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| /* * CGameState.cpp, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */#include "StdInc.h"#include "CGameState.h"#include "mapping/CCampaignHandler.h"#include "mapObjects/CObjectClassesHandler.h"#include "CArtHandler.h"#include "CBuildingHandler.h"#include "CGeneralTextHandler.h"#include "CTownHandler.h"#include "spells/CSpellHandler.h"#include "CHeroHandler.h"#include "mapObjects/CObjectHandler.h"#include "CModHandler.h"#include "CSkillHandler.h"#include "mapping/CMap.h"#include "mapping/CMapService.h"#include "StartInfo.h"#include "NetPacks.h"#include "registerTypes/RegisterTypes.h"#include "battle/BattleInfo.h"#include "JsonNode.h"#include "filesystem/Filesystem.h"#include "GameConstants.h"#include "rmg/CMapGenerator.h"#include "CStopWatch.h"#include "mapping/CMapEditManager.h"#include "serializer/CTypeList.h"#include "serializer/CMemorySerializer.h"#include "VCMIDirs.h"boost::shared_mutex CGameState::mutex;template <typename T> class CApplyOnGS;class CBaseForGSApply{public:	virtual void applyOnGS(CGameState *gs, void *pack) const =0;	virtual ~CBaseForGSApply(){};	template<typename U> static CBaseForGSApply *getApplier(const U * t=nullptr)	{		return new CApplyOnGS<U>();	}};template <typename T> class CApplyOnGS : public CBaseForGSApply{public:	void applyOnGS(CGameState *gs, void *pack) const override	{		T *ptr = static_cast<T*>(pack);		boost::unique_lock<boost::shared_mutex> lock(CGameState::mutex);		ptr->applyGs(gs);	}};static CApplier<CBaseForGSApply> *applierGs = nullptr;void MetaString::getLocalString(const std::pair<ui8,ui32> &txt, std::string &dst) const{	int type = txt.first, ser = txt.second;	if(type == ART_NAMES)	{		dst = VLC->arth->artifacts[ser]->Name();	}	else if(type == CRE_PL_NAMES)	{		dst = VLC->creh->creatures[ser]->namePl;	}	else if(type == MINE_NAMES)	{		dst = VLC->generaltexth->mines[ser].first;	}	else if(type == MINE_EVNTS)	{		dst = VLC->generaltexth->mines[ser].second;	}	else if(type == SPELL_NAME)	{		dst = SpellID(ser).toSpell()->name;	}	else if(type == CRE_SING_NAMES)	{		dst = VLC->creh->creatures[ser]->nameSing;	}	else if(type == ART_DESCR)	{		dst = VLC->arth->artifacts[ser]->Description();	}	else if (type == ART_EVNTS)	{		dst = VLC->arth->artifacts[ser]->EventText();	}	else if (type == OBJ_NAMES)	{		dst = VLC->objtypeh->getObjectName(ser);	}	else if(type == SEC_SKILL_NAME)	{		dst = VLC->skillh->skillName(ser);	}	else	{		std::vector<std::string> *vec;		switch(type)		{		case GENERAL_TXT:			vec = &VLC->generaltexth->allTexts;			break;		case XTRAINFO_TXT:			vec = &VLC->generaltexth->xtrainfo;			break;		case RES_NAMES:			vec = &VLC->generaltexth->restypes;			break;		case ARRAY_TXT:			vec = &VLC->generaltexth->arraytxt;			break;		case CREGENS:			vec = &VLC->generaltexth->creGens;			break;		case CREGENS4:			vec = &VLC->generaltexth->creGens4;			break;		case ADVOB_TXT:			vec = &VLC->generaltexth->advobtxt;			break;		case COLOR:			vec = &VLC->generaltexth->capColors;			break;		case JK_TXT:			vec = &VLC->generaltexth->jktexts;			break;		default:			logGlobal->error("Failed string substitution because type is %d", type);			dst = "#@#";			return;		}		if(vec->size() <= ser)		{			logGlobal->error("Failed string substitution with type %d because index %d is out of bounds!", type, ser);			dst = "#!#";		}		else			dst = (*vec)[ser];	}}DLL_LINKAGE void MetaString::toString(std::string &dst) const{	size_t exSt = 0, loSt = 0, nums = 0;	dst.clear();	for(auto & elem : message)	{//TEXACT_STRING, TLOCAL_STRING, TNUMBER, TREPLACE_ESTRING, TREPLACE_LSTRING, TREPLACE_NUMBER		switch(elem)		{		case TEXACT_STRING:			dst += exactStrings[exSt++];			break;		case TLOCAL_STRING:			{				std::string hlp;				getLocalString(localStrings[loSt++], hlp);				dst += hlp;			}			break;		case TNUMBER:			dst += boost::lexical_cast<std::string>(numbers[nums++]);			break;		case TREPLACE_ESTRING:			boost::replace_first(dst, "%s", exactStrings[exSt++]);			break;		case TREPLACE_LSTRING:			{				std::string hlp;				getLocalString(localStrings[loSt++], hlp);				boost::replace_first(dst, "%s", hlp);			}			break;		case TREPLACE_NUMBER:			boost::replace_first(dst, "%d", boost::lexical_cast<std::string>(numbers[nums++]));			break;		case TREPLACE_PLUSNUMBER:			boost::replace_first(dst, "%+d", '+' + boost::lexical_cast<std::string>(numbers[nums++]));			break;		default:			logGlobal->error("MetaString processing error! Received message of type %d", int(elem));			break;		}	}}DLL_LINKAGE std::string MetaString::toString() const{	std::string ret;	toString(ret);	return ret;}DLL_LINKAGE std::string MetaString::buildList () const///used to handle loot from creature bank{	size_t exSt = 0, loSt = 0, nums = 0;	std::string lista;	for (int i = 0; i < message.size(); ++i)	{		if (i > 0 && (message[i] == TEXACT_STRING || message[i] == TLOCAL_STRING))		{			if (exSt == exactStrings.size() - 1)				lista += VLC->generaltexth->allTexts[141]; //" and "			else				lista += ", ";		}		switch (message[i])		{			case TEXACT_STRING:				lista += exactStrings[exSt++];				break;			case TLOCAL_STRING:			{				std::string hlp;				getLocalString (localStrings[loSt++], hlp);				lista += hlp;			}				break;			case TNUMBER:				lista += boost::lexical_cast<std::string>(numbers[nums++]);				break;			case TREPLACE_ESTRING:				lista.replace (lista.find("%s"), 2, exactStrings[exSt++]);				break;			case TREPLACE_LSTRING:			{				std::string hlp;				getLocalString (localStrings[loSt++], hlp);				lista.replace (lista.find("%s"), 2, hlp);			}				break;			case TREPLACE_NUMBER:				lista.replace (lista.find("%d"), 2, boost::lexical_cast<std::string>(numbers[nums++]));				break;			default:				logGlobal->error("MetaString processing error! Received message of type %d",int(message[i]));		}	}	return lista;}void  MetaString::addCreReplacement(CreatureID id, TQuantity count) //adds sing or plural name;{	if (!count)		addReplacement (CRE_PL_NAMES, id); //no creatures - just empty name (eg. defeat Angels)	else if (count == 1)		addReplacement (CRE_SING_NAMES, id);	else		addReplacement (CRE_PL_NAMES, id);}void MetaString::addReplacement(const CStackBasicDescriptor &stack){	assert(stack.type); //valid type	addCreReplacement(stack.type->idNumber, stack.count);}static CGObjectInstance * createObject(Obj id, int subid, int3 pos, PlayerColor owner){	CGObjectInstance * nobj;	switch(id)	{	case Obj::HERO:		{			auto handler = VLC->objtypeh->getHandlerFor(id, VLC->heroh->heroes[subid]->heroClass->id);			nobj = handler->create(handler->getTemplates().front());			break;		}	case Obj::TOWN:		nobj = new CGTownInstance();		break;	default: //rest of objects		nobj = new CGObjectInstance();		break;	}	nobj->ID = id;	nobj->subID = subid;	nobj->pos = pos;	nobj->tempOwner = owner;	if (id != Obj::HERO)		nobj->appearance = VLC->objtypeh->getHandlerFor(id, subid)->getTemplates().front();	return nobj;}CGHeroInstance * CGameState::HeroesPool::pickHeroFor(bool native, PlayerColor player, const CTown *town,	std::map<ui32, ConstTransitivePtr<CGHeroInstance> > &available, CRandomGenerator & rand, const CHeroClass * bannedClass) const{	CGHeroInstance *ret = nullptr;	if(player>=PlayerColor::PLAYER_LIMIT)	{		logGlobal->error("Cannot pick hero for faction %d. Wrong owner!", town->faction->index);		return nullptr;	}	std::vector<CGHeroInstance *> pool;	if(native)	{		for(auto & elem : available)		{			if(pavailable.find(elem.first)->second & 1<<player.getNum()				&& elem.second->type->heroClass->faction == town->faction->index)			{				pool.push_back(elem.second); //get all available heroes			}		}		if(!pool.size())		{			logGlobal->error("Cannot pick native hero for %s. Picking any...", player.getStr());			return pickHeroFor(false, player, town, available, rand);		}		else		{			ret = *RandomGeneratorUtil::nextItem(pool, rand);		}	}	else	{		int sum=0, r;		for(auto & elem : available)		{			if (pavailable.find(elem.first)->second & (1<<player.getNum()) &&    // hero is available			    ( !bannedClass || elem.second->type->heroClass != bannedClass) ) // and his class is not same as other hero			{				pool.push_back(elem.second);				sum += elem.second->type->heroClass->selectionProbability[town->faction->index]; //total weight			}		}		if(!pool.size() || sum == 0)		{			logGlobal->error("There are no heroes available for player %s!", player.getStr());			return nullptr;		}		r = rand.nextInt(sum - 1);		for (auto & elem : pool)		{			r -= elem->type->heroClass->selectionProbability[town->faction->index];			if(r < 0)			{				ret = elem;				break;			}		}		if(!ret)			ret = pool.back();	}	available.erase(ret->subID);	return ret;}void CGameState::CrossoverHeroesList::addHeroToBothLists(CGHeroInstance * hero){	heroesFromPreviousScenario.push_back(hero);	heroesFromAnyPreviousScenarios.push_back(hero);}void CGameState::CrossoverHeroesList::removeHeroFromBothLists(CGHeroInstance * hero){	heroesFromPreviousScenario -= hero;	heroesFromAnyPreviousScenarios -= hero;}CGameState::CampaignHeroReplacement::CampaignHeroReplacement(CGHeroInstance * hero, ObjectInstanceID heroPlaceholderId) : hero(hero), heroPlaceholderId(heroPlaceholderId){}int CGameState::pickNextHeroType(PlayerColor owner){	const PlayerSettings &ps = scenarioOps->getIthPlayersSettings(owner);	if(ps.hero >= 0 && !isUsedHero(HeroTypeID(ps.hero))) //we haven't used selected hero	{		return ps.hero;	}	return pickUnusedHeroTypeRandomly(owner);}int CGameState::pickUnusedHeroTypeRandomly(PlayerColor owner){	//list of available heroes for this faction and others	std::vector<HeroTypeID> factionHeroes, otherHeroes;	const PlayerSettings &ps = scenarioOps->getIthPlayersSettings(owner);	for(HeroTypeID hid : getUnusedAllowedHeroes())	{		if(VLC->heroh->heroes[hid.getNum()]->heroClass->faction == ps.castle)			factionHeroes.push_back(hid);		else			otherHeroes.push_back(hid);	}	// select random hero native to "our" faction	if(!factionHeroes.empty())	{		return RandomGeneratorUtil::nextItem(factionHeroes, getRandomGenerator())->getNum();	}	logGlobal->warn("Cannot find free hero of appropriate faction for player %s - trying to get first available...", owner.getStr());	if(!otherHeroes.empty())	{		return RandomGeneratorUtil::nextItem(otherHeroes, getRandomGenerator())->getNum();	}	logGlobal->error("No free allowed heroes!");	auto notAllowedHeroesButStillBetterThanCrash = getUnusedAllowedHeroes(true);	