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| /* * CGameHandler.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 "../lib/filesystem/Filesystem.h"#include "../lib/filesystem/FileInfo.h"#include "../lib/int3.h"#include "../lib/mapping/CCampaignHandler.h"#include "../lib/StartInfo.h"#include "../lib/CModHandler.h"#include "../lib/CArtHandler.h"#include "../lib/CBuildingHandler.h"#include "../lib/CHeroHandler.h"#include "../lib/spells/CSpellHandler.h"#include "../lib/spells/ISpellMechanics.h"#include "../lib/CGeneralTextHandler.h"#include "../lib/CTownHandler.h"#include "../lib/CCreatureHandler.h"#include "../lib/CGameState.h"#include "../lib/CStack.h"#include "../lib/battle/BattleInfo.h"#include "../lib/CondSh.h"#include "../lib/NetPacks.h"#include "../lib/VCMI_Lib.h"#include "../lib/mapping/CMap.h"#include "../lib/rmg/CMapGenOptions.h"#include "../lib/VCMIDirs.h"#include "../lib/ScopeGuard.h"#include "../lib/CSoundBase.h"#include "CGameHandler.h"#include "CVCMIServer.h"#include "../lib/CCreatureSet.h"#include "../lib/CThreadHelper.h"#include "../lib/GameConstants.h"#include "../lib/registerTypes/RegisterTypes.h"#include "../lib/serializer/CTypeList.h"#include "../lib/serializer/Connection.h"#ifndef _MSC_VER#include <boost/thread/xtime.hpp>#endifextern std::atomic<bool> serverShuttingDown;#ifdef min#undef min#endif#ifdef max#undef max#endif#define COMPLAIN_RET_IF(cond, txt) do {if (cond){complain(txt); return;}} while(0)#define COMPLAIN_RET_FALSE_IF(cond, txt) do {if (cond){complain(txt); return false;}} while(0)#define COMPLAIN_RET(txt) {complain(txt); return false;}#define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}class ServerSpellCastEnvironment: public SpellCastEnvironment{public:	ServerSpellCastEnvironment(CGameHandler * gh);	~ServerSpellCastEnvironment(){};	void sendAndApply(CPackForClient * info) const override;	CRandomGenerator & getRandomGenerator() const override;	void complain(const std::string & problem) const override;	const CMap * getMap() const override;	const CGameInfoCallback * getCb() const override;	bool moveHero(ObjectInstanceID hid, int3 dst, bool teleporting) const override;	void genericQuery(Query * request, PlayerColor color, std::function<void(const JsonNode &)> callback) const override;private:	mutable CGameHandler * gh;};CondSh<bool> battleMadeAction(false);CondSh<BattleResult *> battleResult(nullptr);template <typename T> class CApplyOnGH;class CBaseForGHApply{public:	virtual bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const =0;	virtual ~CBaseForGHApply(){}	template<typename U> static CBaseForGHApply *getApplier(const U * t=nullptr)	{		return new CApplyOnGH<U>();	}};template <typename T> class CApplyOnGH : public CBaseForGHApply{public:	bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const override	{		T *ptr = static_cast<T*>(pack);		ptr->c = c;		ptr->player = player;		return ptr->applyGh(gh);	}};template <>class CApplyOnGH<CPack> : public CBaseForGHApply{public:	bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, PlayerColor player) const override	{		logGlobal->error("Cannot apply on GH plain CPack!");		assert(0);		return false;	}};static CApplier<CBaseForGHApply> *applier = nullptr;CMP_stack cmpst ;static inline double distance(int3 a, int3 b){	return std::sqrt((double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y));}static void giveExp(BattleResult &r){	if (r.winner > 1)	{		// draw		return;	}	r.exp[0] = 0;	r.exp[1] = 0;	for (auto i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)	{		r.exp[r.winner] += VLC->creh->creatures.at(i->first)->valOfBonuses(Bonus::STACK_HEALTH) * i->second;	}}static void summonGuardiansHelper(std::vector<BattleHex> & output, const BattleHex & targetPosition, ui8 side, bool targetIsTwoHex) //return hexes for summoning two hex monsters in output, target = unit to guard{	int x = targetPosition.getX();	int y = targetPosition.getY();	const bool targetIsAttacker = side == BattleSide::ATTACKER;	if (targetIsAttacker) //handle front guardians, TODO: should we handle situation when units start battle near opposite side of the battlefield? Cannot happen in normal H3...		BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);	else		BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);	//guardian spawn locations for four default position cases for attacker and defender, non-default starting location for att and def is handled in first two if's	if (targetIsAttacker && ((y % 2 == 0) || (x > 1)))	{		if (targetIsTwoHex && (y % 2 == 1) && (x == 2)) //handle exceptional case		{			BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);			BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);		}		else		{	//add back-side guardians for two-hex target, side guardians for one-hex			BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_LEFT : BattleHex::EDir::TOP_RIGHT, false), output);			BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_LEFT : BattleHex::EDir::BOTTOM_RIGHT, false), output);			if (!targetIsTwoHex && x > 2) //back guard for one-hex				BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false), output);			else if (targetIsTwoHex)//front-side guardians for two-hex target			{				BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);				BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);				if (x > 3) //back guard for two-hex					BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);			}		}	}	else if (!targetIsAttacker && ((y % 2 == 1) || (x < GameConstants::BFIELD_WIDTH - 2)))	{		if (targetIsTwoHex && (y % 2 == 0) && (x == GameConstants::BFIELD_WIDTH - 3)) //handle exceptional case... equivalent for above for defender side		{			BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);			BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);		}		else		{			BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_RIGHT : BattleHex::EDir::TOP_LEFT, false), output);			BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_RIGHT : BattleHex::EDir::BOTTOM_LEFT, false), output);			if (!targetIsTwoHex && x < GameConstants::BFIELD_WIDTH - 3)				BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false), output);			else if (targetIsTwoHex)			{				BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);				BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);				if (x < GameConstants::BFIELD_WIDTH - 4)					BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);			}		}	}	else if (!targetIsAttacker && y % 2 == 0)	{		BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);		BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);	}	else if (targetIsAttacker && y % 2 == 1)	{		BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);		BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);	}}PlayerStatus PlayerStatuses::operator[](PlayerColor player){	boost::unique_lock<boost::mutex> l(mx);	if (players.find(player) != players.end())	{		return players.at(player);	}	else	{		throw std::runtime_error("No such player!");	}}void PlayerStatuses::addPlayer(PlayerColor player){	boost::unique_lock<boost::mutex> l(mx);	players[player];}bool PlayerStatuses::checkFlag(PlayerColor player, bool PlayerStatus::*flag){	boost::unique_lock<boost::mutex> l(mx);	if (players.find(player) != players.end())	{		return players[player].*flag;	}	else	{		throw std::runtime_error("No such player!");	}}void PlayerStatuses::setFlag(PlayerColor player, bool PlayerStatus::*flag, bool val){	boost::unique_lock<boost::mutex> l(mx);	if (players.find(player) != players.end())	{		players[player].*flag = val;	}	else	{		throw std::runtime_error("No such player!");	}	cv.notify_all();}template <typename T>void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which){	fun(args[which]);}void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill){	changeSecSkill(hero, skill, 1, 0);	expGiven(hero);}void CGameHandler::levelUpHero(const CGHeroInstance * hero){	// required exp for at least 1 lvl-up hasn't been reached	if (!hero->gainsLevel())	{		return;	}	// give primary skill	logGlobal->trace("%s got level %d", hero->name, hero->level);	auto primarySkill = hero->nextPrimarySkill(getRandomGenerator());	SetPrimSkill sps;	sps.id = hero->id;	sps.which = primarySkill;	sps.abs = false;	sps.val = 1;	sendAndApply(&sps);	PrepareHeroLevelUp pre;	pre.hero = hero;	sendAndApply(&pre);	HeroLevelUp hlu;	hlu.hero = hero;	hlu.primskill = primarySkill;	hlu.skills = pre.skills;	if (hlu.skills.size() == 0)	{		sendAndApply(&hlu);		levelUpHero(hero);	}	else if (hlu.skills.size() == 1)	{		sendAndApply(&hlu);		levelUpHero(hero, pre.skills.front());	}	else if (hlu.skills.size() > 1)	{		auto levelUpQuery = std::make_shared<CHeroLevelUpDialogQuery>(this, hlu);		hlu.queryID = levelUpQuery->queryID;		queries.addQuery(levelUpQuery);		sendAndApply(&hlu);		//level up will be called on query reply	}}void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill){	SetCommanderProperty scp;	auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);	if (hero)		scp.heroid = hero->id;	else	{		complain ("Commander is not led by hero!");		return;	}	scp.accumulatedBonus.subtype = 0;	scp.accumulatedBonus.additionalInfo = 0;	scp.accumulatedBonus.duration = Bonus::PERMANENT;	scp.accumulatedBonus.turnsRemain = 0;	scp.accumulatedBonus.source = Bonus::COMMANDER;	scp.accumulatedBonus.valType = Bonus::BASE_NUMBER;	if (skill <= ECommander::SPELL_POWER)	{		scp.which = SetCommanderProperty::BONUS;		auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int		{			int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance			return skillLevels.at(skill).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skill).at(secondarySkills.at(s)-1) : 0);		};		switch (skill)		{			case ECommander::ATTACK:				scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;				scp.accumulatedBonus.subtype = PrimarySkill::ATTACK;				break;			case ECommander::DEFENSE:				scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;				scp.accumulatedBonus.subtype = PrimarySkill::DEFENSE;				break;			case ECommander::HEALTH:				scp.accumulatedBonus.type = Bonus::STACK_HEALTH;				scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;				break;			case ECommander::DAMAGE:				scp.accumulatedBonus.type = Bonus::CREATURE_DAMAGE;				scp.accumulatedBonus.subtype = 0;				scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;				break;			case ECommander::SPEED:				scp.accumulatedBonus.type = Bonus::STACKS_SPEED;				break;			case ECommander::SPELL_POWER:				scp.accumulatedBonus.type = Bonus::MAGIC_RESISTANCE;				scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);				sendAndApply (&scp); //additional pack				scp.accumulatedBonus.type = Bonus::CREATURE_SPELL_POWER;				scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level				sendAndApply (&scp); //additional pack				scp.accumulatedBonus.type = Bonus::CASTS;				scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);				sendAndApply (&scp); //additional pack				scp.accumulatedBonus.type = Bonus::CREATURE_ENCHANT_POWER; //send normally				break;		}		scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);		sendAndApply (&scp);		scp.which = SetCommanderProperty::SECONDARY_SKILL;		scp.additionalInfo = skill;		scp.amount = c->secondarySkills.at(skill) + 1;		sendAndApply (&scp);	}	else if (skill >= 100)	{		scp.which = SetCommanderProperty::SPECIAL_SKILL;		scp.accumulatedBonus = *VLC->creh->skillRequirements.at(skill-100).first;		scp.additionalInfo = skill; //unnormalized		sendAndApply (&scp);	}	expGiven(hero);}void CGameHandler::levelUpCommander(const CCommanderInstance * c){	if (!c->gainsLevel())	{		return;	}	CommanderLevelUp clu;	auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);	if (hero)		clu.hero = hero;	else	{		complain ("Commander is not led by hero!");		return;	}	//picking sec. skills for choice	for (int i = 0; i <= ECommander::SPELL_POWER; ++i)	{		if (c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL)			clu.skills.push_back(i);	}	int i = 100;	for (auto specialSkill : VLC->creh->skillRequirements)	{		if (c->secondarySkills.at(specialSkill.second.first) == ECommander::MAX_SKILL_LEVEL			&&  c->secondarySkills.at(specialSkill.second.second) == ECommander::MAX_SKILL_LEVEL			&&  !vstd::contains (c->specialSKills, i))			clu.skills.push_back (i);		++i;	}	int skillAmount = clu.skills.size();	if (!skillAmount)	{		sendAndApply(&clu);		levelUpCommander(c);	}	else if (skillAmount == 1  ||  hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically	{		sendAndApply(&clu);		levelUpCommander(c, *RandomGeneratorUtil::nextItem(clu.skills, getRandomGenerator()));	}	else if (skillAmount > 1) //apply and ask for secondary skill	{		auto commanderLevelUp = std::make_shared<CCommanderLevelUpDialogQuery>(this, clu);		clu.queryID = commanderLevelUp->queryID;		queries.addQuery(commanderLevelUp);		sendAndApply(&clu);	}}void CGameHandler::expGiven(const CGHeroInstance *hero){	if (hero->gainsLevel())		levelUpHero(hero);	else if (hero->commander && hero->commander->gainsLevel())		levelUpCommander(hero->commander);	//if (hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())// 		levelUpCommander(hero->commander);// 	else// 		levelUpHero(hero);}void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs){	if (which == PrimarySkill::EXPERIENCE) // Check if scenario limit reached	{		if (gs->map->levelLimit != 0)		{			TExpType expLimit = VLC->heroh->reqExp(gs->map->levelLimit);			TExpType resultingExp = abs ? val : hero->exp + val;			if (resultingExp > expLimit)			{				// set given experience to max possible, but don't decrease if hero already over top				abs = true;				val = std::max(expLimit, hero->exp);				InfoWindow iw;				iw.player = hero->tempOwner;				iw.text.addTxt(MetaString::GENERAL_TXT, 1); //can gain no more XP				iw.text.addReplacement(hero->name);				sendAndApply(&iw);			}		}	}	SetPrimSkill sps;	sps.id = hero->id;	sps.which = which;	sps.abs = abs;	sps.val = val;	sendAndApply(&sps);	//only for exp - hero may level up	if (which == PrimarySkill::EXPERIENCE)	{		if (hero->commander && hero->commander->alive)		{			//FIXME: trim experience according to map limit?			SetCommanderProperty scp;			scp.heroid = hero->id;			scp.which = SetCommanderProperty::EXPERIENCE;			scp.amount = val;			sendAndApply (&scp);			CBonusSystemNode::treeHasChanged();		}		expGiven(hero);	}}void CGameHandler::changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs){	if(!hero)	{		logGlobal->error("changeSecSkill provided no hero");		return;	}	SetSecSkill sss;	sss.id = hero->id;	sss.which = which;	sss.val = val;	sss.abs = abs;	sendAndApply(&sss);	if (which == SecondarySkill::WISDOM)	{		if (hero->visitedTown)			giveSpells(hero->visitedTown, hero);	}}void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2){	LOG_TRACE(logGlobal);	//Fill BattleResult structure with exp info	giveExp(*battleResult.data);	if (battleResult.get()->result == BattleResult::NORMAL) // give 500 exp for defeating hero, unless he escaped	{		if (hero1)			battleResult.data->exp[1] += 500;		if (hero2)			battleResult.data->exp[0] += 500;	}	if (hero1)		battleResult.data->exp[0] = hero1->calculateXp(battleResult.data->exp[0]);//scholar skill	if (hero2)		battleResult.data->exp[1] = hero2->calculateXp(battleResult.data->exp[1]);	const CArmedInstance *bEndArmy1 = gs->curB->sides.at(0).armyObject;	const CArmedInstance *bEndArmy2 = gs->curB->sides.at(1).armyObject;	const BattleResult::EResult result = battleResult.get()->result;	auto findBattleQuery = [this]() -> std::shared_ptr<CBattleQuery>	{		for (auto &q : queries.allQueries())		{			if (auto bq = std::dynamic_pointer_cast<CBattleQuery>(q))				if (bq->bi == gs->curB)					return bq;		}		return std::shared_ptr<CBattleQuery>();	};	auto battleQuery = findBattleQuery();	if (!battleQuery)	{		logGlobal->error("Cannot find battle query!");	}	if (battleQuery != queries.topQuery(gs->curB->sides[0].color))		complain("Player " + boost::lexical_cast<std::string>(gs->curB->sides[0].color) + " although in battle has no battle query at the top!");	battleQuery->result = boost::make_optional(*battleResult.data);	//Check how many battle queries were created (number of players blocked by battle)	const int queriedPlayers = battleQuery ? boost::count(queries.allQueries(), battleQuery) : 0;	finishingBattle = make_unique<FinishingBattleHelper>(battleQuery, queriedPlayers);	CasualtiesAfterBattle cab1(bEndArmy1, gs->curB), cab2(bEndArmy2, gs->curB); //calculate casualties before deleting battle	ChangeSpells cs; //for Eagle Eye	if (finishingBattle->winnerHero)	{		if (int eagleEyeLevel = finishingBattle->winnerHero->valOfBonuses(Bonus::SECONDARY_SKILL_VAL2, SecondarySkill::EAGLE_EYE))		{			double eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::EAGLE_EYE);			for (const CSpell *sp : gs->curB->sides.at(!battleResult.data->winner).usedSpellsHistory)				if (sp->level <= eagleEyeLevel && !vstd::contains(finishingBattle->winnerHero->spells, sp->id) && getRandomGenerator().nextInt(99) < eagleEyeChance)					cs.spells.insert(sp->id);		}	}	std::vector<const CArtifactInstance *> arts; //display them in window	if (result == BattleResult::NORMAL && finishingBattle->winnerHero)	{		auto sendMoveArtifact = [&](const CArtifactInstance *art, MoveArtifact *ma)		{			arts.push_back(art);			ma->dst = ArtifactLocation(finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));			sendAndApply(ma);		};		if (finishingBattle->loserHero)		{			//TODO: wrap it into a function, somehow (boost::variant -_-)			auto artifactsWorn = finishingBattle->loserHero->artifactsWorn;			for (auto artSlot : artifactsWorn)			{				MoveArtifact ma;				ma.src = ArtifactLocation(finishingBattle->loserHero, artSlot.first);				const CArtifactInstance * art =  ma.src.getArt();				if (art && !art->artType->isBig() &&				    art->artType->id != ArtifactID::SPELLBOOK)						// don't move war machines or locked arts (spellbook)				{					sendMoveArtifact(art, &ma);				}			}			while(!finishingBattle->loserHero->artifactsInBackpack.empty())			{				//we assume that no big artifacts can be found				MoveArtifact ma;				ma.src = ArtifactLocation(finishingBattle->loserHero,					ArtifactPosition(GameConstants::BACKPACK_START)); //backpack automatically shifts arts to beginning				const CArtifactInstance * art =  ma.src.getArt();				if (art->artType->id != ArtifactID::GRAIL) //grail may not be won				{					sendMoveArtifact(art, &ma);				}			}			if (finishingBattle->loserHero->commander) //TODO: what if commanders belong to no hero?			{				artifactsWorn = finishingBattle->loserHero->commander->artifactsWorn;				for (auto artSlot : artifactsWorn)				{					MoveArtifact ma;					ma.src = ArtifactLocation(finishingBattle->loserHero->commander.get(), artSlot.first);					const CArtifactInstance * art =  ma.src.getArt();					if (art && !art->artType->isBig())					{						sendMoveArtifact(art, &ma);					}				}			}		}		for (auto armySlot : gs->curB->battleGetArmyObject(!battleResult.data->winner)->stacks)		{			auto artifactsWorn = armySlot.second->artifactsWorn;			for (auto artSlot : artifactsWorn)			{				MoveArtifact ma;				ma.src = ArtifactLocation(armySlot.second, artSlot.first);				const CArtifactInstance * art =  ma.src.getArt();				if (art && !art->artType->isBig())				{					sendMoveArtifact(art, &ma);				}			}		}	}	sendAndApply(battleResult.data); //after this point casualties objects are destroyed	if (arts.size()) //display loot	{		InfoWindow iw;		iw.player = finishingBattle->winnerHero->tempOwner;		iw.text.addTxt (MetaString::GENERAL_TXT, 30); //You have captured enemy artifact		for (auto art : arts) //TODO; separate function to display loot for various ojects?		{			iw.components.push_back(Component(				Component::ARTIFACT, art->artType->id,				art->artType->id == ArtifactID::SPELL_SCROLL? art->getGivenSpellID() : 0, 0));			if (iw.components.size() >= 14)			{				sendAndApply(&iw);				iw.components.clear();			}		}		if (iw.components.size())		{			sendAndApply(&iw);		}	}	//Eagle Eye secondary skill handling	if (!cs.spells.empty())	{		cs.learn = 1;		cs.hid = finishingBattle->winnerHero->id;		InfoWindow iw;		iw.player = finishingBattle->winnerHero->tempOwner;		iw.text.addTxt(MetaString::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s		iw.text.addReplacement(finishingBattle->winnerHero->name);		std::ostringstream names;		for (int i = 0; i < cs.spells.size(); i++)		{			names << "%s";			if (i < cs.spells.size() - 2)				names << ", ";			else if (i < cs.spells.size() - 1)				names << "%s";		}		names << ".";		iw.text.addReplacement(names.str());		auto it = cs.spells.begin();		for (int i = 0; i < cs.spells.size(); i++, it++)		{			iw.text.addReplacement(MetaString::SPELL_NAME, it->toEnum());			if (i == cs.spells.size() - 2) //we just added pre-last name				iw.text.addReplacement(MetaString::GENERAL_TXT, 141); // " and "			iw.components.push_back(Component(Component::SPELL, *it, 0, 0));		}		sendAndApply(&iw);		sendAndApply(&cs);	}	cab1.updateArmy(this);	cab2.updateArmy(this); //take casualties after battle is deleted	//if one hero has lost we will erase him	if (battleResult.data->winner!=0 && hero1)	{		RemoveObject ro(hero1->id);		sendAndApply(&ro);	}	if (battleResult.data->winner!=1 && hero2)	{		auto town = hero2->visitedTown;		RemoveObject ro(hero2->id);		sendAndApply(&ro);		if (town && !town->garrisonHero) // TODO: that must be called from CGHeroInstance or CGTownInstance			town->battleFinished(hero1, *battleResult.get());	}	//give exp	if (battleResult.data->exp[0] && hero1 && battleResult.get()->winner == 0)		changePrimSkill(hero1, PrimarySkill::EXPERIENCE, battleResult.data->exp[0]);	else if (battleResult.data->exp[1] && hero2 && battleResult.get()->winner == 1)		changePrimSkill(hero2, PrimarySkill::EXPERIENCE, battleResult.data->exp[1]);	queries.popIfTop(battleQuery);	//--> continuation (battleAfterLevelUp) occurs after level-up queries are handled or on removing query (above)}void CGameHandler::battleAfterLevelUp(const BattleResult &result){	LOG_TRACE(logGlobal);	finishingBattle->remainingBattleQueriesCount--;	logGlobal->trace("Decremented queries count to %d", finishingBattle->remainingBattleQueriesCount);	if (finishingBattle->remainingBattleQueriesCount > 0)		//Battle results will be handled when all battle queries are closed		return;	//TODO consider if we really want it to work like above. ATM each player as unblocked as soon as possible	// but the battle consequences are applied after final player is unblocked. Hard to abuse...	// Still, it looks like a hole.	// Necromancy if applicable.	