creatureBank, town);}void CGameState::init(StartInfo * si){	auto giveCampaignBonusToHero = [&](CGHeroInstance * hero)	{		const boost::optional<CScenarioTravel::STravelBonus> & curBonus = scenarioOps->campState->getBonusForCurrentMap();		if(!curBonus)			return;		if(curBonus->isBonusForHero())		{			//apply bonus			switch (curBonus->type)			{			case CScenarioTravel::STravelBonus::SPELL:				hero->spells.insert(SpellID(curBonus->info2));				break;			case CScenarioTravel::STravelBonus::MONSTER:				{					for(int i=0; i<GameConstants::ARMY_SIZE; i++)					{						if(hero->slotEmpty(SlotID(i)))						{							hero->addToSlot(SlotID(i), CreatureID(curBonus->info2), curBonus->info3);							break;						}					}				}				break;			case CScenarioTravel::STravelBonus::ARTIFACT:				gs->giveHeroArtifact(hero, static_cast<ArtifactID>(curBonus->info2));				break;			case CScenarioTravel::STravelBonus::SPELL_SCROLL:				{					CArtifactInstance * scroll = CArtifactInstance::createScroll(SpellID(curBonus->info2).toSpell());					scroll->putAt(ArtifactLocation(hero, scroll->firstAvailableSlot(hero)));				}				break;			case CScenarioTravel::STravelBonus::PRIMARY_SKILL:				{					const ui8* ptr = reinterpret_cast<const ui8*>(&curBonus->info2);					for (int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)					{						int val = ptr[g];						if (val == 0)						{							continue;						}						auto bb = new Bonus(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::CAMPAIGN_BONUS, val, *scenarioOps->campState->currentMap, g);						hero->addNewBonus(bb);					}				}				break;			case CScenarioTravel::STravelBonus::SECONDARY_SKILL:				hero->setSecSkillLevel(SecondarySkill(curBonus->info2), curBonus->info3, true);				break;			}		}	};	auto getHumanPlayerInfo = [&]() -> std::vector<const PlayerSettings *>	{		std::vector<const PlayerSettings *> ret;		for(auto it = scenarioOps->playerInfos.cbegin();			it != scenarioOps->playerInfos.cend(); ++it)		{			if(it->second.playerID != PlayerSettings::PLAYER_AI)				ret.push_back(&it->second);		}		return ret;	};    logGlobal->infoStream() << "\tUsing random seed: "<< si->seedToBeUsed;	ran.seed((boost::int32_t)si->seedToBeUsed);	scenarioOps = new StartInfo(*si);	initialOpts = new StartInfo(*si);	si = nullptr;	switch(scenarioOps->mode)	{	case StartInfo::NEW_GAME:		{			if(scenarioOps->createRandomMap())			{                logGlobal->infoStream() << "Create random map.";				CStopWatch sw;				// Gen map				CMapGenerator mapGenerator;				map = mapGenerator.generate(scenarioOps->mapGenOptions.get(), scenarioOps->seedToBeUsed).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.team = playerInfo.team;                        playerSettings.castle = playerInfo.defaultCastle();                        if(playerSettings.playerID == PlayerSettings::PLAYER_AI && playerSettings.name.empty())						{                            playerSettings.name = VLC->generaltexth->allTexts[468];						}                        playerSettings.color = PlayerColor(i);					}					else					{						scenarioOps->playerInfos.erase(PlayerColor(i));					}				}				logGlobal->infoStream() << boost::format("Generated random map in %i ms.") % sw.getDiff();			}			else			{                logGlobal->infoStream() << "Open map file: " << scenarioOps->mapname;				map = CMapService::loadMap(scenarioOps->mapname).release();			}		}		break;	case StartInfo::CAMPAIGN:		{            logGlobal->infoStream() << "Open campaign map file: " << scenarioOps->campState->currentMap;			auto campaign = scenarioOps->campState;			assert(vstd::contains(campaign->camp->mapPieces, *scenarioOps->campState->currentMap));			std::string & mapContent = campaign->camp->mapPieces[*scenarioOps->campState->currentMap];			auto buffer = reinterpret_cast<const ui8 *>(mapContent.data());			map = CMapService::loadMap(buffer, mapContent.size()).release();		}		break;	case StartInfo::DUEL:		initDuel();		return;	default:        logGlobal->errorStream() << "Wrong mode: " << (int)scenarioOps->mode;		return;	}	VLC->arth->initAllowedArtifactsList(map->allowedArtifact);    logGlobal->infoStream() << "Map loaded!";    logGlobal->infoStream() << "\tOur checksum for the map: "<< map->checksum;	if(scenarioOps->mapfileChecksum)	{        logGlobal->infoStream() << "\tServer checksum for " << scenarioOps->mapname <<": "<< scenarioOps->mapfileChecksum;		if(map->checksum != scenarioOps->mapfileChecksum)		{            logGlobal->errorStream() << "Wrong map checksum!!!";			throw std::runtime_error("Wrong checksum");		}	}	else		scenarioOps->mapfileChecksum = map->checksum;	day = 0;    logGlobal->debugStream() << "Initialization:";    logGlobal->debugStream() << "\tPicking grail position"; 	//pick grail location 	if(map->grailPos.x < 0 || map->grailRadious) //grail not set or set within a radius around some place 	{		if(!map->grailRadious) //radius not given -> anywhere on map			map->grailRadious = 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 i = BORDER_WIDTH; i < map->width - BORDER_WIDTH ; i++)		{			for (int j = BORDER_WIDTH; j < map->height - BORDER_WIDTH; j++)			{				for (int k = 0; k < (map->twoLevel ? 2 : 1); k++)				{					const TerrainTile &t = map->getTile(int3(i, j, k));					if(!t.blocked						&& !t.visitable                        && t.terType != ETerrainType::WATER                        && t.terType != ETerrainType::ROCK						&& map->grailPos.dist2d(int3(i,j,k)) <= map->grailRadious) 						allowedPos.push_back(int3(i,j,k)); 				} 			} 		}		//remove tiles with holes		for(auto & elem : map->objects)			if(elem && elem->ID == Obj::HOLE)				allowedPos -= elem->pos;		if(allowedPos.size())			map->grailPos = allowedPos[ran() % allowedPos.size()];		else            logGlobal->warnStream() << "Warning: Grail cannot be placed, no appropriate tile found!";	}	//picking random factions for players    logGlobal->debugStream() << "\tPicking random factions for players";	for(auto & elem : scenarioOps->playerInfos)	{		if(elem.second.castle==-1)		{			int randomID = ran() % map->players[elem.first.getNum()].allowedFactions.size();			auto iter = map->players[elem.first.getNum()].allowedFactions.begin();			std::advance(iter, randomID);			elem.second.castle = *iter;		}	}	//randomizing objects    logGlobal->debugStream() << "\tRandomizing objects";	for(CGObjectInstance *obj : map->objects)	{		if(!obj)			continue;		randomizeObject(obj);		obj->hoverName = VLC->generaltexth->names[obj->ID];		//handle Favouring Winds - mark tiles under it		if(obj->ID == Obj::FAVORABLE_WINDS)			for (int i = 0; i < obj->getWidth() ; i++)				for (int j = 0; j < obj->getHeight() ; j++)				{					int3 pos = obj->pos - int3(i,j,0);					if(map->isInTheMap(pos))                        map->getTile(pos).extTileFlags |= 128;				}	}	/*********creating players entries in gs****************************************/    logGlobal->debugStream() << "\tCreating player entries in gs";	for(auto & elem : scenarioOps->playerInfos)	{		std::pair<PlayerColor, PlayerState> ins(elem.first,PlayerState());		ins.second.color=ins.first;		ins.second.human = elem.second.playerID;		ins.second.team = map->players[ins.first.getNum()].team;		teams[ins.second.team].id = ins.second.team;//init team		teams[ins.second.team].players.insert(ins.first);//add player to team		players.insert(ins);	}	/*************************replace hero placeholders*****************************/	if (scenarioOps->campState)	{		logGlobal->debugStream() << "\tReplacing hero placeholders";		std::vector<std::pair<CGHeroInstance*, ObjectInstanceID> > campHeroReplacements = campaignHeroesToReplace();		//Replace placeholders with heroes from previous missions		logGlobal->debugStream() << "\tSetting up heroes";		placeCampaignHeroes(campHeroReplacements);	}	/*********give starting hero****************************************/    logGlobal->debugStream() << "\tGiving starting hero";	{		bool campaignGiveHero = false;		if(scenarioOps->campState)		{			if(auto bonus = scenarioOps->campState->getBonusForCurrentMap())			{				campaignGiveHero =  scenarioOps->mode == StartInfo::CAMPAIGN &&					bonus.get().type == CScenarioTravel::STravelBonus::HERO;			}		}		for(auto it = scenarioOps->playerInfos.begin(); it != scenarioOps->playerInfos.end(); ++it)		{			const PlayerInfo &p = map->players[it->first.getNum()];			