if(notAllowedHeroesButStillBetterThanCrash.size())		return notAllowedHeroesButStillBetterThanCrash.begin()->getNum();	logGlobal->error("No free heroes at all!");	assert(0); //current code can't handle this situation	return -1; // no available heroes at all}std::pair<Obj,int> CGameState::pickObject (CGObjectInstance *obj){	switch(obj->ID)	{	case Obj::RANDOM_ART:		return std::make_pair(Obj::ARTIFACT, VLC->arth->pickRandomArtifact(getRandomGenerator(), CArtifact::ART_TREASURE | CArtifact::ART_MINOR | CArtifact::ART_MAJOR | CArtifact::ART_RELIC));	case Obj::RANDOM_TREASURE_ART:		return std::make_pair(Obj::ARTIFACT, VLC->arth->pickRandomArtifact(getRandomGenerator(), CArtifact::ART_TREASURE));	case Obj::RANDOM_MINOR_ART:		return std::make_pair(Obj::ARTIFACT, VLC->arth->pickRandomArtifact(getRandomGenerator(), CArtifact::ART_MINOR));	case Obj::RANDOM_MAJOR_ART:		return std::make_pair(Obj::ARTIFACT, VLC->arth->pickRandomArtifact(getRandomGenerator(), CArtifact::ART_MAJOR));	case Obj::RANDOM_RELIC_ART:		return std::make_pair(Obj::ARTIFACT, VLC->arth->pickRandomArtifact(getRandomGenerator(), CArtifact::ART_RELIC));	case Obj::RANDOM_HERO:		return std::make_pair(Obj::HERO, pickNextHeroType(obj->tempOwner));	case Obj::RANDOM_MONSTER:		return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(getRandomGenerator()));	case Obj::RANDOM_MONSTER_L1:		return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(getRandomGenerator(), 1));	case Obj::RANDOM_MONSTER_L2:		return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(getRandomGenerator(), 2));	case Obj::RANDOM_MONSTER_L3:		return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(getRandomGenerator(), 3));	case Obj::RANDOM_MONSTER_L4:		return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(getRandomGenerator(), 4));	case Obj::RANDOM_RESOURCE:		return std::make_pair(Obj::RESOURCE,getRandomGenerator().nextInt(6)); //now it's OH3 style, use %8 for mithril	case Obj::RANDOM_TOWN:		{			PlayerColor align = PlayerColor((static_cast<CGTownInstance*>(obj))->alignment);			si32 f; // can be negative (for random)			if(align >= PlayerColor::PLAYER_LIMIT)//same as owner / random			{				if(obj->tempOwner >= PlayerColor::PLAYER_LIMIT)					f = -1; //random				else					f = scenarioOps->getIthPlayersSettings(obj->tempOwner).castle;			}			else			{				f = scenarioOps->getIthPlayersSettings(align).castle;			}			if(f<0)			{				do				{					f = getRandomGenerator().nextInt(VLC->townh->factions.size() - 1);				}				while (VLC->townh->factions[f]->town == nullptr); // find playable faction			}			return std::make_pair(Obj::TOWN,f);		}	case Obj::RANDOM_MONSTER_L5:		return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(getRandomGenerator(), 5));	case Obj::RANDOM_MONSTER_L6:		return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(getRandomGenerator(), 6));	case Obj::RANDOM_MONSTER_L7:		return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(getRandomGenerator(), 7));	case Obj::RANDOM_DWELLING:	case Obj::RANDOM_DWELLING_LVL:	case Obj::RANDOM_DWELLING_FACTION:		{			CGDwelling * dwl = static_cast<CGDwelling*>(obj);			int faction;			//if castle alignment available			if (auto info = dynamic_cast<CCreGenAsCastleInfo*>(dwl->info))			{				faction = getRandomGenerator().nextInt(VLC->townh->factions.size() - 1);				if(info->asCastle && info->instanceId != "")				{					auto iter = map->instanceNames.find(info->instanceId);					if(iter == map->instanceNames.end())						logGlobal->error("Map object not found: %s", info->instanceId);					else					{						auto elem = iter->second;						if(elem->ID==Obj::RANDOM_TOWN)						{							randomizeObject(elem.get()); //we have to randomize the castle first							faction = elem->subID;						}						else if(elem->ID==Obj::TOWN)							faction = elem->subID;						else							logGlobal->error("Map object must be town: %s", info->instanceId);					}				}				else if(info->asCastle)				{					for(auto & elem : map->objects)					{						if(!elem)							continue;						if(elem->ID==Obj::RANDOM_TOWN							&& dynamic_cast<CGTownInstance*>(elem.get())->identifier == info->identifier)						{							randomizeObject(elem); //we have to randomize the castle first							faction = elem->subID;							break;						}						else if(elem->ID==Obj::TOWN							&& dynamic_cast<CGTownInstance*>(elem.get())->identifier == info->identifier)						{							faction = elem->subID;							break;						}					}				}				else				{					std::set<int> temp;					for(int i = 0; i < info->allowedFactions.size(); i++)						if(info->allowedFactions[i])							temp.insert(i);					if(temp.empty())						logGlobal->error("Random faction selection failed. Nothing is allowed. Fall back to random.");					else						faction = *RandomGeneratorUtil::nextItem(temp, getRandomGenerator());				}			}			else // castle alignment fixed				faction = obj->subID;			int level;			//if level set to range			if (auto info = dynamic_cast<CCreGenLeveledInfo*>(dwl->info))			{				level = getRandomGenerator().nextInt(info->minLevel, info->maxLevel);			}			else // fixed level			{				level = obj->subID;			}			delete dwl->info;			dwl->info = nullptr;			std::pair<Obj, int> result(Obj::NO_OBJ, -1);			CreatureID cid = VLC->townh->factions[faction]->town->creatures[level][0];			//NOTE: this will pick last dwelling with this creature (Mantis #900)			//check for block map equality is better but more complex solution			auto testID = [&](Obj primaryID) -> void			{				auto dwellingIDs = VLC->objtypeh->knownSubObjects(primaryID);				for (si32 entry : dwellingIDs)				{					auto handler = dynamic_cast<const CDwellingInstanceConstructor*>(VLC->objtypeh->getHandlerFor(primaryID, entry).get());					if (handler->producesCreature(VLC->creh->creatures[cid]))						result = std::make_pair(primaryID, entry);				}			};			testID(Obj::CREATURE_GENERATOR1);			if (result.first == Obj::NO_OBJ)				testID(Obj::CREATURE_GENERATOR4);			if (result.first == Obj::NO_OBJ)			{				logGlobal->error("Error: failed to find dwelling for %s of level %d", VLC->townh->factions[faction]->name, int(level));				result = std::make_pair(Obj::CREATURE_GENERATOR1, *RandomGeneratorUtil::nextItem(VLC->objtypeh->knownSubObjects(Obj::CREATURE_GENERATOR1), getRandomGenerator()));			}			return result;		}	}	return std::make_pair(Obj::NO_OBJ,-1);}void CGameState::randomizeObject(CGObjectInstance *cur){	std::pair<Obj,int> ran = pickObject(cur);	if(ran.first == Obj::NO_OBJ || ran.second<0) //this is not a random object, or we couldn't find anything	{		if(cur->ID==Obj::TOWN)			cur->setType(cur->ID, cur->subID); // update def, if necessary	}	else if(ran.first==Obj::HERO)//special code for hero	{		CGHeroInstance *h = dynamic_cast<CGHeroInstance *>(cur);		cur->setType(ran.first, ran.second);		map->heroesOnMap.push_back(h);	}	else if(ran.first==Obj::TOWN)//special code for town	{		CGTownInstance *t = dynamic_cast<CGTownInstance*>(cur);		cur->setType(ran.first, ran.second);		map->towns.push_back(t);	}	else	{		cur->setType(ran.first, ran.second);	}}int CGameState::getDate(Date::EDateType mode) const{	int temp;	switch (mode)	{	case Date::DAY:		return day;	case Date::DAY_OF_WEEK: //day of week		temp = (day)%7; // 1 - Monday, 7 - Sunday		return temp ? temp : 7;	case Date::WEEK:  //current week		temp = ((day-1)/7)+1;		if (!(temp%4))			return 4;		else			return (temp%4);	case Date::MONTH: //current month		return ((day-1)/28)+1;	case Date::DAY_OF_MONTH: //day of month		temp = (day)%28;		if (temp)			return temp;		else return 28;	}	return 0;}CGameState::CGameState(){	gs = this;	applierGs = new CApplier<CBaseForGSApply>();	registerTypesClientPacks1(*applierGs);	registerTypesClientPacks2(*applierGs);	//objCaller = new CObjectCallersHandler();	globalEffects.setDescription("Global effects");	globalEffects.setNodeType(CBonusSystemNode::GLOBAL_EFFECTS);	day = 0;}CGameState::~CGameState(){	map.dellNull();	curB.dellNull();	//delete scenarioOps; //TODO: fix for loading ind delete	//delete initialOpts;	delete applierGs;	//delete objCaller;	for(auto ptr : hpool.heroesPool) // clean hero pool		ptr.second.dellNull();}void CGameState::init(const IMapService * mapService, StartInfo * si, bool allowSavingRandomMap){	logGlobal->info("\tUsing random seed: %d", si->seedToBeUsed);	getRandomGenerator().setSeed(si->seedToBeUsed);	scenarioOps = CMemorySerializer::deepCopy(*si).release();	initialOpts = CMemorySerializer::deepCopy(*si).release();	si = nullptr;	switch(scenarioOps->mode)	{	case StartInfo::NEW_GAME:		initNewGame(mapService, allowSavingRandomMap);		break;	case StartInfo::CAMPAIGN:		initCampaign(mapService);		break;	default:		logGlobal->error("Wrong mode: %d", static_cast<int>(scenarioOps->mode));		return;	}	VLC->arth->initAllowedArtifactsList(map->allowedArtifact);	logGlobal->info("Map loaded!");	checkMapChecksum();	day = 0;	logGlobal->debug("Initialization:");	initPlayerStates();	placeCampaignHeroes();	initGrailPosition();	initRandomFactionsForPlayers();	randomizeMapObjects();	placeStartingHeroes();	initStartingResources();	initHeroes();	initStartingBonus();	initTowns();	initMapObjects();	buildBonusSystemTree();	initVisitingAndGarrisonedHeroes();	initFogOfWar();	// Explicitly initialize static variables	for(auto & elem : players)	{		CGKeys::playerKeyMap[elem.first] = std::set<ui8>();	}	for(auto & elem : teams)	{		CGObelisk::visited[elem.first] = 0;	}	logGlobal->debug("\tChecking objectives");	map->checkForObjectives(); //needs to be run when all objects are properly placed	auto seedAfterInit = getRandomGenerator().nextInt();	logGlobal->info("Seed after init is %d (before was %d)", seedAfterInit, scenarioOps->seedToBeUsed);	if(scenarioOps->seedPostInit > 0)	{		//RNG must be in the same state on all machines when initialization is done (otherwise we have desync)		assert(scenarioOps->seedPostInit == seedAfterInit);	}	else	{		scenarioOps->seedPostInit = seedAfterInit; //store the post init "seed"	}}void CGameState::initNewGame(const IMapService * mapService, bool allowSavingRandomMap){	if(scenarioOps->createRandomMap())	{		logGlobal->info("Create random map.");		CStopWatch sw;		// Gen map		CMapGenerator mapGenerator;		std::unique_ptr<CMap> randomMap = mapGenerator.generate(scenarioOps->mapGenOptions.get(), scenarioOps->seedToBeUsed);		if(allowSavingRandomMap)		{			try			{				auto path = VCMIDirs::get().userCachePath() / "RandomMaps";				boost::filesystem::create_directories(path);				std::shared_ptr<CMapGenOptions> options = scenarioOps->mapGenOptions;				const std::string templateName = options->getMapTemplate()->getName();				const ui32 seed = scenarioOps->seedToBeUsed;				const std::string fileName = boost::str(boost::format("%s_%d.vmap") % templateName % seed );				const auto fullPath = path / fileName;				mapService->saveMap(randomMap, fullPath);				logGlobal->info("Random map has been saved to:");				logGlobal->info(fullPath.string());			}			catch(...)			