const CStackBasicDescriptor raisedStack = finishingBattle->winnerHero ? finishingBattle->winnerHero->calculateNecromancy(*battleResult.data) : CStackBasicDescriptor();	// Give raised units to winner and show dialog, if any were raised,	// units will be given after casualties are taken	const SlotID necroSlot = raisedStack.type ? finishingBattle->winnerHero->getSlotFor(raisedStack.type) : SlotID();	if (necroSlot != SlotID())	{		finishingBattle->winnerHero->showNecromancyDialog(raisedStack, getRandomGenerator());		addToSlot(StackLocation(finishingBattle->winnerHero, necroSlot), raisedStack.type, raisedStack.count);	}	BattleResultsApplied resultsApplied;	resultsApplied.player1 = finishingBattle->victor;	resultsApplied.player2 = finishingBattle->loser;	sendAndApply(&resultsApplied);	setBattle(nullptr);	if (visitObjectAfterVictory && result.winner==0 && !finishingBattle->winnerHero->stacks.empty())	{		logGlobal->trace("post-victory visit");		visitObjectOnTile(*getTile(finishingBattle->winnerHero->getPosition()), finishingBattle->winnerHero);	}	visitObjectAfterVictory = false;	//handle victory/loss of engaged players	std::set<PlayerColor> playerColors = {finishingBattle->loser, finishingBattle->victor};	checkVictoryLossConditions(playerColors);	if (result.result == BattleResult::SURRENDER || result.result == BattleResult::ESCAPE) //loser has escaped or surrendered	{		SetAvailableHeroes sah;		sah.player = finishingBattle->loser;		sah.hid[0] = finishingBattle->loserHero->subID;		if (result.result == BattleResult::ESCAPE) //retreat		{			sah.army[0].clear();			sah.army[0].setCreature(SlotID(0), finishingBattle->loserHero->type->initialArmy.at(0).creature, 1);		}		if (const CGHeroInstance *another =  getPlayer(finishingBattle->loser)->availableHeroes.at(0))			sah.hid[1] = another->subID;		else			sah.hid[1] = -1;		sendAndApply(&sah);	}	if (result.winner != 2 && finishingBattle->winnerHero && finishingBattle->winnerHero->stacks.empty())	{		RemoveObject ro(finishingBattle->winnerHero->id);		sendAndApply(&ro);		if (VLC->modh->settings.WINNING_HERO_WITH_NO_TROOPS_RETREATS)		{			SetAvailableHeroes sah;			sah.player = finishingBattle->victor;			sah.hid[0] = finishingBattle->winnerHero->subID;			sah.army[0].clear();			sah.army[0].setCreature(SlotID(0), finishingBattle->winnerHero->type->initialArmy.at(0).creature, 1);			if (const CGHeroInstance *another =  getPlayer(finishingBattle->victor)->availableHeroes.at(0))				sah.hid[1] = another->subID;			else				sah.hid[1] = -1;			sendAndApply(&sah);		}	}}void CGameHandler::prepareAttack(BattleAttack &bat, const CStack *att, const CStack *def, int distance, int targetHex){	bat.bsa.clear();	bat.stackAttacking = att->ID;	const int attackerLuck = att->LuckVal();	auto sideHeroBlocksLuck = [](const SideInBattle &side){ return NBonus::hasOfType(side.hero, Bonus::BLOCK_LUCK); };	if (!vstd::contains_if (gs->curB->sides, sideHeroBlocksLuck))	{		if (attackerLuck > 0  && getRandomGenerator().nextInt(23) < attackerLuck)		{			bat.flags |= BattleAttack::LUCKY;		}		if (VLC->modh->settings.data["hardcodedFeatures"]["NEGATIVE_LUCK"].Bool()) // negative luck enabled		{			if (attackerLuck < 0 && getRandomGenerator().nextInt(23) < abs(attackerLuck))			{				bat.flags |= BattleAttack::UNLUCKY;			}		}	}	if (getRandomGenerator().nextInt(99) < att->valOfBonuses(Bonus::DOUBLE_DAMAGE_CHANCE))	{		bat.flags |= BattleAttack::DEATH_BLOW;	}	if (att->getCreature()->idNumber == CreatureID::BALLISTA)	{		const CGHeroInstance * owner = gs->curB->getHero(att->owner);		int chance = owner->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ARTILLERY);		if (chance > getRandomGenerator().nextInt(99))		{			bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG;		}	}	// only primary target	applyBattleEffects(bat, att, def, distance, false);	if (!bat.shot()) //multiple-hex attack - only in meele	{		std::set<const CStack*> attackedCreatures = gs->curB->getAttackedCreatures(att, targetHex); //creatures other than primary target		for (const CStack * stack : attackedCreatures)		{			if (stack != def) //do not hit same stack twice			{				applyBattleEffects(bat, att, stack, distance, true);			}		}	}	const std::shared_ptr<Bonus> bonus = att->getBonusLocalFirst(Selector::type(Bonus::SPELL_LIKE_ATTACK));	if (bonus && (bat.shot())) //TODO: make it work in melee?	{		//this is need for displaying hit animation		bat.flags |= BattleAttack::SPELL_LIKE;		bat.spellID = SpellID(bonus->subtype);		//TODO: should spell override creature`s projectile?		auto attackedCreatures = SpellID(bonus->subtype).toSpell()->getAffectedStacks(gs->curB, ECastingMode::SPELL_LIKE_ATTACK, att, bonus->val, targetHex);		//TODO: get exact attacked hex for defender		for (const CStack * stack : attackedCreatures)		{			if (stack != def) //do not hit same stack twice			{				applyBattleEffects(bat, att, stack, distance, true);			}		}		//now add effect info for all attacked stacks		for (BattleStackAttacked & bsa : bat.bsa)		{			if (bsa.attackerID == att->ID) //this is our attack and not f.e. fire shield			{				//this is need for displaying affect animation				bsa.flags |= BattleStackAttacked::SPELL_EFFECT;				bsa.spellID = SpellID(bonus->subtype);			}		}	}}void CGameHandler::applyBattleEffects(BattleAttack &bat, const CStack *att, const CStack *def, int distance, bool secondary) //helper function for prepareAttack{	BattleStackAttacked bsa;	if (secondary)		bsa.flags |= BattleStackAttacked::SECONDARY; //all other targets do not suffer from spells & spell-like abilities	bsa.attackerID = att->ID;	bsa.stackAttacked = def->ID;	bsa.damageAmount = gs->curB->calculateDmg(att, def, bat.shot(), distance, bat.lucky(), bat.unlucky(), bat.deathBlow(), bat.ballistaDoubleDmg(), getRandomGenerator());	def->prepareAttacked(bsa, getRandomGenerator()); //calculate casualties	//life drain handling	if(att->hasBonusOfType(Bonus::LIFE_DRAIN) && def->isLiving())	{		StacksHealedOrResurrected shi;		shi.lifeDrain = true;		shi.tentHealing = false;		shi.cure = false;		shi.drainedFrom = def->ID;		int32_t toHeal = bsa.damageAmount * att->valOfBonuses(Bonus::LIFE_DRAIN) / 100;		CHealth health = att->healthAfterHealed(toHeal, EHealLevel::RESURRECT, EHealPower::PERMANENT);		CHealthInfo hi;		health.toInfo(hi);		hi.stackId = att->ID;		hi.delta = toHeal;		shi.healedStacks.push_back(hi);		if(hi.delta > 0)			bsa.healedStacks.push_back(shi);	}	//soul steal handling	if(att->hasBonusOfType(Bonus::SOUL_STEAL) && def->isLiving())	{		StacksHealedOrResurrected shi;		shi.lifeDrain = true;		shi.tentHealing = false;		shi.cure = false;		shi.drainedFrom = def->ID;		for(int i = 0; i < 2; i++) //we can have two bonuses - one with subtype 0 and another with subtype 1		{			if(att->hasBonusOfType(Bonus::SOUL_STEAL, i))			{				int32_t toHeal = bsa.killedAmount * att->valOfBonuses(Bonus::SOUL_STEAL, i) * att->MaxHealth();				CHealth health = att->healthAfterHealed(toHeal, EHealLevel::OVERHEAL, ((i == 0) ? EHealPower::ONE_BATTLE : EHealPower::PERMANENT));				CHealthInfo hi;				health.toInfo(hi);				hi.stackId = att->ID;				hi.delta = toHeal;				if(hi.delta > 0)					shi.healedStacks.push_back(hi);			}		}		if(!shi.healedStacks.empty())			bsa.healedStacks.push_back(shi);	}	bat.bsa.push_back(bsa); //add this stack to the list of victims after drain life has been calculated	//fire shield handling	if(!bat.shot() && !def->isClone() &&		def->hasBonusOfType(Bonus::FIRE_SHIELD) && !att->hasBonusOfType(Bonus::FIRE_IMMUNITY))	{		// TODO: Fire shield damage should be calculated separately after BattleAttack applied.		// Currently it looks like attacking stack damage itself with defenders fire shield.		// So no separate message on spell damage in log and experience calculation is likely wrong too.		BattleStackAttacked bsa2;		bsa2.stackAttacked = att->ID; //invert		bsa2.attackerID = def->ID;		bsa2.flags |= BattleStackAttacked::EFFECT; //FIXME: play animation upon efreet and not attacker		bsa2.effect = 11;		bsa2.damageAmount = (std::min<int64_t>(def->health.available(), bsa.damageAmount) * def->valOfBonuses(Bonus::FIRE_SHIELD)) / 100; //TODO: scale with attack/defense		att->prepareAttacked(bsa2, getRandomGenerator());		bat.bsa.push_back(bsa2);	}}void CGameHandler::handleConnection(std::set<PlayerColor> players, CConnection &c){	setThreadName("CGameHandler::handleConnection");	auto handleDisconnection = [&](const std::exception & e)	{		boost::unique_lock<boost::mutex> lock(*c.wmx);		assert(!c.connected); //make sure that connection has been marked as broken		logGlobal->error(e.what());		conns -= &c;		for(auto playerConn : connections)		{			if(!serverShuttingDown && playerConn.second == &c)			{				PlayerCheated pc;				pc.player = playerConn.first;				pc.losingCheatCode = true;				sendAndApply(&pc);				checkVictoryLossConditionsForPlayer(playerConn.first);			}		}	};	try	{		while(1)//server should never shut connection first //was: while(!end2)		{			CPack *pack = nullptr;			PlayerColor player = PlayerColor::NEUTRAL;			si32 requestID = -999;			int packType = 0;			{				boost::unique_lock<boost::mutex> lock(*c.rmx);				if(!c.connected)					throw clientDisconnectedException();				c >> player >> requestID >> pack; //get the package				if (!pack)				{					logGlobal->error("Received a null package marked as request %d from player %d", requestID, player);				}				else				{					packType = typeList.getTypeID(pack); //get the id of type					logGlobal->trace("Received client message (request %d by player %d (%s)) of type with ID=%d (%s).\n",									 requestID, player, player.getStr(), packType, typeid(*pack).name());				}			}			//prepare struct informing that action was applied			auto sendPackageResponse = [&](bool succesfullyApplied)			{				//dont reply to disconnected client				//TODO: this must be implemented as option of CPackForServer				if(dynamic_cast<LeaveGame *>(pack) || dynamic_cast<CloseServer *>(pack))					return;				PackageApplied applied;				applied.player = player;				applied.result = succesfullyApplied;				applied.packType = packType;				applied.requestID = requestID;				boost::unique_lock<boost::mutex> lock(*c.wmx);				c << &applied;			};			CBaseForGHApply *apply = applier->getApplier(packType); //and appropriate applier object			if(isBlockedByQueries(pack, player))			{				sendPackageResponse(false);			}			else if (apply)			{				const bool result = apply->applyOnGH(this, &c, pack, player);				if (result)					logGlobal->trace("Message %s successfully applied!", typeid(*pack).name());				else					complain((boost::format("Got false in applying %s... that request must have been fishy!")						% typeid(*pack).name()).str());				sendPackageResponse(true);			}			else			{				logGlobal->error("Message cannot be applied, cannot find applier (unregistered type)!");				sendPackageResponse(false);			}			vstd::clear_pointer(pack);		}	}	catch(boost::system::system_error &e) //for boost errors just log, not crash - probably client shut down connection	{		handleDisconnection(e);	}	catch(clientDisconnectedException & e)	{		handleDisconnection(e);	}	catch(...)	{		serverShuttingDown = true;		handleException();		throw;	}	logGlobal->error("Ended handling connection");}int CGameHandler::moveStack(int stack, BattleHex dest){	int ret = 0;	const CStack *curStack = gs->curB->battleGetStackByID(stack),		*stackAtEnd = gs->curB->battleGetStackByPos(dest);	assert(curStack);	assert(dest < GameConstants::BFIELD_SIZE);	if (gs->curB->tacticDistance)	{		assert(gs->curB->isInTacticRange(dest));	}	auto start = curStack->position;	if (start == dest)		return 0;	//initing necessary tables	auto accessibility = getAccesibility(curStack);	//shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)	if(!stackAtEnd && curStack->doubleWide() && !accessibility.accessible(dest, curStack))	{		BattleHex shifted = dest.cloneInDirection(curStack->destShiftDir(), false);		if(accessibility.accessible(shifted, curStack))			dest = shifted;	}	if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility.accessible(dest, curStack))	{		complain("Given destination is not accessible!");		return 0;	}	bool canUseGate = false;	auto dbState = gs->curB->si.gateState;	if(battleGetSiegeLevel() > 0 && curStack->side == BattleSide::DEFENDER &&		dbState != EGateState::DESTROYED &&		dbState != EGateState::BLOCKED)	{		canUseGate = true;	}	std::pair< std::vector<BattleHex>, int > path = gs->curB->getPath(start, dest, curStack);	ret = path.second;	int creSpeed = gs->curB->tacticDistance ? GameConstants::BFIELD_SIZE : curStack->Speed();	auto isGateDrawbridgeHex = [&](BattleHex hex) -> bool	{		if (gs->curB->town->subID == ETownType::FORTRESS && hex == ESiegeHex::GATE_BRIDGE)			return true;		if (hex == ESiegeHex::GATE_OUTER)			return true;		if (hex == ESiegeHex::GATE_INNER)			return true;		return false;	};	auto occupyGateDrawbridgeHex = [&](BattleHex hex) -> bool	{		if (isGateDrawbridgeHex(hex))			return true;		if (curStack->doubleWide())		{			BattleHex otherHex = curStack->occupiedHex(hex);			if (otherHex.isValid() && isGateDrawbridgeHex(otherHex))				return true;		}		return false;	};	if (curStack->hasBonusOfType(Bonus::FLYING))	{		if (path.second <= creSpeed && path.first.size() > 0)		{			if (canUseGate && dbState != EGateState::OPENED &&				occupyGateDrawbridgeHex(dest))			{				BattleUpdateGateState db;				db.state = EGateState::OPENED;				sendAndApply(&db);			}			//inform clients about move			BattleStackMoved sm;			sm.stack = curStack->ID;			std::vector<BattleHex> tiles;			tiles.push_back(path.first[0]);			sm.tilesToMove = tiles;			sm.distance = path.second;			sm.teleporting = false;			sendAndApply(&sm);		}	}	else //for non-flying creatures	{		std::vector<BattleHex> tiles;		const int tilesToMove = std::max((int)(path.first.size() - creSpeed), 0);		int v = path.first.size()-1;		path.first.push_back(start);		// check if gate need to be open or closed at some point		BattleHex openGateAtHex, gateMayCloseAtHex;		if (canUseGate)		{			for (int i = path.first.size()-1; i >= 0; i--)			{				auto needOpenGates = [&](BattleHex hex) -> bool				{					if (gs->curB->town->subID == ETownType::FORTRESS && hex == ESiegeHex::GATE_BRIDGE)						return true;					if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] == ESiegeHex::GATE_OUTER)						return true;					else if (hex == ESiegeHex::GATE_OUTER || hex == ESiegeHex::GATE_INNER)						return true;					return false;				};				auto hex = path.first[i];				if (!openGateAtHex.isValid() && dbState != EGateState::OPENED)				{					if (needOpenGates(hex))						openGateAtHex = path.first[i+1];					//TODO we need find batter way to handle double-wide stacks					//currently if only second occupied stack part is standing on gate / bridge hex then stack will start to wait for bridge to lower before it's needed. Though this is just a visual bug.					if (curStack->doubleWide())					{						BattleHex otherHex = curStack->occupiedHex(hex);						if (otherHex.isValid() && needOpenGates(otherHex))							openGateAtHex = path.first[i+2];					}					//gate may be opened and then closed during stack movement, but not other way around					if (openGateAtHex.isValid())						dbState = EGateState::OPENED;				}				if (!gateMayCloseAtHex.isValid() && dbState != EGateState::CLOSED)				{					if (hex == ESiegeHex::GATE_INNER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)					{						gateMayCloseAtHex = path.first[i-1];					}					if (gs->curB->town->subID == ETownType::FORTRESS)					{						if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)						{							gateMayCloseAtHex = path.first[i-1];						}						else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 &&							path.first[i-1] != ESiegeHex::GATE_INNER &&							path.first[i-1] != ESiegeHex::GATE_BRIDGE)						{							gateMayCloseAtHex = path.first[i-1];						}					}					else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_INNER)					{						gateMayCloseAtHex = path.first[i-1];					}				}			}		}		bool stackIsMoving = true;		while(stackIsMoving)		{			if (v<tilesToMove)			{				logGlobal->error("Movement terminated abnormally");				break;			}			bool gateStateChanging = false;			//special handling for opening gate on from starting hex			if (openGateAtHex.isValid() && openGateAtHex == start)				gateStateChanging = true;			else			{				for (bool obstacleHit = false; (!obstacleHit) && (!gateStateChanging) && (v >= tilesToMove); --v)				{					BattleHex hex = path.first[v];					tiles.push_back(hex);					if ((openGateAtHex.isValid() && openGateAtHex == hex) ||						(gateMayCloseAtHex.isValid() && gateMayCloseAtHex == hex))					{						gateStateChanging = true;					}					//if we walked onto something, finalize this portion of stack movement check into obstacle					if(!battleGetAllObstaclesOnPos(hex, false).empty())						obstacleHit = true;					if (curStack->doubleWide())					{						BattleHex otherHex = curStack->occupiedHex(hex);						//two hex creature hit obstacle by backside						auto obstacle2 = battleGetAllObstaclesOnPos(otherHex, false);						if(otherHex.isValid() && !obstacle2.empty())							obstacleHit = true;					}				}			}			if (tiles.size() > 0)			{				//commit movement				BattleStackMoved sm;				sm.stack = curStack->ID;				sm.distance = path.second;				sm.teleporting = false;				sm.tilesToMove = tiles;				sendAndApply(&sm);				tiles.clear();			}			//we don't handle obstacle at the destination tile -> it's handled separately in the if at the end			if (curStack->position != dest)			{				if(stackIsMoving && start != curStack->position)					stackIsMoving = handleDamageFromObstacle(curStack, stackIsMoving);				if (gateStateChanging)				{					if (curStack->position == openGateAtHex)					{						openGateAtHex = BattleHex();						//only open gate if stack is still alive						if (curStack->alive())						{							BattleUpdateGateState db;							db.state = EGateState::OPENED;							sendAndApply(&db);						}					}					else if (curStack->position == gateMayCloseAtHex)					{						gateMayCloseAtHex = BattleHex();						updateGateState();					}				}			}			else				//movement finished normally: we reached destination				stackIsMoving = false;		}	}	//handling obstacle on the final field (separate, because it affects both flying and walking stacks)	handleDamageFromObstacle(curStack);	return ret;}CGameHandler::CGameHandler(void){	QID = 1;	//gs = nullptr;	IObjectInterface::cb = this;	applier = new CApplier<CBaseForGHApply>();	registerTypesServerPacks(*applier);	visitObjectAfterVictory = false;	spellEnv = new ServerSpellCastEnvironment(this);}CGameHandler::~CGameHandler(void){	delete spellEnv;	delete applier;	applier = nullptr;	delete gs;}void CGameHandler::init(StartInfo *si){	if (si->seedToBeUsed == 0)	{		si->seedToBeUsed = std::time(nullptr);	}	gs = new CGameState();	logGlobal->info("Gamestate created!");	gs->init(si);	logGlobal->info("Gamestate initialized!");	// reset seed, so that clients can't predict any following random values	getRandomGenerator().resetSeed();	for (auto & elem : gs->players)	{		states.addPlayer(elem.first);	}}static bool evntCmp(const CMapEvent &a, const CMapEvent &b){	return a.earlierThan(b);}void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false){// bool forced = true - if creature should be replaced, if false - only if no creature was set	const PlayerState * p = getPlayer(town->tempOwner);	if (!p)	{		logGlobal->warn("There is no player owner of town %s at %s", town->name, town->pos.toString());		return;	}	if (forced || town->creatures.at(GameConstants::CREATURES_PER_TOWN).second.empty())//we need to change creature		{			SetAvailableCreatures ssi;			ssi.tid = town->id;			ssi.creatures = town->creatures;			ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear();//remove old one			const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;			if (dwellings.empty())//no dwellings - just remove			{				sendAndApply(&ssi);				return;			}			auto dwelling = *RandomGeneratorUtil::nextItem(dwellings, getRandomGenerator());			// for multi-creature dwellings like Golem Factory			auto creatureId = RandomGeneratorUtil::nextItem(dwelling->creatures, getRandomGenerator())->second[0];			if (clear)			{				ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max((ui32)1, (VLC->creh->creatures.at(creatureId)->growth)/2);			}			else			{				ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->creatures.at(creatureId)->growth;			}			ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creatureId);			sendAndApply(&ssi);		}}void CGameHandler::newTurn(){	logGlobal->trace("Turn %d", gs->day+1);	NewTurn n;	n.specialWeek = NewTurn::NO_ACTION;	n.creatureid = CreatureID::NONE;	n.day = gs->day + 1;	bool firstTurn = !getDate(Date::DAY);	bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched	bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;	std::map<PlayerColor, si32> hadGold;//starting gold - for buildings like dwarven treasury	if (firstTurn)	{		for (auto obj : gs->map->objects)		{			if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point			{				changePrimSkill (getHero(obj->id), PrimarySkill::EXPERIENCE, 0);			}		}	}	if (newWeek && !firstTurn)	{		n.specialWeek = NewTurn::NORMAL;		bool deityOfFireBuilt = false;		for (const CGTownInstance *t : gs->map->towns)		{			if (t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))			{				deityOfFireBuilt = true;				break;			}		}		if (deityOfFireBuilt)		{			n.specialWeek = NewTurn::DEITYOFFIRE;			n.creatureid = CreatureID::IMP;		}		else		{			int monthType = getRandomGenerator().nextInt(99);			if (newMonth) //new month			{				if (monthType < 40) //double growth				{					n.specialWeek = NewTurn::DOUBLE_GROWTH;					if (VLC->modh->settings.ALL_CREATURES_GET_DOUBLE_MONTHS)					{						std::pair<int, CreatureID> newMonster(54, VLC->creh->pickRandomMonster(getRandomGenerator()));						n.creatureid = newMonster.second;					}					else if (VLC->creh->doubledCreatures.size())					{						const std::vector<CreatureID> doubledCreatures (VLC->creh->doubledCreatures.begin(), VLC->creh->doubledCreatures.end());						n.creatureid = *RandomGeneratorUtil::nextItem(doubledCreatures, getRandomGenerator());					}					else					{						complain("Cannot find creature that can be spawned!");						n.specialWeek = NewTurn::NORMAL;					}				}				else if (monthType < 50)					n.specialWeek = NewTurn::PLAGUE;			}			else //it's a week, but not full month			{				if (monthType < 25)				{					n.specialWeek = NewTurn::BONUS_GROWTH; //+5					std::pair<int, CreatureID> newMonster(54, VLC->creh->pickRandomMonster(getRandomGenerator()));					//TODO do not pick neutrals					n.creatureid = newMonster.second;				}			}		}	}	std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->hpool.heroesPool;	for (auto& hp : pool)	{		auto hero = hp.second;		if (hero->isInitialized() && hero->stacks.size())		{			// reset retreated or surrendered heroes			auto maxmove = hero->maxMovePoints(true);			// if movement is greater than maxmove, we should decrease it			if (hero->movement != maxmove || hero->mana < hero->manaLimit())			{				NewTurn::Hero hth;				hth.id = hero->id;				hth.move = maxmove;				hth.mana = hero->getManaNewTurn();				n.heroes.insert(hth);			}		}	}	for (auto & elem : gs->players)	{		if (elem.first == PlayerColor::NEUTRAL)			continue;		else if (elem.first >= PlayerColor::PLAYER_LIMIT)			assert(0); //illegal player number!		