bool generateHero = (p.generateHeroAtMainTown ||			                     (it->second.playerID != PlayerSettings::PLAYER_AI && campaignGiveHero)) && p.hasMainTown;			if(generateHero && vstd::contains(scenarioOps->playerInfos, it->first))			{				int3 hpos = p.posOfMainTown;				hpos.x+=1;				int h = pickHero(it->first);				if(it->second.hero == -1)					it->second.hero = h;				CGHeroInstance * nnn =  static_cast<CGHeroInstance*>(createObject(Obj::HERO,h,hpos,it->first));				nnn->id = ObjectInstanceID(map->objects.size());				nnn->initHero();				map->heroesOnMap.push_back(nnn);				map->objects.push_back(nnn);				map->addBlockVisTiles(nnn);			}		}	}	/******************RESOURCES****************************************************/    logGlobal->debugStream() << "\tSetting up resources";	const JsonNode config(ResourceID("config/startres.json"));	const JsonVector &vector = config["difficulty"].Vector();	const JsonNode &level = vector[scenarioOps->difficulty];	TResources startresAI(level["ai"]);	TResources startresHuman(level["human"]);	for (auto & elem : players)	{		PlayerState &p = elem.second;		if (p.human)			p.resources = startresHuman;		else			p.resources = startresAI;	}	//give start resource bonus in case of campaign	if (scenarioOps->mode == StartInfo::CAMPAIGN)	{		auto chosenBonus = scenarioOps->campState->getBonusForCurrentMap();		if(chosenBonus && chosenBonus->type == CScenarioTravel::STravelBonus::RESOURCE)		{			std::vector<const PlayerSettings *> people = getHumanPlayerInfo(); //players we will give resource bonus			for(const PlayerSettings *ps : people)			{				std::vector<int> res; //resources we will give				switch (chosenBonus->info1)				{				case 0: case 1: case 2: case 3: case 4: case 5: case 6:					res.push_back(chosenBonus->info1);					break;				case 0xFD: //wood+ore					res.push_back(Res::WOOD); res.push_back(Res::ORE);					break;				case 0xFE:  //rare					res.push_back(Res::MERCURY); res.push_back(Res::SULFUR); res.push_back(Res::CRYSTAL); res.push_back(Res::GEMS);					break;				default:					assert(0);					break;				}				//increasing resource quantity				for (auto & re : res)				{					players[ps->color].resources[re] += chosenBonus->info2;				}			}		}	}	/*************************HEROES INIT / POOL************************************************/	for(auto hero : map->heroesOnMap)  //heroes instances initialization	{		if (hero->getOwner() == PlayerColor::UNFLAGGABLE)		{            logGlobal->warnStream() << "Warning - hero with uninitialized owner!";			continue;		}		hero->initHero();		getPlayer(hero->getOwner())->heroes.push_back(hero);		map->allHeroes[hero->type->ID.getNum()] = hero;	}	for(auto obj : map->objects) //prisons	{		if(obj && obj->ID == Obj::PRISON)			map->allHeroes[obj->subID] = dynamic_cast<CGHeroInstance*>(obj.get());	}	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, HeroTypeID(ph->subID)))			continue;		ph->initHero();		hpool.heroesPool[ph->subID] = ph;		hpool.pavailable[ph->subID] = 0xff;		heroesToCreate.erase(ph->type->ID);		map->allHeroes[ph->subID] = ph;	}	for(HeroTypeID htype : heroesToCreate) //all not used allowed heroes go with default state into the pool	{		auto  vhi = new CGHeroInstance();		vhi->initHero(htype);		int typeID = htype.getNum();		map->allHeroes[typeID] = vhi;		hpool.heroesPool[typeID] = vhi;		hpool.pavailable[typeID] = 0xff;	}	for(auto & elem : map->disposedHeroes)	{        hpool.pavailable[elem.heroId] = elem.players;	}	if (scenarioOps->mode == StartInfo::CAMPAIGN) //give campaign bonuses for specific / best hero	{		auto chosenBonus = scenarioOps->campState->getBonusForCurrentMap();		if (chosenBonus && chosenBonus->isBonusForHero() && chosenBonus->info1 != 0xFFFE) //exclude generated heroes		{			//find human player			PlayerColor humanPlayer=PlayerColor::NEUTRAL;			for (auto & elem : players)			{				if(elem.second.human)				{					humanPlayer = elem.first;					break;				}			}			assert(humanPlayer != PlayerColor::NEUTRAL);			std::vector<ConstTransitivePtr<CGHeroInstance> > & heroes = players[humanPlayer].heroes;			if (chosenBonus->info1 == 0xFFFD) //most powerful			{				int maxB = -1;				for (int b=0; b<heroes.size(); ++b)				{					if (maxB == -1 || heroes[b]->getTotalStrength() > heroes[maxB]->getTotalStrength())					{						maxB = b;					}				}				if(maxB < 0)                    logGlobal->warnStream() << "Warning - cannot give bonus to hero cause there are no heroes!";				else					giveCampaignBonusToHero(heroes[maxB]);			}			else //specific hero			{				for (auto & heroe : heroes)				{					if (heroe->subID == chosenBonus->info1)					{						giveCampaignBonusToHero(heroe);						break;					}				}			}		}	}	/*************************FOG**OF**WAR******************************************/    logGlobal->debugStream() << "\tFog of war"; //FIXME: should be initialized after all bonuses are set	for(auto & elem : teams)	{		elem.second.fogOfWarMap.resize(map->width);		for(int g=0; g<map->width; ++g)			elem.second.fogOfWarMap[g].resize(map->height);		for(int g=-0; g<map->width; ++g)			for(int h=0; h<map->height; ++h)				elem.second.fogOfWarMap[g][h].resize(map->twoLevel ? 2 : 1, 0);		for(int g=0; g<map->width; ++g)			for(int h=0; h<map->height; ++h)				for(int v = 0; v < (map->twoLevel ? 2 : 1); ++v)					elem.second.fogOfWarMap[g][h][v] = 0;		for(CGObjectInstance *obj : map->objects)		{			if(!obj || !vstd::contains(elem.second.players, obj->tempOwner)) continue; //not a flagged object			std::unordered_set<int3, ShashInt3> tiles;			obj->getSightTiles(tiles);			for(int3 tile : tiles)			{				elem.second.fogOfWarMap[tile.x][tile.y][tile.z] = 1;			}		}	}    logGlobal->debugStream() << "\tStarting bonuses";	for(auto & elem : players)	{		//starting bonus		if(scenarioOps->playerInfos[elem.first].bonus==PlayerSettings::RANDOM)			scenarioOps->playerInfos[elem.first].bonus = static_cast<PlayerSettings::Ebonus>(ran()%3);		switch(scenarioOps->playerInfos[elem.first].bonus)		{		case PlayerSettings::GOLD:			elem.second.resources[Res::GOLD] += 500 + (ran()%6)*100;			break;		case PlayerSettings::RESOURCE:			{				int res = VLC->townh->factions[scenarioOps->playerInfos[elem.first].castle]->town->primaryRes;				if(res == Res::WOOD_AND_ORE)				{					elem.second.resources[Res::WOOD] += 5 + ran()%6;					elem.second.resources[Res::ORE] += 5 + ran()%6;				}				else				{					elem.second.resources[res] += 3 + ran()%4;				}				break;			}		case PlayerSettings::ARTIFACT:			{ 				if(!elem.second.heroes.size())				{                    logGlobal->debugStream() << "Cannot give starting artifact - no heroes!";					break;				} 				CArtifact *toGive; 				toGive = VLC->arth->artifacts[VLC->arth->getRandomArt (CArtifact::ART_TREASURE)];				CGHeroInstance *hero = elem.second.heroes[0]; 				giveHeroArtifact(hero, toGive->id);			}			break;		}	}	/****************************TOWNS************************************************/    logGlobal->debugStream() << "\tTowns";	//campaign bonuses for towns	if (scenarioOps->mode == StartInfo::CAMPAIGN)	{		auto chosenBonus = scenarioOps->campState->getBonusForCurrentMap();		if (chosenBonus && chosenBonus->type == CScenarioTravel::STravelBonus::BUILDING)		{			for (int g=0; g<map->towns.size(); ++g)			{				PlayerState * owner = getPlayer(map->towns[g]->getOwner());				if (owner)				{					PlayerInfo & pi = map->players[owner->color.getNum()];					if (owner->human && //human-owned						map->towns[g]->pos == pi.posOfMainTown + int3(2, 0, 0))					{						map->towns[g]->builtBuildings.insert(							CBuildingHandler::campToERMU(chosenBonus->info1, map->towns[g]->subID, map->towns[g]->builtBuildings));						break;					}				}			}		}	}	CGTownInstance::universitySkills.clear();	for ( int i=0; i<4; i++)		CGTownInstance::universitySkills.push_back(14+i);//skills for university	for (auto & elem : map->towns)	{		CGTownInstance * vti =(elem);		if(!vti->town)			vti->town = VLC->townh->factions[vti->subID]->town;		if (vti->name.length()==0) // if town hasn't name we draw it			vti->name = vti->town->names[ran()%vti->town->names.size()];		//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);			vti->builtBuildings.insert(BuildingID::TAVERN);			vti->builtBuildings.insert(BuildingID::DWELL_FIRST);			if(ran()%2)				vti->builtBuildings.insert(BuildingID::DWELL_LVL_2);		