{				logGlobal->error("Saving random map failed with exception");				handleException();			}		}		map = randomMap.release();		// Update starting options		for(int i = 0; i < map->players.size(); ++i)		{			const auto & playerInfo = map->players[i];			if(playerInfo.canAnyonePlay())			{				PlayerSettings & playerSettings = scenarioOps->playerInfos[PlayerColor(i)];				playerSettings.compOnly = !playerInfo.canHumanPlay;				playerSettings.team = playerInfo.team;				playerSettings.castle = playerInfo.defaultCastle();				if(playerSettings.playerID == PlayerSettings::PLAYER_AI && playerSettings.name.empty())				{					playerSettings.name = VLC->generaltexth->allTexts[468];				}				playerSettings.color = PlayerColor(i);			}			else			{				scenarioOps->playerInfos.erase(PlayerColor(i));			}		}		logGlobal->info("Generated random map in %i ms.", sw.getDiff());	}	else	{		logGlobal->info("Open map file: %s", scenarioOps->mapname);		const ResourceID mapURI(scenarioOps->mapname, EResType::MAP);		map = mapService->loadMap(mapURI).release();	}}void CGameState::initCampaign(const IMapService * mapService){	logGlobal->info("Open campaign map file: %d", scenarioOps->campState->currentMap.get());	auto campaign = scenarioOps->campState;	assert(vstd::contains(campaign->camp->mapPieces, *scenarioOps->campState->currentMap));	std::string scenarioName = scenarioOps->mapname.substr(0, scenarioOps->mapname.find('.'));	boost::to_lower(scenarioName);	scenarioName += ':' + boost::lexical_cast<std::string>(*campaign->currentMap);	std::string & mapContent = campaign->camp->mapPieces[*campaign->currentMap];	auto buffer = reinterpret_cast<const ui8 *>(mapContent.data());	map = mapService->loadMap(buffer, mapContent.size(), scenarioName).release();}void CGameState::checkMapChecksum(){	logGlobal->info("\tOur checksum for the map: %d", map->checksum);	if(scenarioOps->mapfileChecksum)	{		logGlobal->info("\tServer checksum for %s: %d", scenarioOps->mapname, scenarioOps->mapfileChecksum);		if(map->checksum != scenarioOps->mapfileChecksum)		{			logGlobal->error("Wrong map checksum!!!");			throw std::runtime_error("Wrong checksum");		}	}	else	{		scenarioOps->mapfileChecksum = map->checksum;	}}void CGameState::initGrailPosition(){	logGlobal->debug("\tPicking grail position");	//pick grail location	if(map->grailPos.x < 0 || map->grailRadius) //grail not set or set within a radius around some place	{		if(!map->grailRadius) //radius not given -> anywhere on map			map->grailRadius = map->width * 2;		std::vector<int3> allowedPos;		static const int BORDER_WIDTH = 9; // grail must be at least 9 tiles away from border		// add all not blocked tiles in range		for (int i = BORDER_WIDTH; i < map->width - BORDER_WIDTH ; i++)		{			for (int j = BORDER_WIDTH; j < map->height - BORDER_WIDTH; j++)			{				for (int k = 0; k < (map->twoLevel ? 2 : 1); k++)				{					const TerrainTile &t = map->getTile(int3(i, j, k));					if(!t.blocked						&& !t.visitable						&& t.terType != ETerrainType::WATER						&& t.terType != ETerrainType::ROCK						&& map->grailPos.dist2dSQ(int3(i, j, k)) <= (map->grailRadius * map->grailRadius))						allowedPos.push_back(int3(i,j,k));				}			}		}		//remove tiles with holes		for(auto & elem : map->objects)			if(elem && elem->ID == Obj::HOLE)				allowedPos -= elem->pos;		if(!allowedPos.empty())		{			map->grailPos = *RandomGeneratorUtil::nextItem(allowedPos, getRandomGenerator());		}		else		{			logGlobal->warn("Grail cannot be placed, no appropriate tile found!");		}	}}void CGameState::initRandomFactionsForPlayers(){	logGlobal->debug("\tPicking random factions for players");	for(auto & elem : scenarioOps->playerInfos)	{		if(elem.second.castle==-1)		{			auto randomID = getRandomGenerator().nextInt(map->players[elem.first.getNum()].allowedFactions.size() - 1);			auto iter = map->players[elem.first.getNum()].allowedFactions.begin();			std::advance(iter, randomID);			elem.second.castle = *iter;		}	}}void CGameState::randomizeMapObjects(){	logGlobal->debug("\tRandomizing objects");	for(CGObjectInstance *obj : map->objects)	{		if(!obj) continue;		randomizeObject(obj);		//handle Favouring Winds - mark tiles under it		if(obj->ID == Obj::FAVORABLE_WINDS)		{			for (int i = 0; i < obj->getWidth() ; i++)			{				for (int j = 0; j < obj->getHeight() ; j++)				{					int3 pos = obj->pos - int3(i,j,0);					if(map->isInTheMap(pos)) map->getTile(pos).extTileFlags |= 128;				}			}		}	}}void CGameState::initPlayerStates(){	logGlobal->debug("\tCreating player entries in gs");	for(auto & elem : scenarioOps->playerInfos)	{		PlayerState & p = players[elem.first];		//std::pair<PlayerColor, PlayerState> ins(elem.first,PlayerState());		p.color=elem.first;		p.human = elem.second.playerID;		p.team = map->players[elem.first.getNum()].team;		teams[p.team].id = p.team;//init team		teams[p.team].players.insert(elem.first);//add player to team		//players.insert(ins);	}}void CGameState::placeCampaignHeroes(){	if (scenarioOps->campState)	{		// place bonus hero		auto campaignBonus = scenarioOps->campState->getBonusForCurrentMap();		bool campaignGiveHero = campaignBonus && campaignBonus.get().type == CScenarioTravel::STravelBonus::HERO;		if(campaignGiveHero)		{			auto playerColor = PlayerColor(campaignBonus->info1);			auto it = scenarioOps->playerInfos.find(playerColor);			if(it != scenarioOps->playerInfos.end())			{				auto heroTypeId = campaignBonus->info2;				if(heroTypeId == 0xffff) // random bonus hero				{					heroTypeId = pickUnusedHeroTypeRandomly(playerColor);				}				placeStartingHero(playerColor, HeroTypeID(heroTypeId), map->players[playerColor.getNum()].posOfMainTown);			}		}		// replace heroes placeholders		auto crossoverHeroes = getCrossoverHeroesFromPreviousScenarios();		if(!crossoverHeroes.heroesFromAnyPreviousScenarios.empty())		{			logGlobal->debug("\tGenerate list of hero placeholders");			auto campaignHeroReplacements = generateCampaignHeroesToReplace(crossoverHeroes);			logGlobal->debug("\tPrepare crossover heroes");			prepareCrossoverHeroes(campaignHeroReplacements, scenarioOps->campState->getCurrentScenario().travelOptions);			// remove same heroes on the map which will be added through crossover heroes			// INFO: we will remove heroes because later it may be possible that the API doesn't allow having heroes			// with the same hero type id			std::vector<CGHeroInstance *> removedHeroes;			for(auto & campaignHeroReplacement : campaignHeroReplacements)			{				auto hero = getUsedHero(HeroTypeID(campaignHeroReplacement.hero->subID));				if(hero)				{					removedHeroes.push_back(hero);					map->heroesOnMap -= hero;					map->objects[hero->id.getNum()] = nullptr;					map->removeBlockVisTiles(hero, true);				}			}			logGlobal->debug("\tReplace placeholders with heroes");			replaceHeroesPlaceholders(campaignHeroReplacements);			// remove hero placeholders on map			for(auto obj : map->objects)			{				if(obj && obj->ID == Obj::HERO_PLACEHOLDER)				{					auto heroPlaceholder = dynamic_cast<CGHeroPlaceholder *>(obj.get());					map->removeBlockVisTiles(heroPlaceholder, true);					map->instanceNames.erase(obj->instanceName);					map->objects[heroPlaceholder->id.getNum()] = nullptr;					delete heroPlaceholder;				}			}			// now add removed heroes again with unused type ID			for(auto hero : removedHeroes)			{				si32 heroTypeId = 0;				if(hero->ID == Obj::HERO)				{					heroTypeId = pickUnusedHeroTypeRandomly(hero->tempOwner);				}				else if(hero->ID == Obj::PRISON)				{					auto unusedHeroTypeIds = getUnusedAllowedHeroes();					if(!unusedHeroTypeIds.empty())					{						heroTypeId = (*RandomGeneratorUtil::nextItem(unusedHeroTypeIds, getRandomGenerator())).getNum();					}					else					{						logGlobal->error("No free hero type ID found to replace prison.");						assert(0);					}				}				else				{					assert(0); // should not happen				}				hero->subID = heroTypeId;				hero->portrait = hero->subID;				map->getEditManager()->insertObject(hero);			}		}	}}void CGameState::placeStartingHero(PlayerColor playerColor, HeroTypeID heroTypeId, int3 townPos){	townPos.x -= 2; //FIXME: use actual visitable offset of town	CGObjectInstance * hero = createObject(Obj::HERO, heroTypeId.getNum(), townPos, playerColor);	hero->pos += hero->getVisitableOffset();	map->getEditManager()->insertObject(hero);}CGameState::CrossoverHeroesList CGameState::getCrossoverHeroesFromPreviousScenarios() const{	CrossoverHeroesList crossoverHeroes;	auto campaignState = scenarioOps->campState;	auto bonus = campaignState->getBonusForCurrentMap();	if (bonus && bonus->type == CScenarioTravel::STravelBonus::HEROES_FROM_PREVIOUS_SCENARIO)	{		crossoverHeroes.heroesFromAnyPreviousScenarios = crossoverHeroes.heroesFromPreviousScenario = campaignState->camp->scenarios[bonus->info2].crossoverHeroes;	}	else	{		if(!campaignState->mapsConquered.empty())		{			crossoverHeroes.heroesFromPreviousScenario = campaignState->camp->scenarios[campaignState->mapsConquered.back()].crossoverHeroes;			for(auto mapNr : campaignState->mapsConquered)			{				// create a list of deleted heroes				auto & scenario = campaignState->camp->scenarios[mapNr];				auto lostCrossoverHeroes = scenario.getLostCrossoverHeroes();				// remove heroes which didn't reached the end of the scenario, but were available at the start				for(auto hero : lostCrossoverHeroes)				{					vstd::erase_if(crossoverHeroes.heroesFromAnyPreviousScenarios,					               CGObjectInstanceBySubIdFinder(hero));				}				// now add heroes which completed the scenario				for(auto hero : scenario.crossoverHeroes)				{					// add new heroes and replace old heroes with newer ones					auto it = range::find_if(crossoverHeroes.heroesFromAnyPreviousScenarios, CGObjectInstanceBySubIdFinder(hero));					if (it != crossoverHeroes.heroesFromAnyPreviousScenarios.end())					{						// replace old hero with newer one						crossoverHeroes.heroesFromAnyPreviousScenarios[it - crossoverHeroes.heroesFromAnyPreviousScenarios.begin()] = hero;					}					else					{						// add new hero						crossoverHeroes.heroesFromAnyPreviousScenarios.push_back(hero);					}				}			}		}	}	return crossoverHeroes;}void CGameState::prepareCrossoverHeroes(std::vector<CGameState::CampaignHeroReplacement> & campaignHeroReplacements, const CScenarioTravel & travelOptions){	// create heroes list for convenience iterating	std::vector<CGHeroInstance *> crossoverHeroes;	for(auto & campaignHeroReplacement : campaignHeroReplacements)	{		crossoverHeroes.push_back(campaignHeroReplacement.hero);	}	// TODO replace magic numbers with named constants	// TODO this logic (what should be kept) should be part of CScenarioTravel and be exposed via some clean set of methods	if(!