std::pair<PlayerColor, si32> playerGold(elem.first, elem.second.resources.at(Res::GOLD));		hadGold.insert(playerGold);		if (newWeek) //new heroes in tavern		{			SetAvailableHeroes sah;			sah.player = elem.first;			//pick heroes and their armies			CHeroClass *banned = nullptr;			for (int j = 0; j < GameConstants::AVAILABLE_HEROES_PER_PLAYER; j++)			{				//first hero - native if possible, second hero -> any other class				if (CGHeroInstance *h = gs->hpool.pickHeroFor(j == 0, elem.first, getNativeTown(elem.first), pool, getRandomGenerator(), banned))				{					sah.hid[j] = h->subID;					h->initArmy(getRandomGenerator(), &sah.army[j]);					banned = h->type->heroClass;				}				else				{					sah.hid[j] = -1;				}			}			sendAndApply(&sah);		}		n.res[elem.first] = elem.second.resources;		for (CGHeroInstance *h : (elem).second.heroes)		{			if (h->visitedTown)				giveSpells(h->visitedTown, h);			NewTurn::Hero hth;			hth.id = h->id;			auto ti = make_unique<TurnInfo>(h, 1);			// TODO: this code executed when bonuses of previous day not yet updated (this happen in NewTurn::applyGs). See issue 2356			hth.move = h->maxMovePoints(gs->map->getTile(h->getPosition(false)).terType != ETerrainType::WATER, ti.get());			hth.mana = h->getManaNewTurn();			n.heroes.insert(hth);			if (!firstTurn) //not first day			{				n.res[elem.first][Res::GOLD] += h->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ESTATES)); //estates				for (int k = 0; k < GameConstants::RESOURCE_QUANTITY; k++)				{					n.res[elem.first][k] += h->valOfBonuses(Bonus::GENERATE_RESOURCE, k);				}			}		}	}	for (CGTownInstance *t : gs->map->towns)	{		PlayerColor player = t->tempOwner;		handleTownEvents(t, n);		if (newWeek) //first day of week		{			if (t->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))				setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning			if (!firstTurn)				if (t->hasBuilt(BuildingID::TREASURY, ETownType::RAMPART) && player < PlayerColor::PLAYER_LIMIT)						n.res[player][Res::GOLD] += hadGold.at(player)/10; //give 10% of starting gold			if (!vstd::contains(n.cres, t->id))			{				n.cres[t->id].tid = t->id;				n.cres[t->id].creatures = t->creatures;			}			auto & sac = n.cres.at(t->id);			for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths			{				if (!t->creatures.at(k).second.empty()) // there are creatures at this level				{					ui32 &availableCount = sac.creatures.at(k).first;					const CCreature *cre = VLC->creh->creatures.at(t->creatures.at(k).second.back());					if (n.specialWeek == NewTurn::PLAGUE)						availableCount = t->creatures.at(k).first / 2; //halve their number, no growth					else					{						if (firstTurn) //first day of game: use only basic growths							availableCount = cre->growth;						else							availableCount += t->creatureGrowth(k);						//Deity of fire week - upgrade both imps and upgrades						if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures.at(k).second, n.creatureid))							availableCount += 15;						if (cre->idNumber == n.creatureid) //bonus week, effect applies only to identical creatures						{							if (n.specialWeek == NewTurn::DOUBLE_GROWTH)								availableCount *= 2;							else if (n.specialWeek == NewTurn::BONUS_GROWTH)								availableCount += 5;						}					}				}			}		}		if (!firstTurn  &&  player < PlayerColor::PLAYER_LIMIT)//not the first day and town not neutral		{			n.res[player] = n.res[player] + t->dailyIncome();		}		if (t->hasBuilt(BuildingID::GRAIL, ETownType::TOWER))		{			// Skyship, probably easier to handle same as Veil of darkness			//do it every new day after veils apply			if (player != PlayerColor::NEUTRAL) //do not reveal fow for neutral player			{				FoWChange fw;				fw.mode = 1;				fw.player = player;				// find all hidden tiles				const auto & fow = getPlayerTeam(player)->fogOfWarMap;				for (size_t i=0; i<fow.size(); i++)					for (size_t j=0; j<fow.at(i).size(); j++)						for (size_t k=0; k<fow.at(i).at(j).size(); k++)							if (!fow.at(i).at(j).at(k))								fw.tiles.insert(int3(i,j,k));				sendAndApply (&fw);			}		}		if (t->hasBonusOfType (Bonus::DARKNESS))		{			for (auto & player : gs->players)			{				if (getPlayerStatus(player.first) == EPlayerStatus::INGAME &&					getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES)					changeFogOfWar(t->visitablePos(), t->getBonusLocalFirst(Selector::type(Bonus::DARKNESS))->val, player.first, true);			}		}	}	if (newMonth)	{		SetAvailableArtifacts saa;		saa.id = -1;		pickAllowedArtsSet(saa.arts, getRandomGenerator());		sendAndApply(&saa);	}	sendAndApply(&n);	if (newWeek)	{		//spawn wandering monsters		if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))		{			spawnWanderingMonsters(n.creatureid);		}		//new week info popup		if (!firstTurn)		{			InfoWindow iw;			switch (n.specialWeek)			{				case NewTurn::DOUBLE_GROWTH:					iw.text.addTxt(MetaString::ARRAY_TXT, 131);					iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);					iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);					break;				case NewTurn::PLAGUE:					iw.text.addTxt(MetaString::ARRAY_TXT, 132);					break;				case NewTurn::BONUS_GROWTH:					iw.text.addTxt(MetaString::ARRAY_TXT, 134);					iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);					iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);					break;				case NewTurn::DEITYOFFIRE:					iw.text.addTxt(MetaString::ARRAY_TXT, 135);					iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp					iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp					iw.text.addReplacement2(15);							//%+d 15					iw.text.addReplacement(MetaString::CRE_SING_NAMES, 43); //%s familiar					iw.text.addReplacement2(15);							//%+d 15					break;				default:					if (newMonth)					{						iw.text.addTxt(MetaString::ARRAY_TXT, (130));						iw.text.addReplacement(MetaString::ARRAY_TXT, getRandomGenerator().nextInt(32, 41));					}					else					{						iw.text.addTxt(MetaString::ARRAY_TXT, (133));						iw.text.addReplacement(MetaString::ARRAY_TXT, getRandomGenerator().nextInt(43, 57));					}			}			for (auto & elem : gs->players)			{				iw.player = elem.first;				sendAndApply(&iw);			}		}	}	logGlobal->trace("Info about turn %d has been sent!", n.day);	handleTimeEvents();	//call objects	for (auto & elem : gs->map->objects)	{		if (elem)			elem->newTurn(getRandomGenerator());	}	synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that}void CGameHandler::run(bool resume){	LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);	using namespace boost::posix_time;	for (CConnection *cc : conns)	{		if (!resume)		{			(*cc) << gs->initialOpts; // gs->scenarioOps		}		std::set<PlayerColor> players;		(*cc) >> players; //how many players will be handled at that client		std::stringstream sbuffer;		sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";		for (PlayerColor color : players)		{			sbuffer << color << " ";			{				boost::unique_lock<boost::recursive_mutex> lock(gsm);				if(!color.isSpectator()) // there can be more than one spectator					connections[color] = cc;			}		}		logGlobal->info(sbuffer.str());		cc->addStdVecItems(gs);		cc->enableStackSendingByID();		cc->disableSmartPointerSerialization();	}	for (auto & elem : conns)	{		std::set<PlayerColor> pom;		for (auto j = connections.cbegin(); j!=connections.cend();j++)			if (j->second == elem)				pom.insert(j->first);		boost::thread(std::bind(&CGameHandler::handleConnection,this,pom,std::ref(*elem)));	}	auto playerTurnOrder = generatePlayerTurnOrder();	while(!serverShuttingDown)	{		if (!resume) newTurn();		std::list<PlayerColor>::iterator it;		if (resume)		{			it = std::find(playerTurnOrder.begin(), playerTurnOrder.end(), gs->currentPlayer);		}		else		{			it = playerTurnOrder.begin();		}		resume = false;		for (; it != playerTurnOrder.end(); it++)		{			auto playerColor = *it;			PlayerState * playerState = &gs->players[playerColor]; //can't copy CBonusSystemNode by value			if (playerState->status == EPlayerStatus::INGAME)			{				//if player runs out of time, he shouldn't get the turn (especially AI)				checkVictoryLossConditionsForAll();				if (gs->players[playerColor].status != EPlayerStatus::INGAME)				{ //player lost at the beginning of his turn					continue;				}				else //give normal turn				{					states.setFlag(playerColor, &PlayerStatus::makingTurn, true);					YourTurn yt;					yt.player = playerColor;					//Change local daysWithoutCastle counter for local interface message //TODO: needed?					yt.daysWithoutCastle = playerState->daysWithoutCastle;					applyAndSend(&yt);					//wait till turn is done					boost::unique_lock<boost::mutex> lock(states.mx);					while(states.players.at(playerColor).makingTurn && !serverShuttingDown)					{						static time_duration p = milliseconds(100);						states.cv.timed_wait(lock, p);					}				}			}		}		//additional check that game is not finished		bool activePlayer = false;		for (auto player : playerTurnOrder)		{			if (gs->players[player].status == EPlayerStatus::INGAME)					activePlayer = true;		}		if (!activePlayer)			serverShuttingDown = true;	}	while(conns.size() && (*conns.begin())->isOpen())		boost::this_thread::sleep(boost::posix_time::milliseconds(5)); //give time client to close socket}std::list<PlayerColor> CGameHandler::generatePlayerTurnOrder() const{	// Generate player turn order	std::list<PlayerColor> playerTurnOrder;	for (const auto & player : gs->players) // add human players first	{		if (player.second.human)			playerTurnOrder.push_back(player.first);	}	for (const auto & player : gs->players) // then add non-human players	{		if (!player.second.human)			playerTurnOrder.push_back(player.first);	}	return playerTurnOrder;}void CGameHandler::setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town){	battleResult.set(nullptr);	const auto t = getTile(tile);	ETerrainType terrain = t->terType;	if (gs->map->isCoastalTile(tile)) //coastal tile is always ground		terrain = ETerrainType::SAND;	BFieldType terType = gs->battleGetBattlefieldType(tile, getRandomGenerator());	if (heroes[0] && heroes[0]->boat && heroes[1] && heroes[1]->boat)		terType = BFieldType::SHIP_TO_SHIP;	//send info about battles	BattleStart bs;	bs.info = BattleInfo::setupBattle(tile, terrain, terType, armies, heroes, creatureBank, town);	sendAndApply(&bs);}void CGameHandler::checkBattleStateChanges(){	//check if drawbridge state need to be changes	if (battleGetSiegeLevel() > 0)		updateGateState();	//check if battle ended	if (auto result = battleIsFinished())	{		setBattleResult(BattleResult::NORMAL, *result);	}}void CGameHandler::giveSpells(const CGTownInstance *t, const CGHeroInstance *h){	if (!h->hasSpellbook())		return; //hero hasn't spellbook	ChangeSpells cs;	cs.hid = h->id;	cs.learn = true;	if (t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX) && t->hasBuilt(BuildingID::MAGES_GUILD_1))	{		// Aurora Borealis give spells of all levels even if only level 1 mages guild built		for (int i = 0; i < h->maxSpellLevel(); i++)		{			std::vector<SpellID> spells;			getAllowedSpells(spells, i+1);			for (auto & spell : spells)				cs.spells.insert(spell);		}	}	else	{		for (int i = 0; i < std::min(t->mageGuildLevel(), h->maxSpellLevel()); i++)		{			for (int j = 0; j < t->spellsAtLevel(i+1, true) && j < t->spells.at(i).size(); j++)			{				if (!vstd::contains(h->spells, t->spells.at(i).at(j)))					cs.spells.insert(t->spells.at(i).at(j));			}		}	}	if (!cs.spells.empty())		sendAndApply(&cs);}void CGameHandler::setBlockVis(ObjectInstanceID objid, bool bv){	SetObjectProperty sop(objid, ObjProperty::BLOCKVIS, bv);	sendAndApply(&sop);}bool CGameHandler::removeObject(const CGObjectInstance * obj){	if (!obj || !getObj(obj->id))	{		logGlobal->error("Something wrong, that object already has been removed or hasn't existed!");		return false;	}	RemoveObject ro;	ro.id = obj->id;	sendAndApply(&ro);	checkVictoryLossConditionsForAll(); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)	return true;}void CGameHandler::setAmount(ObjectInstanceID objid, ui32 val){	SetObjectProperty sop(objid, ObjProperty::PRIMARY_STACK_COUNT, val);	sendAndApply(&sop);}bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit, PlayerColor asker){	const CGHeroInstance *h = getHero(hid);	// not turn of that hero or player can't simply teleport hero (at least not with this function)	if (!h  || (asker != PlayerColor::NEUTRAL && (teleporting || h->getOwner() != gs->currentPlayer)))	{		logGlobal->error("Illegal call to move hero!");		return false;	}	logGlobal->trace("Player %d (%s) wants to move hero %d from %s to %s", asker, asker.getStr(), hid.getNum(), h->pos.toString(), dst.toString());	const int3 hmpos = CGHeroInstance::convertPosition(dst, false);	if (!gs->map->isInTheMap(hmpos))	{		logGlobal->error("Destination tile is outside the map!");		return false;	}	const TerrainTile t = *getTile(hmpos);	const int3 guardPos = gs->guardingCreaturePosition(hmpos);	const bool embarking = !h->boat && !t.visitableObjects.empty() && t.visitableObjects.back()->ID == Obj::BOAT;	const bool disembarking = h->boat && t.terType != ETerrainType::WATER && !t.blocked;	//result structure for start - movement failed, no move points used	TryMoveHero tmh;	tmh.id = hid;	tmh.start = h->pos;	tmh.end = dst;	tmh.result = TryMoveHero::FAILED;	tmh.movePoints = h->movement;	//check if destination tile is available	auto ti = make_unique<TurnInfo>(h);	const bool canFly = ti->hasBonusOfType(Bonus::FLYING_MOVEMENT);	const bool canWalkOnSea = ti->hasBonusOfType(Bonus::WATER_WALKING);	const int cost = CPathfinderHelper::getMovementCost(h, h->getPosition(), hmpos, nullptr, nullptr, h->movement, ti.get());	//it's a rock or blocked and not visitable tile	//OR hero is on land and dest is water and (there is not present only one object - boat)	if (((t.terType == ETerrainType::ROCK  ||  (t.blocked && !t.visitable && !canFly))			&& complain("Cannot move hero, destination tile is blocked!"))		|| ((!h->boat && !canWalkOnSea && !canFly && t.terType == ETerrainType::WATER && (t.visitableObjects.size() < 1 ||  (t.visitableObjects.back()->ID != Obj::BOAT && t.visitableObjects.back()->ID != Obj::HERO)))  //hero is not on boat/water walking and dst water tile doesn't contain boat/hero (objs visitable from land) -> we test back cause boat may be on top of another object (#276)			&& complain("Cannot move hero, destination tile is on water!"))		|| ((h->boat && t.terType != ETerrainType::WATER && t.blocked)			&& complain("Cannot disembark hero, tile is blocked!"))		|| ((distance(h->pos, dst) >= 1.5 && !teleporting)			&& complain("Tiles are not neighboring!"))		|| ((h->inTownGarrison)			&& complain("Can not move garrisoned hero!"))		|| ((h->movement < cost  &&  dst != h->pos  &&  !teleporting)			&& complain("Hero doesn't have any movement points left!"))		|| ((transit && !canFly && !CGTeleport::isTeleport(t.topVisitableObj()))			&& complain("Hero cannot transit over this tile!"))		/*|| (states.checkFlag(h->tempOwner, &PlayerStatus::engagedIntoBattle)			&& complain("Cannot move hero during the battle"))*/)	{		//send info about movement failure		sendAndApply(&tmh);		return false;	}	//several generic blocks of code	// should be called if hero changes tile but before applying TryMoveHero package	auto leaveTile = [&]()	{		for (CGObjectInstance *obj : gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects)		{			obj->onHeroLeave(h);		}		this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadius(), h->tempOwner, 1);	};	auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,								EVisitDest visitDest, ELEaveTile leavingTile) -> bool	{		LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->name % tmh.start.toString() % tmh.end.toString());		auto moveQuery = std::make_shared<CHeroMovementQuery>(this, tmh, h);		queries.addQuery(moveQuery);		if (leavingTile == LEAVING_TILE)			leaveTile();		tmh.result = result;		sendAndApply(&tmh);		if (visitDest == VISIT_DEST && t.topVisitableObj() && t.topVisitableObj()->id == h->id)		{ // Hero should be always able to visit any object he staying on even if there guards around			visitObjectOnTile(t, h);		}		else if (lookForGuards == CHECK_FOR_GUARDS && this->isInTheMap(guardPos))		{			tmh.attackedFrom = boost::make_optional(guardPos);			const TerrainTile &guardTile = *gs->getTile(guardPos);			objectVisited(guardTile.visitableObjects.back(), h);			moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;		}		else if (visitDest == VISIT_DEST)		{			visitObjectOnTile(t, h);		}		queries.popIfTop(moveQuery);		logGlobal->trace("Hero %s ends movement", h->name);		return result != TryMoveHero::FAILED;	};	//interaction with blocking object (like resources)	auto blockingVisit = [&]() -> bool	{		for (CGObjectInstance *obj : t.visitableObjects)		{			if (obj != h  &&  obj->blockVisit  &&  !obj->passableFor(h->tempOwner))			{				return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, VISIT_DEST, REMAINING_ON_TILE);				//this-> is needed for MVS2010 to recognize scope (?)			}		}		return false;	};	if (!transit && embarking)	{		tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, false, ti.get());		return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);		// In H3 embark ignore guards	}	if (disembarking)	{		tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, true, ti.get());		return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);	}	if (teleporting)	{		if (blockingVisit()) // e.g. hero on the other side of teleporter			return true;		doMove(TryMoveHero::TELEPORTATION, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);		// visit town for town portal \ castle gates		// do not use generic visitObjectOnTile to avoid double-teleporting		// if this moveHero call was triggered by teleporter		if (!t.visitableObjects.empty())		{			if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(t.visitableObjects.back()))				town->onHeroVisit(h);		}		return true;	}	//still here? it is standard movement!	{		tmh.movePoints = h->movement >= cost						? h->movement - cost						: 0;		EGuardLook lookForGuards = CHECK_FOR_GUARDS;		EVisitDest visitDest = VISIT_DEST;		if (transit)		{			if (CGTeleport::isTeleport(t.topVisitableObj()))				visitDest = DONT_VISIT_DEST;			if (canFly)			{				lookForGuards = IGNORE_GUARDS;				visitDest = DONT_VISIT_DEST;			}		}		else if (blockingVisit())			return true;		doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);		return true;	}}bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker){	const CGHeroInstance *h = getHero(hid);	const CGTownInstance *t = getTown(dstid);	if (!h || !t || h->getOwner() != gs->currentPlayer)		COMPLAIN_RET("Invalid call to teleportHero!");	const CGTownInstance *from = h->visitedTown;	if (((h->getOwner() != t->getOwner())		&& complain("Cannot teleport hero to another player"))	|| ((!from || !from->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO))		&& complain("Hero must be in town with Castle gate for teleporting"))	|| (!t->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO)		&& complain("Cannot teleport hero to town without Castle gate in it")))			return false;	int3 pos = t->visitablePos();	pos += h->getVisitableOffset();	moveHero(hid,pos,1);	return true;}void CGameHandler::setOwner(const CGObjectInstance * obj, PlayerColor owner){	PlayerColor oldOwner = getOwner(obj->id);	SetObjectProperty sop(obj->id, ObjProperty::OWNER, owner.getNum());	sendAndApply(&sop);	std::set<PlayerColor> playerColors = {owner, oldOwner};	checkVictoryLossConditions(playerColors);	const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);	if (town) //town captured	{		if (owner < PlayerColor::PLAYER_LIMIT) //new owner is real player		{			if (town->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))				setPortalDwelling(town, true, false);		}		if (oldOwner < PlayerColor::PLAYER_LIMIT) //old owner is real player		{			if (getPlayer(oldOwner)->towns.empty()) //previous player lost last last town			{				InfoWindow iw;				iw.player = oldOwner;				iw.text.addTxt(MetaString::GENERAL_TXT, 6); //%s, you have lost your last town. If you do not conquer another town in the next week, you will be eliminated.				iw.text.addReplacement(MetaString::COLOR, oldOwner.getNum());				sendAndApply(&iw);			}		}	}	const PlayerState * p = getPlayer(owner);	if ((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4) && p && p->dwellings.size()==1)//first dwelling captured	{		for (const CGTownInstance * t : getPlayer(owner)->towns)		{			if (t->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))				setPortalDwelling(t);//set initial creatures for all portals of summoning		}	}}void CGameHandler::showBlockingDialog(BlockingDialog *iw){	auto dialogQuery = std::make_shared<CBlockingDialogQuery>(this, *iw);	queries.addQuery(dialogQuery);	iw->queryID = dialogQuery->queryID;	sendToAllClients(iw);}void CGameHandler::showTeleportDialog(TeleportDialog *iw){	auto dialogQuery = std::make_shared<CTeleportDialogQuery>(this, *iw);	queries.addQuery(dialogQuery);	iw->queryID = dialogQuery->queryID;	sendToAllClients(iw);}void CGameHandler::giveResource(PlayerColor player, Res::ERes which, int val) //TODO: cap according to Bersy's suggestion{	if (!val) return; //don't waste time on empty call	TResources resources;	resources.at(which) = val;	giveResources(player, resources);}void CGameHandler::giveResources(PlayerColor player, TResources resources){	SetResources sr;	sr.abs = false;	sr.player = player;	sr.res = resources;	sendAndApply(&sr);}void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove){	COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");	COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");	COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");	//first we move creatures to give to make them army of object-source	for (auto & elem : creatures.Slots())	{		addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->type)), elem.second->type, elem.second->count);	}	tryJoiningArmy(obj, h, remove, true);}void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures){	std::vector<CStackBasicDescriptor> cres = creatures;	if (cres.size() <= 0)		return;	const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));	for (CStackBasicDescriptor &sbd : cres)	{		TQuantity collected = 0;		while(collected < sbd.count)		{			bool foundSth = false;			for (auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)			{				if (i->second->type == sbd.type)				{					TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can					changeStackCount(StackLocation(obj, i->first), -take, false);					collected += take;					foundSth = true;					break;				}			}			if (!foundSth) //we went through the whole loop and haven't found appropriate cres			{				complain("Unexpected failure during taking creatures!");				return;			}		}	}}void CGameHandler::showCompInfo(ShowInInfobox * comp){	sendToAllClients(comp);}void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero){	HeroVisitCastle vc;	vc.hid = hero->id;	vc.tid = obj->id;	vc.flags |= 1;	sendAndApply(&vc);	vistiCastleObjects (obj, hero);	giveSpells (obj, hero);	checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?