}		//#1444 - remove entries that don't have buildings defined (like some unused extra town hall buildings)		vstd::erase_if(vti->builtBuildings, [vti](BuildingID bid){  			return !vti->town->buildings.count(bid) || !vti->town->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)		//init hordes		for (int i = 0; i<GameConstants::CREATURES_PER_TOWN; i++)			if (vstd::contains(vti->builtBuildings,(-31-i))) //if we have horde for this level			{				vti->builtBuildings.erase(BuildingID(-31-i));//remove old ID				if (vti->town->hordeLvl.at(0) == i)//if town first horde is this one				{					vti->builtBuildings.insert(BuildingID::HORDE_1);//add it					if (vstd::contains(vti->builtBuildings,(BuildingID::DWELL_UP_FIRST+i)))//if we have upgraded dwelling as well						vti->builtBuildings.insert(BuildingID::HORDE_1_UPGR);//add it as well				}				if (vti->town->hordeLvl.at(1) == i)//if town second horde is this one				{					vti->builtBuildings.insert(BuildingID::HORDE_2);					if (vstd::contains(vti->builtBuildings,(BuildingID::DWELL_UP_FIRST+i)))						vti->builtBuildings.insert(BuildingID::HORDE_2_UPGR);				}			}		//Early check for #1444-like problems		for(auto building : vti->builtBuildings)		{			assert(vti->town->buildings.at(building) != nullptr);			UNUSED(building);		}		//town events		for(CCastleEvent &ev : vti->events)		{			for (int i = 0; i<GameConstants::CREATURES_PER_TOWN; i++)				if (vstd::contains(ev.buildings,(-31-i))) //if we have horde for this level				{					ev.buildings.erase(BuildingID(-31-i));					if (vti->town->hordeLvl.at(0) == i)						ev.buildings.insert(BuildingID::HORDE_1);					if (vti->town->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++)		{			CSpell *s = vti->obligatorySpells[z].toSpell();			vti->spells[s->level-1].push_back(s->id);			vti->possibleSpells -= s->id;		}		while(vti->possibleSpells.size())		{			ui32 total=0;			int sel = -1;			for(ui32 ps=0;ps<vti->possibleSpells.size();ps++)				total += vti->possibleSpells[ps].toSpell()->probabilities[vti->subID];			if (total == 0) // remaining spells have 0 probability				break;			int r = ran()%total;			for(ui32 ps=0; ps<vti->possibleSpells.size();ps++)			{				r -= vti->possibleSpells[ps].toSpell()->probabilities[vti->subID];				if(r<0)				{					sel = ps;					break;				}			}			if(sel<0)				sel=0;			CSpell *s = vti->possibleSpells[sel].toSpell();			vti->spells[s->level-1].push_back(s->id);			vti->possibleSpells -= s->id;		}		vti->possibleSpells.clear();		if(vti->getOwner() != PlayerColor::NEUTRAL)			getPlayer(vti->getOwner())->towns.push_back(vti);	}    logGlobal->debugStream() << "\tObject initialization";	objCaller->preInit();	for(CGObjectInstance *obj : map->objects)	{		if(obj)			obj->initObj();	}	for(CGObjectInstance *obj : map->objects)	{		if(!obj)			continue;		switch (obj->ID)		{			case Obj::QUEST_GUARD:			case Obj::SEER_HUT:			{				auto q = static_cast<CGSeerHut*>(obj);				assert (q);				q->setObjToKill();			}		}	}	CGTeleport::postInit(); //pairing subterranean gates	buildBonusSystemTree();	for(auto k=players.begin(); k!=players.end(); ++k)	{		if(k->first==PlayerColor::NEUTRAL)			continue;		//init visiting and garrisoned heroes		for(CGHeroInstance *h : k->second.heroes)		{			for(CGTownInstance *t : k->second.towns)			{				int3 vistile = t->pos; vistile.x--; //tile next to the entrance				if(vistile == h->pos || h->pos==t->pos)				{					t->setVisitingHero(h);					if(h->pos == t->pos) //visiting hero placed in the editor has same pos as the town - we need to correct it					{						map->removeBlockVisTiles(h);						h->pos.x -= 1;						map->addBlockVisTiles(h);					}					break;				}			}		}	}    logGlobal->debugStream() << "\tChecking objectives";	map->checkForObjectives(); //needs to be run when all objects are properly placed	int seedAfterInit = ran();    logGlobal->infoStream() << "Seed after init is " << seedAfterInit << " (before was " << 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::initDuel(){	DuelParameters dp;	try //CLoadFile likes throwing	{		if(boost::algorithm::ends_with(scenarioOps->mapname, ".json"))		{            logGlobal->infoStream() << "Loading duel settings from JSON file: " << scenarioOps->mapname;			dp = DuelParameters::fromJSON(scenarioOps->mapname);            logGlobal->infoStream() << "JSON file has been successfully read!";		}		else		{			CLoadFile lf(scenarioOps->mapname);			lf >> dp;		}	}	catch(...)	{        logGlobal->errorStream() << "Cannot load duel settings from " << scenarioOps->mapname;		throw;	}	const CArmedInstance *armies[2] = {nullptr};	const CGHeroInstance *heroes[2] = {nullptr};	CGTownInstance *town = nullptr;	for(int i = 0; i < 2; i++)	{		CArmedInstance *obj = nullptr;		if(dp.sides[i].heroId >= 0)		{			const DuelParameters::SideSettings &ss = dp.sides[i];			auto h = new CGHeroInstance();			armies[i] = heroes[i] = h;			obj = h;			h->subID = ss.heroId;			for(int i = 0; i < ss.heroPrimSkills.size(); i++)				h->pushPrimSkill(static_cast<PrimarySkill::PrimarySkill>(i), ss.heroPrimSkills[i]);			if(!ss.spells.empty())			{				h->putArtifact(ArtifactPosition::SPELLBOOK, CArtifactInstance::createNewArtifactInstance(0));				boost::copy(ss.spells, std::inserter(h->spells, h->spells.begin()));			}			for(auto &parka : ss.artifacts)			{				h->putArtifact(ArtifactPosition(parka.first), parka.second);			}			typedef const std::pair<si32, si8> &TSecSKill;			for(TSecSKill secSkill : ss.heroSecSkills)				h->setSecSkillLevel(SecondarySkill(secSkill.first), secSkill.second, 1);			h->initHero(HeroTypeID(h->subID));			obj->initObj();		}		else		{			auto c = new CGCreature();			armies[i] = obj = c;			//c->subID = 34;		}		obj->setOwner(PlayerColor(i));		for(int j = 0; j < ARRAY_COUNT(dp.sides[i].stacks); j++)		{			CreatureID cre = dp.sides[i].stacks[j].type;			TQuantity count = dp.sides[i].stacks[j].count;			if(count || obj->hasStackAtSlot(SlotID(j)))				obj->setCreature(SlotID(j), cre, count);		}		for(const DuelParameters::CusomCreature &cc : dp.creatures)		{			CCreature *c = VLC->creh->creatures[cc.id];			if(cc.attack >= 0)				c->getBonusLocalFirst(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK))->val = cc.attack;			if(cc.defense >= 0)				c->getBonusLocalFirst(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE))->val = cc.defense;			if(cc.speed >= 0)				c->getBonusLocalFirst(Selector::type(Bonus::STACKS_SPEED))->val = cc.speed;			if(cc.HP >= 0)				c->getBonusLocalFirst(Selector::type(Bonus::STACK_HEALTH))->val = cc.HP;			if(cc.dmg >= 0)			{				c->getBonusLocalFirst(Selector::typeSubtype(Bonus::CREATURE_DAMAGE, 1))->val = cc.dmg;				c->getBonusLocalFirst(Selector::typeSubtype(Bonus::CREATURE_DAMAGE, 2))->val = cc.dmg;			}			if(cc.shoots >= 0)				c->getBonusLocalFirst(Selector::type(Bonus::SHOTS))->val = cc.shoots;		}	}	curB = BattleInfo::setupBattle(int3(), dp.terType, dp.bfieldType, armies, heroes, false, town);	curB->obstacles = dp.obstacles;	curB->localInit();	return;}BFieldType CGameState::battleGetBattlefieldType(int3 tile) const{	if(tile==int3() && curB)		tile = curB->tile;	else if(tile==int3() && !curB)		return BFieldType::NONE;	const TerrainTile &t = map->getTile(tile);	//fight in mine -> subterranean	if(dynamic_cast<const CGMine *>(t.visitableObjects.front()))		return BFieldType::SUBTERRANEAN;	for(auto &obj : map->objects)	{		//look only for objects covering given tile		if( !obj || obj->pos.z != tile.z		  || !obj->coveringAt(tile.x - obj->pos.x, tile.y - obj->pos.y))			continue;		switch(obj->ID)		{		case Obj::CLOVER_FIELD:			return BFieldType::CLOVER_FIELD;		case Obj::CURSED_GROUND1: case Obj::CURSED_GROUND2:			return BFieldType::CURSED_GROUND;		case Obj::EVIL_FOG:			return BFieldType::EVIL_FOG;		case Obj::FAVORABLE_WINDS:			return BFieldType::FAVOURABLE_WINDS;		case Obj::FIERY_FIELDS:			return BFieldType::FIERY_FIELDS;		case Obj::HOLY_GROUNDS:			return BFieldType::HOLY_GROUND;		case Obj::LUCID_POOLS:			return BFieldType::LUCID_POOLS;		case Obj::MAGIC_CLOUDS:			return BFieldType::MAGIC_CLOUDS;		case Obj::MAGIC_PLAINS1: case Obj::MAGIC_PLAINS2:			return BFieldType::MAGIC_PLAINS;		case Obj::ROCKLANDS:			return BFieldType::ROCKLANDS;		}	}	if(!t.isWater() && t.isCoastal())		return BFieldType::SAND_SHORE;    switch(t.terType)	{    case ETerrainType::DIRT:		return