(travelOptions.whatHeroKeeps & 1))	{		//trimming experience		for(CGHeroInstance * cgh : crossoverHeroes)		{			cgh->initExp(getRandomGenerator());		}	}	if(!(travelOptions.whatHeroKeeps & 2))	{		//trimming prim skills		for(CGHeroInstance * cgh : crossoverHeroes)		{			for(int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)			{				auto sel = Selector::type(Bonus::PRIMARY_SKILL)					.And(Selector::subtype(g))					.And(Selector::sourceType(Bonus::HERO_BASE_SKILL));				cgh->getBonusLocalFirst(sel)->val = cgh->type->heroClass->primarySkillInitial[g];			}		}	}	if(!(travelOptions.whatHeroKeeps & 4))	{		//trimming sec skills		for(CGHeroInstance * cgh : crossoverHeroes)		{			cgh->secSkills = cgh->type->secSkillsInit;			cgh->recreateSecondarySkillsBonuses();		}	}	if(!(travelOptions.whatHeroKeeps & 8))	{		for(CGHeroInstance * cgh : crossoverHeroes)		{			// Trimming spells			cgh->spells.clear();			// Spellbook will also be removed			if (cgh->hasSpellbook())				ArtifactLocation(cgh, ArtifactPosition(ArtifactPosition::SPELLBOOK)).removeArtifact();		}	}	if(!(travelOptions.whatHeroKeeps & 16))	{		//trimming artifacts		for(CGHeroInstance * hero : crossoverHeroes)		{			size_t totalArts = GameConstants::BACKPACK_START + hero->artifactsInBackpack.size();			for (size_t i = 0; i < totalArts; i++ )			{				auto artifactPosition = ArtifactPosition(i);				if(artifactPosition == ArtifactPosition::SPELLBOOK) continue; // do not handle spellbook this way				const ArtSlotInfo *info = hero->getSlot(artifactPosition);				if(!info)					continue;				// TODO: why would there be nullptr artifacts?				const CArtifactInstance *art = info->artifact;				if(!art)					continue;				int id  = art->artType->id;				assert( 8*18 > id );//number of arts that fits into h3m format				bool takeable = travelOptions.artifsKeptByHero[id / 8] & ( 1 << (id%8) );				ArtifactLocation al(hero, artifactPosition);				if(!takeable  &&  !al.getSlot()->locked)  //don't try removing locked artifacts -> it crashes #1719					al.removeArtifact();			}		}	}	//trimming creatures	for(CGHeroInstance * cgh : crossoverHeroes)	{		auto shouldSlotBeErased = [&](const std::pair<SlotID, CStackInstance *> & j) -> bool		{			CreatureID::ECreatureID crid = j.second->getCreatureID().toEnum();			return !(travelOptions.monstersKeptByHero[crid / 8] & (1 << (crid % 8)));		};		auto stacksCopy = cgh->stacks; //copy of the map, so we can iterate iover it and remove stacks		for(auto &slotPair : stacksCopy)			if(shouldSlotBeErased(slotPair))				cgh->eraseStack(slotPair.first);	}	// Removing short-term bonuses	for(CGHeroInstance * cgh : crossoverHeroes)	{		cgh->removeBonusesRecursive(CSelector(Bonus::OneDay)			.Or(CSelector(Bonus::OneWeek))			.Or(CSelector(Bonus::NTurns))			.Or(CSelector(Bonus::NDays))			.Or(CSelector(Bonus::OneBattle)));	}}void CGameState::placeStartingHeroes(){	logGlobal->debug("\tGiving starting hero");	for(auto & playerSettingPair : scenarioOps->playerInfos)	{		auto playerColor = playerSettingPair.first;		auto & playerInfo = map->players[playerColor.getNum()];		if(playerInfo.generateHeroAtMainTown && playerInfo.hasMainTown)		{			// Do not place a starting hero if the hero was already placed due to a campaign bonus			if(scenarioOps->campState)			{				if(auto campaignBonus = scenarioOps->campState->getBonusForCurrentMap())				{					if(campaignBonus->type == CScenarioTravel::STravelBonus::HERO && playerColor == PlayerColor(campaignBonus->info1)) continue;				}			}			int heroTypeId = pickNextHeroType(playerColor);			if(playerSettingPair.second.hero == -1)				playerSettingPair.second.hero = heroTypeId;			placeStartingHero(playerColor, HeroTypeID(heroTypeId), playerInfo.posOfMainTown);		}	}}void CGameState::initStartingResources(){	logGlobal->debug("\tSetting up resources");	const JsonNode config(ResourceID("config/startres.json"));	const JsonVector &vector = config["difficulty"].Vector();	const JsonNode &level = vector[scenarioOps->difficulty];	TResources startresAI(level["ai"]);	TResources startresHuman(level["human"]);	for (auto & elem : players)	{		PlayerState &p = elem.second;		if (p.human)			p.resources = startresHuman;		else			p.resources = startresAI;	}	auto getHumanPlayerInfo = [&]() -> std::vector<const PlayerSettings *>	{		std::vector<const PlayerSettings *> ret;		for(auto it = scenarioOps->playerInfos.cbegin();			it != scenarioOps->playerInfos.cend(); ++it)		{			if(it->second.playerID != PlayerSettings::PLAYER_AI)				ret.push_back(&it->second);		}		return ret;	};	//give start resource bonus in case of campaign	if (scenarioOps->mode == StartInfo::CAMPAIGN)	{		auto chosenBonus = scenarioOps->campState->getBonusForCurrentMap();		if(chosenBonus && chosenBonus->type == CScenarioTravel::STravelBonus::RESOURCE)		{			std::vector<const PlayerSettings *> people = getHumanPlayerInfo(); //players we will give resource bonus			for(const PlayerSettings *ps : people)			{				std::vector<int> res; //resources we will give				switch (chosenBonus->info1)				{				case 0: case 1: case 2: case 3: case 4: case 5: case 6:					res.push_back(chosenBonus->info1);					break;				case 0xFD: //wood+ore					res.push_back(Res::WOOD); res.push_back(Res::ORE);					break;				case 0xFE:  //rare					res.push_back(Res::MERCURY); res.push_back(Res::SULFUR); res.push_back(Res::CRYSTAL); res.push_back(Res::GEMS);					break;				default:					assert(0);					break;				}				//increasing resource quantity				for (auto & re : res)				{					players[ps->color].resources[re] += chosenBonus->info2;				}			}		}	}}void CGameState::initHeroes(){	for(auto hero : map->heroesOnMap)  //heroes instances initialization	{		if (hero->getOwner() == PlayerColor::UNFLAGGABLE)		{			logGlobal->warn("Hero with uninitialized owner!");			continue;		}		hero->initHero(getRandomGenerator());		getPlayer(hero->getOwner())->heroes.push_back(hero);		map->allHeroes[hero->type->ID.getNum()] = hero;	}	for(auto obj : map->objects) //prisons	{		if(obj && obj->ID == Obj::PRISON)			map->allHeroes[obj->subID] = dynamic_cast<CGHeroInstance*>(obj.get());	}	std::set<HeroTypeID> heroesToCreate = getUnusedAllowedHeroes(); //ids of heroes to be created and put into the pool	for(auto ph : map->predefinedHeroes)	{		if(!vstd::contains(heroesToCreate, HeroTypeID(ph->subID)))			continue;		ph->initHero(getRandomGenerator());		hpool.heroesPool[ph->subID] = ph;		hpool.pavailable[ph->subID] = 0xff;		heroesToCreate.erase(ph->type->ID);		map->allHeroes[ph->subID] = ph;	}	for(HeroTypeID htype : heroesToCreate) //all not used allowed heroes go with default state into the pool	{		auto  vhi = new CGHeroInstance();		vhi->initHero(getRandomGenerator(), htype);		int typeID = htype.getNum();		map->allHeroes[typeID] = vhi;		hpool.heroesPool[typeID] = vhi;		hpool.pavailable[typeID] = 0xff;	}	for(auto & elem : map->disposedHeroes)	{		hpool.pavailable[elem.heroId] = elem.players;	}	if (scenarioOps->mode == StartInfo::CAMPAIGN) //give campaign bonuses for specific / best hero	{		auto chosenBonus = scenarioOps->campState->getBonusForCurrentMap();		if (chosenBonus && chosenBonus->isBonusForHero() && chosenBonus->info1 != 0xFFFE) //exclude generated heroes		{			//find human player			PlayerColor humanPlayer=PlayerColor::NEUTRAL;			for (auto & elem : players)			{				if(elem.second.human)				{					humanPlayer = elem.first;					break;				}			}			assert(humanPlayer != PlayerColor::NEUTRAL);			std::vector<ConstTransitivePtr<CGHeroInstance> > & heroes = players[humanPlayer].heroes;			if (chosenBonus->info1 == 0xFFFD) //most powerful			{				int maxB = -1;				for (int b=0; b<heroes.size(); ++b)				{					if (maxB == -1 || heroes[b]->getTotalStrength() > heroes[maxB]->getTotalStrength())					{						maxB = b;					}				}				if(maxB < 0)					logGlobal->warn("Cannot give bonus to hero cause there are no heroes!");				else					giveCampaignBonusToHero(heroes[maxB]);			}			else //specific hero			{				for (auto & heroe : heroes)				{					if (heroe->subID == chosenBonus->info1)					{						giveCampaignBonusToHero(heroe);						break;					}				}			}		}	}}void CGameState::giveCampaignBonusToHero(CGHeroInstance * hero){	const boost::optional<CScenarioTravel::STravelBonus> & curBonus = scenarioOps->campState->getBonusForCurrentMap();	if(!curBonus)		return;	if(curBonus->isBonusForHero())	{		//apply bonus		switch (curBonus->type)		{		case CScenarioTravel::STravelBonus::SPELL:			hero->spells.insert(SpellID(curBonus->info2));			break;		case CScenarioTravel::STravelBonus::MONSTER:			{				for(int i=0; i<GameConstants::ARMY_SIZE; i++)				{					if(hero->slotEmpty(SlotID(i)))					{						hero->addToSlot(SlotID(i), CreatureID(curBonus->info2), curBonus->info3);						break;					}				}			}			break;		case CScenarioTravel::STravelBonus::ARTIFACT:			gs->giveHeroArtifact(hero, static_cast<ArtifactID>(curBonus->info2));			break;		case CScenarioTravel::STravelBonus::SPELL_SCROLL:			{				CArtifactInstance * scroll = CArtifactInstance::createScroll(SpellID(curBonus->info2).toSpell());				scroll->putAt(ArtifactLocation(hero, scroll->firstAvailableSlot(hero)));			}			break;		case CScenarioTravel::STravelBonus::PRIMARY_SKILL:			{				const ui8* ptr = reinterpret_cast<const ui8*>(&curBonus->info2);				for (int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)				{					int val = ptr[g];					if (val == 0)					{						continue;					}					auto bb = std::make_shared<Bonus>(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::CAMPAIGN_BONUS, val, *scenarioOps->campState->currentMap, g);					hero->addNewBonus(bb);				}			}			break;		case CScenarioTravel::STravelBonus::SECONDARY_SKILL:			hero->setSecSkillLevel(SecondarySkill(curBonus->info2), curBonus->info3, true);			break;		}	}}void CGameState::initFogOfWar(){	logGlobal->debug("\tFog of war"); //FIXME: should be initialized after all bonuses are set	for(auto & elem : teams)	{		elem.second.fogOfWarMap.resize(map->width);		for(int g=0; g<map->width; ++g)			elem.second.fogOfWarMap[g].resize(map->height);		for(int g=-0; g<map->width; ++g)			for(int h=0; h<map->height; ++h)				elem.second.fogOfWarMap[g][h].resize(map->twoLevel ? 