}void CGameHandler::vistiCastleObjects (const CGTownInstance *t, const CGHeroInstance *h){	std::vector<CGTownBuilding*>::const_iterator i;	for (i = t->bonusingBuildings.begin(); i != t->bonusingBuildings.end(); i++)		(*i)->onHeroVisit (h);}void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero){	HeroVisitCastle vc;	vc.hid = hero->id;	vc.tid = obj->id;	sendAndApply(&vc);}void CGameHandler::removeArtifact(const ArtifactLocation &al){	EraseArtifact ea;	ea.al = al;	sendAndApply(&ea);}void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,								const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank,								const CGTownInstance *town) //use hero=nullptr for no hero{	engageIntoBattle(army1->tempOwner);	engageIntoBattle(army2->tempOwner);	static const CArmedInstance *armies[2];	armies[0] = army1;	armies[1] = army2;	static const CGHeroInstance*heroes[2];	heroes[0] = hero1;	heroes[1] = hero2;	setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces	auto battleQuery = std::make_shared<CBattleQuery>(this, gs->curB);	queries.addQuery(battleQuery);	boost::thread(&CGameHandler::runBattle, this);}void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank){	startBattlePrimary(army1, army2, tile,		army1->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army1) : nullptr,		army2->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army2) : nullptr,		creatureBank);}void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank){	startBattleI(army1, army2, army2->visitablePos(), creatureBank);}void CGameHandler::changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells){	ChangeSpells cs;	cs.hid = hero->id;	cs.spells = spells;	cs.learn = give;	sendAndApply(&cs);}void CGameHandler::sendMessageTo(CConnection &c, const std::string &message){	SystemMessage sm;	sm.text = message;	boost::unique_lock<boost::mutex> lock(*c.wmx);	c << &sm;}void CGameHandler::giveHeroBonus(GiveBonus * bonus){	sendAndApply(bonus);}void CGameHandler::setMovePoints(SetMovePoints * smp){	sendAndApply(smp);}void CGameHandler::setManaPoints(ObjectInstanceID hid, int val){	SetMana sm;	sm.hid = hid;	sm.val = val;	sm.absolute = true;	sendAndApply(&sm);}void CGameHandler::giveHero(ObjectInstanceID id, PlayerColor player){	GiveHero gh;	gh.id = id;	gh.player = player;	sendAndApply(&gh);}void CGameHandler::changeObjPos(ObjectInstanceID objid, int3 newPos, ui8 flags){	ChangeObjPos cop;	cop.objid = objid;	cop.nPos = newPos;	cop.flags = flags;	sendAndApply(&cop);}void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero){	const CGHeroInstance * h1 = getHero(fromHero);	const CGHeroInstance * h2 = getHero(toHero);	int h1_scholarLevel = h1->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::SCHOLAR);	int h2_scholarLevel = h2->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::SCHOLAR);	if (h1_scholarLevel < h2_scholarLevel)	{		std::swap (h1,h2);//1st hero need to have higher scholar level for correct message		std::swap(fromHero, toHero);	}	int ScholarLevel = std::max(h1_scholarLevel, h2_scholarLevel);//heroes can trade up to this level	if (!ScholarLevel || !h1->hasSpellbook() || !h2->hasSpellbook())		return;//no scholar skill or no spellbook	int h1Lvl = std::min(ScholarLevel, h1->maxSpellLevel()),		h2Lvl = std::min(ScholarLevel, h2->maxSpellLevel());//heroes can receive this levels	ChangeSpells cs1;	cs1.learn = true;	cs1.hid = toHero;//giving spells to first hero	for (auto it : h1->spells)		if (h2Lvl >= it.toSpell()->level && !vstd::contains(h2->spells, it))//hero can learn it and don't have it yet			cs1.spells.insert(it);//spell to learn	ChangeSpells cs2;	cs2.learn = true;	cs2.hid = fromHero;	for (auto it : h2->spells)		if (h1Lvl >= it.toSpell()->level && !vstd::contains(h1->spells, it))			cs2.spells.insert(it);	if (!cs1.spells.empty() || !cs2.spells.empty())//create a message	{		InfoWindow iw;		iw.player = h1->tempOwner;		iw.components.push_back(Component(Component::SEC_SKILL, 18, ScholarLevel, 0));		iw.text.addTxt(MetaString::GENERAL_TXT, 139);//"%s, who has studied magic extensively,		iw.text.addReplacement(h1->name);		if (!cs2.spells.empty())//if found new spell - apply		{			iw.text.addTxt(MetaString::GENERAL_TXT, 140);//learns			int size = cs2.spells.size();			for (auto it : cs2.spells)			{				iw.components.push_back(Component(Component::SPELL, it, 1, 0));				iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());				switch (size--)				{					case 2:	iw.text.addTxt(MetaString::GENERAL_TXT, 141);					case 1:	break;					default:	iw.text << ", ";				}			}			iw.text.addTxt(MetaString::GENERAL_TXT, 142);//from %s			iw.text.addReplacement(h2->name);			sendAndApply(&cs2);		}		if (!cs1.spells.empty() && !cs2.spells.empty())		{			iw.text.addTxt(MetaString::GENERAL_TXT, 141);//and		}		if (!cs1.spells.empty())		{			iw.text.addTxt(MetaString::GENERAL_TXT, 147);//teaches			int size = cs1.spells.size();			for (auto it : cs1.spells)			{				iw.components.push_back(Component(Component::SPELL, it, 1, 0));				iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());				switch (size--)				{					case 2:	iw.text.addTxt(MetaString::GENERAL_TXT, 141);					case 1:	break;					default:	iw.text << ", ";				}			}			iw.text.addTxt(MetaString::GENERAL_TXT, 148);//from %s			iw.text.addReplacement(h2->name);			sendAndApply(&cs1);		}		sendAndApply(&iw);	}}void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2){	auto h1 = getHero(hero1), h2 = getHero(hero2);	if (getPlayerRelations(h1->getOwner(), h2->getOwner()))	{		auto exchange = std::make_shared<CGarrisonDialogQuery>(this, h1, h2);		ExchangeDialog hex;		hex.queryID = exchange->queryID;		hex.heroes[0] = getHero(hero1);		hex.heroes[1] = getHero(hero2);		sendAndApply(&hex);		useScholarSkill(hero1,hero2);		queries.addQuery(exchange);	}}void CGameHandler::sendToAllClients(CPackForClient * info){	logNetwork->trace("Sending to all clients a package of type %s", typeid(*info).name());	for (auto & elem : conns)	{		if(!elem->isOpen())			continue;		boost::unique_lock<boost::mutex> lock(*(elem)->wmx);		*elem << info;	}}void CGameHandler::sendAndApply(CPackForClient * info){	sendToAllClients(info);	gs->apply(info);}void CGameHandler::applyAndSend(CPackForClient * info){	gs->apply(info);	sendToAllClients(info);}void CGameHandler::sendAndApply(CGarrisonOperationPack * info){	sendAndApply(static_cast<CPackForClient*>(info));	checkVictoryLossConditionsForAll();}void CGameHandler::sendAndApply(SetResources * info){	sendAndApply(static_cast<CPackForClient*>(info));	checkVictoryLossConditionsForPlayer(info->player);}void CGameHandler::sendAndApply(NewStructures * info){	sendAndApply(static_cast<CPackForClient*>(info));	checkVictoryLossConditionsForPlayer(getTown(info->tid)->tempOwner);}void CGameHandler::save(const std::string & filename){	logGlobal->info("Saving to %s", filename);	const auto stem	= FileInfo::GetPathStem(filename);	const auto savefname = stem.to_string() + ".vsgm1";	CResourceHandler::get("local")->createResource(savefname);	{		logGlobal->info("Ordering clients to serialize...");		SaveGame sg(savefname);		sendToAllClients(&sg);	}	try	{		{			CSaveFile save(*CResourceHandler::get("local")->getResourceName(ResourceID(stem.to_string(), EResType::SERVER_SAVEGAME)));			saveCommonState(save);			logGlobal->info("Saving server state");			save << *this;		}		logGlobal->info("Game has been successfully saved!");	}	catch(std::exception &e)	{		logGlobal->error("Failed to save game: %s", e.what());	}}void CGameHandler::close(){	logGlobal->info("We have been requested to close.");	serverShuttingDown = true;	for (auto & elem : conns)	{		if(!elem->isOpen())			continue;		boost::unique_lock<boost::mutex> lock(*(elem)->wmx);		elem->close();		elem->connected = false;	}}void CGameHandler::playerLeftGame(int cid){	for (auto & elem : conns)	{		if(elem->isOpen() && elem->connectionID == cid)		{			boost::unique_lock<boost::mutex> lock(*(elem)->wmx);			elem->close();			elem->connected = false;			break;		}	}}bool CGameHandler::arrangeStacks(ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player){	const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id1)),		* s2 = static_cast<const CArmedInstance *>(getObjInstance(id2));	const CCreatureSet &S1 = *s1, &S2 = *s2;	StackLocation sl1(s1, p1), sl2(s2, p2);	if (!sl1.slot.validSlot()  ||  !sl2.slot.validSlot())	{		complain("Invalid slot accessed!");		return false;	}	if (!isAllowedExchange(id1,id2))	{		complain("Cannot exchange stacks between these two objects!\n");		return false;	}	// We can always put stacks into locked garrison, but not take them out of it	auto notRemovable = [&](const CArmedInstance * army)	{		if (id1 != id2) // Stack arrangement inside locked garrison is allowed		{			auto g = dynamic_cast<const CGGarrison *>(army);			if (g && !g->removableUnits)			{				complain("Stacks in this garrison are not removable!\n");				return true;			}		}		return false;	};	if (what==1) //swap	{		if (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1))		  || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))		{			complain("Can't take troops from another player!");			return false;		}		if (sl1.army == sl2.army && sl1.slot == sl2.slot)		{			complain("Cannot swap stacks - slots are the same!");			return false;		}		if (!s1->slotEmpty(p1) && !s2->slotEmpty(p2))		{			if (notRemovable(sl1.army) || notRemovable(sl2.army))				return false;		}		if (s1->slotEmpty(p1) && notRemovable(sl2.army))			return false;		else if (s2->slotEmpty(p2) && notRemovable(sl1.army))			return false;		swapStacks(sl1, sl2);	}	else if (what==2)//merge	{		if ((s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))		|| (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))			return false;		if (s1->slotEmpty(p1) || s2->slotEmpty(p2))		{			complain("Cannot merge empty stack!");			return false;		}		else if (notRemovable(sl1.army))			return false;		moveStack(sl1, sl2);	}	else if (what==3) //split	{		const int countToMove = val - s2->getStackCount(p2);		const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;		if (  (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1))			|| (s2->tempOwner != player && val < s2->getStackCount(p2)))		{			complain("Can't move troops of another player!");			return false;		}		//general conditions checking		if ((!vstd::contains(S1.stacks,p1) && complain("no creatures to split"))			|| (val<1  && complain("no creatures to split")) )		{			return false;		}		if (vstd::contains(S2.stacks,p2))	 //dest. slot not free - it must be "rebalancing"...		{			int total = s1->getStackCount(p1) + s2->getStackCount(p2);			if ((total < val   &&   complain("Cannot split that stack, not enough creatures!"))				|| (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))			)			{				return false;			}			if (notRemovable(sl1.army))			{				if (s1->getStackCount(p1) > countLeftOnSrc)					return false;			}			else if (notRemovable(sl2.army))			{				if (s2->getStackCount(p1) < countLeftOnSrc)					return false;			}			moveStack(sl1, sl2, countToMove);			//S2.slots[p2]->count = val;			//S1.slots[p1]->count = total - val;		}		else //split one stack to the two		{			if (s1->getStackCount(p1) < val)//not enough creatures			{				complain("Cannot split that stack, not enough creatures!");				return false;			}			if (notRemovable(sl1.army))				return false;			moveStack(sl1, sl2, val);		}	}	return true;}PlayerColor CGameHandler::getPlayerAt(CConnection *c) const{	std::set<PlayerColor> all;	for (auto i=connections.cbegin(); i!=connections.cend(); i++)		if (i->second == c)			all.insert(i->first);	switch(all.size())	{	case 0:		return PlayerColor::NEUTRAL;	case 1:		return *all.begin();	default:		{			//if we have more than one player at this connection, try to pick active one			if (vstd::contains(all, gs->currentPlayer))				return gs->currentPlayer;			else				return PlayerColor::CANNOT_DETERMINE; //cannot say which player is it		}	}}bool CGameHandler::disbandCreature(ObjectInstanceID id, SlotID pos){	const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id));	if (!vstd::contains(s1->stacks,pos))	{		complain("Illegal call to disbandCreature - no such stack in army!");		return false;	}	eraseStack(StackLocation(s1, pos));	return true;}bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID, bool force){	const CGTownInstance * t = getTown(tid);	if (!t)		COMPLAIN_RETF("No such town (ID=%s)!", tid);	if (!t->town->buildings.count(requestedID))		COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->name % tid);	if (t->hasBuilt(requestedID))		COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->Name() % t->name);	const CBuilding * requestedBuilding = t->town->buildings.at(requestedID);	//Vector with future list of built building and buildings in auto-mode that are not yet built.	std::vector<const CBuilding*> remainingAutoBuildings;	std::set<BuildingID> buildingsThatWillBe;	//Check validity of request	if (!force)	{		switch (requestedBuilding->mode)		{		case CBuilding::BUILD_NORMAL :			if (canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)				COMPLAIN_RET("Cannot build that building!");			break;		case CBuilding::BUILD_AUTO   :		case CBuilding::BUILD_SPECIAL:			COMPLAIN_RET("This building can not be constructed normally!");		case CBuilding::BUILD_GRAIL  :			if (requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail			{				if (!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))					COMPLAIN_RET("Cannot build this without grail!")				else					removeArtifact(ArtifactLocation(t->visitingHero, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));			}			break;		}	}	//Performs stuff that has to be done before new building is built	auto processBeforeBuiltStructure = [t, this](const BuildingID buildingID)	{		if (buildingID >= BuildingID::DWELL_FIRST) //dwelling		{			int level = (buildingID - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;			int upgradeNumber = (buildingID - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;			if (upgradeNumber >= t->town->creatures.at(level).size())			{				complain(boost::str(boost::format("Error ecountered when building dwelling (bid=%s):"													"no creature found (upgrade number %d, level %d!")												% buildingID % upgradeNumber % level));				return;			}			CCreature * crea = VLC->creh->creatures.at(t->town->creatures.at(level).at(upgradeNumber));			SetAvailableCreatures ssi;			ssi.tid = t->id;			ssi.creatures = t->creatures;			if (ssi.creatures[level].second.empty()) // first creature in a dwelling				ssi.creatures[level].first = crea->growth;			ssi.creatures[level].second.push_back(crea->idNumber);			sendAndApply(&ssi);		}		if (t->subID == ETownType::DUNGEON && buildingID == BuildingID::PORTAL_OF_SUMMON)		{			setPortalDwelling(t);		}	};	//Performs stuff that has to be done after new building is built	auto processAfterBuiltStructure = [t, this](const BuildingID buildingID)	{		if (buildingID <= BuildingID::MAGES_GUILD_5 || //it's mage guild			(t->subID == ETownType::TOWER && buildingID == BuildingID::LIBRARY) ||			(t->subID == ETownType::CONFLUX && buildingID == BuildingID::GRAIL))		{			if (t->visitingHero)				giveSpells(t,t->visitingHero);			if (t->garrisonHero)				giveSpells(t,t->garrisonHero);		}	};	//Checks if all requirements will be met with expected building list "buildingsThatWillBe"	auto areRequirementsFullfilled = [&](const BuildingID & buildID)	{		return buildingsThatWillBe.count(buildID);	};	//Init the vectors	for (auto & build : t->town->buildings)	{		if (t->hasBuilt(build.first))			buildingsThatWillBe.insert(build.first);		else		{			if (build.second->mode == CBuilding::BUILD_AUTO) //not built auto building				remainingAutoBuildings.push_back(build.second);		}	}	//Prepare structure (list of building ids will be filled later)	NewStructures ns;	ns.tid = tid;	ns.builded = force ? t->builded : (t->builded+1);	std::queue<const CBuilding*> buildingsToAdd;	buildingsToAdd.push(requestedBuilding);	while(!buildingsToAdd.empty())	{		auto b = buildingsToAdd.front();		buildingsToAdd.pop();		ns.bid.insert(b->bid);		buildingsThatWillBe.insert(b->bid);		remainingAutoBuildings -= b;		for(auto autoBuilding : remainingAutoBuildings)		{			auto actualRequirements = t->genBuildingRequirements(autoBuilding->bid);			if(actualRequirements.test(areRequirementsFullfilled))				buildingsToAdd.push(autoBuilding);		}	}	// FIXME: it's done before NewStructures applied because otherwise town window wont be properly updated on client. That should be actually fixed on client and not on server.	for (auto builtID : ns.bid)		processBeforeBuiltStructure(builtID);	//Take cost	if (!force)	{		giveResources(t->tempOwner, -requestedBuilding->resources);	}	//We know what has been built, appluy changes. Do this as final step to properly update town window	sendAndApply(&ns);	//Other post-built events. To some logic like giving spells to work gamestate changes for new building must be already in place!	for (auto builtID : ns.bid)		processAfterBuiltStructure(builtID);	// now when everything is built - reveal tiles for lookout tower	FoWChange fw;	fw.player = t->tempOwner;	fw.mode = 1;	getTilesInRange(fw.tiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, 1);	sendAndApply(&fw);	if (t->visitingHero)		vistiCastleObjects (t, t->visitingHero);	if (t->garrisonHero)		vistiCastleObjects (t, t->garrisonHero);	checkVictoryLossConditionsForPlayer(t->tempOwner);	return true;}bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid){///incomplete, simply erases target building	const CGTownInstance * t = getTown(tid);	if (!vstd::contains(t->builtBuildings, bid))		return false;	RazeStructures rs;	rs.tid = tid;	rs.bid.insert(bid);	rs.destroyed = t->destroyed + 1;	sendAndApply(&rs);//TODO: Remove dwellers// 	if (t->subID == 4 && bid == 17) //Veil of Darkness// 	{// 		RemoveBonus rb(RemoveBonus::TOWN);// 		rb.whoID = t->id;// 		rb.source = Bonus::TOWN_STRUCTURE;// 		rb.id = 17;// 		sendAndApply(&rb);// 	}	return true;}void CGameHandler::sendMessageToAll(const std::string &message){	SystemMessage sm;	sm.text = message;	sendToAllClients(&sm);}bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl){	const CGDwelling * dw = static_cast<const CGDwelling *>(getObj(objid));	const CArmedInstance *dst = nullptr;	const CCreature *c = VLC->creh->creatures.at(crid);	const bool warMachine = c->warMachine != ArtifactID::NONE;	//TODO: test for owning	//TODO: check if dst can recruit objects (e.g. hero is actually visiting object, town and source are same, etc)	dst = dynamic_cast<const CArmedInstance*>(getObj(dstid));	assert(dw && dst);	//verify	bool found = false;	int level = 0;	for (; level < dw->creatures.size(); level++) //iterate through all levels	{		if ((fromLvl != -1) && (level !=fromLvl))			continue;		const auto &cur = dw->creatures.at(level); //current level info <amount, list of cr. ids>		int i = 0;		for (; i < cur.second.size(); i++) //look for crid among available creatures list on current level			if (cur.second.at(i) == crid)				break;		if (i < cur.second.size())		{			found = true;			cram = std::min(cram, cur.first); //reduce recruited amount up to available amount			break;		}	}	SlotID slot = dst->getSlotFor(crid);	if ((!found && complain("Cannot recruit: no such creatures!"))		|| (cram  >  VLC->creh->creatures.at(crid)->maxAmount(getPlayer(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))		|| (cram<=0  &&  complain("Cannot recruit: cram <= 0!"))		|| (!slot.validSlot()  && !warMachine && complain("Cannot recruit: no available slot!")))	{		return false;	}	//recruit	giveResources(dst->tempOwner, -(c->cost * cram));	SetAvailableCreatures sac;	sac.tid = objid;	sac.creatures = dw->creatures;	sac.creatures[level].first -= cram;	sendAndApply(&sac);	if (warMachine)	{		const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(dst);		COMPLAIN_RET_FALSE_IF(!h, "Only hero can buy war machines");		ArtifactID artId = c->warMachine;		COMPLAIN_RET_FALSE_IF(artId == ArtifactID::CATAPULT, "Catapult cannot be recruited!");		const CArtifact * art = artId.toArtifact();		COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid war machine artifact");		return giveHeroNewArtifact(h, art);	}	else	{		addToSlot(StackLocation(dst, slot), c, cram);	}	return true;}bool CGameHandler::upgradeCreature(ObjectInstanceID objid, SlotID pos, CreatureID upgID){	const CArmedInstance * obj = static_cast<const CArmedInstance *>(getObjInstance(objid));	if (!obj->hasStackAtSlot(pos))	{		COMPLAIN_RET("Cannot upgrade, no stack at slot " + boost::to_string(pos));	}	UpgradeInfo ui;	getUpgradeInfo(obj, pos, ui);	PlayerColor player = obj->tempOwner;	const PlayerState *p = getPlayer(player);	int crQuantity = obj->stacks.at(pos)->count;	int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo	//check if upgrade is possible	if ((ui.oldID<0 || newIDpos == -1) && complain("That upgrade is not possible!"))	{		return false;	}	TResources totalCost = ui.cost.at(newIDpos) * crQuantity;	//check if player has enough resources	if (!p->resources.canAfford(totalCost))		COMPLAIN_RET("Cannot upgrade, not enough resources!");	//take resources	giveResources(player, -totalCost);	//upgrade creature	changeStackType(StackLocation(obj, pos), VLC->creh->creatures.at(upgID));	return true;}bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c){	if (!sl.army->hasStackAtSlot(sl.slot))		COMPLAIN_RET("Cannot find a stack to change type");	SetStackType sst;	sst.sl = sl;	sst.type = c;	sendAndApply(&sst);	return true;}void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging){	assert(src->canBeMergedWith(*dst, allowMerging));	while(src->stacksCount())//while there are unmoved creatures	{		auto i = src->Slots().begin(); //iterator to stack to move		StackLocation sl(src, i->first); //location of stack to move		SlotID pos = dst->getSlotFor(i->second->type);		if (!pos.validSlot())		{			//try to merge two other stacks to make place			std::pair<SlotID, SlotID> toMerge;			if (dst->mergableStacks(toMerge, i->first) && allowMerging)			{				moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second				assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot				moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot			}			else			{				complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");				return;			}		}		else		{			moveStack(sl, StackLocation(dst, pos));		}	}}bool CGameHandler::garrisonSwap(ObjectInstanceID tid){	const CGTownInstance * town = getTown(tid);	if (!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army	{		if (!town->visitingHero->canBeMergedWith(*town))		{			complain("Cannot make garrison swap, not enough free slots!");			return false;		}		moveArmy(town, town->visitingHero, true);		SetHeroesInTown intown;		intown.tid = tid;		intown.visiting = ObjectInstanceID();		intown.garrison = town->visitingHero->id;		sendAndApply(&intown);		return true;	}	else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison	{		//check if moving hero out of town will break 8 wandering heroes limit		if (getHeroCount(town->garrisonHero->tempOwner,false) >= 8)		{			complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");			return false;		}		SetHeroesInTown intown;		intown.tid = tid;		intown.garrison = ObjectInstanceID();		intown.visiting =  town->garrisonHero->id;		sendAndApply(&intown);		return true;	}	else if (!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero	{		SetHeroesInTown intown;		intown.tid = tid;		intown.garrison = town->visitingHero->id;		intown.visiting =  town->garrisonHero->id;		sendAndApply(&intown);		return true;	}	else	{		complain("Cannot swap garrison hero!");		return false;	}}// With the amount of changes done to the function, it's more like transferArtifacts.// Function moves artifact from src to dst. If dst is not a backpack and is already occupied, old dst art goes to backpack and is replaced.bool CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2){	ArtifactLocation src = al1, dst = al2;	const PlayerColor srcPlayer = src.owningPlayer(), dstPlayer = dst.owningPlayer();	const CArmedInstance *srcObj = src.relatedObj(), *dstObj = dst.relatedObj();	// Make sure exchange is even possible between the two heroes.	if (!isAllowedExchange(srcObj->id, dstObj->id))		COMPLAIN_RET("That heroes cannot make any exchange!");	const CArtifactInstance *srcArtifact = src.getArt();	const CArtifactInstance *destArtifact = dst.getArt();	if (srcArtifact == nullptr)		COMPLAIN_RET("No artifact to move!");	if (destArtifact && srcPlayer != dstPlayer)		COMPLAIN_RET("Can't touch artifact on hero of another player!");	// Check if src/dest slots are appropriate for the artifacts exchanged.	