BFieldType(rand()%3+3);    case ETerrainType::SAND:		return BFieldType::SAND_MESAS; //TODO: coast support    case ETerrainType::GRASS:		return BFieldType(rand()%2+6);    case ETerrainType::SNOW:		return BFieldType(rand()%2+10);    case ETerrainType::SWAMP:		return BFieldType::SWAMP_TREES;    case ETerrainType::ROUGH:		return BFieldType::ROUGH;    case ETerrainType::SUBTERRANEAN:		return BFieldType::SUBTERRANEAN;    case ETerrainType::LAVA:		return BFieldType::LAVA;    case ETerrainType::WATER:		return BFieldType::SHIP;    case ETerrainType::ROCK:		return BFieldType::ROCKLANDS;	default:		return BFieldType::NONE;	}}UpgradeInfo CGameState::getUpgradeInfo(const CStackInstance &stack){	UpgradeInfo ret;	const CCreature *base = stack.type;	const CGHeroInstance *h = stack.armyObj->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(stack.armyObj) : nullptr;	const CGTownInstance *t = nullptr;	if(stack.armyObj->ID == Obj::TOWN)		t = static_cast<const CGTownInstance *>(stack.armyObj);	else if(h)	{	//hero specialty		TBonusListPtr lista = h->getBonuses(Selector::typeSubtype(Bonus::SPECIAL_UPGRADE, base->idNumber));		for(const Bonus *it : *lista)		{			auto nid = CreatureID(it->additionalInfo);			if (nid != base->idNumber) //in very specific case the upgrade is available by default (?)			{				ret.newID.push_back(nid);				ret.cost.push_back(VLC->creh->creatures[nid]->cost - base->cost);			}		}		t = h->visitedTown;	}	if(t)	{		for(const CGTownInstance::TCreaturesSet::value_type & dwelling : t->creatures)		{			if (vstd::contains(dwelling.second, base->idNumber)) //Dwelling with our creature			{				for(auto upgrID : dwelling.second)				{					if(vstd::contains(base->upgrades, upgrID)) //possible upgrade					{						ret.newID.push_back(upgrID);						ret.cost.push_back(VLC->creh->creatures[upgrID]->cost - base->cost);					}				}			}		}	}	//hero is visiting Hill Fort	if(h && map->getTile(h->visitablePos()).visitableObjects.front()->ID == Obj::HILL_FORT)	{		static const int costModifiers[] = {0, 25, 50, 75, 100}; //we get cheaper upgrades depending on level		const int costModifier = costModifiers[std::min<int>(std::max((int)base->level - 1, 0), ARRAY_COUNT(costModifiers) - 1)];		for(auto nid : base->upgrades)		{			ret.newID.push_back(nid);			ret.cost.push_back((VLC->creh->creatures[nid]->cost - base->cost) * costModifier / 100);		}	}	if(ret.newID.size())		ret.oldID = base->idNumber;	for (Res::ResourceSet &cost : ret.cost)		cost.positive(); //upgrade cost can't be negative, ignore missing resources	return ret;}PlayerRelations::PlayerRelations CGameState::getPlayerRelations( PlayerColor color1, PlayerColor color2 ){	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::getNeighbours(const TerrainTile &srct, int3 tile, std::vector<int3> &vec, const boost::logic::tribool &onLand, bool limitCoastSailing){	static const int3 dirs[] = { int3(0,1,0),int3(0,-1,0),int3(-1,0,0),int3(+1,0,0),					int3(1,1,0),int3(-1,1,0),int3(1,-1,0),int3(-1,-1,0) };	for (auto & dir : dirs)	{		const int3 hlp = tile + dir;		if(!map->isInTheMap(hlp))			continue;		const TerrainTile &hlpt = map->getTile(hlp);// 		//we cannot visit things from blocked tiles// 		if(srct.blocked && !srct.visitable && hlpt.visitable && srct.blockingObjects.front()->ID != HEROI_TYPE)// 		{// 			continue;// 		}        if(srct.terType == ETerrainType::WATER && limitCoastSailing && hlpt.terType == ETerrainType::WATER && dir.x && dir.y) //diagonal move through water		{			int3 hlp1 = tile,				hlp2 = tile;			hlp1.x += dir.x;			hlp2.y += dir.y;            if(map->getTile(hlp1).terType != ETerrainType::WATER || map->getTile(hlp2).terType != ETerrainType::WATER)				continue;		}        if((indeterminate(onLand)  ||  onLand == (hlpt.terType!=ETerrainType::WATER) )            && hlpt.terType != ETerrainType::ROCK)		{			vec.push_back(hlp);		}	}}int CGameState::getMovementCost(const CGHeroInstance *h, const int3 &src, const int3 &dest, int remainingMovePoints, bool checkLast){	if(src == dest) //same tile		return 0;	TerrainTile &s = map->getTile(src),		&d = map->getTile(dest);	//get basic cost	int ret = h->getTileCost(d,s);	if(d.blocked && h->hasBonusOfType(Bonus::FLYING_MOVEMENT))	{		bool freeFlying = h->getBonusesCount(Selector::typeSubtype(Bonus::FLYING_MOVEMENT, 1)) > 0;		if(!freeFlying)		{			ret *= 1.4; //40% penalty for movement over blocked tile		}	}    else if (d.terType == ETerrainType::WATER)	{		if(h->boat && s.hasFavourableWinds() && d.hasFavourableWinds()) //Favourable Winds			ret *= 0.666;		else if (!h->boat && h->getBonusesCount(Selector::typeSubtype(Bonus::WATER_WALKING, 1)) > 0)			ret *= 1.4; //40% penalty for water walking	}	if(src.x != dest.x  &&  src.y != dest.y) //it's diagonal move	{		int old = ret;		ret *= 1.414213;		//diagonal move costs too much but normal move is possible - allow diagonal move for remaining move points		if(ret > remainingMovePoints  &&  remainingMovePoints >= old)		{			return remainingMovePoints;		}	}	int left = remainingMovePoints-ret;	if(checkLast  &&  left > 0  &&  remainingMovePoints-ret < 250) //it might be the last tile - if no further move possible we take all move points	{		std::vector<int3> vec;        getNeighbours(d, dest, vec, s.terType != ETerrainType::WATER, true);		for(auto & elem : vec)		{			int fcost = getMovementCost(h,dest,elem,left,false);			if(fcost <= left)			{				return ret;			}		}		ret = remainingMovePoints;	}	return ret;}void CGameState::apply(CPack *pack){	ui16 typ = typeList.getTypeID(pack);	applierGs->apps[typ]->applyOnGS(this,pack);}void CGameState::calculatePaths(const CGHeroInstance *hero, CPathsInfo &out, int3 src, int movement){	CPathfinder pathfinder(out, this, hero);	pathfinder.calculatePaths(src, movement);}/** * 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->blockVisit)			{				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  &&  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{	const int3 originalPos = pos;	// Give monster at position priority.	if (!map->isInTheMap(pos))		return int3(-1, -1, -1);	const TerrainTile &posTile = map->getTile(pos);	if (posTile.visitable)	{		for (CGObjectInstance* obj : posTile.visitableObjects)		{			if(obj->blockVisit)			{				if (obj->ID == Obj::MONSTER) // Monster					return pos;				else					return int3(-1, -1, -1); //blockvis objects are not guarded by neighbouring creatures			}		}	}	// See if there are any monsters adjacent.	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  &&  checkForVisitableDir(pos, &map->getTile(originalPos), originalPos)) // Monster being able to attack investigated tile						{							return pos;						}					}				}			}			pos.y++;		}		pos.y -= 3;		pos.x++;	}	return int3(-1, -1, -1);}bool CGameState::isVisible(int3 pos, PlayerColor player){	if(player == PlayerColor::NEUTRAL)		return false;	return getPlayerTeam(player)->fogOfWarMap[pos.x][pos.y][pos.z];}bool CGameState::isVisible( const CGObjectInstance *obj, boost::optional<PlayerColor> player ){	if(!player)		return true;	if(*player == PlayerColor::NEUTRAL) //-> TODO ??? needed?		return false;	//object is visible when at least one blocked tile is visible	for(int fx=0; fx<8; ++fx)	{		for(int fy=0; fy<6; ++fy)		{			int3 pos = obj->pos + int3(fx-7,fy-5,0);			if(map->isInTheMap(pos)				&& !((obj->defInfo->blockMap[fy] >> (7 - fx)) & 1)				&& isVisible(pos, *player)  )				return true;		}	}	return false;}bool CGameState::checkForVisitableDir(const int3 & src, const int3 & dst) const{	const TerrainTile * pom = &map->getTile(dst);	return checkForVisitableDir(src, pom, dst);}bool CGameState::checkForVisitableDir( const int3 & src, const TerrainTile *pom, const int3 & dst ) const{	for(ui32 b=0; b<pom->visitableObjects.size(); ++b) //checking destination tile	{		if(!vstd::contains(pom->blockingObjects, pom->visitableObjects[b])) //this visitable object is not blocking, ignore			continue;		CGDefInfo * di = pom->visitableObjects[b]->defInfo;		if( (dst.x == src.x-1 && dst.y == src.y-1) && !(di->visitDir & (1<<4)) )		{			return false;		}		if( (dst.x == src.x && dst.y == src.y-1) && !(di->visitDir & (1<<5)) )		{			return false;		}		if( (dst.x == src.x+1 && dst.y == src.y-1) && !(di->visitDir & (1<<6)) )		{			return false;		}		if( (dst.x == src.x+1 && dst.y == src.y) && !