2 : 1, 0);		for(int g=0; g<map->width; ++g)			for(int h=0; h<map->height; ++h)				for(int v = 0; v < (map->twoLevel ? 2 : 1); ++v)					elem.second.fogOfWarMap[g][h][v] = 0;		for(CGObjectInstance *obj : map->objects)		{			if(!obj || !vstd::contains(elem.second.players, obj->tempOwner)) continue; //not a flagged object			std::unordered_set<int3, ShashInt3> tiles;			getTilesInRange(tiles, obj->getSightCenter(), obj->getSightRadius(), obj->tempOwner, 1);			for(int3 tile : tiles)			{				elem.second.fogOfWarMap[tile.x][tile.y][tile.z] = 1;			}		}	}}void CGameState::initStartingBonus(){	logGlobal->debug("\tStarting bonuses");	for(auto & elem : players)	{		//starting bonus		if(scenarioOps->playerInfos[elem.first].bonus==PlayerSettings::RANDOM)			scenarioOps->playerInfos[elem.first].bonus = static_cast<PlayerSettings::Ebonus>(getRandomGenerator().nextInt(2));		switch(scenarioOps->playerInfos[elem.first].bonus)		{		case PlayerSettings::GOLD:			elem.second.resources[Res::GOLD] += getRandomGenerator().nextInt(5, 10) * 100;			break;		case PlayerSettings::RESOURCE:			{				int res = VLC->townh->factions[scenarioOps->playerInfos[elem.first].castle]->town->primaryRes;				if(res == Res::WOOD_AND_ORE)				{					int amount = getRandomGenerator().nextInt(5, 10);					elem.second.resources[Res::WOOD] += amount;					elem.second.resources[Res::ORE] += amount;				}				else				{					elem.second.resources[res] += getRandomGenerator().nextInt(3, 6);				}				break;			}		case PlayerSettings::ARTIFACT:			{				if(!elem.second.heroes.size())				{					logGlobal->error("Cannot give starting artifact - no heroes!");					break;				}				CArtifact *toGive;				toGive = VLC->arth->artifacts[VLC->arth->pickRandomArtifact(getRandomGenerator(), CArtifact::ART_TREASURE)];				CGHeroInstance *hero = elem.second.heroes[0];				giveHeroArtifact(hero, toGive->id);			}			break;		}	}}void CGameState::initTowns(){	logGlobal->debug("\tTowns");	//campaign bonuses for towns	if (scenarioOps->mode == StartInfo::CAMPAIGN)	{		auto chosenBonus = scenarioOps->campState->getBonusForCurrentMap();		if (chosenBonus && chosenBonus->type == CScenarioTravel::STravelBonus::BUILDING)		{			for (int g=0; g<map->towns.size(); ++g)			{				PlayerState * owner = getPlayer(map->towns[g]->getOwner());				if (owner)				{					PlayerInfo & pi = map->players[owner->color.getNum()];					if (owner->human && //human-owned						map->towns[g]->pos == pi.posOfMainTown)					{						map->towns[g]->builtBuildings.insert(							CBuildingHandler::campToERMU(chosenBonus->info1, map->towns[g]->subID, map->towns[g]->builtBuildings));						break;					}				}			}		}	}	CGTownInstance::universitySkills.clear();	for ( int i=0; i<4; i++)		CGTownInstance::universitySkills.push_back(14+i);//skills for university	for (auto & elem : map->towns)	{		CGTownInstance * vti =(elem);		if(!vti->town)		{			vti->town = VLC->townh->factions[vti->subID]->town;		}		if(vti->name.empty())		{			vti->name = *RandomGeneratorUtil::nextItem(vti->town->names, getRandomGenerator());		}		//init buildings		if(vstd::contains(vti->builtBuildings, BuildingID::DEFAULT)) //give standard set of buildings		{			vti->builtBuildings.erase(BuildingID::DEFAULT);			vti->builtBuildings.insert(BuildingID::VILLAGE_HALL);			if(vti->tempOwner != PlayerColor::NEUTRAL)				vti->builtBuildings.insert(BuildingID::TAVERN);			vti->builtBuildings.insert(BuildingID::DWELL_FIRST);			if(getRandomGenerator().nextInt(1) == 1)			{				vti->builtBuildings.insert(BuildingID::DWELL_LVL_2);			}		}		//#1444 - remove entries that don't have buildings defined (like some unused extra town hall buildings)		vstd::erase_if(vti->builtBuildings, [vti](BuildingID bid){			return !vti->town->buildings.count(bid) || !vti->town->buildings.at(bid); });		if (vstd::contains(vti->builtBuildings, BuildingID::SHIPYARD) && vti->shipyardStatus()==IBoatGenerator::TILE_BLOCKED)			vti->builtBuildings.erase(BuildingID::SHIPYARD);//if we have harbor without water - erase it (this is H3 behaviour)		//init hordes		for (int i = 0; i<GameConstants::CREATURES_PER_TOWN; i++)			if (vstd::contains(vti->builtBuildings,(-31-i))) //if we have horde for this level			{				vti->builtBuildings.erase(BuildingID(-31-i));//remove old ID				if (vti->town->hordeLvl.at(0) == i)//if town first horde is this one				{					vti->builtBuildings.insert(BuildingID::HORDE_1);//add it					if (vstd::contains(vti->builtBuildings,(BuildingID::DWELL_UP_FIRST+i)))//if we have upgraded dwelling as well						vti->builtBuildings.insert(BuildingID::HORDE_1_UPGR);//add it as well				}				if (vti->town->hordeLvl.at(1) == i)//if town second horde is this one				{					vti->builtBuildings.insert(BuildingID::HORDE_2);					if (vstd::contains(vti->builtBuildings,(BuildingID::DWELL_UP_FIRST+i)))						vti->builtBuildings.insert(BuildingID::HORDE_2_UPGR);				}			}		//Early check for #1444-like problems		for(auto building : vti->builtBuildings)		{			assert(vti->town->buildings.at(building) != nullptr);			UNUSED(building);		}		//town events		for(CCastleEvent &ev : vti->events)		{			for (int i = 0; i<GameConstants::CREATURES_PER_TOWN; i++)				if (vstd::contains(ev.buildings,(-31-i))) //if we have horde for this level				{					ev.buildings.erase(BuildingID(-31-i));					if (vti->town->hordeLvl.at(0) == i)						ev.buildings.insert(BuildingID::HORDE_1);					if (vti->town->hordeLvl.at(1) == i)						ev.buildings.insert(BuildingID::HORDE_2);				}		}		//init spells		vti->spells.resize(GameConstants::SPELL_LEVELS);		for(ui32 z=0; z<vti->obligatorySpells.size();z++)		{			auto s = vti->obligatorySpells[z].toSpell();			vti->spells[s->level-1].push_back(s->id);			vti->possibleSpells -= s->id;		}		while(vti->possibleSpells.size())		{			ui32 total=0;			int sel = -1;			for(ui32 ps=0;ps<vti->possibleSpells.size();ps++)				total += vti->possibleSpells[ps].toSpell()->getProbability(vti->subID);			if (total == 0) // remaining spells have 0 probability				break;			auto r = getRandomGenerator().nextInt(total - 1);			for(ui32 ps=0; ps<vti->possibleSpells.size();ps++)			{				r -= vti->possibleSpells[ps].toSpell()->getProbability(vti->subID);				if(r<0)				{					sel = ps;					break;				}			}			if(sel<0)				sel=0;			auto s = vti->possibleSpells[sel].toSpell();			vti->spells[s->level-1].push_back(s->id);			vti->possibleSpells -= s->id;		}		vti->possibleSpells.clear();		if(vti->getOwner() != PlayerColor::NEUTRAL)			getPlayer(vti->getOwner())->towns.push_back(vti);	}}void CGameState::initMapObjects(){	logGlobal->debug("\tObject initialization");//	objCaller->preInit();	for(CGObjectInstance *obj : map->objects)	{		if(obj)		{			logGlobal->trace("Calling Init for object %d, %s, %s", obj->id.getNum(), obj->typeName, obj->subTypeName);			obj->initObj(getRandomGenerator());		}	}	for(CGObjectInstance *obj : map->objects)	{		if(!obj)			continue;		switch (obj->ID)		{			case Obj::QUEST_GUARD:			case Obj::SEER_HUT:			{				auto q = static_cast<CGSeerHut*>(obj);				assert (q);				q->setObjToKill();			}		}	}	CGSubterraneanGate::postInit(); //pairing subterranean gates	map->calculateGuardingGreaturePositions(); //calculate once again when all the guards are placed and initialized}void CGameState::initVisitingAndGarrisonedHeroes(){	for(auto k=players.begin(); k!=players.end(); ++k)	{		if(k->first==PlayerColor::NEUTRAL)			continue;		//init visiting and garrisoned heroes		for(CGHeroInstance *h : k->second.heroes)		{			for(CGTownInstance *t : k->second.towns)			{				int3 vistile = t->pos; vistile.x--; //tile next to the entrance				if(vistile == h->pos || h->pos==t->pos)				{					t->setVisitingHero(h);					if(h->pos == t->pos) //visiting hero placed in the editor has same pos as the town - we need to correct it					{						map->removeBlockVisTiles(h);						h->pos.x -= 1;						map->addBlockVisTiles(h);					}					break;				}			}		}	}	for (auto hero : map->heroesOnMap)	{		if (hero->visitedTown)		{			assert (hero->visitedTown->visitingHero == hero);		}	}}BFieldType CGameState::battleGetBattlefieldType(int3 tile, CRandomGenerator & rand){	if(!tile.valid() && curB)		tile = curB->tile;	else if(!tile.valid() && !curB)		return BFieldType::NONE;	const TerrainTile &t = map->getTile(tile);	//fight in mine -> subterranean	if(dynamic_cast<const CGMine *>(t.visitableObjects.front()))		return BFieldType::SUBTERRANEAN;	for(auto &obj : map->objects)	{		//look only for objects covering given tile		if( !obj || obj->pos.z != tile.z || !obj->coveringAt(tile.x, tile.y))			continue;		switch(obj->ID)		{		case Obj::CLOVER_FIELD:			return BFieldType::CLOVER_FIELD;		case Obj::CURSED_GROUND1: case Obj::CURSED_GROUND2:			return BFieldType::CURSED_GROUND;		case Obj::EVIL_FOG:			return BFieldType::EVIL_FOG;		case Obj::FAVORABLE_WINDS:			return BFieldType::FAVORABLE_WINDS;		case Obj::FIERY_FIELDS:			return BFieldType::FIERY_FIELDS;		case Obj::HOLY_GROUNDS:			return BFieldType::HOLY_GROUND;		case Obj::LUCID_POOLS:			return BFieldType::LUCID_POOLS;		case Obj::MAGIC_CLOUDS:			return BFieldType::MAGIC_CLOUDS;		case Obj::MAGIC_PLAINS1: case Obj::MAGIC_PLAINS2:			return BFieldType::MAGIC_PLAINS;		case Obj::ROCKLANDS:			return BFieldType::ROCKLANDS;		}	}	if(map->isCoastalTile(tile)) //coastal tile is always ground		return BFieldType::SAND_SHORE;	switch(t.terType)	{	case ETerrainType::DIRT:		return BFieldType(rand.nextInt(3, 5));	case ETerrainType::SAND:		return BFieldType::SAND_MESAS; //TODO: coast support	case ETerrainType::GRASS:		return BFieldType(rand.nextInt(6, 7));	case ETerrainType::SNOW:		return BFieldType(rand.nextInt(10, 11));	case ETerrainType::SWAMP:		return BFieldType::SWAMP_TREES;	case ETerrainType::ROUGH:		return BFieldType::ROUGH;	case ETerrainType::SUBTERRANEAN:		return BFieldType::SUBTERRANEAN;	case ETerrainType::LAVA:		return BFieldType::LAVA;	case ETerrainType::WATER:		return BFieldType::SHIP;	case ETerrainType::ROCK:		return BFieldType::ROCKLANDS;	default:		return BFieldType::NONE;	}}UpgradeInfo CGameState::getUpgradeInfo(const CStackInstance &stack){	UpgradeInfo ret;	const CCreature *base = stack.type;	const CGHeroInstance *h = stack.armyObj->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(stack.armyObj) : nullptr;	const CGTownInstance *t = nullptr;	if(stack.armyObj->ID == Obj::TOWN)		t = static_cast<const CGTownInstance *>(stack.armyObj);	else if(h)	{	//hero specialty		TBonusListPtr lista = h->getBonuses(Selector::typeSubtype(Bonus::SPECIAL_UPGRADE, base->idNumber));		for(const std::shared_ptr<Bonus> it : *lista)		{			auto nid = CreatureID(it->additionalInfo);			if (nid != base->idNumber) //in very specific case the upgrade is available by default (?)			