// Moving to the backpack is always allowed.	if ((!srcArtifact || dst.slot < GameConstants::BACKPACK_START)		&& srcArtifact && !srcArtifact->canBePutAt(dst, true))		COMPLAIN_RET("Cannot move artifact!");	auto srcSlot = src.getSlot();	auto dstSlot = dst.getSlot();	if ((srcSlot && srcSlot->locked) || (dstSlot && dstSlot->locked))		COMPLAIN_RET("Cannot move artifact locks.");	if (dst.slot >= GameConstants::BACKPACK_START && srcArtifact->artType->isBig())		COMPLAIN_RET("Cannot put big artifacts in backpack!");	if (src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)		COMPLAIN_RET("Cannot move catapult!");	if (dst.slot >= GameConstants::BACKPACK_START)		vstd::amin(dst.slot, ArtifactPosition(GameConstants::BACKPACK_START + dst.getHolderArtSet()->artifactsInBackpack.size()));	if (src.slot == dst.slot  &&  src.artHolder == dst.artHolder)		COMPLAIN_RET("Won't move artifact: Dest same as source!");	if (dst.slot < GameConstants::BACKPACK_START  &&  destArtifact) //moving art to another slot	{		//old artifact must be removed first		moveArtifact(dst, ArtifactLocation(dst.artHolder, ArtifactPosition(			dst.getHolderArtSet()->artifactsInBackpack.size() + GameConstants::BACKPACK_START)));	}	MoveArtifact ma;	ma.src = src;	ma.dst = dst;	sendAndApply(&ma);	return true;}/** * Assembles or disassembles a combination artifact. * @param heroID ID of hero holding the artifact(s). * @param artifactSlot The worn slot ID of the combination- or constituent artifact. * @param assemble True for assembly operation, false for disassembly. * @param assembleTo If assemble is true, this represents the artifact ID of the combination * artifact to assemble to. Otherwise it's not used. */bool CGameHandler::assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo){	const CGHeroInstance * hero = getHero(heroID);	const CArtifactInstance *destArtifact = hero->getArt(artifactSlot);	if (!destArtifact)		COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");	if (assemble)	{		CArtifact *combinedArt = VLC->arth->artifacts[assembleTo];		if (!combinedArt->constituents)			COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");		if (!vstd::contains(destArtifact->assemblyPossibilities(hero), combinedArt))			COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");		AssembledArtifact aa;		aa.al = ArtifactLocation(hero, artifactSlot);		aa.builtArt = combinedArt;		sendAndApply(&aa);	}	else	{		if (!destArtifact->artType->constituents)			COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");		DisassembledArtifact da;		da.al = ArtifactLocation(hero, artifactSlot);		sendAndApply(&da);	}	return true;}bool CGameHandler::buyArtifact(ObjectInstanceID hid, ArtifactID aid){	const CGHeroInstance * hero = getHero(hid);	COMPLAIN_RET_FALSE_IF(nullptr == hero, "Invalid hero index");	const CGTownInstance * town = hero->visitedTown;	COMPLAIN_RET_FALSE_IF(nullptr == town, "Hero not in town");	if (aid==ArtifactID::SPELLBOOK)	{		if ((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))		    || (getResource(hero->getOwner(), Res::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!"))		    || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))		   )			return false;		giveResource(hero->getOwner(),Res::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);		giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);		assert(hero->getArt(ArtifactPosition::SPELLBOOK));		giveSpells(town,hero);		return true;	}	else	{		const CArtifact * art = aid.toArtifact();		COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid artifact index to buy");		COMPLAIN_RET_FALSE_IF(art->warMachine == CreatureID::NONE, "War machine artifact required");		COMPLAIN_RET_FALSE_IF(hero->hasArt(aid),"Hero already has this machine!");		const int price = art->price;		COMPLAIN_RET_FALSE_IF(getPlayer(hero->getOwner())->resources.at(Res::GOLD) < price, "Not enough gold!");		if  ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid)		 || ((town->hasBuilt(BuildingID::BALLISTA_YARD, ETownType::STRONGHOLD)) && aid == ArtifactID::BALLISTA))		{			giveResource(hero->getOwner(),Res::GOLD,-price);			return giveHeroNewArtifact(hero, art);		}		else			COMPLAIN_RET("This machine is unavailable here!");	}}bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, Res::ERes rid, ArtifactID aid){	if(!h)		COMPLAIN_RET("Only hero can buy artifacts!");	if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))		COMPLAIN_RET("That artifact is unavailable!");	int b1, b2;	m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);	if (getResource(h->tempOwner, rid) < b1)		COMPLAIN_RET("You can't afford to buy this artifact!");	giveResource(h->tempOwner, rid, -b1);	SetAvailableArtifacts saa;	if (m->o->ID == Obj::TOWN)	{		saa.id = -1;		saa.arts = CGTownInstance::merchantArtifacts;	}	else if (const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m->o)) //black market	{		saa.id = bm->id.getNum();		saa.arts = bm->artifacts;	}	else		COMPLAIN_RET("Wrong marktet...");	bool found = false;	for (const CArtifact *&art : saa.arts)	{		if (art && art->id == aid)		{			art = nullptr;			found = true;			break;		}	}	if (!found)		COMPLAIN_RET("Cannot find selected artifact on the list");	sendAndApply(&saa);	giveHeroNewArtifact(h, VLC->arth->artifacts[aid], ArtifactPosition::FIRST_AVAILABLE);	return true;}bool CGameHandler::sellArtifact(const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, Res::ERes rid){	COMPLAIN_RET_FALSE_IF((!h), "Only hero can sell artifacts!");	const CArtifactInstance *art = h->getArtByInstanceId(aid);	COMPLAIN_RET_FALSE_IF((!art), "There is no artifact to sell!");	COMPLAIN_RET_FALSE_IF((!art->artType->isTradable()), "Cannot sell a war machine or spellbook!");	int resVal = 0, dump = 1;	m->getOffer(art->artType->id, rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);	removeArtifact(ArtifactLocation(h, h->getArtPos(art)));	giveResource(h->tempOwner, rid, resVal);	return true;}bool CGameHandler::buySecSkill(const IMarket *m, const CGHeroInstance *h, SecondarySkill skill){	if (!h)		COMPLAIN_RET("You need hero to buy a skill!");	if (h->getSecSkillLevel(SecondarySkill(skill)))		COMPLAIN_RET("Hero already know this skill");	if (!h->canLearnSkill())		COMPLAIN_RET("Hero can't learn any more skills");	if (h->type->heroClass->secSkillProbability.at(skill)==0)//can't learn this skill (like necromancy for most of non-necros)		COMPLAIN_RET("The hero can't learn this skill!");	if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))		COMPLAIN_RET("That skill is unavailable!");	if (getResource(h->tempOwner, Res::GOLD) < GameConstants::SKILL_GOLD_COST)//TODO: remove hardcoded resource\summ?		COMPLAIN_RET("You can't afford to buy this skill");	giveResource(h->tempOwner, Res::GOLD, -GameConstants::SKILL_GOLD_COST);	changeSecSkill(h, skill, 1, true);	return true;}bool CGameHandler::tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2){	TResourceCap r1 = getPlayer(player)->resources.at(id1);	vstd::amin(val, r1); //can't trade more resources than have	int b1, b2; //base quantities for trade	market->getOffer(id1, id2, b1, b2, EMarketMode::RESOURCE_RESOURCE);	int units = val / b1; //how many base quantities we trade	if (val%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error	{		COMPLAIN_RET("Invalid deal, not all offered units of resource were used.");	}	giveResource(player, static_cast<Res::ERes>(id1), - b1 * units);	giveResource(player, static_cast<Res::ERes>(id2), b2 * units);	return true;}bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, Res::ERes resourceID){	if(!hero)		COMPLAIN_RET("Only hero can sell creatures!");	if (!vstd::contains(hero->Slots(), slot))		COMPLAIN_RET("Hero doesn't have any creature in that slot!");	const CStackInstance &s = hero->getStack(slot);	if (s.count < count //can't sell more creatures than have		|| (hero->stacksCount() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack	{		COMPLAIN_RET("Not enough creatures in army!");	}	int b1, b2; //base quantities for trade	market->getOffer(s.type->idNumber, resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);	int units = count / b1; //how many base quantities we trade	if (count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error	{		//TODO: complain?		assert(0);	}	changeStackCount(StackLocation(hero, slot), -count);	giveResource(hero->tempOwner, resourceID, b2 * units);	return true;}bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot){	const CArmedInstance *army = nullptr;	if (hero)		army = hero;	else		army = dynamic_cast<const CGTownInstance *>(market->o);	if (!army)		COMPLAIN_RET("Incorrect call to transform in undead!");	if (!army->hasStackAtSlot(slot))		COMPLAIN_RET("Army doesn't have any creature in that slot!");	const CStackInstance &s = army->getStack(slot);	//resulting creature - bone dragons or skeletons	CreatureID resCreature = CreatureID::SKELETON;	if (s.hasBonusOfType(Bonus::DRAGON_NATURE)			|| (s.getCreatureID() == CreatureID::HYDRA)			|| (s.getCreatureID() == CreatureID::CHAOS_HYDRA))		resCreature = CreatureID::BONE_DRAGON;	changeStackType(StackLocation(army, slot), resCreature.toCreature());	return true;}bool CGameHandler::sendResources(ui32 val, PlayerColor player, Res::ERes r1, PlayerColor r2){	const PlayerState *p2 = getPlayer(r2, false);	if (!p2  ||  p2->status != EPlayerStatus::INGAME)	{		complain("Dest player must be in game!");		return false;	}	TResourceCap curRes1 = getPlayer(player)->resources.at(r1);	vstd::amin(val, curRes1);	giveResource(player, r1, -val);	giveResource(r2, r1, val);	return true;}bool CGameHandler::setFormation(ObjectInstanceID hid, ui8 formation){	const CGHeroInstance *h = getHero(hid);	if (!h)	{		logGlobal->error("Hero doesn't exist!");		return false;	}	ChangeFormation cf;	cf.hid = hid;	cf.formation = formation;	sendAndApply(&cf);	return true;}bool CGameHandler::hireHero(const CGObjectInstance *obj, ui8 hid, PlayerColor player){	const PlayerState * p = getPlayer(player);	const CGTownInstance * t = getTown(obj->id);	//common preconditions//	if ((p->resources.at(Res::GOLD)<GOLD_NEEDED  && complain("Not enough gold for buying hero!"))//		|| (getHeroCount(player, false) >= GameConstants::MAX_HEROES_PER_PLAYER && complain("Cannot hire hero, only 8 wandering heroes are allowed!")))	if ((p->resources.at(Res::GOLD) < GameConstants::HERO_GOLD_COST && complain("Not enough gold for buying hero!"))		|| ((!t) && (getHeroCount(player, false) >= VLC->modh->settings.MAX_HEROES_ON_MAP_PER_PLAYER && complain("Cannot hire hero, too many wandering heroes already!")))		|| ((t) && (getHeroCount(player, true) >= VLC->modh->settings.MAX_HEROES_AVAILABLE_PER_PLAYER && complain("Cannot hire hero, too many heroes garrizoned and wandering already!"))))	{		return false;	}	if (t) //tavern in town	{		if ((!t->hasBuilt(BuildingID::TAVERN) && complain("No tavern!"))			 || (t->visitingHero  && complain("There is visiting hero - no place!")))		{			return false;		}	}	else if (obj->ID == Obj::TAVERN)	{		if (getTile(obj->visitablePos())->visitableObjects.back() != obj && complain("Tavern entry must be unoccupied!"))		{			return false;		}	}	const CGHeroInstance *nh = p->availableHeroes.at(hid);	if (!nh)	{		complain ("Hero is not available for hiring!");		return false;	}	HeroRecruited hr;	hr.tid = obj->id;	hr.hid = nh->subID;	hr.player = player;	hr.tile = obj->visitablePos() + nh->getVisitableOffset();	sendAndApply(&hr);	std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->unusedHeroesFromPool();	const CGHeroInstance *theOtherHero = p->availableHeroes.at(!hid);	const CGHeroInstance *newHero = nullptr;	if (theOtherHero) //on XXL maps all heroes can be imprisoned :(	{		newHero = gs->hpool.pickHeroFor(false, player, getNativeTown(player), pool, getRandomGenerator(), theOtherHero->type->heroClass);	}	SetAvailableHeroes sah;	sah.player = player;	if (newHero)	{		sah.hid[hid] = newHero->subID;		sah.army[hid].clear();		sah.army[hid].setCreature(SlotID(0), newHero->type->initialArmy[0].creature, 1);	}	else	{		sah.hid[hid] = -1;	}	sah.hid[!hid] = theOtherHero ? theOtherHero->subID : -1;	sendAndApply(&sah);	giveResource(player, Res::GOLD, -GameConstants::HERO_GOLD_COST);	if (t)	{		vistiCastleObjects (t, nh);		giveSpells (t,nh);	}	return true;}bool CGameHandler::queryReply(QueryID qid, const JsonNode & answer, PlayerColor player){	boost::unique_lock<boost::recursive_mutex> lock(gsm);	logGlobal->trace("Player %s attempts answering query %d with answer:", player, qid);	logGlobal->trace(answer.toJson());	auto topQuery = queries.topQuery(player);	COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");	COMPLAIN_RET_FALSE_IF(topQuery->queryID != qid, "This player top query has different ID!");	COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");	topQuery->setReply(answer);	queries.popQuery(topQuery);	return true;}static EndAction end_action;void CGameHandler::updateGateState(){	BattleUpdateGateState db;	db.state = gs->curB->si.gateState;	if (gs->curB->si.wallState[EWallPart::GATE] == EWallState::DESTROYED)	{		db.state = EGateState::DESTROYED;	}	else if (db.state == EGateState::OPENED)	{		if (!gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_OUTER), false) &&			!gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_INNER), false))		{			if (gs->curB->town->subID == ETownType::FORTRESS)			{				if (!gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false))					db.state = EGateState::CLOSED;			}			else if (gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE)))				db.state = EGateState::BLOCKED;			else				db.state = EGateState::CLOSED;		}	}	else if (gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false))		db.state = EGateState::BLOCKED;	else		db.state = EGateState::CLOSED;	if (db.state != gs->curB->si.gateState)		sendAndApply(&db);}bool CGameHandler::makeBattleAction(BattleAction &ba){	bool ok = true;	const CStack *stack = battleGetStackByID(ba.stackNumber); //may be nullptr if action is not about stack	const CStack *destinationStack = ba.actionType == Battle::WALK_AND_ATTACK ? gs->curB->battleGetStackByPos(ba.additionalInfo)								   : ba.actionType == Battle::SHOOT			  ? gs->curB->battleGetStackByPos(ba.destinationTile)																			  : nullptr;	const bool isAboutActiveStack = stack && (stack == battleActiveStack());	logGlobal->trace(		"Making action: type=%d; side=%d; stack=%s; dst=%s; additionalInfo=%d; stackAtDst=%s",		ba.actionType, (int)ba.side, (stack ? stack->getName() : std::string("none")),		ba.destinationTile, ba.additionalInfo, (destinationStack ? destinationStack->getName() : std::string("none")));	switch(ba.actionType)	{	case Battle::WALK: //walk	case Battle::DEFEND: //defend	case Battle::WAIT: //wait	case Battle::WALK_AND_ATTACK: //walk or attack	case Battle::SHOOT: //shoot	case Battle::CATAPULT: //catapult	case Battle::STACK_HEAL: //healing with First Aid Tent	case Battle::DAEMON_SUMMONING:	case Battle::MONSTER_SPELL:		if (!stack)		{			complain("No such stack!");			return false;		}		if (!stack->alive())		{			complain("This stack is dead: " + stack->nodeName());			return false;		}		if (battleTacticDist())		{			if (stack && stack->side != battleGetTacticsSide())			{				complain("This is not a stack of side that has tactics!");				return false;			}		}		else if (!isAboutActiveStack)		{			complain("Action has to be about active stack!");			return false;		}	}	auto wrapAction = [this](BattleAction &ba)	{		StartAction startAction(ba);		sendAndApply(&startAction);		return vstd::makeScopeGuard([&]()		{			sendAndApply(&end_action);		});	};	switch(ba.actionType)	{	case Battle::END_TACTIC_PHASE: //wait	case Battle::BAD_MORALE:	case Battle::NO_ACTION:		{			auto wrapper = wrapAction(ba);			break;		}	case Battle::WALK:		{			auto wrapper = wrapAction(ba);			int walkedTiles = moveStack(ba.stackNumber,ba.destinationTile); //move			if (!walkedTiles)				complain("Stack failed movement!");			break;		}	case Battle::DEFEND:		{			//defensive stance			SetStackEffect sse;			Bonus bonus1(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 20, -1, PrimarySkill::DEFENSE, Bonus::PERCENT_TO_ALL);			Bonus bonus2(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, stack->valOfBonuses(Bonus::DEFENSIVE_STANCE),				 -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE);			BonusList defence = *stack->getBonuses(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE));			int oldDefenceValue = defence.totalValue();			defence.push_back(std::make_shared<Bonus>(bonus1));			defence.push_back(std::make_shared<Bonus>(bonus2));			int difference = defence.totalValue() - oldDefenceValue;			MetaString text;			stack->addText(text, MetaString::GENERAL_TXT, 120);			stack->addNameReplacement(text);			text.addReplacement(difference);			sse.battleLog.push_back(text);			sse.effect.push_back(bonus1);			sse.effect.push_back(bonus2);			sse.stacks.push_back(ba.stackNumber);			sendAndApply(&sse);			//don't break - we share code with next case		}	case Battle::WAIT:		{			auto wrapper = wrapAction(ba);			break;		}	case Battle::RETREAT: //retreat/flee		{			if (!gs->curB->battleCanFlee(gs->curB->sides.at(ba.side).color))				complain("Cannot retreat!");			else				setBattleResult(BattleResult::ESCAPE, !ba.side); //surrendering side loses			break;		}	case Battle::SURRENDER:		{			PlayerColor player = gs->curB->sides.at(ba.side).color;			int cost = gs->curB->battleGetSurrenderCost(player);			if (cost < 0)				complain("Cannot surrender!");			else if (getResource(player, Res::GOLD) < cost)				complain("Not enough gold to surrender!");			else			{				giveResource(player, Res::GOLD, -cost);				setBattleResult(BattleResult::SURRENDER, !ba.side); //surrendering side loses			}			break;		}	case Battle::WALK_AND_ATTACK: //walk or attack		{			auto wrapper = wrapAction(ba);			if (!stack || !destinationStack)			{				break;			}			BattleHex startingPos = stack->position;			int distance = moveStack(ba.stackNumber, ba.destinationTile);			logGlobal->trace("%s will attack %s", stack->nodeName(), destinationStack->nodeName());			if(stack->position != ba.destinationTile //we wasn't able to reach destination tile				&& !(stack->doubleWide() && (stack->position == ba.destinationTile.cloneInDirection(stack->destShiftDir(), false))) //nor occupy specified hex				)			{				complain("We cannot move this stack to its destination " + stack->getCreature()->namePl);				ok = false;				break;			}			if (destinationStack && stack && stack->ID == destinationStack->ID) //we should just move, it will be handled by following check			{				destinationStack = nullptr;			}			if (!destinationStack)			{				complain(boost::str(boost::format("walk and attack error: no stack at additionalInfo tile (%d)!\n") % ba.additionalInfo));				ok = false;				break;			}			if (!CStack::isMeleeAttackPossible(stack, destinationStack))			{				complain("Attack cannot be performed!");				ok = false;				break;			}			//attack			int totalAttacks = 1 + stack->getBonuses(Selector::type (Bonus::ADDITIONAL_ATTACK),				(Selector::effectRange(Bonus::NO_LIMIT).Or(Selector::effectRange(Bonus::ONLY_MELEE_FIGHT))))->totalValue(); //all unspicified attacks + melee attacks			for (int i = 0; i < totalAttacks; ++i)			{				if (stack &&					stack->alive() && //move can cause death, eg. by walking into the moat					destinationStack->alive())				{					BattleAttack bat;					prepareAttack(bat, stack, destinationStack, (i ? 0 : distance),  ba.additionalInfo); //no distance travelled on second attack					//prepareAttack(bat, stack, stackAtEnd, 0, ba.additionalInfo);					handleAttackBeforeCasting(&bat); //only before first attack					sendAndApply(&bat);					handleAfterAttackCasting(bat);				}				//counterattack				if (i == 0 && destinationStack					&& !stack->hasBonusOfType(Bonus::BLOCKS_RETALIATION)					&& destinationStack->ableToRetaliate()					&& stack->alive()) //attacker may have died (fire shield)				{					BattleAttack bat;					prepareAttack(bat, destinationStack, stack, 0, stack->position);					bat.flags |= BattleAttack::COUNTER;					sendAndApply(&bat);					handleAfterAttackCasting(bat);				}			}			//return			if (stack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE) && startingPos != stack->position && stack->alive())			{				moveStack(ba.stackNumber, startingPos);				//NOTE: curStack->ID == ba.stackNumber (rev 1431)			}			break;		}	case Battle::SHOOT:		{			if (!gs->curB->battleCanShoot(stack, ba.destinationTile))			{				complain("Cannot shoot!");				break;			}			if (!destinationStack)			{				complain("No target to shoot!");				break;			}			auto wrapper = wrapAction(ba);			{				BattleAttack bat;				bat.flags |= BattleAttack::SHOT;				prepareAttack(bat, stack, destinationStack, 0, ba.destinationTile);				handleAttackBeforeCasting(&bat);				sendAndApply(&bat);				handleAfterAttackCasting(bat);			}			//ranged counterattack			if (destinationStack->hasBonusOfType(Bonus::RANGED_RETALIATION)				&& !stack->hasBonusOfType(Bonus::BLOCKS_RANGED_RETALIATION)				&& destinationStack->ableToRetaliate()				&& stack->alive()) //attacker may have died (fire shield)			{				BattleAttack bat;				prepareAttack(bat, destinationStack, stack, 0, stack->position);				bat.flags |= BattleAttack::COUNTER | BattleAttack::SHOT;				sendAndApply(&bat);				handleAfterAttackCasting(bat);			}			//extra shot(s) for ballista, based on artillery skill			if(stack->getCreature()->idNumber == CreatureID::BALLISTA)			{				const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);				int ballistaBonusAttacks = attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_VAL2, SecondarySkill::ARTILLERY);				while(destinationStack->alive() && ballistaBonusAttacks-- > 0)				{					BattleAttack bat2;					bat2.flags |= BattleAttack::SHOT;					prepareAttack(bat2, stack, destinationStack, 0, ba.destinationTile);					sendAndApply(&bat2);				}			}			//allow more than one additional attack			int additionalAttacks = stack->getBonuses(Selector::type (Bonus::ADDITIONAL_ATTACK),				(Selector::effectRange(Bonus::NO_LIMIT).Or(Selector::effectRange(Bonus::ONLY_DISTANCE_FIGHT))))->totalValue();			for(int i = 0; i < additionalAttacks; ++i)			{				if (					stack->alive()					&& destinationStack->alive()					&& stack->shots.canUse()					)				{					BattleAttack bat;					bat.flags |= BattleAttack::SHOT;					prepareAttack(bat, stack, destinationStack, 0, ba.destinationTile);					sendAndApply(&bat);					handleAfterAttackCasting(bat);				}			}			break;		}	case Battle::CATAPULT:		{			auto getCatapultHitChance = [&](EWallPart::EWallPart part, const CHeroHandler::SBallisticsLevelInfo & sbi) -> int			{				switch(part)				{				case EWallPart::GATE:					return sbi.gate;				case EWallPart::KEEP:					return sbi.keep;				case EWallPart::BOTTOM_TOWER:				case EWallPart::UPPER_TOWER:					return sbi.tower;				case EWallPart::BOTTOM_WALL:				case EWallPart::BELOW_GATE:				case EWallPart::OVER_GATE:				case EWallPart::UPPER_WALL:					return sbi.wall;				default:					return 0;				}			};			auto wrapper = wrapAction(ba);			const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);			CHeroHandler::SBallisticsLevelInfo sbi;			if(stack->getCreature()->idNumber == CreatureID::CATAPULT)				sbi = VLC->heroh->ballistics.at(attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::BALLISTICS));			