(di->visitDir & (1<<7)) )		{			return false;		}		if( (dst.x == src.x+1 && dst.y == src.y+1) && !(di->visitDir & (1<<0)) )		{			return false;		}		if( (dst.x == src.x && dst.y == src.y+1) && !(di->visitDir & (1<<1)) )		{			return false;		}		if( (dst.x == src.x-1 && dst.y == src.y+1) && !(di->visitDir & (1<<2)) )		{			return false;		}		if( (dst.x == src.x-1 && dst.y == src.y) && !(di->visitDir & (1<<3)) )		{			return false;		}	}	return true;}EVictoryLossCheckResult CGameState::checkForVictoryAndLoss(PlayerColor player) const{	auto result = checkForVictory(player);	if (result == EVictoryLossCheckResult::NO_VICTORY_OR_LOSS) result = checkForLoss(player);	return result;}EVictoryLossCheckResult CGameState::checkForVictory( PlayerColor player ) const{	const PlayerState *p = CGameInfoCallback::getPlayer(player);	if(map->victoryCondition.condition == EVictoryConditionType::WINSTANDARD  ||  map->victoryCondition.allowNormalVictory		|| (!p->human && !map->victoryCondition.appliesToAI)) //if the special victory condition applies only to human, AI has the standard)	{		if(player == checkForStandardWin())			return EVictoryLossCheckResult::VICTORY_STANDARD;	}	if (p->enteredWinningCheatCode)	{ //cheater or tester, but has entered the code...		if(map->victoryCondition.condition == EVictoryConditionType::WINSTANDARD)			return EVictoryLossCheckResult::VICTORY_STANDARD;		else			return EVictoryLossCheckResult::VICTORY_SPECIAL;	}	if(p->human || map->victoryCondition.appliesToAI)	{ 		switch(map->victoryCondition.condition)		{		case EVictoryConditionType::ARTIFACT:			//check if any hero has winning artifact			for(auto & elem : p->heroes)                if(elem->hasArt(map->victoryCondition.objectId))					return EVictoryLossCheckResult::VICTORY_SPECIAL;			break;		case EVictoryConditionType::GATHERTROOP:			{				//check if in players armies there is enough creatures				int total = 0; //creature counter				for(size_t i = 0; i < map->objects.size(); i++)				{					const CArmedInstance *ai = nullptr;					if(map->objects[i]						&& map->objects[i]->tempOwner == player //object controlled by player						&&  (ai = dynamic_cast<const CArmedInstance*>(map->objects[i].get()))) //contains army					{						for(auto & elem : ai->Slots()) //iterate through army                            if(elem.second->type->idNumber == map->victoryCondition.objectId) //it's searched creature								total += elem.second->count;					}				}				if(total >= map->victoryCondition.count)					return EVictoryLossCheckResult::VICTORY_SPECIAL;			}			break;		case EVictoryConditionType::GATHERRESOURCE:            if(p->resources[map->victoryCondition.objectId] >= map->victoryCondition.count)				return EVictoryLossCheckResult::VICTORY_SPECIAL;			break;		case EVictoryConditionType::BUILDCITY:			{				const CGTownInstance *t = static_cast<const CGTownInstance *>(map->victoryCondition.obj);                if(t->tempOwner == player && t->fortLevel()-1 >= map->victoryCondition.objectId && t->hallLevel()-1 >= map->victoryCondition.count)					return EVictoryLossCheckResult::VICTORY_SPECIAL;			}			break;		case EVictoryConditionType::BUILDGRAIL:			for(const CGTownInstance *t : map->towns)				if((t == map->victoryCondition.obj || !map->victoryCondition.obj)					&& t->tempOwner == player					&& t->hasBuilt(BuildingID::GRAIL))					return EVictoryLossCheckResult::VICTORY_SPECIAL;			break;		case EVictoryConditionType::BEATHERO:			if(map->victoryCondition.obj->tempOwner >= PlayerColor::PLAYER_LIMIT) //target hero not present on map				return EVictoryLossCheckResult::VICTORY_SPECIAL;			break;		case EVictoryConditionType::CAPTURECITY:			{				if(map->victoryCondition.obj->tempOwner == player)					return EVictoryLossCheckResult::VICTORY_SPECIAL;			}			break;		case EVictoryConditionType::BEATMONSTER:			if(!getObj(map->victoryCondition.obj->id)) //target monster not present on map				return EVictoryLossCheckResult::VICTORY_SPECIAL;			break;		case EVictoryConditionType::TAKEDWELLINGS:			for(auto & elem : map->objects)			{				if(elem && elem->tempOwner != player) //check not flagged objs				{					switch(elem->ID)					{					case Obj::CREATURE_GENERATOR1: case Obj::CREATURE_GENERATOR2:					case Obj::CREATURE_GENERATOR3: case Obj::CREATURE_GENERATOR4:					case Obj::RANDOM_DWELLING: case Obj::RANDOM_DWELLING_LVL: case Obj::RANDOM_DWELLING_FACTION:						return EVictoryLossCheckResult::NO_VICTORY_OR_LOSS; //found not flagged dwelling - player not won					}				}			}			return EVictoryLossCheckResult::VICTORY_SPECIAL;		case EVictoryConditionType::TAKEMINES:			for(auto & elem : map->objects)			{				if(elem && elem->tempOwner != player) //check not flagged objs				{					switch(elem->ID)					{					case Obj::MINE: case Obj::ABANDONED_MINE:						return EVictoryLossCheckResult::NO_VICTORY_OR_LOSS; //found not flagged mine - player not won					}				}			}			return EVictoryLossCheckResult::VICTORY_SPECIAL;		case EVictoryConditionType::TRANSPORTITEM:			{				const CGTownInstance *t = static_cast<const CGTownInstance *>(map->victoryCondition.obj);                if((t->visitingHero && t->visitingHero->hasArt(map->victoryCondition.objectId))                    || (t->garrisonHero && t->garrisonHero->hasArt(map->victoryCondition.objectId)))				{					return EVictoryLossCheckResult::VICTORY_SPECIAL;				}			}			break; 		}	}	return EVictoryLossCheckResult::NO_VICTORY_OR_LOSS;}PlayerColor CGameState::checkForStandardWin() const{	//std victory condition is:	//all enemies lost	PlayerColor supposedWinner = PlayerColor::NEUTRAL;	TeamID winnerTeam = TeamID::NO_TEAM;	for(auto & elem : players)	{		if(elem.second.status == EPlayerStatus::INGAME && elem.first < PlayerColor::PLAYER_LIMIT)		{			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( PlayerColor player ) const{	//std loss condition is: player lost all towns and heroes	const PlayerState &p = *CGameInfoCallback::getPlayer(player);	return !p.heroes.size() && !p.towns.size();}struct statsHLP{	typedef std::pair< PlayerColor, si64 > TStat;	//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, PlayerColor color)	{		std::vector<ConstTransitivePtr<CGHeroInstance> > &h = gs->players[color].heroes;		if(!h.size())			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 += h->artifactsInBackpack.size() + 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;	}};void CGameState::obtainPlayersStats(SThievesGuildInfo & tgi, int level){	auto playerInactive = [&](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 >= 1) //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())		//best hero's portrait		for(auto g = players.cbegin(); g != players.cend(); ++g)		{			if(playerInactive(g->second.color))				continue;			const CGHeroInstance * best = statsHLP::findBestHero(this, g->second.color);			InfoAboutHero iah;			iah.initFromHero(best, level >= 8);			iah.army.clear();			tgi.colorToBestHero[g->second.color] = iah;		}	}	if(level >= 2) //gold	{		FILL_FIELD(gold, g->second.resources[Res::GOLD])	}	if(level >= 2) //wood & ore	{		FILL_FIELD(woodOre, g->second.resources[Res::WOOD] + g->second.resources[Res::ORE])	}	if(level >= 3) //mercury, sulfur, crystal, gems	{		FILL_FIELD(mercSulfCrystGems, g->second.resources[Res::MERCURY] + g->second.resources[Res::SULFUR] + g->second.resources[Res::CRYSTAL] + g->second.resources[Res::GEMS])	}	if(level >= 4) //obelisks found	{		FILL_FIELD(obelisks, CGObelisk::visited[gs->getPlayerTeam(g->second.color)->id])	}	if(level >= 5) //artifacts	{		FILL_FIELD(artifacts, statsHLP::getNumberOfArts(&g->second))	}	if(level >= 6) //army strength	{		FILL_FIELD(army, statsHLP::getArmyStrength(&g->second))	}	if(level >= 7) //income	{		//TODO:obtainPlayersStats - income	}	if(level >= 8) //best hero's stats	{		//already set in  lvl 1 handling	}	if(level >= 9) //personality	{		for(auto g = players.cbegin(); g != players.cend(); ++g)		{			if(playerInactive(g->second.color)) //do nothing for neutral player				continue;			if(g->second.human)			{                tgi.personality[g->second.color] = EAiTactic::NONE;			}			else //AI			{                tgi.personality[g->second.color] = map->players[g->second.color.getNum()].aiTactic;			}		}	}	if(level >= 10) //best creature	{		//best creatures belonging to player (highest AI value)		for(auto g = players.cbegin(); g != players.cend(); ++g)		