{				ret.newID.push_back(nid);				ret.cost.push_back(VLC->creh->creatures[nid]->cost - base->cost);			}		}		t = h->visitedTown;	}	if(t)	{		for(const CGTownInstance::TCreaturesSet::value_type & dwelling : t->creatures)		{			if (vstd::contains(dwelling.second, base->idNumber)) //Dwelling with our creature			{				for(auto upgrID : dwelling.second)				{					if(vstd::contains(base->upgrades, upgrID)) //possible upgrade					{						ret.newID.push_back(upgrID);						ret.cost.push_back(VLC->creh->creatures[upgrID]->cost - base->cost);					}				}			}		}	}	//hero is visiting Hill Fort	if(h && map->getTile(h->visitablePos()).visitableObjects.front()->ID == Obj::HILL_FORT)	{		static const int costModifiers[] = {0, 25, 50, 75, 100}; //we get cheaper upgrades depending on level		const int costModifier = costModifiers[std::min<int>(std::max((int)base->level - 1, 0), ARRAY_COUNT(costModifiers) - 1)];		for(auto nid : base->upgrades)		{			ret.newID.push_back(nid);			ret.cost.push_back((VLC->creh->creatures[nid]->cost - base->cost) * costModifier / 100);		}	}	if(ret.newID.size())		ret.oldID = base->idNumber;	for (Res::ResourceSet &cost : ret.cost)		cost.positive(); //upgrade cost can't be negative, ignore missing resources	return ret;}PlayerRelations::PlayerRelations CGameState::getPlayerRelations( PlayerColor color1, PlayerColor color2 ){	if ( color1 == color2 )		return PlayerRelations::SAME_PLAYER;	if(color1 == PlayerColor::NEUTRAL || color2 == PlayerColor::NEUTRAL) //neutral player has no friends		return PlayerRelations::ENEMIES;	const TeamState * ts = getPlayerTeam(color1);	if (ts && vstd::contains(ts->players, color2))		return PlayerRelations::ALLIES;	return PlayerRelations::ENEMIES;}void CGameState::apply(CPack *pack){	ui16 typ = typeList.getTypeID(pack);	applierGs->getApplier(typ)->applyOnGS(this,pack);}void CGameState::calculatePaths(const CGHeroInstance *hero, CPathsInfo &out){	CPathfinder pathfinder(out, this, hero);	pathfinder.calculatePaths();}/** * Tells if the tile is guarded by a monster as well as the position * of the monster that will attack on it. * * @return int3(-1, -1, -1) if the tile is unguarded, or the position of * the monster guarding the tile. */std::vector<CGObjectInstance*> CGameState::guardingCreatures (int3 pos) const{	std::vector<CGObjectInstance*> guards;	const int3 originalPos = pos;	if (!map->isInTheMap(pos))		return guards;	const TerrainTile &posTile = map->getTile(pos);	if (posTile.visitable)	{		for (CGObjectInstance* obj : posTile.visitableObjects)		{			if(obj->blockVisit)			{				if (obj->ID == Obj::MONSTER) // Monster					guards.push_back(obj);			}		}	}	pos -= int3(1, 1, 0); // Start with top left.	for (int dx = 0; dx < 3; dx++)	{		for (int dy = 0; dy < 3; dy++)		{			if (map->isInTheMap(pos))			{				const auto & tile = map->getTile(pos);				if (tile.visitable && (tile.isWater() == posTile.isWater()))				{					for (CGObjectInstance* obj : tile.visitableObjects)					{						if (obj->ID == Obj::MONSTER  &&  map->checkForVisitableDir(pos, &map->getTile(originalPos), originalPos)) // Monster being able to attack investigated tile						{							guards.push_back(obj);						}					}				}			}			pos.y++;		}		pos.y -= 3;		pos.x++;	}	return guards;}int3 CGameState::guardingCreaturePosition (int3 pos) const{	return gs->map->guardingCreaturePositions[pos.x][pos.y][pos.z];}void CGameState::updateRumor(){	static std::vector<RumorState::ERumorType> rumorTypes = {RumorState::TYPE_MAP, RumorState::TYPE_SPECIAL, RumorState::TYPE_RAND, RumorState::TYPE_RAND};	std::vector<RumorState::ERumorTypeSpecial> sRumorTypes = {		RumorState::RUMOR_OBELISKS, RumorState::RUMOR_ARTIFACTS, RumorState::RUMOR_ARMY, RumorState::RUMOR_INCOME};	if(map->grailPos.valid()) // Grail should always be on map, but I had related crash I didn't manage to reproduce		sRumorTypes.push_back(RumorState::RUMOR_GRAIL);	int rumorId = -1, rumorExtra = -1;	auto & rand = getRandomGenerator();	rumor.type = *RandomGeneratorUtil::nextItem(rumorTypes, rand);	do	{		switch(rumor.type)		{		case RumorState::TYPE_SPECIAL:		{			SThievesGuildInfo tgi;			obtainPlayersStats(tgi, 20);			rumorId = *RandomGeneratorUtil::nextItem(sRumorTypes, rand);			if(rumorId == RumorState::RUMOR_GRAIL)			{				rumorExtra = getTile(map->grailPos)->terType;				break;			}			std::vector<PlayerColor> players = {};			switch(rumorId)			{			case RumorState::RUMOR_OBELISKS:				players = tgi.obelisks[0];				break;			case RumorState::RUMOR_ARTIFACTS:				players = tgi.artifacts[0];				break;			case RumorState::RUMOR_ARMY:				players = tgi.army[0];				break;			case RumorState::RUMOR_INCOME:				players = tgi.income[0];				break;			}			rumorExtra = RandomGeneratorUtil::nextItem(players, rand)->getNum();			break;		}		case RumorState::TYPE_MAP:			// Makes sure that map rumors only used if there enough rumors too choose from			if(map->rumors.size() && (map->rumors.size() > 1 || !rumor.last.count(RumorState::TYPE_MAP)))			{				rumorId = rand.nextInt(map->rumors.size() - 1);				break;			}			else				rumor.type = RumorState::TYPE_RAND;			FALLTHROUGH		case RumorState::TYPE_RAND:			do			{				rumorId = rand.nextInt(VLC->generaltexth->tavernRumors.size() - 1);			}			while(!VLC->generaltexth->tavernRumors[rumorId].length());			break;		}	}	while(!rumor.update(rumorId, rumorExtra));}bool CGameState::isVisible(int3 pos, PlayerColor player){	if(player == PlayerColor::NEUTRAL)		return false;	if(player.isSpectator())		return true;	return getPlayerTeam(player)->fogOfWarMap[pos.x][pos.y][pos.z];}bool CGameState::isVisible( const CGObjectInstance *obj, boost::optional<PlayerColor> player ){	if(!player)		return true;	//we should always see our own heroes - but sometimes not visible heroes cause crash :?	if (player == obj->tempOwner)		return true;	if(*player == PlayerColor::NEUTRAL) //-> TODO ??? needed?		return false;	//object is visible when at least one blocked tile is visible	for(int fy=0; fy < obj->getHeight(); ++fy)	{		for(int fx=0; fx < obj->getWidth(); ++fx)		{			int3 pos = obj->pos + int3(-fx, -fy, 0);			if ( map->isInTheMap(pos) &&				 obj->coveringAt(pos.x, pos.y) &&				 isVisible(pos, *player))				return true;		}	}	return false;}bool CGameState::checkForVisitableDir(const int3 & src, const int3 & dst) const{	const TerrainTile * pom = &map->getTile(dst);	return map->checkForVisitableDir(src, pom, dst);}EVictoryLossCheckResult CGameState::checkForVictoryAndLoss(PlayerColor player) const{	const std::string & messageWonSelf = VLC->generaltexth->allTexts[659];	const std::string & messageWonOther = VLC->generaltexth->allTexts[5];	const std::string & messageLostSelf = VLC->generaltexth->allTexts[7];	const std::string & messageLostOther = VLC->generaltexth->allTexts[8];	auto evaluateEvent = [=](const EventCondition & condition)	{		return this->checkForVictory(player, condition);	};	const PlayerState *p = CGameInfoCallback::getPlayer(player);	//cheater or tester, but has entered the code...	if (p->enteredWinningCheatCode)		return EVictoryLossCheckResult::victory(messageWonSelf, messageWonOther);	if (p->enteredLosingCheatCode)		return EVictoryLossCheckResult::defeat(messageLostSelf, messageLostOther);	for (const TriggeredEvent & event : map->triggeredEvents)	{		if (event.trigger.test(evaluateEvent))		{			if (event.effect.type == EventEffect::VICTORY)				return EVictoryLossCheckResult::victory(event.onFulfill, event.effect.toOtherMessage);			if (event.effect.type == EventEffect::DEFEAT)				return EVictoryLossCheckResult::defeat(event.onFulfill, event.effect.toOtherMessage);		}	}	if (checkForStandardLoss(player))	{		return EVictoryLossCheckResult::defeat(messageLostSelf, messageLostOther);	}	return EVictoryLossCheckResult();}bool CGameState::checkForVictory(PlayerColor player, const EventCondition & condition) const{	const PlayerState *p = CGameInfoCallback::getPlayer(player);	switch (condition.condition)	{		case EventCondition::STANDARD_WIN:		{			return player == checkForStandardWin();		}		case EventCondition::HAVE_ARTIFACT: //check if any hero has winning artifact		{			for(auto & elem : p->heroes)				if(elem->hasArt(condition.objectType))					return true;			return false;		}		case EventCondition::HAVE_CREATURES:		{			//check if in players armies there is enough creatures			int total = 0; //creature counter			for(size_t i = 0; i < map->objects.size(); i++)			{				const CArmedInstance *ai = nullptr;				if(map->objects[i]					&& map->objects[i]->tempOwner == player //object controlled by player					&&  (ai = dynamic_cast<const CArmedInstance*>(map->objects[i].get()))) //contains army				{					for(auto & elem : ai->Slots()) //iterate through army						if(elem.second->type->idNumber == condition.objectType) //it's searched creature							total += elem.second->count;				}			}			return total >= condition.value;		}		case EventCondition::HAVE_RESOURCES:		{			return p->resources[condition.objectType] >= condition.value;		}		case EventCondition::HAVE_BUILDING:		{			if (condition.object) // specific town			{				const CGTownInstance *t = static_cast<const CGTownInstance *>(condition.object);				return (t->tempOwner == player && t->hasBuilt(BuildingID(condition.objectType)));			}			else // any town			{				for (const CGTownInstance * t : p->towns)				{					if (t->hasBuilt(BuildingID(condition.objectType)))						return true;				}				return false;			}		}		case EventCondition::DESTROY:		{			if (condition.object) // mode A - destroy specific object of this type			{				if (auto hero = dynamic_cast<const CGHeroInstance*>(condition.object))					return