else //may need to use higher ballistics level for creatures in future for some cases to match original H3 (upgraded cyclops etc)			{				sbi = VLC->heroh->ballistics.at(1);				sbi.shots += std::max(stack->valOfBonuses(Bonus::CATAPULT_EXTRA_SHOTS), 0);			}			auto wallPart = gs->curB->battleHexToWallPart(ba.destinationTile);			if (!gs->curB->isWallPartPotentiallyAttackable(wallPart))			{				complain("catapult tried to attack non-catapultable hex!");				break;			}			//in successive iterations damage is dealt but not yet subtracted from wall's HPs			auto ¤tHP = gs->curB->si.wallState;			if (currentHP.at(wallPart) == EWallState::DESTROYED  ||  currentHP.at(wallPart) == EWallState::NONE)			{				complain("catapult tried to attack already destroyed wall part!");				break;			}			for (int g=0; g<sbi.shots; ++g)			{				bool hitSuccessfull = false;				auto attackedPart = wallPart;				do // catapult has chance to attack desired target. Othervice - attacks randomly				{					if (currentHP.at(attackedPart) != EWallState::DESTROYED && // this part can be hit					   currentHP.at(attackedPart) != EWallState::NONE &&					   getRandomGenerator().nextInt(99) < getCatapultHitChance(attackedPart, sbi))//hit is successful					{						hitSuccessfull = true;					}					else // select new target					{						std::vector<EWallPart::EWallPart> allowedTargets;						for (size_t i=0; i< currentHP.size(); i++)						{							if(currentHP.at(i) != EWallState::DESTROYED &&								currentHP.at(i) != EWallState::NONE)								allowedTargets.push_back(EWallPart::EWallPart(i));						}						if (allowedTargets.empty())							break;						attackedPart = *RandomGeneratorUtil::nextItem(allowedTargets, getRandomGenerator());					}				}				while (!hitSuccessfull);				if (!hitSuccessfull) // break triggered - no target to shoot at					break;				CatapultAttack ca; //package for clients				CatapultAttack::AttackInfo attack;				attack.attackedPart = attackedPart;				attack.destinationTile = ba.destinationTile;				attack.damageDealt = 0;				int dmgChance[] = { sbi.noDmg, sbi.oneDmg, sbi.twoDmg }; //dmgChance[i] - chance for doing i dmg when hit is successful				int dmgRand = getRandomGenerator().nextInt(99);				//accumulating dmgChance				dmgChance[1] += dmgChance[0];				dmgChance[2] += dmgChance[1];				//calculating dealt damage				for (int damage = 0; damage < ARRAY_COUNT(dmgChance); ++damage)				{					if (dmgRand <= dmgChance[damage])					{						attack.damageDealt = damage;						break;					}				}				// attacked tile may have changed - update destination				attack.destinationTile = gs->curB->wallPartToBattleHex(EWallPart::EWallPart(attack.attackedPart));				logGlobal->trace("Catapult attacks %d dealing %d damage", (int)attack.attackedPart, (int)attack.damageDealt);				//removing creatures in turrets / keep if one is destroyed				if (attack.damageDealt > 0 && (attackedPart == EWallPart::KEEP ||					attackedPart == EWallPart::BOTTOM_TOWER || attackedPart == EWallPart::UPPER_TOWER))				{					int posRemove = -1;					switch(attackedPart)					{					case EWallPart::KEEP:						posRemove = -2;						break;					case EWallPart::BOTTOM_TOWER:						posRemove = -3;						break;					case EWallPart::UPPER_TOWER:						posRemove = -4;						break;					}					BattleStacksRemoved bsr;					for (auto & elem : gs->curB->stacks)					{						if (elem->position == posRemove)						{							bsr.stackIDs.insert(elem->ID);							break;						}					}					sendAndApply(&bsr);				}				ca.attacker = ba.stackNumber;				ca.attackedParts.push_back(attack);				sendAndApply(&ca);			}			//finish by scope guard			break;		}		case Battle::STACK_HEAL: //healing with First Aid Tent		{			auto wrapper = wrapAction(ba);			const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);			const CStack *healer = gs->curB->battleGetStackByID(ba.stackNumber),				*destStack = gs->curB->battleGetStackByPos(ba.destinationTile);			if(healer == nullptr || destStack == nullptr || !healer->hasBonusOfType(Bonus::HEALER))			{				complain("There is either no healer, no destination, or healer cannot heal :P");			}			else			{				int32_t toHeal = healer->getCount() * std::max(10, attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::FIRST_AID));				//TODO: allow resurrection for mods				CHealth health = destStack->healthAfterHealed(toHeal, EHealLevel::HEAL, EHealPower::PERMANENT);				if(toHeal == 0)				{					logGlobal->warn("Nothing to heal");				}				else				{					StacksHealedOrResurrected shr;					shr.lifeDrain = false;					shr.tentHealing = true;					shr.cure = false;					shr.drainedFrom = ba.stackNumber;					CHealthInfo hi;					health.toInfo(hi);					hi.stackId = destStack->ID;					hi.delta = toHeal;					shr.healedStacks.push_back(hi);					sendAndApply(&shr);				}			}			break;		}		case Battle::DAEMON_SUMMONING:			//TODO: From Strategija:			//Summon Demon is a level 2 spell.		{			const CStack *summoner = gs->curB->battleGetStackByID(ba.stackNumber),				*destStack = gs->curB->battleGetStackByPos(ba.destinationTile, false);			CreatureID summonedType(summoner->getBonusLocalFirst(Selector::type(Bonus::DAEMON_SUMMONING))->subtype);//in case summoner can summon more than one type of monsters... scream!			BattleStackAdded bsa;			bsa.side = summoner->side;			bsa.creID = summonedType;			ui64 risedHp = summoner->getCount() * summoner->valOfBonuses(Bonus::DAEMON_SUMMONING, bsa.creID.toEnum());			ui64 targetHealth = destStack->getCreature()->MaxHealth() * destStack->baseAmount;			ui64 canRiseHp = std::min(targetHealth, risedHp);			ui32 canRiseAmount = canRiseHp / VLC->creh->creatures.at(bsa.creID)->MaxHealth();			bsa.amount = std::min(canRiseAmount, destStack->baseAmount);			bsa.pos = gs->curB->getAvaliableHex(bsa.creID, bsa.side, destStack->position);			bsa.summoned = false;			if (bsa.amount) //there's rare possibility single creature cannot rise desired type			{				auto wrapper = wrapAction(ba);				BattleStacksRemoved bsr; //remove body				bsr.stackIDs.insert(destStack->ID);				sendAndApply(&bsr);				sendAndApply(&bsa);				BattleSetStackProperty ssp;				ssp.stackID = ba.stackNumber;				ssp.which = BattleSetStackProperty::CASTS; //reduce number of casts				ssp.val = -1;				ssp.absolute = false;				sendAndApply(&ssp);			}			break;		}		case Battle::MONSTER_SPELL:		{			auto wrapper = wrapAction(ba);			const CStack * stack = gs->curB->battleGetStackByID(ba.stackNumber);			SpellID spellID = SpellID(ba.additionalInfo);			BattleHex destination(ba.destinationTile);			const std::shared_ptr<Bonus> randSpellcaster = stack->getBonusLocalFirst(Selector::type(Bonus::RANDOM_SPELLCASTER));			const std::shared_ptr<Bonus> spellcaster = stack->getBonusLocalFirst(Selector::typeSubtype(Bonus::SPELLCASTER, spellID));			//TODO special bonus for genies ability			if (randSpellcaster && battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_AIMED) < 0)				spellID = battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_GENIE);			if (spellID < 0)				complain("That stack can't cast spells!");			else			{				const CSpell * spell = SpellID(spellID).toSpell();				BattleSpellCastParameters parameters(gs->curB, stack, spell);				parameters.spellLvl = 0;				if (spellcaster)					vstd::amax(parameters.spellLvl, spellcaster->val);				if (randSpellcaster)					vstd::amax(parameters.spellLvl, randSpellcaster->val);				vstd::amin(parameters.spellLvl, 3);				parameters.effectLevel = parameters.spellLvl;				parameters.mode = ECastingMode::CREATURE_ACTIVE_CASTING;				parameters.aimToHex(destination);//todo: allow multiple destinations				parameters.cast(spellEnv);			}			break;		}	}	if(ba.actionType == Battle::DAEMON_SUMMONING || ba.actionType == Battle::WAIT || ba.actionType == Battle::DEFEND			|| ba.actionType == Battle::SHOOT || ba.actionType == Battle::MONSTER_SPELL)		handleDamageFromObstacle(stack);	if(ba.stackNumber == gs->curB->activeStack || battleResult.get()) //active stack has moved or battle has finished		battleMadeAction.setn(true);	return ok;}void CGameHandler::playerMessage(PlayerColor player, const std::string &message, ObjectInstanceID currObj){	bool cheated = true;	PlayerMessage temp_message(player, message, ObjectInstanceID(-1)); // don't inform other client on selected object	sendAndApply(&temp_message);	std::vector<std::string> cheat;	boost::split(cheat, message, boost::is_any_of(" "));	int obj = 0;	if (cheat.size() == 2)	{		obj = std::atoi(cheat[1].c_str());		if (obj)			currObj = ObjectInstanceID(obj);	}	const CGHeroInstance * hero = getHero(currObj);	const CGTownInstance * town = getTown(currObj);	if (!town && hero)		town = hero->visitedTown;	if (cheat.size() == 1 || obj)		handleCheatCode(cheat[0], player, hero, town, cheated);	else	{		for (const auto & i : gs->players)		{			if (i.first == PlayerColor::NEUTRAL)				continue;			if (cheat[1] == "ai")			{				if (i.second.human)					continue;			}			else if (cheat[1] != "all" && cheat[1] != i.first.getStr())				continue;			if (cheat[0] == "vcmiformenos" || cheat[0] == "vcmieagles" || cheat[0] == "vcmiungoliant")			{				handleCheatCode(cheat[0], i.first, nullptr, nullptr, cheated);			}			else if (cheat[0] == "vcmiarmenelos")			{				for (const auto & t : i.second.towns)				{					handleCheatCode(cheat[0], i.first, nullptr, t, cheated);				}			}			else			{				for (const auto & h : i.second.heroes)				{					handleCheatCode(cheat[0], i.first, h, nullptr, cheated);				}			}		}	}	if (cheated)	{		SystemMessage temp_message(VLC->generaltexth->allTexts.at(260));		sendAndApply(&temp_message);		if(!player.isSpectator())			checkVictoryLossConditionsForPlayer(player);//Player enter win code or got required art\creature	}}bool CGameHandler::makeCustomAction(BattleAction &ba){	switch(ba.actionType)	{	case Battle::HERO_SPELL:		{			COMPLAIN_RET_FALSE_IF(ba.side > 1, "Side must be 0 or 1!");			const CGHeroInstance *h = gs->curB->battleGetFightingHero(ba.side);			COMPLAIN_RET_FALSE_IF((!h), "Wrong caster!");			const CSpell * s = SpellID(ba.additionalInfo).toSpell();			if (!s)			{				logGlobal->error("Wrong spell id (%d)!", ba.additionalInfo);				return false;			}			BattleSpellCastParameters parameters(gs->curB, h, s);			parameters.aimToHex(ba.destinationTile);//todo: allow multiple destinations			parameters.mode = ECastingMode::HERO_CASTING;			if (ba.selectedStack >= 0)				parameters.aimToStack(gs->curB->battleGetStackByID(ba.selectedStack, false));			ESpellCastProblem::ESpellCastProblem escp = s->canBeCast(gs->curB, ECastingMode::HERO_CASTING, h);//todo: should we check aimed cast?			if (escp != ESpellCastProblem::OK)			{				logGlobal->warn("Spell cannot be cast! Problem: %d", escp);				return false;			}			StartAction start_action(ba);			sendAndApply(&start_action); //start spell casting			parameters.cast(spellEnv);			sendAndApply(&end_action);			if (!gs->curB->battleGetStackByID(gs->curB->activeStack))			{				battleMadeAction.setn(true);			}			checkBattleStateChanges();			if (battleResult.get())			{				battleMadeAction.setn(true);				//battle will be ended by startBattle function				//endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);			}			return true;		}	}	return false;}void CGameHandler::stackEnchantedTrigger(const CStack * st){	auto bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTED)));	for(auto b : bl)	{		SetStackEffect sse;		int val = bl.valOfBonuses(Selector::typeSubtype(b->type, b->subtype));		if(val > 3)		{			for(auto s : gs->curB->battleGetAllStacks())			{				if(battleMatchOwner(st, s, true) && s->isValidTarget()) //all allied					sse.stacks.push_back (s->ID);			}		}		else			sse.stacks.push_back (st->ID);		const CSpell * sp = SpellID(b->subtype).toSpell();		const int level = ((val > 3) ?  (val - 3) : val);		sp->getEffects(sse.effect, level, false, 50);		//this makes effect accumulate for at most 50 turns by default, but effect may be permanent and last till the end of battle		sp->getEffects(sse.cumulativeEffects, level, true, 50);		if(!sse.effect.empty() || !sse.cumulativeEffects.empty())			sendAndApply(&sse);	}}void CGameHandler::stackTurnTrigger(const CStack *st){	BattleTriggerEffect bte;	bte.stackID = st->ID;	bte.effect = -1;	bte.val = 0;	bte.additionalInfo = 0;	if (st->alive())	{		//unbind		if (st->hasBonus(Selector::type(Bonus::BIND_EFFECT)))		{			bool unbind = true;			BonusList bl = *(st->getBonuses(Selector::type(Bonus::BIND_EFFECT)));			std::set<const CStack*> stacks = gs->curB-> batteAdjacentCreatures(st);			for (auto b : bl)			{				const CStack * stack = gs->curB->battleGetStackByID(b->additionalInfo); //binding stack must be alive and adjacent				if (stack)				{					if (vstd::contains(stacks, stack)) //binding stack is still present					{						unbind = false;					}				}			}			if (unbind)			{				BattleSetStackProperty ssp;				ssp.which = BattleSetStackProperty::UNBIND;				ssp.stackID = st->ID;				sendAndApply(&ssp);			}		}		//regeneration		if (st->hasBonusOfType(Bonus::HP_REGENERATION))		{			bte.effect = Bonus::HP_REGENERATION;			bte.val = std::min((int)(st->MaxHealth() - st->getFirstHPleft()), st->valOfBonuses(Bonus::HP_REGENERATION));		}		if (st->hasBonusOfType(Bonus::FULL_HP_REGENERATION))		{			bte.effect = Bonus::HP_REGENERATION;			bte.val = st->MaxHealth() - st->getFirstHPleft();		}		if (bte.val) //anything to heal			sendAndApply(&bte);		if (st->hasBonusOfType(Bonus::POISON))		{			const std::shared_ptr<Bonus> b = st->getBonusLocalFirst(Selector::source(Bonus::SPELL_EFFECT, SpellID::POISON).And(Selector::type(Bonus::STACK_HEALTH)));			if (b) //TODO: what if not?...			{				bte.val = std::max (b->val - 10, -(st->valOfBonuses(Bonus::POISON)));				if (bte.val < b->val) //(negative) poison effect increases - update it				{					bte.effect = Bonus::POISON;					sendAndApply(&bte);				}			}		}		if (st->hasBonusOfType(Bonus::MANA_DRAIN) && !vstd::contains(st->state, EBattleStackState::DRAINED_MANA))		{			const PlayerColor opponent = gs->curB->theOtherPlayer(gs->curB->battleGetOwner(st));			const CGHeroInstance * opponentHero = gs->curB->getHero(opponent);			if (opponentHero)			{				ui32 manaDrained = st->valOfBonuses(Bonus::MANA_DRAIN);				vstd::amin(manaDrained, opponentHero->mana);				if (manaDrained)				{					bte.effect = Bonus::MANA_DRAIN;					bte.val = manaDrained;					bte.additionalInfo = opponentHero->id.getNum(); //for sanity					sendAndApply(&bte);				}			}		}		if (st->isLiving() && !st->hasBonusOfType(Bonus::FEARLESS))		{			bool fearsomeCreature = false;			for (CStack * stack : gs->curB->stacks)			{				if (battleMatchOwner(st, stack) && stack->alive() && stack->hasBonusOfType(Bonus::FEAR))				{					fearsomeCreature = true;					break;				}			}			if (fearsomeCreature)			{				if (getRandomGenerator().nextInt(99) < 10) //fixed 10%				{					bte.effect = Bonus::FEAR;					sendAndApply(&bte);				}			}		}		BonusList bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTER)));		int side = gs->curB->whatSide(st->owner);		if(st->canCast() && !gs->curB->sides.at(side).enchanterCounter)		{			bool cast = false;			while (!bl.empty() && !cast)			{				auto bonus = *RandomGeneratorUtil::nextItem(bl, getRandomGenerator());				auto spellID = SpellID(bonus->subtype);				const CSpell * spell = SpellID(spellID).toSpell();				bl.remove_if([&bonus](const Bonus* b){return b==bonus.get();});				BattleSpellCastParameters parameters(gs->curB, st, spell);				parameters.spellLvl = bonus->val;				parameters.effectLevel = bonus->val;//todo: recheck				parameters.mode = ECastingMode::ENCHANTER_CASTING;				cast = parameters.castIfPossible(spellEnv);				if(cast)				{					//todo: move to mechanics					BattleSetStackProperty ssp;					ssp.which = BattleSetStackProperty::ENCHANTER_COUNTER;					ssp.absolute = false;					ssp.val = bonus->additionalInfo; //increase cooldown counter					ssp.stackID = st->ID;					sendAndApply(&ssp);				}			}		}	}}bool CGameHandler::handleDamageFromObstacle(const CStack * curStack, bool stackIsMoving){	if(!curStack->alive())		return false;	bool containDamageFromMoat = false;	for(auto & obstacle : getAllAffectedObstaclesByStack(curStack))	{		if(!curStack->alive() || obstacle->stopsMovement() && stackIsMoving == true)			return false;		//we want to determine following vars depending on obstacle type		int damage = -1;		int effect = -1;		bool oneTimeObstacle = false;		//helper info		const SpellCreatedObstacle * spellObstacle = dynamic_cast<const SpellCreatedObstacle *>(obstacle.get()); //not nice but we may need spell params		const ui8 side = curStack->side; //if enemy is defending (false = 0), side of enemy hero is 1 (true)		const CGHeroInstance * hero = gs->curB->battleGetFightingHero(side);//FIXME: there may be no hero - landmines in Tower		if(obstacle->obstacleType == CObstacleInstance::MOAT)		{			damage = battleGetMoatDmg();			if(!containDamageFromMoat)				containDamageFromMoat = true;			else				continue;		}		else if(obstacle->obstacleType == CObstacleInstance::LAND_MINE)		{			if(!spellObstacle)				COMPLAIN_RET("Invalid obstacle instance");			//You don't get hit by a Mine you can see.			if(gs->curB->battleIsObstacleVisibleForSide(*obstacle, (BattlePerspective::BattlePerspective)side))				continue;			oneTimeObstacle = true;			effect = 82;			const CSpell * sp = SpellID(SpellID::LAND_MINE).toSpell();			if(sp->isImmuneByStack(hero, curStack))				continue;			damage = sp->calculateDamage(hero, curStack, spellObstacle->spellLevel, spellObstacle->casterSpellPower);			//TODO even if obstacle wasn't created by hero (Tower "moat") it should deal dmg as if cast by hero,			//if it is bigger than default dmg. Or is it just irrelevant H3 implementation quirk		}		else if(obstacle->obstacleType == CObstacleInstance::FIRE_WALL)		{			if(!spellObstacle)				COMPLAIN_RET("Invalid obstacle instance");			const CSpell * sp = SpellID(SpellID::FIRE_WALL).toSpell();			if(sp->isImmuneByStack(hero, curStack))				continue;			damage = sp->calculateDamage(hero, curStack,										 spellObstacle->spellLevel, spellObstacle->casterSpellPower);		}		else			continue;		BattleStackAttacked bsa;		if(effect >= 0)		{			bsa.flags |= BattleStackAttacked::EFFECT;			bsa.effect = effect; //makes POOF		}		bsa.damageAmount = damage;		bsa.stackAttacked = curStack->ID;		bsa.attackerID = -1;		curStack->prepareAttacked(bsa, getRandomGenerator());		StacksInjured si;		si.stacks.push_back(bsa);		sendAndApply(&si);		if(oneTimeObstacle)			removeObstacle(*obstacle);	}	if(!curStack->alive())		return false;	return true;}void CGameHandler::handleTimeEvents(){	gs->map->events.sort(evntCmp);	while(gs->map->events.size() && gs->map->events.front().firstOccurence+1 == gs->day)	{		CMapEvent ev = gs->map->events.front();		for (int player = 0; player < PlayerColor::PLAYER_LIMIT_I; player++)		{			auto color = PlayerColor(player);			const PlayerState * pinfo = getPlayer(color, false); //do not output error if player does not exist			if (pinfo  //player exists				&& (ev.players & 1<<player) //event is enabled to this player				&& ((ev.computerAffected && !pinfo->human)					|| (ev.humanAffected && pinfo->human)				)			)			{				//give resources				giveResources(color, ev.resources);				//prepare dialog				InfoWindow iw;				iw.player = color;				iw.text << ev.message;				for (int i=0; i<ev.resources.size(); i++)				{					if (ev.resources.at(i)) //if resource is changed, we add it to the dialog						iw.components.push_back(Component(Component::RESOURCE,i,ev.resources.at(i),0));				}				sendAndApply(&iw); //show dialog			}		} //PLAYERS LOOP		if (ev.nextOccurence)		{			gs->map->events.pop_front();			ev.firstOccurence += ev.nextOccurence;			auto it = gs->map->events.begin();			while(it != gs->map->events.end() && it->earlierThanOrEqual(ev))				it++;			gs->map->events.insert(it, ev);		}		else		{			gs->map->events.pop_front();		}	}	//TODO send only if changed	UpdateMapEvents ume;	ume.events = gs->map->events;	sendAndApply(&ume);}void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n){	town->events.sort(evntCmp);	while(town->events.size() && town->events.front().firstOccurence == gs->day)	{		PlayerColor player = town->tempOwner;		CCastleEvent ev = town->events.front();		const PlayerState * pinfo = getPlayer(player, false);		if (pinfo  //player exists			&& (ev.players & 1<<player.getNum()) //event is enabled to this player			&& ((ev.computerAffected && !pinfo->human)				|| (ev.humanAffected && pinfo->human)))		{			// dialog			InfoWindow iw;			iw.player = player;			iw.text << ev.message;			if (ev.resources.nonZero())			{				TResources was = n.res[player];				n.res[player] += ev.resources;				n.res[player].amax(0);				for (int i=0; i<ev.resources.size(); i++)					if (ev.resources.at(i) && pinfo->resources.at(i) != n.res.at(player).at(i)) //if resource had changed, we add it to the dialog						iw.components.push_back(Component(Component::RESOURCE,i,n.res.at(player).at(i)-was.at(i),0));			}			for (auto & i : ev.buildings)			{				if (!town->hasBuilt(i))				{					buildStructure(town->id, i, true);					iw.components.push_back(Component(Component::BUILDING, town->subID, i, 0));				}			}			if (!ev.creatures.empty() && !vstd::contains(n.cres, town->id))			{				n.cres[town->id].tid = town->id;				n.cres[town->id].creatures = town->creatures;			}			auto & sac = n.cres[town->id];			for (si32 i=0;i<ev.creatures.size();i++) //creature growths			{				if (!town->creatures.at(i).second.empty() && ev.creatures.at(i) > 0)//there is dwelling				{					sac.creatures[i].first += ev.creatures.at(i);					iw.components.push_back(Component(Component::CREATURE,							town->creatures.at(i).second.back(), ev.creatures.at(i), 0));				}			}			sendAndApply(&iw); //show dialog		}		if (ev.nextOccurence)		{			town->events.pop_front();			ev.firstOccurence += ev.nextOccurence;			auto it = town->events.begin();			while(it != town->events.end() && it->earlierThanOrEqual(ev))				it++;			town->events.insert(it, ev);		}		else		{			town->events.pop_front();		}	}	//TODO send only if changed	UpdateCastleEvents uce;	uce.town = town->id;	uce.events = town->events;	sendAndApply(&uce);}bool CGameHandler::complain(const std::string &problem){	sendMessageToAll("Server encountered a problem: " + problem);	logGlobal->error(problem);	return true;}void CGameHandler::showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits){	//PlayerColor player = getOwner(hid);	auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));	auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));	assert(lowerArmy);	assert(upperArmy);	auto garrisonQuery = std::make_shared<CGarrisonDialogQuery>(this, upperArmy, lowerArmy);	queries.addQuery(garrisonQuery);	GarrisonDialog gd;	gd.hid = hid;	gd.objid = upobj;	gd.removableUnits = removableUnits;	gd.queryID = garrisonQuery->queryID;	sendAndApply(&gd);}void CGameHandler::showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId){	OpenWindow ow;	ow.window = OpenWindow::THIEVES_GUILD;	ow.id1 = player.getNum();	ow.id2 = requestingObjId.getNum();	sendAndApply(&ow);}bool CGameHandler::isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2){	if (id1 == id2)		return true;	const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);	if (!o1 || !o2)		return true; //arranging stacks within an object should be always allowed	if (o1 && o2)	{		if (o1->ID == Obj::TOWN)		{			const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);			if (t->visitingHero == o2  ||  t->garrisonHero == o2)				return true;		}		if (o2->ID == Obj::TOWN)		{			const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);			if (t->visitingHero == o1  ||  t->garrisonHero == o1)				return true;		}		if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)		{			const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);			const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);			// two heroes in same town (garrisoned and visiting)			if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)				return true;		}		//Ongoing garrison exchange		if (auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o1->tempOwner)))		{			if (dialog->exchangingArmies.at(0) == o1 && dialog->exchangingArmies.at(1) == o2)				return true;			if (dialog->exchangingArmies.at(1) == o1 && dialog->exchangingArmies.at(0) == o2)				return true;		}	}	return false;}void CGameHandler::objectVisited(const CGObjectInstance * obj, const CGHeroInstance * h){	logGlobal->debug("%s visits %s (%d:%d)", h->nodeName(), obj->getObjectName(), obj->ID, obj->subID);	auto visitQuery = std::make_shared<CObjectVisitQuery>(this, obj, h, obj->visitablePos());	queries.addQuery(visitQuery); //TODO real visit pos	HeroVisit hv;	hv.obj = obj;	hv.hero = h;	hv.player = h->tempOwner;	hv.starting = true;	sendAndApply(&hv);	obj->onHeroVisit(h);	queries.popIfTop(visitQuery); //visit ends here if no queries were created}void CGameHandler::objectVisitEnded(const CObjectVisitQuery &query){	logGlobal->debug("%s visit ends.