{			if(playerInactive(g->second.color)) //do nothing for neutral player				continue;			int bestCre = -1; //best creature's ID			for(auto & elem : g->second.heroes)			{				for(auto it = elem->Slots().begin(); it != elem->Slots().end(); ++it)				{					int toCmp = it->second->type->idNumber; //ID of creature we should compare with the best one					if(bestCre == -1 || VLC->creh->creatures[bestCre]->AIValue < VLC->creh->creatures[toCmp]->AIValue)					{						bestCre = toCmp;					}				}			}			tgi.bestCreature[g->second.color] = bestCre;		}	}#undef FILL_FIELD}EVictoryLossCheckResult CGameState::checkForLoss( PlayerColor player ) const{	const PlayerState *p = CGameInfoCallback::getPlayer(player);	//if(map->lossCondition.typeOfLossCon == lossStandard)		if(checkForStandardLoss(player))			return EVictoryLossCheckResult::LOSS_STANDARD_HEROES_AND_TOWNS;	if (p->enteredLosingCheatCode)	{		return EVictoryLossCheckResult::LOSS_SPECIAL;	}	if(p->human) //special loss condition applies only to human player	{		switch(map->lossCondition.typeOfLossCon)		{		case ELossConditionType::LOSSCASTLE:		case ELossConditionType::LOSSHERO:			{				const CGObjectInstance *obj = map->lossCondition.obj;				assert(obj);				if(obj->tempOwner != player)					return EVictoryLossCheckResult::LOSS_SPECIAL;			}			break;		case ELossConditionType::TIMEEXPIRES:			if(map->lossCondition.timeLimit < day)				return EVictoryLossCheckResult::LOSS_SPECIAL;			break;		}	}	if(p->towns.empty() && p->daysWithoutCastle && *p->daysWithoutCastle >= 6 && currentPlayer != player)	{		return EVictoryLossCheckResult::LOSS_STANDARD_TOWNS_AND_TIME_OVER;	}	return EVictoryLossCheckResult::NO_VICTORY_OR_LOSS;}std::map<ui32, ConstTransitivePtr<CGHeroInstance> > CGameState::unusedHeroesFromPool(){	std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = hpool.heroesPool;	for ( auto i = players.cbegin() ; i != players.cend();i++)		for(auto j = i->second.availableHeroes.cbegin(); j != i->second.availableHeroes.cend(); j++)			if(*j)				pool.erase((**j).subID);	return pool;}void CGameState::buildBonusSystemTree(){	buildGlobalTeamPlayerTree();	attachArmedObjects();	for(CGTownInstance *t : map->towns)	{		t->deserializationFix();	}	// CStackInstance <-> CCreature, CStackInstance <-> CArmedInstance, CArtifactInstance <-> CArtifact	// are provided on initializing / deserializing}void CGameState::deserializationFix(){	buildGlobalTeamPlayerTree();	attachArmedObjects();}void CGameState::buildGlobalTeamPlayerTree(){	for(auto k=teams.begin(); k!=teams.end(); ++k)	{		TeamState *t = &k->second;		t->attachTo(&globalEffects);		for(PlayerColor teamMember : k->second.players)		{			PlayerState *p = getPlayer(teamMember);			assert(p);			p->attachTo(t);		}	}}void CGameState::attachArmedObjects(){	for(CGObjectInstance *obj : map->objects)	{		if(CArmedInstance *armed = dynamic_cast<CArmedInstance*>(obj))			armed->whatShouldBeAttached()->attachTo(armed->whereShouldBeAttached(this));	}}void CGameState::giveHeroArtifact(CGHeroInstance *h, ArtifactID aid){	 CArtifact * const artifact = VLC->arth->artifacts[aid]; //pointer to constant object	 CArtifactInstance *ai = CArtifactInstance::createNewArtifactInstance(artifact);	 map->addNewArtifactInstance(ai);	 ai->putAt(ArtifactLocation(h, ai->firstAvailableSlot(h)));}std::set<HeroTypeID> CGameState::getUnusedAllowedHeroes(bool alsoIncludeNotAllowed /*= false*/) const{	std::set<HeroTypeID> ret;	for(int i = 0; i < map->allowedHeroes.size(); i++)		if(map->allowedHeroes[i] || alsoIncludeNotAllowed)			ret.insert(HeroTypeID(i));	for(auto hero : map->heroesOnMap)  //heroes instances initialization	{		if(hero->type)			ret -= hero->type->ID;		else			ret -= HeroTypeID(hero->subID);	}	for(auto obj : map->objects) //prisons		if(obj && obj->ID == Obj::PRISON)			ret -= HeroTypeID(obj->subID);	return ret;}std::vector<std::pair<CGHeroInstance*, ObjectInstanceID> > CGameState::campaignHeroesToReplace(){	std::vector<std::pair<CGHeroInstance*, ObjectInstanceID> > ret;	auto replaceHero = [&](ObjectInstanceID objId, CGHeroInstance * ghi)	{		ret.push_back(std::make_pair(ghi, objId));		// 			ghi->tempOwner = getHumanPlayerInfo()[0]->color;		// 			ghi->id = objId;		// 			gs->map->objects[objId] = ghi;		// 			gs->map->heroes.push_back(ghi);	};	auto campaign = scenarioOps->campState;	if(auto bonus = campaign->getBonusForCurrentMap())	{		std::vector<CGHeroInstance*> Xheroes;		if (bonus->type == CScenarioTravel::STravelBonus::PLAYER_PREV_SCENARIO)		{			Xheroes = campaign->camp->scenarios[bonus->info2].crossoverHeroes;		}		//selecting heroes by type		for(int g=0; g<map->objects.size(); ++g)		{			const ObjectInstanceID gid = ObjectInstanceID(g);			CGObjectInstance * obj = map->objects[g];			if (obj->ID != Obj::HERO_PLACEHOLDER)			{				continue;			}			CGHeroPlaceholder * hp = static_cast<CGHeroPlaceholder*>(obj);			if(hp->subID != 0xFF) //select by type			{				bool found = false;				for(auto ghi : Xheroes)				{					if (ghi->subID == hp->subID)					{						found = true;						replaceHero(gid, ghi);						Xheroes -= ghi;						break;					}				}				if (!found)				{					auto  nh = new CGHeroInstance();					nh->initHero(HeroTypeID(hp->subID));					replaceHero(gid, nh);				}			}		}		//selecting heroes by power		std::sort(Xheroes.begin(), Xheroes.end(), [](const CGHeroInstance * a, const CGHeroInstance * b)		{			return a->getHeroStrength() > b->getHeroStrength();		}); //sort, descending strength		for(int g=0; g<map->objects.size(); ++g)		{			const ObjectInstanceID gid = ObjectInstanceID(g);			CGObjectInstance * obj = map->objects[g];			if (obj->ID != Obj::HERO_PLACEHOLDER)			{				continue;			}			CGHeroPlaceholder * hp = static_cast<CGHeroPlaceholder*>(obj);			if (hp->subID == 0xFF) //select by power			{				if(Xheroes.size() > hp->power - 1)					replaceHero(gid, Xheroes[hp->power - 1]);				else				{					logGlobal->warnStream() << "Warning, no hero to replace!";					map->removeBlockVisTiles(hp, true);					delete hp;					map->objects[g] = nullptr;				}				//we don't have to remove hero from Xheroes because it would destroy the order and duplicates shouldn't happen			}		}	}	return ret;}void CGameState::placeCampaignHeroes(const std::vector<std::pair<CGHeroInstance*, ObjectInstanceID> > &campHeroReplacements){	for(auto obj : campHeroReplacements)	{		CGHeroPlaceholder *placeholder = dynamic_cast<CGHeroPlaceholder*>(getObjInstance(obj.second));		CGHeroInstance *heroToPlace = obj.first;		heroToPlace->id = obj.second;		heroToPlace->tempOwner = placeholder->tempOwner;		heroToPlace->pos = placeholder->pos;		heroToPlace->type = VLC->heroh->heroes[heroToPlace->type->ID.getNum()]; //TODO is this reasonable? either old type can be still used or it can be deleted?		for(auto &&i : heroToPlace->stacks)			i.second->type = VLC->creh->creatures[i.second->getCreatureID()];		auto fixArtifact = [&](CArtifactInstance * art)		{			art->artType = VLC->arth->artifacts[art->artType->id];			gs->map->artInstances.push_back(art);			art->id = ArtifactInstanceID(gs->map->artInstances.size() - 1);		};		for(auto &&i : heroToPlace->artifactsWorn)			fixArtifact(i.second.artifact);		for(auto &&i : heroToPlace->artifactsInBackpack)			fixArtifact(i.artifact);		map->heroesOnMap.push_back(heroToPlace);		map->objects[heroToPlace->id.getNum()] = heroToPlace;		map->addBlockVisTiles(heroToPlace);		//const auto & travelOptions = scenarioOps->campState->getCurrentScenario().travelOptions;	}}bool CGameState::isUsedHero(HeroTypeID hid) const{	for(auto hero : map->heroesOnMap)  //heroes instances initialization		if(hero->subID == hid.getNum())			return true;	for(auto obj : map->objects) //prisons		if(obj && obj->ID == Obj::PRISON  && obj->subID == hid.getNum())			return true;	return false;}CGPathNode::CGPathNode():coord(-1,-1,-1){	accessible = NOT_SET;	land = 0;	moveRemains = 0;	turns = 255;	theNodeBefore = nullptr;}bool CGPathNode::reachable() const{	return turns < 255;}bool CPathsInfo::getPath( const int3 &dst, CGPath &out ){	assert(isValid);	out.nodes.clear();	const CGPathNode *curnode = &nodes[dst.x][dst.y][dst.z];	if(!curnode->theNodeBefore)		return false;	while(curnode)	{		CGPathNode cpn = *curnode;		curnode = curnode->theNodeBefore;		out.nodes.push_back(cpn);	}	return true;}CPathsInfo::CPathsInfo( const int3 &Sizes ):sizes(Sizes){	hero = nullptr;	nodes = new CGPathNode**[sizes.x];	for(int i = 0; i < sizes.x; i++)	{		nodes[i] = new CGPathNode*[sizes.y];		for (int j = 0; j < sizes.y; j++)		{			nodes[i][j] = new CGPathNode[sizes.z];		}	}}CPathsInfo::~CPathsInfo(){	for(int i = 0; i < sizes.x; i++)	{		for (int j = 0; j < sizes.y; j++)		{			delete [] nodes[i][j];		}		delete [] nodes[i];	}	delete [] nodes;}int3 CGPath::startPos() const{	return nodes[nodes.size()-1].coord;}int3 CGPath::endPos() const{	return nodes[0].coord;}void CGPath::convert( ui8 mode ){	if(mode==0)	{		for(auto & elem : nodes)		{			elem.coord = CGHeroInstance::convertPosition(elem.coord,true);		}	}}PlayerState::PlayerState() : color(-1), currentSelection(0xffffffff), enteredWinningCheatCode(0),   enteredLosingCheatCode(0), status(EPlayerStatus::INGAME){	setNodeType(PLAYER);}std::string PlayerState::nodeName() const{	return "Player " + (color.getNum() < VLC->generaltexth->capColors.size() ? VLC->generaltexth->capColors[color.getNum()] : boost::lexical_cast<std::string>(color));}InfoAboutArmy::InfoAboutArmy():    owner(PlayerColor::NEUTRAL){}InfoAboutArmy::InfoAboutArmy(const CArmedInstance *Army, bool detailed){	initFromArmy(Army, detailed);}void InfoAboutArmy::initFromArmy(const CArmedInstance *Army, bool detailed){	army = ArmyDescriptor(Army, detailed);	owner = Army->tempOwner;	name = Army->getHoverText();}void InfoAboutHero::assign(const InfoAboutHero & iah){	InfoAboutArmy::operator = (iah);	details = (iah.details ? new Details(*iah.details) : nullptr);	hclass = iah.hclass;	portrait = iah.portrait;}InfoAboutHero::InfoAboutHero():    details(nullptr),    hclass(nullptr),    portrait(-1){}InfoAboutHero::InfoAboutHero(const InfoAboutHero & iah):    InfoAboutArmy(){	assign(iah);}InfoAboutHero::InfoAboutHero(const CGHeroInstance *h, bool detailed)	: details(nullptr),	hclass(nullptr),	portrait(-1){	initFromHero(h, detailed);}InfoAboutHero::~InfoAboutHero(){	delete details;}InfoAboutHero & InfoAboutHero::operator=(const InfoAboutHero & iah){	assign(iah);	return *this;}void InfoAboutHero::initFromHero(const CGHeroInstance *h, bool detailed){	if(!h)		return;	initFromArmy(h, detailed);	hclass = h->type->heroClass;	name = h->name;	portrait = h->portrait;	if(detailed)	{		//include details about hero		details = new Details;		details->luck = h->LuckVal();		details->morale = h->MoraleVal();		details->mana = h->mana;		details->primskills.resize(GameConstants::PRIMARY_SKILLS);		for (int i = 0; i < GameConstants::PRIMARY_SKILLS ; i++)		{			details->primskills[i] = h->getPrimSkillLevel(static_cast<PrimarySkill::PrimarySkill>(i));		}	}}InfoAboutTown::InfoAboutTown():    details(nullptr),    tType(nullptr),    built(0),    fortLevel(0){}InfoAboutTown::InfoAboutTown(const CGTownInstance *t, bool detailed){	initFromTown(t, detailed);}InfoAboutTown::~InfoAboutTown(){	delete details;}void InfoAboutTown::initFromTown(const CGTownInstance *t, bool detailed){	initFromArmy(t, detailed);	army = ArmyDescriptor(t->getUpperArmy(), detailed);	built = t->builded;	fortLevel = t->fortLevel();	name = t->name;	tType = t->town;	if(detailed)	{		//include details about hero		details = new Details;		details->goldIncome = t->dailyIncome();		details->customRes = t->hasBuilt(BuildingID::RESOURCE_SILO);		details->hallLevel = t->hallLevel();		details->garrisonedHero = t->garrisonHero;	}}ArmyDescriptor::ArmyDescriptor(const CArmedInstance *army, bool detailed)    : isDetailed(detailed){	for(auto & elem : army->Slots())	{		if(detailed)			(*this)[elem.first] = *elem.second;		else			(*this)[elem.first] = CStackBasicDescriptor(elem.second->type, elem.second->getQuantityID());	}}ArmyDescriptor::ArmyDescriptor()    : isDetailed(false){}int ArmyDescriptor::getStrength() const{	ui64 ret = 0;	if(isDetailed)	{		for(auto & elem : *this)			ret += elem.second.type->AIValue * elem.second.count;	}	else	{		for(auto & elem : *this)			ret += elem.second.type->AIValue * CCreature::estimateCreatureCount(elem.second.count);	}	return ret;}DuelParameters::SideSettings::StackSettings::StackSettings()	: type(CreatureID::NONE), count(0){}DuelParameters::SideSettings::StackSettings::StackSettings(CreatureID Type, si32 Count)	: type(Type), count(Count){}DuelParameters::SideSettings::SideSettings(){	heroId = -1;}DuelParameters::DuelParameters():    terType(ETerrainType::DIRT),    bfieldType(BFieldType::ROCKLANDS){}DuelParameters DuelParameters::fromJSON(const std::string &fname){	DuelParameters ret;	const JsonNode duelData(ResourceID("DATA/" + fname, EResType::TEXT));	ret.terType = ETerrainType((int)duelData["terType"].Float());	ret.bfieldType = BFieldType((int)duelData["bfieldType"].Float());	for(const JsonNode &n : duelData["sides"].Vector())	{		SideSettings &ss = ret.sides[(int)n["side"].Float()];		int i = 0;		for(const JsonNode &stackNode : n["army"].Vector())		{			ss.stacks[i].type = CreatureID((si32)stackNode.Vector()[0].Float());			ss.stacks[i].count = stackNode.Vector()[1].Float();			i++;		}		if(n["heroid"].getType() == JsonNode::DATA_FLOAT)			ss.heroId = n["heroid"].Float();		else			ss.heroId = -1;		for(const JsonNode &entry : n["heroPrimSkills"].Vector())			ss.heroPrimSkills.push_back(entry.Float());		for(const JsonNode &skillNode : n["heroSecSkills"].Vector())		{			std::pair<si32, si8> secSkill;			secSkill.first = skillNode.Vector()[0].Float();			secSkill.second = skillNode.Vector()[1].Float();			ss.heroSecSkills.push_back(secSkill);		}		assert(ss.heroPrimSkills.empty() || ss.heroPrimSkills.size() == GameConstants::PRIMARY_SKILLS);		if(ss.heroId != -1)		{			const JsonNode & spells = n["spells"];			if(spells.getType() == JsonNode::DATA_STRING  &&  spells.String() == "all")			{				for(auto spell : VLC->spellh->spells)					if(spell->id <= SpellID::SUMMON_AIR_ELEMENTAL)						ss.spells.insert(spell->id);			}			else				for(const JsonNode &spell : n["spells"].Vector())					ss.spells.insert(SpellID(spell.Float()));		}	}	for(const JsonNode &n : duelData["obstacles"].Vector())	{		auto oi = make_shared<CObstacleInstance>();		if(n.getType() == JsonNode::DATA_VECTOR)		{			oi->ID = n.Vector()[0].Float();			oi->pos = n.Vector()[1].Float();		}		else		{			assert(n.getType() == JsonNode::DATA_FLOAT);			oi->ID = 21;			oi->pos = n.Float();		}		oi->uniqueID = ret.obstacles.size();		ret.obstacles.push_back(oi);	}	for(const JsonNode &n : duelData["creatures"].Vector())	{		CusomCreature cc;		cc.id = n["id"].Float();#define retreive(name)								\	if(n[ #name ].getType() == JsonNode::DATA_FLOAT)\	cc.name = n[ #name ].Float();			\	else											\	cc.name = -1;		retreive(attack);		retreive(defense);		retreive(HP);		retreive(dmg);		retreive(shoots);		retreive(speed);		ret.creatures.push_back(cc);	}	return ret;}TeamState::TeamState(){	setNodeType(TEAM);}void CPathfinder::initializeGraph(){	CGPathNode ***graph = out.nodes;	for(size_t i=0; i < out.sizes.x; ++i)	{		for(size_t j=0; j < out.sizes.y; ++j)		{			for(size_t k=0; k < out.sizes.z; ++k)			{				curPos = int3(i,j,k);				const TerrainTile *tinfo = &gs->map->getTile(int3(i, j, k));				CGPathNode &node = graph[i][j][k];				node.accessible = evaluateAccessibility(tinfo);				node.turns = 0xff;				node.moveRemains = 0;				node.coord.x = i;				node.coord.y = j;				node.coord.z = k;                node.land = tinfo->terType != ETerrainType::WATER;				node.theNodeBefore = nullptr;			}		}	}}void CPathfinder::calculatePaths(int3 src /*= int3(-1,-1,-1)*/, int movement /*= -1*/){	assert(hero);	assert(hero == getHero(hero->id));	if(src.x < 0)		src = hero->getPosition(false);	if(movement < 0)		movement = hero->movement;	out.hero = hero;	out.hpos = src;	if(!gs->map->isInTheMap(src)/* || !gs->map->isInTheMap(dest)*/) //check input	{        logGlobal->errorStream() << "CGameState::calculatePaths: Hero outside the gs->map? How dare you...";		return;	}	initializeGraph();	//initial tile - set cost on 0 and add to the queue	CGPathNode &initialNode = *getNode(src);	initialNode.turns = 0;	initialNode.moveRemains = movement;	mq.push_back(&initialNode);	std::vector<int3> neighbours;	neighbours.reserve(16);	while(!mq.empty())	{		cp = mq.front();		mq.pop_front();		const int3 sourceGuardPosition = guardingCreaturePosition(cp->coord);		bool guardedSource = (sourceGuardPosition != int3(-1, -1, -1) && cp->coord != src);		ct = &gs->map->getTile(cp->coord);		int movement = cp->moveRemains, turn = cp->turns;		if(!movement)		{			movement = hero->maxMovePoints(cp->land);			turn++;		}		//add accessible neighbouring nodes to the queue		neighbours.clear();		//handling subterranean gate => it's exit is the only neighbour        bool subterraneanEntry = (ct->topVisitableId() == Obj::SUBTERRANEAN_GATE && useSubterraneanGates);		if(subterraneanEntry)		{			//try finding the exit gate			if(const CGObjectInstance *outGate = getObj(CGTeleport::getMatchingGate(ct->visitableObjects.back()->id), false))			{				const int3 outPos = outGate->visitablePos();				//gs->getNeighbours(*getTile(outPos), outPos, neighbours, boost::logic::indeterminate, !cp->land);				neighbours.push_back(outPos);			}			else			{				//gate with no exit (blocked) -> do nothing with this node				continue;			}		}		gs->getNeighbours(*ct, cp->coord, neighbours, boost::logic::indeterminate, !cp->land);		for(auto & neighbour : neighbours)		{			const int3 &n = neighbour; //current neighbor			dp = getNode(n);			dt = &gs->map->getTile(n);            destTopVisObjID = dt->topVisitableId();			useEmbarkCost = 0; //0 - usual movement; 1 - embark; 2 - disembark			int turnAtNextTile = turn;			const bool destIsGuardian = sourceGuardPosition == n;			if(!goodForLandSeaTransition())				continue;			if(!canMoveBetween(cp->coord, dp->coord) || dp->accessible == CGPathNode::BLOCKED )				continue;			//special case -> hero embarked a boat standing on a guarded tile -> we must allow to move away from that tile            if(cp->accessible == CGPathNode::VISITABLE && guardedSource && cp->theNodeBefore->land && ct->topVisitableId() == Obj::BOAT)				guardedSource = false;			int cost = gs->getMovementCost(hero, cp->coord, dp->coord, movement);			//special case -> moving from src Subterranean gate to dest gate -> it's free			if(subterraneanEntry && destTopVisObjID == Obj::SUBTERRANEAN_GATE && cp->coord.z != dp->coord.z)				cost = 0;			int remains = movement - cost;			if(useEmbarkCost)			{				remains = hero->movementPointsAfterEmbark(movement, cost, useEmbarkCost - 1);				cost = movement - remains;			}			if(remains < 0)			{				//occurs rarely, when hero with low movepoints tries to leave the road				turnAtNextTile++;				int moveAtNextTile = hero->maxMovePoints(cp->land);				cost = gs->getMovementCost(hero, cp->coord, dp->coord, moveAtNextTile); //cost must be updated, movement points changed :(				remains = moveAtNextTile - cost;			}			if((dp->turns==0xff		//we haven't been here before				|| dp->turns > turnAtNextTile				|| (dp->turns >= turnAtNextTile  &&  dp->moveRemains < remains)) //this route is faster				&& (!guardedSource || destIsGuardian)) // Can step into tile of guard			{				assert(dp != cp->theNodeBefore); //two tiles can't point to each other				dp->moveRemains = remains;				dp->turns = turnAtNextTile;				dp->theNodeBefore = cp;				const bool guardedDst = guardingCreaturePosition(dp->coord) != int3(-1, -1, -1)										&& dp->accessible == CGPathNode::BLOCKVIS;				if (dp->accessible == CGPathNode::ACCESSIBLE					|| (useEmbarkCost && allowEmbarkAndDisembark)					|| destTopVisObjID == Obj::SUBTERRANEAN_GATE					|| (guardedDst && !guardedSource)) // Can step into a hostile tile once.				{					mq.push_back(dp);				}			}		} //neighbours loop	} //queue loop	out.isValid = true;}CGPathNode *CPathfinder::getNode(const int3 &coord){	return &out.nodes[coord.x][coord.y][coord.z];}bool CPathfinder::canMoveBetween(const int3 &a, const int3 &b) const{	return gs->checkForVisitableDir(a, b) && gs->checkForVisitableDir(b, a);}CGPathNode::EAccessibility CPathfinder::evaluateAccessibility(const TerrainTile *tinfo) const{	CGPathNode::EAccessibility ret = (tinfo->blocked ? CGPathNode::BLOCKED : CGPathNode::ACCESSIBLE);    if(tinfo->terType == ETerrainType::ROCK || !FoW[curPos.x][curPos.y][curPos.z])		return CGPathNode::BLOCKED;	if(tinfo->visitable)	{		if(tinfo->visitableObjects.front()->ID == Obj::SANCTUARY && tinfo->visitableObjects.back()->ID == Obj::HERO && tinfo->visitableObjects.back()->tempOwner != hero->tempOwner) //non-owned hero stands on Sanctuary		{			return CGPathNode::BLOCKED;		}		else		{			for(const CGObjectInstance *obj : tinfo->visitableObjects)			{				if(obj->passableFor(hero->tempOwner)) //special object instance specific passableness flag - overwrites other accessibility flags				{					ret = CGPathNode::ACCESSIBLE;				}				else if(obj->blockVisit)				{					return CGPathNode::BLOCKVIS;				}				else if(obj->ID != Obj::EVENT) //pathfinder should ignore placed events				{					ret =  CGPathNode::VISITABLE;				}			}		}	}	else if (gs->map->isInTheMap(guardingCreaturePosition(curPos))		&& !tinfo->blocked)	{		// Monster close by; blocked visit for battle.		return CGPathNode::BLOCKVIS;	}	return ret;}bool CPathfinder::goodForLandSeaTransition(){	if(cp->land != dp->land) //hero can traverse land<->sea only in special circumstances	{		if(cp->land) //from land to sea -> embark or assault hero on boat		{			if(dp->accessible == CGPathNode::ACCESSIBLE || destTopVisObjID < 0) //cannot enter empty water tile from land -> it has to be visitable				return false;			if(destTopVisObjID != Obj::HERO && destTopVisObjID != Obj::BOAT) //only boat or hero can be accessed from land				return false;			if(destTopVisObjID == Obj::BOAT)				useEmbarkCost = 1;		}		else //disembark		{			//can disembark only on coastal tiles			if(!dt->isCoastal())				return false;			//tile must be accessible -> exception: unblocked blockvis tiles -> clear but guarded by nearby monster coast			if( (dp->accessible != CGPathNode::ACCESSIBLE && (dp->accessible != CGPathNode::BLOCKVIS || dt->blocked))				|| dt->visitable)  //TODO: passableness problem -> town says it's passable (thus accessible) but we obviously can't disembark onto town gate				return false;;			useEmbarkCost = 2;		}	}	return true;}CPathfinder::CPathfinder(CPathsInfo &_out, CGameState *_gs, const CGHeroInstance *_hero) : CGameInfoCallback(_gs, boost::optional<PlayerColor>()), out(_out), hero(_hero), FoW(getPlayerTeam(hero->tempOwner)->fogOfWarMap){	useSubterraneanGates = true;	allowEmbarkAndDisembark = true;}const EVictoryLossCheckResult EVictoryLossCheckResult::NO_VICTORY_OR_LOSS = EVictoryLossCheckResult(0);const EVictoryLossCheckResult EVictoryLossCheckResult::VICTORY_STANDARD = EVictoryLossCheckResult(1);const EVictoryLossCheckResult EVictoryLossCheckResult::VICTORY_SPECIAL = EVictoryLossCheckResult(2);const EVictoryLossCheckResult EVictoryLossCheckResult::LOSS_STANDARD_HEROES_AND_TOWNS = EVictoryLossCheckResult(3);const EVictoryLossCheckResult EVictoryLossCheckResult::LOSS_STANDARD_TOWNS_AND_TIME_OVER = EVictoryLossCheckResult(4);const EVictoryLossCheckResult EVictoryLossCheckResult::LOSS_SPECIAL = EVictoryLossCheckResult(5);EVictoryLossCheckResult::EVictoryLossCheckResult() : intValue(0){}EVictoryLossCheckResult::EVictoryLossCheckResult(si32 intValue) : intValue(intValue){}bool EVictoryLossCheckResult::operator==(EVictoryLossCheckResult const & other) const{	return intValue == other.intValue;}bool EVictoryLossCheckResult::operator!=(EVictoryLossCheckResult const & other) const{	return intValue != other.intValue;}bool EVictoryLossCheckResult::victory() const{	return *this == VICTORY_STANDARD || *this == VICTORY_SPECIAL;}bool EVictoryLossCheckResult::loss() const{	return !victory();}std::string EVictoryLossCheckResult::toString() const{	if(*this == EVictoryLossCheckResult::NO_VICTORY_OR_LOSS) return "No victory or loss";	else if(*this == EVictoryLossCheckResult::VICTORY_STANDARD) return "Victory standard";	else if(*this == EVictoryLossCheckResult::VICTORY_SPECIAL) return "Victory special";	else if(*this == EVictoryLossCheckResult::LOSS_STANDARD_HEROES_AND_TOWNS) return "Loss standard heroes and towns";	else if(*this == EVictoryLossCheckResult::LOSS_STANDARD_TOWNS_AND_TIME_OVER) return "Loss standard towns and time over";	else if(*this == EVictoryLossCheckResult::LOSS_SPECIAL) return "Loss special";	else return "Unknown type";}std::ostream & operator<<(std::ostream & os, const EVictoryLossCheckResult & victoryLossCheckResult){	os << victoryLossCheckResult.toString();	return os;}
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