boost::range::find(gs->map->heroesOnMap, hero) == gs->map->heroesOnMap.end();				else					return getObj(condition.object->id) == nullptr;			}			else			{				for(auto & elem : map->objects) // mode B - destroy all objects of this type				{					if(elem && elem->ID == condition.objectType)						return false;				}				return true;			}		}		case EventCondition::CONTROL:		{			// list of players that need to control object to fulfull condition			// NOTE: cgameinfocallback specified explicitly in order to get const version			auto & team = CGameInfoCallback::getPlayerTeam(player)->players;			if (condition.object) // mode A - flag one specific object, like town			{				return team.count(condition.object->tempOwner) != 0;			}			else			{				for(auto & elem : map->objects) // mode B - flag all objects of this type				{					 //check not flagged objs					if ( elem && elem->ID == condition.objectType && team.count(elem->tempOwner) == 0 )						return false;				}				return true;			}		}		case EventCondition::TRANSPORT:		{			const CGTownInstance *t = static_cast<const CGTownInstance *>(condition.object);			if((t->visitingHero && t->visitingHero->hasArt(condition.objectType))				|| (t->garrisonHero && t->garrisonHero->hasArt(condition.objectType)))			{				return true;			}			return false;		}		case EventCondition::DAYS_PASSED:		{			return gs->day > condition.value;		}		case EventCondition::IS_HUMAN:		{			return p->human ? condition.value == 1 : condition.value == 0;		}		case EventCondition::DAYS_WITHOUT_TOWN:		{			if (p->daysWithoutCastle)				return p->daysWithoutCastle.get() >= condition.value;			else				return false;		}		case EventCondition::CONST_VALUE:		{			return condition.value; // just convert to bool		}		case EventCondition::HAVE_0:		{			logGlobal->debug("Not implemented event condition type: %d", (int)condition.condition);			//TODO: support new condition format			return false;		}		case EventCondition::HAVE_BUILDING_0:		{			logGlobal->debug("Not implemented event condition type: %d", (int)condition.condition);			//TODO: support new condition format			return false;		}		case EventCondition::DESTROY_0:		{			logGlobal->debug("Not implemented event condition type: %d", (int)condition.condition);			//TODO: support new condition format			return false;		}		default:			logGlobal->error("Invalid event condition type: %d", (int)condition.condition);			return false;	}}PlayerColor CGameState::checkForStandardWin() const{	//std victory condition is:	//all enemies lost	PlayerColor supposedWinner = PlayerColor::NEUTRAL;	TeamID winnerTeam = TeamID::NO_TEAM;	for(auto & elem : players)	{		if(elem.second.status == EPlayerStatus::INGAME && elem.first < PlayerColor::PLAYER_LIMIT)		{			if(supposedWinner == PlayerColor::NEUTRAL)			{				//first player remaining ingame - candidate for victory				supposedWinner = elem.second.color;				winnerTeam = elem.second.team;			}			else if(winnerTeam != elem.second.team)			{				//current candidate has enemy remaining in game -> no vicotry				return PlayerColor::NEUTRAL;			}		}	}	return supposedWinner;}bool CGameState::checkForStandardLoss( PlayerColor player ) const{	//std loss condition is: player lost all towns and heroes	const PlayerState &p = *CGameInfoCallback::getPlayer(player);	return !p.heroes.size() && !p.towns.size();}struct statsHLP{	typedef std::pair< PlayerColor, si64 > TStat;	//converts [<player's color, value>] to vec[place] -> platers	static std::vector< std::vector< PlayerColor > > getRank( std::vector<TStat> stats )	{		std::sort(stats.begin(), stats.end(), statsHLP());		//put first element		std::vector< std::vector<PlayerColor> > ret;		std::vector<PlayerColor> tmp;		tmp.push_back( stats[0].first );		ret.push_back( tmp );		//the rest of elements		for(int g=1; g<stats.size(); ++g)		{			if(stats[g].second == stats[g-1].second)			{				(ret.end()-1)->push_back( stats[g].first );			}			else			{				//create next occupied rank				std::vector<PlayerColor> tmp;				tmp.push_back(stats[g].first);				ret.push_back(tmp);			}		}		return ret;	}	bool operator()(const TStat & a, const TStat & b) const	{		return a.second > b.second;	}	static const CGHeroInstance * findBestHero(CGameState * gs, PlayerColor color)	{		std::vector<ConstTransitivePtr<CGHeroInstance> > &h = gs->players[color].heroes;		if(!h.size())			return nullptr;		//best hero will be that with highest exp		int best = 0;		for(int b=1; b<h.size(); ++b)		{			if(h[b]->exp > h[best]->exp)			{				best = b;			}		}		return h[best];	}	//calculates total number of artifacts that belong to given player	static int getNumberOfArts(const PlayerState * ps)	{		int ret = 0;		for(auto h : ps->heroes)		{			ret += h->artifactsInBackpack.size() + h->artifactsWorn.size();		}		return ret;	}	// get total strength of player army	static si64 getArmyStrength(const PlayerState * ps)	{		si64 str = 0;		for(auto h : ps->heroes)		{			if(!h->inTownGarrison)		//original h3 behavior				str += h->getArmyStrength();		}		return str;	}	// get total gold income	static int getIncome(const PlayerState * ps)	{		int totalIncome = 0;		const CGObjectInstance * heroOrTown = nullptr;		//Heroes can produce gold as well - skill, specialty or arts		for(auto & h : ps->heroes)		{			totalIncome += h->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ESTATES));			totalIncome += h->valOfBonuses(Selector::typeSubtype(Bonus::GENERATE_RESOURCE, Res::GOLD));			if(!heroOrTown)				heroOrTown = h;		}		//Add town income of all towns		for(auto & t : ps->towns)		{			totalIncome += t->dailyIncome()[Res::GOLD];			if(!heroOrTown)				heroOrTown = t;		}		/// FIXME: Dirty dirty hack		/// Stats helper need some access to gamestate.		std::vector<const CGObjectInstance *> ownedObjects;		for(const CGObjectInstance * obj : heroOrTown->cb->gameState()->map->objects)		{			if(obj && obj->tempOwner == ps->color)				ownedObjects.push_back(obj);		}		/// This is code from CPlayerSpecificInfoCallback::getMyObjects		/// I'm really need to find out about callback interface design...		for(auto object : ownedObjects)		{			//Mines			if ( object->ID == Obj::MINE )			{				const CGMine *mine = dynamic_cast<const CGMine*>(object);				assert(mine);				if (mine->producedResource == Res::GOLD)					totalIncome += mine->producedQuantity;			}		}		return totalIncome;	}};void CGameState::obtainPlayersStats(SThievesGuildInfo & tgi, int level){	auto playerInactive = [&](PlayerColor color)	{		return color == PlayerColor::NEUTRAL || players.at(color).status != EPlayerStatus::INGAME;	};#define FILL_FIELD(FIELD, VAL_GETTER) \	{ \		std::vector< std::pair< PlayerColor, si64 > > stats; \		for(auto g = players.begin(); g != players.end(); ++g) \		{ \			if(playerInactive(g->second.color)) \				continue; \			std::pair< PlayerColor, si64 > stat; \			stat.first = g->second.color; \			stat.second = VAL_GETTER; \			stats.push_back(stat); \		} \		tgi.FIELD = statsHLP::getRank(stats); \	}	for(auto & elem : players)	{		if(!playerInactive(elem.second.color))			tgi.playerColors.push_back(elem.second.color);	}	if(level >= 0) //num of towns & num of heroes	{		//num of towns		FILL_FIELD(numOfTowns, g->second.towns.size())		//num of heroes		FILL_FIELD(numOfHeroes, g->second.heroes.size())	}	if(level >= 1) //best hero's portrait	{		for(auto g = players.cbegin(); g != players.cend(); ++g)		{			if(playerInactive(g->second.color))				continue;			const CGHeroInstance * best = statsHLP::findBestHero(this, g->second.color);			InfoAboutHero iah;			iah.initFromHero(best, (level >= 2) ? InfoAboutHero::EInfoLevel::DETAILED : InfoAboutHero::EInfoLevel::BASIC);			iah.army.clear();			tgi.colorToBestHero[g->second.color] = iah;		}	}	if(level >= 2) //gold	{		FILL_FIELD(gold, g->second.resources[Res::GOLD])	}	if(level >= 2) //wood & ore	{		FILL_FIELD(woodOre, g->second.resources[Res::WOOD] + g->second.resources[Res::ORE])	}	if(level >= 3) //mercury, sulfur, crystal, gems	{		FILL_FIELD(mercSulfCrystGems, g->second.resources[Res::MERCURY] + g->second.resources[Res::SULFUR] + g->second.resources[Res::CRYSTAL] + g->second.resources[Res::GEMS])	}	if(level >= 3) //obelisks found	{		auto getObeliskVisited = [](TeamID t)		{			if(CGObelisk::visited.count(t))				return CGObelisk::visited[t];			else				return ui8(0);		};		FILL_FIELD(obelisks, getObeliskVisited(gs->getPlayerTeam(g->second.color)->id))	}	if(level >= 4) //artifacts	{		FILL_FIELD(artifacts, statsHLP::getNumberOfArts(&g->second))	}	if(level >= 4) //army strength	{		FILL_FIELD(army, statsHLP::getArmyStrength(&g->second))	}	if(level >= 5) //income	{		FILL_FIELD(income, statsHLP::getIncome(&g->second))	}	if(level >= 2) //best hero's stats	{		//already set in  lvl 1 handling	}	if(level >= 3) //personality	{		for(auto g = players.cbegin(); g != players.cend(); ++g)		{			if(playerInactive(g->second.color)) //do nothing for neutral player				continue;			if(g->second.human)			{				tgi.personality[g->second.color] = EAiTactic::NONE;			}			else //AI			{				tgi.personality[g->second.color] = map->players[g->second.color.getNum()].aiTactic;			}		}	}	if(level >= 4) //best creature	{		//best creatures belonging to player (highest AI value)		for(auto g = players.cbegin(); g != players.cend(); ++g)		{			if(playerInactive(g->second.color)) //do nothing for neutral player				continue;			int bestCre = -1; //best creature's ID			for(auto & elem : g->second.heroes)			{				for(auto it = elem->Slots().begin(); it != elem->Slots().end(); ++it)				{					int toCmp = it->second->type->idNumber; //ID of creature we should compare with the best one					if(bestCre == -1 || VLC->creh->creatures[bestCre]->AIValue < VLC->creh->creatures[toCmp]->AIValue)					{						bestCre = toCmp;					}				}			}			tgi.bestCreature[g->second.color] = bestCre;		}	}#undef FILL_FIELD}std::map<ui32, ConstTransitivePtr<CGHeroInstance> > CGameState::unusedHeroesFromPool(){	std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = hpool.heroesPool;	for ( auto i = players.cbegin() ; i != players.cend();i++)		for(auto j = i->second.availableHeroes.cbegin(); j != i->second.availableHeroes.cend(); j++)			if(*j)				pool.erase((**j).subID);	return pool;}void CGameState::buildBonusSystemTree(){	buildGlobalTeamPlayerTree();	attachArmedObjects();	for(CGTownInstance *t : map->towns)	{		t->deserializationFix();	}	// CStackInstance <-> CCreature, CStackInstance <-> CArmedInstance, CArtifactInstance <-> CArtifact	// are provided on initializing / deserializing}void CGameState::deserializationFix(){	buildGlobalTeamPlayerTree();	attachArmedObjects();}void CGameState::buildGlobalTeamPlayerTree(){	for(auto k=teams.begin(); k!