\n", query.visitingHero->nodeName());	HeroVisit hv;	hv.player = query.players.front();	hv.obj = nullptr; //not necessary, moreover may have been deleted in the meantime	hv.hero = query.visitingHero;	assert(hv.hero);	hv.starting = false;	sendAndApply(&hv);}bool CGameHandler::buildBoat(ObjectInstanceID objid){	const IShipyard *obj = IShipyard::castFrom(getObj(objid));	if (obj->shipyardStatus() != IBoatGenerator::GOOD)	{		complain("Cannot build boat in this shipyard!");		return false;	}	else if (obj->o->ID == Obj::TOWN	        && !static_cast<const CGTownInstance*>(obj)->hasBuilt(BuildingID::SHIPYARD))	{		complain("Cannot build boat in the town - no shipyard!");		return false;	}	const PlayerColor playerID = obj->o->tempOwner;	TResources boatCost;	obj->getBoatCost(boatCost);	TResources aviable = getPlayer(playerID)->resources;	if (!aviable.canAfford(boatCost))	{		complain("Not enough resources to build a boat!");		return false;	}	int3 tile = obj->bestLocation();	if (!gs->map->isInTheMap(tile))	{		complain("Cannot find appropriate tile for a boat!");		return false;	}	//take boat cost	giveResources(playerID, -boatCost);	//create boat	NewObject no;	no.ID = Obj::BOAT;	no.subID = obj->getBoatType();	no.pos = tile + int3(1,0,0);	sendAndApply(&no);	return true;}void CGameHandler::engageIntoBattle(PlayerColor player){	//notify interfaces	PlayerBlocked pb;	pb.player = player;	pb.reason = PlayerBlocked::UPCOMING_BATTLE;	pb.startOrEnd = PlayerBlocked::BLOCKADE_STARTED;	sendAndApply(&pb);}void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors){	for (auto playerColor : playerColors)	{		if (getPlayer(playerColor, false))			checkVictoryLossConditionsForPlayer(playerColor);	}}void CGameHandler::checkVictoryLossConditionsForAll(){	std::set<PlayerColor> playerColors;	for (int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)	{		playerColors.insert(PlayerColor(i));	}	checkVictoryLossConditions(playerColors);}void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player){	const PlayerState * p = getPlayer(player);	if (p->status != EPlayerStatus::INGAME) return;	auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player);	if (victoryLossCheckResult.victory() || victoryLossCheckResult.loss())	{		InfoWindow iw;		getVictoryLossMessage(player, victoryLossCheckResult, iw);		sendAndApply(&iw);		PlayerEndsGame peg;		peg.player = player;		peg.victoryLossCheckResult = victoryLossCheckResult;		sendAndApply(&peg);		if (victoryLossCheckResult.victory())		{			//one player won -> all enemies lost			for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)			{				if (i->first != player && getPlayer(i->first)->status == EPlayerStatus::INGAME)				{					peg.player = i->first;					peg.victoryLossCheckResult = getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ?								victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner					InfoWindow iw;					getVictoryLossMessage(player, peg.victoryLossCheckResult, iw);					iw.player = i->first;					sendAndApply(&iw);					sendAndApply(&peg);				}			}			if (p->human)			{				serverShuttingDown = true;				if (gs->scenarioOps->campState)				{					std::vector<CGHeroInstance *> crossoverHeroes;					for (CGHeroInstance * hero : gs->map->heroesOnMap)					{						if (hero->tempOwner == player)						{							// keep all heroes from the winning player							crossoverHeroes.push_back(hero);						}						else if (vstd::contains(gs->scenarioOps->campState->getCurrentScenario().keepHeroes, HeroTypeID(hero->subID)))						{							// keep hero whether lost or won (like Xeron in AB campaign)							crossoverHeroes.push_back(hero);						}					}					// keep lost heroes which are in heroes pool					for (auto & heroPair : gs->hpool.heroesPool)					{						if (vstd::contains(gs->scenarioOps->campState->getCurrentScenario().keepHeroes, HeroTypeID(heroPair.first)))						{							crossoverHeroes.push_back(heroPair.second.get());						}					}					gs->scenarioOps->campState->setCurrentMapAsConquered(crossoverHeroes);					//Request clients to change connection mode					PrepareForAdvancingCampaign pfac;					sendAndApply(&pfac);					//Change connection mode					if (getPlayer(player)->human && getStartInfo()->campState)					{						for (auto connection : conns)							connection->prepareForSendingHeroes();					}					UpdateCampaignState ucs;					ucs.camp = gs->scenarioOps->campState;					sendAndApply(&ucs);				}			}		}		else		{			//copy heroes vector to avoid iterator invalidation as removal change PlayerState			auto hlp = p->heroes;			for (auto h : hlp) //eliminate heroes			{				if (h.get())					removeObject(h);			}			//player lost -> all his objects become unflagged (neutral)			for (auto obj : gs->map->objects) //unflag objs			{				if (obj.get() && obj->tempOwner == player)					setOwner(obj, PlayerColor::NEUTRAL);			}			//eliminating one player may cause victory of another:			std::set<PlayerColor> playerColors;			//do not copy player state (CBonusSystemNode) by value			for (auto &p : gs->players) //players may have different colors, iterate over players and not integers			{				if (p.first != player)					playerColors.insert(p.first);			}			//notify all players			for (auto pc : playerColors)			{				if (getPlayer(pc)->status == EPlayerStatus::INGAME)				{					InfoWindow iw;					getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw);					iw.player = pc;					sendAndApply(&iw);				}			}			checkVictoryLossConditions(playerColors);		}		auto playerInfo = getPlayer(gs->currentPlayer, false);		// If we are called before the actual game start, there might be no current player		if (playerInfo && playerInfo->status != EPlayerStatus::INGAME)		{			// If player making turn has lost his turn must be over as well			states.setFlag(gs->currentPlayer, &PlayerStatus::makingTurn, false);		}	}}void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const{	out.player = player;	out.text.clear();	out.text << victoryLossCheckResult.messageToSelf;	// hackish, insert one player-specific string, if applicable	if (victoryLossCheckResult.messageToSelf.find("%s") != std::string::npos)		out.text.addReplacement(MetaString::COLOR, player.getNum());	out.components.push_back(Component(Component::FLAG, player.getNum(), 0, 0));}bool CGameHandler::dig(const CGHeroInstance *h){	for (auto i = gs->map->objects.cbegin(); i != gs->map->objects.cend(); i++) //unflag objs	{		if (*i && (*i)->ID == Obj::HOLE  &&  (*i)->pos == h->getPosition())		{			complain("Cannot dig - there is already a hole under the hero!");			return false;		}	}	if (h->diggingStatus() != EDiggingStatus::CAN_DIG) //checks for terrain and movement		COMPLAIN_RETF("Hero cannot dig (error code %d)!", h->diggingStatus());	//create a hole	NewObject no;	no.ID = Obj::HOLE;	no.pos = h->getPosition();	no.subID = 0;	sendAndApply(&no);	//take MPs	SetMovePoints smp;	smp.hid = h->id;	smp.val = 0;	sendAndApply(&smp);	InfoWindow iw;	iw.player = h->tempOwner;	if (gs->map->grailPos == h->getPosition())	{		iw.text.addTxt(MetaString::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "		iw.text.addTxt(MetaString::ART_NAMES, ArtifactID::GRAIL);		iw.soundID = soundBase::ULTIMATEARTIFACT;		giveHeroNewArtifact(h, VLC->arth->artifacts[ArtifactID::GRAIL], ArtifactPosition::PRE_FIRST); //give grail		sendAndApply(&iw);		iw.soundID = soundBase::invalid;		iw.text.clear();		iw.text.addTxt(MetaString::ART_DESCR, ArtifactID::GRAIL);		sendAndApply(&iw);	}	else	{		iw.text.addTxt(MetaString::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"		iw.soundID = soundBase::Dig;		sendAndApply(&iw);	}	return true;}void CGameHandler::attackCasting(const BattleAttack & bat, Bonus::BonusType attackMode, const CStack * attacker){	if (attacker->hasBonusOfType(attackMode))	{		std::set<SpellID> spellsToCast;		TBonusListPtr spells = attacker->getBonuses(Selector::type(attackMode));		for (const std::shared_ptr<Bonus> sf : *spells)		{			spellsToCast.insert(SpellID(sf->subtype));		}		for (SpellID spellID : spellsToCast)		{			const CStack * oneOfAttacked = nullptr;			for (auto & elem : bat.bsa)			{				if ((elem.newHealth.fullUnits > 0 || elem.newHealth.firstHPleft > 0) && !elem.isSecondary()) //apply effects only to first target stack if it's alive				{					oneOfAttacked = gs->curB->battleGetStackByID(elem.stackAttacked);					break;				}			}			bool castMe = false;			if (oneOfAttacked == nullptr)			{				logGlobal->debug("attackCasting: all attacked creatures have been killed");				return;			}			int spellLevel = 0;			TBonusListPtr spellsByType = attacker->getBonuses(Selector::typeSubtype(attackMode, spellID));			for (const std::shared_ptr<Bonus> sf : *spellsByType)			{				vstd::amax(spellLevel, sf->additionalInfo % 1000); //pick highest level				int meleeRanged = sf->additionalInfo / 1000;				if (meleeRanged == 0 || (meleeRanged == 1 && bat.shot()) || (meleeRanged == 2 && !bat.shot()))					castMe = true;			}			int chance = attacker->valOfBonuses((Selector::typeSubtype(attackMode, spellID)));			vstd::amin(chance, 100);			const CSpell * spell = SpellID(spellID).toSpell();			if(spell->canBeCastAt(gs->curB, ECastingMode::AFTER_ATTACK_CASTING, attacker, oneOfAttacked->position) != ESpellCastProblem::OK)				continue;			//check if spell should be cast (probability handling)			if (getRandomGenerator().nextInt(99) >= chance)				continue;			//casting			if (castMe) //stacks use 0 spell power. If needed, default = 3 or custom value is used			{				logGlobal->debug("battle spell cast");				BattleSpellCastParameters parameters(gs->curB, attacker, spell);				parameters.spellLvl = spellLevel;				parameters.effectLevel = spellLevel;				parameters.aimToStack(oneOfAttacked);				parameters.mode = ECastingMode::AFTER_ATTACK_CASTING;				parameters.cast(spellEnv);			}		}	}}void CGameHandler::handleAttackBeforeCasting(BattleAttack *bat){	const CStack * attacker = gs->curB->battleGetStackByID(bat->stackAttacking);	attackCasting(*bat, Bonus::SPELL_BEFORE_ATTACK, attacker); //no death stare / acid breath needed?	// filter possibly dead stacks	bat->bsa.erase(std::remove_if(bat->bsa.begin(), bat->bsa.end(),	               [this](const BattleStackAttacked &bsa)	               {	                 return battleGetStackByID(bsa.stackAttacked) == nullptr;	               }),	               bat->bsa.end());}void CGameHandler::handleAfterAttackCasting(const BattleAttack & bat){	const CStack * attacker = gs->curB->battleGetStackByID(bat.stackAttacking);	if (!attacker || bat.bsa.empty()) // can be already dead		return;	const CStack * defender = gs->curB->battleGetStackByID(bat.bsa.at(0).stackAttacked);	if(!defender)		return;//already dead	auto cast = [=](SpellID spellID, int power)	{		const CSpell * spell = SpellID(spellID).toSpell();		BattleSpellCastParameters parameters(gs->curB, attacker, spell);		parameters.spellLvl = 0;		parameters.effectLevel = 0;		parameters.aimToStack(defender);		parameters.effectPower = power;		parameters.mode = ECastingMode::AFTER_ATTACK_CASTING;		parameters.cast(spellEnv);	};	attackCasting(bat, Bonus::SPELL_AFTER_ATTACK, attacker);	if(!defender->alive())	{		//don't try death stare or acid breath on dead stack (crash!)		return;	}	if(attacker->hasBonusOfType(Bonus::DEATH_STARE))	{		// mechanics of Death Stare as in H3:		// each gorgon have 10% chance to kill (counted separately in H3) -> binomial distribution		//original formula x = min(x, (gorgons_count + 9)/10);		double chanceToKill = attacker->valOfBonuses(Bonus::DEATH_STARE, 0) / 100.0f;		vstd::amin(chanceToKill, 1); //cap at 100%		std::binomial_distribution<> distribution(attacker->getCount(), chanceToKill);		int staredCreatures = distribution(getRandomGenerator().getStdGenerator());		double cap = 1 / std::max(chanceToKill, (double)(0.01));//don't divide by 0		int maxToKill = (attacker->getCount() + cap - 1) / cap; //not much more than chance * count		vstd::amin(staredCreatures, maxToKill);		staredCreatures += (attacker->level() * attacker->valOfBonuses(Bonus::DEATH_STARE, 1)) / defender->level();		if(staredCreatures)		{			//TODO: death stare was not originally available for multiple-hex attacks, but...			cast(SpellID::DEATH_STARE, staredCreatures);		}	}	if(!defender->alive())		return;	int acidDamage = 0;	TBonusListPtr acidBreath = attacker->getBonuses(Selector::type(Bonus::ACID_BREATH));	for(const std::shared_ptr<Bonus> b : *acidBreath)	{		if(b->additionalInfo > getRandomGenerator().nextInt(99))			acidDamage += b->val;	}	if(acidDamage)		cast(SpellID::ACID_BREATH_DAMAGE, acidDamage * attacker->getCount());	if(!defender->alive())		return;	if(attacker->hasBonusOfType(Bonus::TRANSMUTATION) && defender->isLiving()) //transmutation mechanics, similar to WoG werewolf ability	{		double chanceToTrigger = attacker->valOfBonuses(Bonus::TRANSMUTATION) / 100.0f;		vstd::amin(chanceToTrigger, 1); //cap at 100%		if(getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)			return;		int bonusAdditionalInfo = attacker->getBonus(Selector::type(Bonus::TRANSMUTATION))->additionalInfo;		if(defender->getCreature()->idNumber == bonusAdditionalInfo ||			(bonusAdditionalInfo == -1 && defender->getCreature()->idNumber == attacker->getCreature()->idNumber))			return;		BattleStackAdded resurrectInfo;		resurrectInfo.pos = defender->position;		resurrectInfo.side = defender->side;		if(bonusAdditionalInfo != -1)			resurrectInfo.creID = (CreatureID)bonusAdditionalInfo;		else			resurrectInfo.creID = attacker->getCreature()->idNumber;		if(attacker->hasBonusOfType((Bonus::TRANSMUTATION), 0))			resurrectInfo.amount = std::max((defender->getCount() * defender->MaxHealth()) / resurrectInfo.creID.toCreature()->MaxHealth(), 1u);		else if (attacker->hasBonusOfType((Bonus::TRANSMUTATION), 1))			resurrectInfo.amount = defender->getCount();		else			return; //wrong subtype		BattleStacksRemoved victimInfo;		victimInfo.stackIDs.insert(bat.bsa.at(0).stackAttacked);		sendAndApply(&victimInfo);		sendAndApply(&resurrectInfo);	}}void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h){	if (!t.visitableObjects.empty())	{		//to prevent self-visiting heroes on space press		if (t.visitableObjects.back() != h)			objectVisited(t.visitableObjects.back(), h);		else if (t.visitableObjects.size() > 1)			objectVisited(*(t.visitableObjects.end()-2),h);	}}bool CGameHandler::sacrificeCreatures(const IMarket *market, const CGHeroInstance *hero, SlotID slot, ui32 count){	if (!hero)		COMPLAIN_RET("You need hero to sacrifice creature!");	int oldCount = hero->getStackCount(slot);	if (oldCount < count)		COMPLAIN_RET("Not enough creatures to sacrifice!")	else if (oldCount == count && hero->stacksCount() == 1 && hero->needsLastStack())		COMPLAIN_RET("Cannot sacrifice last creature!");	int crid = hero->getStack(slot).type->idNumber;	changeStackCount(StackLocation(hero, slot), -count);	int dump, exp;	market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);	exp *= count;	changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(exp));	return true;}bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, ArtifactPosition slot){	if (!hero)		COMPLAIN_RET("You need hero to sacrifice artifact!");	ArtifactLocation al(hero, slot);	const CArtifactInstance *a = al.getArt();	COMPLAIN_RET_FALSE_IF(!a,"Cannot find artifact to sacrifice!");	int dmp, expToGive;	const CArtifactInstance * art = hero->getArt(slot);	COMPLAIN_RET_FALSE_IF((!art), "No artifact at position to sacrifice!");	si32 typId = art->artType->id;	m->getOffer(typId, 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);	removeArtifact(al);	changePrimSkill(hero, PrimarySkill::EXPERIENCE, expToGive);	return true;}void CGameHandler::makeStackDoNothing(const CStack * next){	BattleAction doNothing;	doNothing.actionType = Battle::NO_ACTION;	doNothing.additionalInfo = 0;	doNothing.destinationTile = -1;	doNothing.side = next->side;	doNothing.stackNumber = next->ID;	makeAutomaticAction(next, doNothing);}bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count){	if (sl.army->hasStackAtSlot(sl.slot))		COMPLAIN_RET("Slot is already taken!");	if (!sl.slot.validSlot())		COMPLAIN_RET("Cannot insert stack to that slot!");	InsertNewStack ins;	ins.sl = sl;	ins.stack = CStackBasicDescriptor(c, count);	sendAndApply(&ins);	return true;}bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval){	if (!sl.army->hasStackAtSlot(sl.slot))		COMPLAIN_RET("Cannot find a stack to erase");	if (sl.army->stacksCount() == 1 //from the last stack		&& sl.army->needsLastStack() //that must be left		&& !forceRemoval) //ignore above conditions if we are forcing removal	{		COMPLAIN_RET("Cannot erase the last stack!");	}	EraseStack es;	es.sl = sl;	sendAndApply(&es);	return true;}bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue){	TQuantity currentCount = sl.army->getStackCount(sl.slot);	if ((absoluteValue && count < 0)		|| (!absoluteValue && -count > currentCount))	{		COMPLAIN_RET("Cannot take more stacks than present!");	}	if ((currentCount == -count  &&  !absoluteValue)	   || (!count && absoluteValue))	{		eraseStack(sl);	}	else	{		ChangeStackCount csc;		csc.sl = sl;		csc.count = count;		csc.absoluteValue = absoluteValue;		sendAndApply(&csc);	}	return true;}bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count){	const CCreature *slotC = sl.army->getCreature(sl.slot);	if (!slotC) //slot is empty		insertNewStack(sl, c, count);	else if (c == slotC)		changeStackCount(sl, count);	else	{		COMPLAIN_RET("Cannot add " + c->namePl + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");	}	return true;}void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging){	if (removeObjWhenFinished)		removeAfterVisit(src);	if (!src->canBeMergedWith(*dst, allowMerging))	{		if (allowMerging) //do that, add all matching creatures.		{			bool cont = true;			while (cont)			{				for (auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures				{					SlotID pos = dst->getSlotFor(i->second->type);					if (pos.validSlot())					{						moveStack(StackLocation(src, i->first), StackLocation(dst, pos));						cont = true;						break; //or iterator crashes					}					cont = false;				}			}		}		showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends	}	else //merge	{		moveArmy(src, dst, allowMerging);	}}bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count){	if (!src.army->hasStackAtSlot(src.slot))		COMPLAIN_RET("No stack to move!");	if (dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))		COMPLAIN_RET("Cannot move: stack of different type at destination pos!");	if (!dst.slot.validSlot())		COMPLAIN_RET("Cannot move stack to that slot!");	if (count == -1)	{		count = src.army->getStackCount(src.slot);	}	if (src.army != dst.army  //moving away		&&  count == src.army->getStackCount(src.slot) //all creatures		&& src.army->stacksCount() == 1 //from the last stack		&& src.army->needsLastStack()) //that must be left	{		COMPLAIN_RET("Cannot move away the last creature!");	}	RebalanceStacks rs;	rs.src = src;	rs.dst = dst;	rs.count = count;	sendAndApply(&rs);	return true;}bool CGameHandler::swapStacks(const StackLocation &sl1, const StackLocation &sl2){	if (!sl1.army->hasStackAtSlot(sl1.slot))		return moveStack(sl2, sl1);	else if (!sl2.army->hasStackAtSlot(sl2.slot))		return moveStack(sl1, sl2);	else	{		SwapStacks ss;		ss.sl1 = sl1;		ss.sl2 = sl2;		sendAndApply(&ss);		return true;	}}void CGameHandler::runBattle(){	setBattle(gs->curB);	assert(gs->curB);	//TODO: pre-tactic stuff, call scripts etc.	//tactic round	{		while (gs->curB->tacticDistance && !battleResult.get())			boost::this_thread::sleep(boost::posix_time::milliseconds(50));	}	//initial stacks appearance triggers, e.g. built-in bonus spells	auto initialStacks = gs->curB->stacks; //use temporary variable to outclude summoned stacks added to gs->curB->stacks from processing	for (CStack * stack : initialStacks)	{		if (stack->hasBonusOfType(Bonus::SUMMON_GUARDIANS))		{			const std::shared_ptr<Bonus> summonInfo = stack->getBonus(Selector::type(Bonus::SUMMON_GUARDIANS));			auto accessibility = getAccesibility();			CreatureID creatureData = CreatureID(summonInfo->subtype);			std::vector<BattleHex> targetHexes;			const bool targetIsBig = stack->getCreature()->isDoubleWide(); //target = creature to guard			const bool guardianIsBig = creatureData.toCreature()->isDoubleWide();			/*Chosen idea for two hex units was to cover all possible surrounding hexes of target unit with as small number of stacks as possible.			For one-hex targets there are four guardians - front, back and one per side (up + down).			Two-hex targets are wider and the difference is there are two guardians per side to cover 3 hexes + extra hex in the front			Additionally, there are special cases for starting positions etc., where guardians would be outside of battlefield if spawned normally*/			if (!guardianIsBig)				targetHexes = stack->getSurroundingHexes();			else				summonGuardiansHelper(targetHexes, stack->position, stack->side, targetIsBig);			for (auto hex : targetHexes)			{				if (accessibility.accessible(hex, guardianIsBig, stack->side)) //without this multiple creatures can occupy one hex				{					BattleStackAdded newStack;					newStack.amount = std::max(1, (int)(stack->getCount() * 0.01 * summonInfo->val));					newStack.creID = creatureData.num;					newStack.side = stack->side;					newStack.summoned = true;					newStack.pos = hex.hex;					sendAndApply(&newStack);				}			}		}		stackEnchantedTrigger(stack);	}	//spells opening battle	for (int i = 0; i < 2; ++i)	{		auto h = gs->curB->battleGetFightingHero(i);		if (h)		{			TBonusListPtr bl = h->getBonuses(Selector::type(Bonus::OPENING_BATTLE_SPELL));			for (auto b : *bl)			{				const CSpell * spell = SpellID(b->subtype).toSpell();				BattleSpellCastParameters parameters(gs->curB, h, spell);				parameters.spellLvl = 3;				parameters.effectLevel = 3;				parameters.mode = ECastingMode::PASSIVE_CASTING;				parameters.enchantPower = b->val;				parameters.castIfPossible(spellEnv);			}		}	}	bool firstRound = true;//FIXME: why first round is -1?	//main loop	while (!battleResult.get()) //till the end of the battle ;]	{		BattleNextRound bnr;		bnr.round = gs->curB->round + 1;		logGlobal->debug("Round %d", bnr.round);		sendAndApply(&bnr);		auto obstacles = gs->curB->obstacles; //we copy container, because we're going to modify it		for (auto &obstPtr : obstacles)		{			if (const SpellCreatedObstacle *sco = dynamic_cast<const SpellCreatedObstacle *>(obstPtr.get()))				if (sco->turnsRemaining == 0)					removeObstacle(*obstPtr);		}		const BattleInfo & curB = *gs->curB;		for(auto stack : curB.stacks)		{			if(stack->alive() && !firstRound)				stackEnchantedTrigger(stack);		}		//stack loop		const CStack *next;		while (!battleResult.get() && (next = curB.getNextStack()) && next->willMove())		{			std::set <const CStack *> stacksToRemove;			for (auto stack : curB.stacks)			{				if (vstd::contains(stack->state, EBattleStackState::GHOST_PENDING))					stacksToRemove.insert(stack);			}			for (auto stack : stacksToRemove)			{				BattleStacksRemoved bsr;				bsr.stackIDs.insert(stack->ID);				sendAndApply(&bsr);			}			//check for bad morale => freeze			int nextStackMorale = next->MoraleVal();			if (nextStackMorale < 0 &&				!(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)				   || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses)				)			{				if (getRandomGenerator().nextInt(23) < -2 * nextStackMorale)				{					//unit loses its turn - empty freeze action					BattleAction ba;					ba.actionType = Battle::BAD_MORALE;					ba.additionalInfo = 1;					ba.side = next->side;					ba.stackNumber = next->ID;					makeAutomaticAction(next, ba);					continue;				}			}			if (next->hasBonusOfType(Bonus::ATTACKS_NEAREST_CREATURE)) //while in berserk			{				logGlobal->debug("Handle Berserk effect");				std::pair<const CStack *, int> attackInfo = curB.getNearestStack(next, boost::none);				if (attackInfo.first != nullptr)				{					BattleAction attack;					attack.actionType = Battle::WALK_AND_ATTACK;					attack.side = next->side;					attack.stackNumber = next->ID;					attack.additionalInfo = attackInfo.first->position;					attack.destinationTile = attackInfo.second;					makeAutomaticAction(next, attack);					logGlobal->debug("Attacked nearest target %s", attackInfo.first->nodeName());				}				else				{					makeStackDoNothing(next);					logGlobal->debug("No target found");				}				continue;			}			const CGHeroInstance * curOwner = battleGetOwnerHero(next);			const int stackCreatureId = next->getCreature()->idNumber;			if ((stackCreatureId == CreatureID::ARROW_TOWERS || stackCreatureId == CreatureID::BALLISTA)				&& (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, stackCreatureId)))			{				BattleAction attack;				attack.actionType = Battle::SHOOT;				attack.side = next->side;				attack.stackNumber = next->ID;				for (auto & elem : gs->curB->stacks)				{					if (elem->owner != next->owner && elem->isValidTarget())					{						attack.destinationTile = elem->position;						break;					}				}				makeAutomaticAction(next, attack);				continue;			}			if (next->getCreature()->idNumber == CreatureID::CATAPULT)			{				const auto & attackableBattleHexes = curB.getAttackableBattleHexes();				if (attackableBattleHexes.empty())				{					makeStackDoNothing(next);					continue;				}				if (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, CreatureID::CATAPULT))				{					BattleAction attack;					attack.destinationTile = *RandomGeneratorUtil::nextItem(attackableBattleHexes,												getRandomGenerator());					attack.actionType = Battle::CATAPULT;					attack.additionalInfo = 0;					attack.side = next->side;					attack.stackNumber = next->ID;					makeAutomaticAction(next, attack);					continue;				}			}			if (next->getCreature()->idNumber == CreatureID::FIRST_AID_TENT)			{				TStacks possibleStacks = battleGetStacksIf([=](const CStack * s)				{					return s->owner == next->owner && s->canBeHealed();				});				if (!possibleStacks.size())				{					makeStackDoNothing(next);					continue;				}				if (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, CreatureID::FIRST_AID_TENT))				{					RandomGeneratorUtil::randomShuffle(possibleStacks, getRandomGenerator());					const CStack * toBeHealed = possibleStacks.front();					BattleAction heal;					heal.actionType = Battle::STACK_HEAL;					heal.additionalInfo = 0;					heal.destinationTile = toBeHealed->position;					heal.side = next->side;					heal.stackNumber = next->ID;					makeAutomaticAction(next, heal);					continue;				}			}			int numberOfAsks = 1;			bool breakOuter = false;			do			{//ask interface and wait for answer				if (!battleResult.get())				{					stackTurnTrigger(next); //various effects					if (vstd::contains(next->state, EBattleStackState::FEAR))					{						makeStackDoNothing(next); //end immediately if stack was affected by fear					}					else					{						logGlobal->trace("Activating %s", next->nodeName());						auto nextId = next->ID;						BattleSetActiveStack sas;						sas.stack = nextId;						sendAndApply(&sas);						auto actionWasMade = [&]() -> bool						{							if (battleMadeAction.data)//active stack has made its action								return true;							if (battleResult.get())// battle is finished								return true;							if (next == nullptr)//active stack was been removed								return true;							return !next->alive();//active stack is dead						};						boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);						battleMadeAction.data = false;						while (!actionWasMade())						{							battleMadeAction.cond.wait(lock);							if (battleGetStackByID(nextId, false) != next)								next = nullptr; //it may be removed, while we wait						}					}				}				if (battleResult.get()) //don't touch it, battle could be finished while waiting got action				{					breakOuter = true;					break;				}				//we're after action, all results applied				checkBattleStateChanges(); //check if this action ended the battle				if (next != nullptr)				{					//check for good morale					nextStackMorale = next->MoraleVal();					if (!vstd::contains(next->state,EBattleStackState::HAD_MORALE)  //only one extra move per turn possible						&& !vstd::contains(next->state,EBattleStackState::DEFENDING)						&& !next->waited()						&& !vstd::contains(next->state, EBattleStackState::FEAR)						&&  next->alive()						&&  nextStackMorale > 0						&& !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)							|| NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses						)					{						if (getRandomGenerator().nextInt(23) < nextStackMorale) //this stack hasn't got morale this turn						{							BattleTriggerEffect bte;							bte.stackID = next->ID;							bte.effect = Bonus::MORALE;							bte.val = 1;							bte.additionalInfo = 0;							sendAndApply(&bte); //play animation							++numberOfAsks; //move this stack once more						}					}				}				--numberOfAsks;			} while (numberOfAsks > 0);			if (breakOuter)			{				break;			}		}		firstRound = false;	}	endBattle(gs->curB->tile, gs->curB->battleGetFightingHero(0), gs->curB->battleGetFightingHero(1));}bool CGameHandler::makeAutomaticAction(const CStack *stack, BattleAction &ba){	BattleSetActiveStack bsa;	bsa.stack = stack->ID;	bsa.askPlayerInterface = false;	sendAndApply(&bsa);	bool ret = makeBattleAction(ba);	checkBattleStateChanges();	return ret;}void CGameHandler::giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, ArtifactPosition pos){	assert(a->artType);	ArtifactLocation al;	al.artHolder = const_cast<CGHeroInstance*>(h);	ArtifactPosition slot = ArtifactPosition::PRE_FIRST;	if (pos < 0)	{		if (pos == ArtifactPosition::FIRST_AVAILABLE)			slot = a->firstAvailableSlot(h);		else			slot = a->firstBackpackSlot(h);	}	else	{		slot = pos;	}	al.slot = slot;	if (slot < 0 || !a->canBePutAt(al))	{		complain("Cannot put artifact in that slot!");		return;	}	putArtifact(al, a);}void CGameHandler::putArtifact(const ArtifactLocation &al, const CArtifactInstance *a){	PutArtifact pa;	pa.art = a;	pa.al = al;	sendAndApply(&pa);}bool CGameHandler::giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * art){	COMPLAIN_RET_FALSE_IF(art->possibleSlots.at(ArtBearer::HERO).empty(), "Not a hero artifact!");	ArtifactPosition slot = art->possibleSlots.at(ArtBearer::HERO).front();	COMPLAIN_RET_FALSE_IF(nullptr != h->getArt(slot, false), "Hero already has artifact in slot");	giveHeroNewArtifact(h, art, slot);	return true;}void CGameHandler::giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, ArtifactPosition pos){	CArtifactInstance *a = nullptr;	if (!artType->constituents)	{		a = new CArtifactInstance();	}	else	{		a = new CCombinedArtifactInstance();	}	a->artType = artType; //*NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply	NewArtifact na;	na.art = a;	sendAndApply(&na); // -> updates a!!!, will create a on other machines	giveHeroArtifact(h, a, pos);}void CGameHandler::setBattleResult(BattleResult::EResult resultType, int victoriusSide){	boost::unique_lock<boost::mutex> guard(battleResult.mx);	if (battleResult.data)	{		complain((boost::format("The battle result has been already set (to %d, asked to %d)")		          % battleResult.data->result % resultType).str());		return;	}	auto br = new BattleResult();	br->result = resultType;	br->winner = victoriusSide; //surrendering side loses	gs->curB->calculateCasualties(br->casualties);	battleResult.data = br;}void CGameHandler::commitPackage(CPackForClient *pack){	sendAndApply(pack);}void CGameHandler::spawnWanderingMonsters(CreatureID creatureID){	std::vector<int3>::iterator tile;	std::vector<int3> tiles;	getFreeTiles(tiles);	ui32 amount = tiles.size() / 200; //Chance is 0.5% for each tile	RandomGeneratorUtil::randomShuffle(tiles, getRandomGenerator());	logGlobal->trace("Spawning wandering monsters. Found %d free tiles. Creature type: %d", tiles.size(), creatureID.num);	const CCreature *cre = VLC->creh->creatures.at(creatureID);	for (int i = 0; i < amount; ++i)	{		tile = tiles.begin();		logGlobal->trace("\tSpawning monster at %s", tile->toString());		putNewMonster(creatureID, cre->getRandomAmount(std::rand), *tile);		tiles.erase(tile); //not use it again	}}void CGameHandler::handleCheatCode(std::string & cheat, PlayerColor player, const CGHeroInstance * hero, const CGTownInstance * town, bool & cheated){	if (cheat == "vcmiistari")	{		if (!hero) return;		///Give hero spellbook		if (!hero->hasSpellbook())			giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);		///Give all spells with bonus (to allow banned spells)		GiveBonus giveBonus(GiveBonus::HERO);		giveBonus.id = hero->id.getNum();		giveBonus.bonus = Bonus(Bonus::PERMANENT, Bonus::SPELLS_OF_LEVEL, Bonus::OTHER, 0, 0);		//start with level 0 to skip abilities		for (int level = 1; level <= GameConstants::SPELL_LEVELS; level++)		{			giveBonus.bonus.subtype = level;			sendAndApply(&giveBonus);		}		///Give mana		SetMana sm;		sm.hid = hero->id;		sm.val = 999;		sm.absolute = true;		sendAndApply(&sm);	}	else if (cheat == "vcmiarmenelos")	{		if (!town) return;		///Build all buildings in selected town		for (auto & build : town->town->buildings)		{			if (!town->hasBuilt(build.first)				&& !build.second->Name().empty()				&& build.first != BuildingID::SHIP)			{				buildStructure(town->id, build.first, true);			}		}	}	else if (cheat == "vcmiainur" || cheat == "vcmiangband" || cheat == "vcmiglaurung")	{		if (!hero) return;		///Gives N creatures into each slot		std::map<std::string, std::pair<int, int>> creatures;		creatures.insert(std::make_pair("vcmiainur", std::make_pair(13, 5))); //5 archangels		creatures.insert(std::make_pair("vcmiangband", std::make_pair(66, 10))); //10 black knights		creatures.insert(std::make_pair("vcmiglaurung", std::make_pair(133, 5000))); //5000 crystal dragons		const CCreature * creature = VLC->creh->creatures.at(creatures[cheat].first);		for (int i = 0; i < GameConstants::ARMY_SIZE; i++)			if (!hero->hasStackAtSlot(SlotID(i)))				insertNewStack(StackLocation(hero, SlotID(i)), creature, creatures[cheat].second);	}	else if (cheat == "vcminoldor")	{		if (!hero) return;		///Give all war machines to hero		if (!hero->getArt(ArtifactPosition::MACH1))			giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::BALLISTA], ArtifactPosition::MACH1);		if (!hero->getArt(ArtifactPosition::MACH2))			giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::AMMO_CART], ArtifactPosition::MACH2);		if (!hero->getArt(ArtifactPosition::MACH3))			giveHeroNewArtifact(hero, VLC->arth->artifacts[ArtifactID::FIRST_AID_TENT], ArtifactPosition::MACH3);	}	else if (cheat == "vcmiforgeofnoldorking")	{		if (!hero) return;		///Give hero all artifacts except war machines, spell scrolls and spell book		for (int g = 7; g < VLC->arth->artifacts.size(); ++g) //including artifacts from mods			giveHeroNewArtifact(hero, VLC->arth->artifacts[g], ArtifactPosition::PRE_FIRST);	}	else if (cheat == "vcmiglorfindel")	{		if (!hero) return;		///selected hero gains a new level		changePrimSkill(hero, PrimarySkill::EXPERIENCE, VLC->heroh->reqExp(hero->level + 1) - VLC->heroh->reqExp(hero->level));	}	else if (cheat == "vcminahar")	{		if (!hero) return;		///Give 1000000 movement points to hero		SetMovePoints smp;		smp.hid = hero->id;		smp.val = 1000000;		sendAndApply(&smp);		GiveBonus gb(GiveBonus::HERO);		gb.bonus.type = Bonus::FREE_SHIP_BOARDING;		gb.bonus.duration = Bonus::ONE_DAY;		gb.bonus.source = Bonus::OTHER;		gb.id = hero->id.getNum();		giveHeroBonus(&gb);	}	else if (cheat == "vcmiformenos")	{		///Give resources to player		TResources resources;		resources[Res::GOLD] = 100000;		for (Res::ERes i = Res::WOOD; i < Res::GOLD; vstd::advance(i, 1))			resources[i] = 100;		giveResources(player, resources);	}	else if (cheat == "vcmisilmaril")	{		///Player wins		PlayerCheated pc;		pc.player = player;		pc.winningCheatCode = true;		sendAndApply(&pc);	}	else if (cheat == "vcmimelkor")	{		///Player looses		PlayerCheated pc;		pc.player = player;		pc.losingCheatCode = true;		sendAndApply(&pc);	}	else if (cheat == "vcmieagles" || cheat == "vcmiungoliant")	{		///Reveal or conceal FoW		FoWChange fc;		fc.mode = (cheat == "vcmieagles" ? 1 : 0);		fc.player = player;		const auto & fowMap = gs->getPlayerTeam(player)->fogOfWarMap;		auto hlp_tab = new int3[gs->map->width * gs->map->height * (gs->map->twoLevel ? 2 : 1)];		int lastUnc = 0;		for (int i = 0; i < gs->map->width; i++)			for (int j = 0; j < gs->map->height; j++)				for (int k = 0; k < (gs->map->twoLevel ? 2 : 1); k++)					if (!fowMap.at(i).at(j).at(k) || !fc.mode)						hlp_tab[lastUnc++] = int3(i, j, k);		fc.tiles.insert(hlp_tab, hlp_tab + lastUnc);		delete [] hlp_tab;		sendAndApply(&fc);	}	else		cheated = false;}void CGameHandler::removeObstacle(const CObstacleInstance &obstacle){	ObstaclesRemoved obsRem;	obsRem.obstacles.insert(obstacle.uniqueID);	sendAndApply(&obsRem);}void CGameHandler::synchronizeArtifactHandlerLists(){	UpdateArtHandlerLists uahl;	uahl.treasures = VLC->arth->treasures;	uahl.minors = VLC->arth->minors;	uahl.majors = VLC->arth->majors;	uahl.relics = VLC->arth->relics;	sendAndApply(&uahl);}bool CGameHandler::isValidObject(const CGObjectInstance *obj) const{	return vstd::contains(gs->map->objects, obj);}bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player){	if (!strcmp(typeid(*pack).name(), typeid(PlayerMessage).name()))		return false;	auto query = queries.topQuery(player);	if (query && query->blocksPack(pack))	{		complain(boost::str(boost::format("Player %s has to answer queries  before attempting any further actions. Top query is %s!") % player % query->toString()));		return true;	}	return false;}void CGameHandler::removeAfterVisit(const CGObjectInstance *object){	//If the object is being visited, there must be a matching query	for (const auto &query : queries.allQueries())	{		if (auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))		{			if (someVistQuery->visitedObject == object)			{				someVistQuery->removeObjectAfterVisit = true;				return;			}		}	}	//If we haven't returned so far, there is no query and no visit, call was wrong	assert("This function needs to be called during the object visit!");}void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide){	std::unordered_set<int3, ShashInt3> tiles;	getTilesInRange(tiles, center, radius, player, hide? -1 : 1);	if (hide)	{		std::unordered_set<int3, ShashInt3> observedTiles; //do not hide tiles observed by heroes. May lead to disastrous AI problems		auto p = getPlayer(player);		for (auto h : p->heroes)		{			getTilesInRange(observedTiles, h->getSightCenter(), h->getSightRadius(), h->tempOwner, -1);		}		for (auto t : p->towns)		{			getTilesInRange(observedTiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, -1);		}		for (auto tile : observedTiles)			vstd::erase_if_present (tiles, tile);	}	changeFogOfWar(tiles, player, hide);}void CGameHandler::changeFogOfWar(std::unordered_set<int3, ShashInt3> &tiles, PlayerColor player, bool hide){	FoWChange fow;	fow.tiles = tiles;	fow.player = player;	fow.mode = hide? 0 : 1;	sendAndApply(&fow);}bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero){	if (auto topQuery = queries.topQuery(hero->getOwner()))		if (auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))			return !(visit->visitedObject == obj && visit->visitingHero == hero);	return true;}CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance * _army, BattleInfo *bat):	army(_army){	heroWithDeadCommander = ObjectInstanceID();	PlayerColor color = army->tempOwner;	if(color == PlayerColor::UNFLAGGABLE)		color = PlayerColor::NEUTRAL;	for(CStack * st : bat->stacks)	{		if(vstd::contains(st->state, EBattleStackState::SUMMONED)) //don't take into account temporary summoned stacks			continue;		if(st->owner != color) //remove only our stacks			continue;		logGlobal->debug("Calculating casualties for %s", st->nodeName());		st->health.takeResurrected();		if(st->slot == SlotID::ARROW_TOWERS_SLOT)		{			logGlobal->debug("Ignored arrow towers stack.");		}		else if(st->slot == SlotID::WAR_MACHINES_SLOT)		{			auto warMachine = st->type->warMachine;			if(warMachine == ArtifactID::NONE)			{				logGlobal->error("Invalid creature in war machine virtual slot. Stack: %s", st->nodeName());			}			//catapult artifact remain even if "creature" killed in siege			else if(warMachine != ArtifactID::CATAPULT && st->getCount() <= 0)			{				logGlobal->debug("War machine has been destroyed");				auto hero = dynamic_ptr_cast<CGHeroInstance> (army);				if (hero)					removedWarMachines.push_back (ArtifactLocation(hero, hero->getArtPos(warMachine, true)));				else					logGlobal->error("War machine in army without hero");			}		}		else if(st->slot == SlotID::SUMMONED_SLOT_PLACEHOLDER)		{			if(st->alive() && st->getCount() > 0)			{				logGlobal->debug("Permanently summoned %d units.", st->getCount());				const CreatureID summonedType = st->type->idNumber;				summoned[summonedType] += st->getCount();			}		}		else if(st->slot == SlotID::COMMANDER_SLOT_PLACEHOLDER)		{			if (nullptr == st->base)			{				logGlobal->error("Stack with no base in commander slot. Stack: %s", st->nodeName());			}			else			{				auto c = dynamic_cast <const CCommanderInstance *>(st->base);				if(c)				{					auto h = dynamic_cast <const CGHeroInstance *>(army);					if(h && h->commander == c && (st->getCount() == 0 || !st->alive()))					{						logGlobal->debug("Commander is dead.");						heroWithDeadCommander = army->id; //TODO: unify commander handling					}				}				else					logGlobal->error("Stack with invalid instance in commander slot. Stack: %s", st->nodeName());			}		}		else if(st->base && !army->slotEmpty(st->slot))		{			logGlobal->debug("Count: %d; base count: %d", st->getCount(), army->getStackCount(st->slot));			if(st->getCount() == 0 || !st->alive())			{				logGlobal->debug("Stack has been destroyed.");				StackLocation sl(army, st->slot);				newStackCounts.push_back(TStackAndItsNewCount(sl, 0));			}			else if(st->getCount() < army->getStackCount(st->slot))			{				logGlobal->debug("Stack lost %d units.", army->getStackCount(st->slot) - st->getCount());				StackLocation sl(army, st->slot);				newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));			}			else if(st->getCount() > army->getStackCount(st->slot))			{				logGlobal->debug("Stack gained %d units.", st->getCount() - army->getStackCount(st->slot));				StackLocation sl(army, st->slot);				newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));			}		}		else		{			logGlobal->warn("Unable to process stack: %s", st->nodeName());		}	}}void CasualtiesAfterBattle::updateArmy(CGameHandler *gh){	for (TStackAndItsNewCount &ncount : newStackCounts)	{		if (ncount.second > 0)			gh->changeStackCount(ncount.first, ncount.second, true);		else			gh->eraseStack(ncount.first, true);	}	for (auto summoned_iter : summoned)	{		SlotID slot = army->getSlotFor(summoned_iter.first);		if (slot.validSlot())		{			StackLocation location(army, slot);			gh->addToSlot(location, summoned_iter.first.toCreature(), summoned_iter.second);		}		else		{			//even if it will be possible to summon anything permanently it should be checked for free slot			//necromancy is handled separately			gh->complain("No free slot to put summoned creature");		}	}	for (auto al : removedWarMachines)	{		gh->removeArtifact(al);	}	if (heroWithDeadCommander != ObjectInstanceID())	{		SetCommanderProperty scp;		scp.heroid = heroWithDeadCommander;		scp.which = SetCommanderProperty::ALIVE;		scp.amount = 0;		gh->sendAndApply(&scp);	}}CGameHandler::FinishingBattleHelper::FinishingBattleHelper(std::shared_ptr<const CBattleQuery> Query, int RemainingBattleQueriesCount){	assert(Query->result);	assert(Query->bi);	auto &result = *Query->result;	auto &info = *Query->bi;	winnerHero = result.winner != 0 ? info.sides[1].hero : info.sides[0].hero;	loserHero = result.winner != 0 ? info.sides[0].hero : info.sides[1].hero;	victor = info.sides[result.winner].color;	loser = info.sides[!result.winner].color;	remainingBattleQueriesCount = RemainingBattleQueriesCount;}CGameHandler::FinishingBattleHelper::FinishingBattleHelper(){	winnerHero = loserHero = nullptr;	remainingBattleQueriesCount = 0;}CRandomGenerator & CGameHandler::getRandomGenerator(){	return CRandomGenerator::getDefault();}///ServerSpellCastEnvironmentServerSpellCastEnvironment::ServerSpellCastEnvironment(CGameHandler * gh): gh(gh){}void ServerSpellCastEnvironment::sendAndApply(CPackForClient * info) const{	gh->sendAndApply(info);}CRandomGenerator & ServerSpellCastEnvironment::getRandomGenerator() const{	return gh->getRandomGenerator();}void ServerSpellCastEnvironment::complain(const std::string& problem) const{	gh->complain(problem);}const CGameInfoCallback * ServerSpellCastEnvironment::getCb() const{	return gh;}const CMap * ServerSpellCastEnvironment::getMap() const{	return gh->gameState()->map;}bool ServerSpellCastEnvironment::moveHero(ObjectInstanceID hid, int3 dst, bool teleporting) const{	return gh->moveHero(hid, dst, teleporting, false);}void ServerSpellCastEnvironment::genericQuery(Query * request, PlayerColor color, std::function<void(const JsonNode&)> callback) const{	auto query = std::make_shared<CGenericQuery>(&gh->queries, color, callback);	request->queryID = query->queryID;	gh->queries.addQuery(query);	gh->sendAndApply(request);}
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