=teams.end(); ++k)	{		TeamState *t = &k->second;		t->attachTo(&globalEffects);		for(PlayerColor teamMember : k->second.players)		{			PlayerState *p = getPlayer(teamMember);			assert(p);			p->attachTo(t);		}	}}void CGameState::attachArmedObjects(){	for(CGObjectInstance *obj : map->objects)	{		if(CArmedInstance *armed = dynamic_cast<CArmedInstance*>(obj))			armed->whatShouldBeAttached()->attachTo(armed->whereShouldBeAttached(this));	}}void CGameState::giveHeroArtifact(CGHeroInstance *h, ArtifactID aid){	 CArtifact * const artifact = VLC->arth->artifacts[aid]; //pointer to constant object	 CArtifactInstance *ai = CArtifactInstance::createNewArtifactInstance(artifact);	 map->addNewArtifactInstance(ai);	 ai->putAt(ArtifactLocation(h, ai->firstAvailableSlot(h)));}std::set<HeroTypeID> CGameState::getUnusedAllowedHeroes(bool alsoIncludeNotAllowed) const{	std::set<HeroTypeID> ret;	for(int i = 0; i < map->allowedHeroes.size(); i++)		if(map->allowedHeroes[i] || alsoIncludeNotAllowed)			ret.insert(HeroTypeID(i));	for(auto hero : map->heroesOnMap)  //heroes instances initialization	{		if(hero->type)			ret -= hero->type->ID;		else			ret -= HeroTypeID(hero->subID);	}	for(auto obj : map->objects) //prisons		if(obj && obj->ID == Obj::PRISON)			ret -= HeroTypeID(obj->subID);	return ret;}std::vector<CGameState::CampaignHeroReplacement> CGameState::generateCampaignHeroesToReplace(CrossoverHeroesList & crossoverHeroes){	std::vector<CampaignHeroReplacement> campaignHeroReplacements;	//selecting heroes by type	for(auto obj : map->objects)	{		if(obj && obj->ID == Obj::HERO_PLACEHOLDER)		{			auto heroPlaceholder = dynamic_cast<CGHeroPlaceholder *>(obj.get());			if(heroPlaceholder->subID != 0xFF) //select by type			{				auto it = range::find_if(crossoverHeroes.heroesFromAnyPreviousScenarios, [heroPlaceholder](CGHeroInstance * hero)				{					return hero->subID == heroPlaceholder->subID;				});				if(it != crossoverHeroes.heroesFromAnyPreviousScenarios.end())				{					auto hero = *it;					crossoverHeroes.removeHeroFromBothLists(hero);					campaignHeroReplacements.push_back(CampaignHeroReplacement(CMemorySerializer::deepCopy(*hero).release(), heroPlaceholder->id));				}			}		}	}	//selecting heroes by power	range::sort(crossoverHeroes.heroesFromPreviousScenario, [](const CGHeroInstance * a, const CGHeroInstance * b)	{		return a->getHeroStrength() > b->getHeroStrength();	}); //sort, descending strength	// sort hero placeholders descending power	std::vector<CGHeroPlaceholder *> heroPlaceholders;	for(auto obj : map->objects)	{		if(obj && obj->ID == Obj::HERO_PLACEHOLDER)		{			auto heroPlaceholder = dynamic_cast<CGHeroPlaceholder *>(obj.get());			if(heroPlaceholder->subID == 0xFF) //select by power			{				heroPlaceholders.push_back(heroPlaceholder);			}		}	}	range::sort(heroPlaceholders, [](const CGHeroPlaceholder * a, const CGHeroPlaceholder * b)	{		return a->power > b->power;	});	for(int i = 0; i < heroPlaceholders.size(); ++i)	{		auto heroPlaceholder = heroPlaceholders[i];		if(crossoverHeroes.heroesFromPreviousScenario.size() > i)		{			auto hero = crossoverHeroes.heroesFromPreviousScenario[i];			campaignHeroReplacements.push_back(CampaignHeroReplacement(CMemorySerializer::deepCopy(*hero).release(), heroPlaceholder->id));		}	}	return campaignHeroReplacements;}void CGameState::replaceHeroesPlaceholders(const std::vector<CGameState::CampaignHeroReplacement> & campaignHeroReplacements){	for(auto campaignHeroReplacement : campaignHeroReplacements)	{		auto heroPlaceholder = dynamic_cast<CGHeroPlaceholder*>(getObjInstance(campaignHeroReplacement.heroPlaceholderId));		CGHeroInstance *heroToPlace = campaignHeroReplacement.hero;		heroToPlace->id = campaignHeroReplacement.heroPlaceholderId;		heroToPlace->tempOwner = heroPlaceholder->tempOwner;		heroToPlace->pos = heroPlaceholder->pos;		heroToPlace->type = VLC->heroh->heroes[heroToPlace->subID];		for(auto &&i : heroToPlace->stacks)			i.second->type = VLC->creh->creatures[i.second->getCreatureID()];		auto fixArtifact = [&](CArtifactInstance * art)		{			art->artType = VLC->arth->artifacts[art->artType->id];			gs->map->artInstances.push_back(art);			art->id = ArtifactInstanceID(gs->map->artInstances.size() - 1);		};		for(auto &&i : heroToPlace->artifactsWorn)			fixArtifact(i.second.artifact);		for(auto &&i : heroToPlace->artifactsInBackpack)			fixArtifact(i.artifact);		map->heroesOnMap.push_back(heroToPlace);		map->objects[heroToPlace->id.getNum()] = heroToPlace;		map->addBlockVisTiles(heroToPlace);		scenarioOps->campState->getCurrentScenario().placedCrossoverHeroes.push_back(heroToPlace);	}}bool CGameState::isUsedHero(HeroTypeID hid) const{	return getUsedHero(hid);}CGHeroInstance * CGameState::getUsedHero(HeroTypeID hid) const{	for(auto hero : map->heroesOnMap)  //heroes instances initialization	{		if(hero->type && hero->type->ID == hid)		{			return hero;		}	}	for(auto obj : map->objects) //prisons	{		if(obj && obj->ID == Obj::PRISON )		{			auto hero = dynamic_cast<CGHeroInstance *>(obj.get());			assert(hero);			if ( hero->type && hero->type->ID == hid )				return hero;		}	}	return nullptr;}PlayerState::PlayerState() : color(-1), human(false), enteredWinningCheatCode(false),   enteredLosingCheatCode(false), status(EPlayerStatus::INGAME){	setNodeType(PLAYER);}PlayerState::PlayerState(PlayerState && other):	CBonusSystemNode(std::move(other)),	color(other.color),	human(other.human),	team(other.team),	resources(other.resources),	enteredWinningCheatCode(other.enteredWinningCheatCode),	enteredLosingCheatCode(other.enteredLosingCheatCode),	status(other.status),	daysWithoutCastle(other.daysWithoutCastle){	std::swap(visitedObjects, other.visitedObjects);	std::swap(heroes, other.heroes);	std::swap(towns, other.towns);	std::swap(availableHeroes, other.availableHeroes);	std::swap(dwellings, other.dwellings);	std::swap(quests, other.quests);}std::string PlayerState::nodeName() const{	return "Player " + (color.getNum() < VLC->generaltexth->capColors.size() ? VLC->generaltexth->capColors[color.getNum()] : boost::lexical_cast<std::string>(color));}bool RumorState::update(int id, int extra){	if(vstd::contains(last, type))	{		if(last[type].first != id)		{			last[type].first = id;			last[type].second = extra;		}		else			return false;	}	else		last[type] = std::make_pair(id, extra);	return true;}InfoAboutArmy::InfoAboutArmy():	owner(PlayerColor::NEUTRAL){}InfoAboutArmy::InfoAboutArmy(const CArmedInstance *Army, bool detailed){	initFromArmy(Army, detailed);}void InfoAboutArmy::initFromArmy(const CArmedInstance *Army, bool detailed){	army = ArmyDescriptor(Army, detailed);	owner = Army->tempOwner;	name = Army->getObjectName();}void InfoAboutHero::assign(const InfoAboutHero & iah){	vstd::clear_pointer(details);	InfoAboutArmy::operator = (iah);	details = (iah.details ? new Details(*iah.details) : nullptr);	hclass = iah.hclass;	portrait = iah.portrait;}InfoAboutHero::InfoAboutHero():	details(nullptr),	hclass(nullptr),	portrait(-1){}InfoAboutHero::InfoAboutHero(const InfoAboutHero & iah):	InfoAboutArmy(){	assign(iah);}InfoAboutHero::InfoAboutHero(const CGHeroInstance *h, InfoAboutHero::EInfoLevel infoLevel)	: details(nullptr),	hclass(nullptr),	portrait(-1){	initFromHero(h, infoLevel);}InfoAboutHero::~InfoAboutHero(){	vstd::clear_pointer(details);}InfoAboutHero & InfoAboutHero::operator=(const InfoAboutHero & iah){	assign(iah);	return *this;}void InfoAboutHero::initFromHero(const CGHeroInstance *h, InfoAboutHero::EInfoLevel infoLevel){	vstd::clear_pointer(details);	if(!h)		return;	bool detailed = ( (infoLevel == EInfoLevel::DETAILED) || (infoLevel == EInfoLevel::INBATTLE) );	initFromArmy(h, detailed);	hclass = h->type->heroClass;	name = h->name;	portrait = h->portrait;	if(detailed)	{		//include details about hero		details = new Details();		details->luck = h->LuckVal();		details->morale = h->MoraleVal();		details->mana = h->mana;		details->primskills.resize(GameConstants::PRIMARY_SKILLS);		for (int i = 0; i < GameConstants::PRIMARY_SKILLS ; i++)		{			details->primskills[i] = h->getPrimSkillLevel(static_cast<PrimarySkill::PrimarySkill>(i));		}		if (infoLevel == EInfoLevel::INBATTLE)			details->manaLimit = h->manaLimit();		else			details->manaLimit = -1; //we do not want to leak max mana info outside battle so set to meaningless value	}}InfoAboutTown::InfoAboutTown():	details(nullptr),	tType(nullptr),	built(0),	fortLevel(0){}InfoAboutTown::InfoAboutTown(const CGTownInstance *t, bool detailed):	details(nullptr),	tType(nullptr),	built(0),	fortLevel(0){	initFromTown(t, detailed);}InfoAboutTown::~InfoAboutTown(){	vstd::clear_pointer(details);}void InfoAboutTown::initFromTown(const CGTownInstance *t, bool detailed){	initFromArmy(t, detailed);	army = ArmyDescriptor(t->getUpperArmy(), detailed);	built = t->builded;	fortLevel = t->fortLevel();	name = t->name;	tType = t->town;	vstd::clear_pointer(details);	if(detailed)	{		//include details about hero		details = new Details();		TResources income = t->dailyIncome();		details->goldIncome = income[Res::GOLD];		details->customRes = t->hasBuilt(BuildingID::RESOURCE_SILO);		details->hallLevel = t->hallLevel();		details->garrisonedHero = t->garrisonHero;	}}ArmyDescriptor::ArmyDescriptor(const CArmedInstance *army, bool detailed)	: isDetailed(detailed){	for(auto & elem : army->Slots())	{		if(detailed)			(*this)[elem.first] = *elem.second;		else			(*this)[elem.first] = CStackBasicDescriptor(elem.second->type, elem.second->getQuantityID());	}}ArmyDescriptor::ArmyDescriptor()	: isDetailed(false){}int ArmyDescriptor::getStrength() const{	ui64 ret = 0;	if(isDetailed)	{		for(auto & elem : *this)			ret += elem.second.type->AIValue * elem.second.count;	}	else	{		for(auto & elem : *this)			ret += elem.second.type->AIValue * CCreature::estimateCreatureCount(elem.second.count);	}	return ret;}TeamState::TeamState(){	setNodeType(TEAM);}TeamState::TeamState(TeamState && other):	CBonusSystemNode(std::move(other)),	id(other.id){	std::swap(players, other.players);	std::swap(fogOfWarMap, other.fogOfWarMap);}CRandomGenerator & CGameState::getRandomGenerator(){	return rand;}
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