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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/ArtifactUtils.h"#include "../lib/StartInfo.h"#include "../lib/CModHandler.h"#include "../lib/CArtHandler.h"#include "../lib/CBuildingHandler.h"#include "../lib/CHeroHandler.h"#include "../lib/spells/AbilityCaster.h"#include "../lib/spells/BonusCaster.h"#include "../lib/spells/CSpellHandler.h"#include "../lib/spells/ISpellMechanics.h"#include "../lib/spells/ObstacleCasterProxy.h"#include "../lib/spells/Problem.h"#include "../lib/CGeneralTextHandler.h"#include "../lib/CTownHandler.h"#include "../lib/CCreatureHandler.h"#include "../lib/CGameState.h"#include "../lib/CStack.h"#include "../lib/GameSettings.h"#include "../lib/battle/BattleInfo.h"#include "../lib/CondSh.h"#include "ServerNetPackVisitors.h"#include "../lib/VCMI_Lib.h"#include "../lib/mapping/CMap.h"#include "../lib/mapping/CMapService.h"#include "../lib/rmg/CMapGenOptions.h"#include "../lib/VCMIDirs.h"#include "../lib/ScopeGuard.h"#include "../lib/CSoundBase.h"#include "../lib/TerrainHandler.h"#include "CGameHandler.h"#include "ServerSpellCastEnvironment.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"#include "../lib/serializer/Cast.h"#include "../lib/serializer/JsonSerializer.h"#include "../lib/ScriptHandler.h"#include "vstd/CLoggerBase.h"#include <memory>#include <vcmi/events/EventBus.h>#include <vcmi/events/GenericEvents.h>#include <vcmi/events/AdventureEvents.h>#ifndef _MSC_VER#include <boost/thread/xtime.hpp>#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;}CondSh<bool> battleMadeAction(false);CondSh<BattleResult *> battleResult(nullptr);template <typename T> class CApplyOnGH;class CBaseForGHApply{public:	virtual bool applyOnGH(CGameHandler * gh, CGameState * gs, void * pack) 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, CGameState * gs, void * pack) const override	{		T *ptr = static_cast<T*>(pack);		try		{			ApplyGhNetPackVisitor applier(*gh, *gs);			ptr->visit(applier);			return applier.getResult();		}		catch(ExceptionNotAllowedAction & e)		{            (void)e;			return false;		}		catch(...)		{			throw;		}	}};template <>class CApplyOnGH<CPack> : public CBaseForGHApply{public:	bool applyOnGH(CGameHandler * gh, CGameState * gs, void * pack) const override	{		logGlobal->error("Cannot apply on GH plain CPack!");		assert(0);		return false;	}};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->objects.at(i->first)->valOfBonuses(BonusType::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]);}const Services * CGameHandler::services() const{	return VLC;}const CGameHandler::BattleCb * CGameHandler::battle() const{	return this;}const CGameHandler::GameCb * CGameHandler::game() const{	return this;}vstd::CLoggerBase * CGameHandler::logger() const{	return logGlobal;}events::EventBus * CGameHandler::eventBus() const{	return serverEventBus.get();}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->getNameTranslated(), 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.heroId = hero->id;	sendAndApply(&pre);	HeroLevelUp hlu;	hlu.player = hero->tempOwner;	hlu.heroId = hero->id;	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, hero);		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 = BonusDuration::PERMANENT;	scp.accumulatedBonus.turnsRemain = 0;	scp.accumulatedBonus.source = BonusSource::COMMANDER;	scp.accumulatedBonus.valType = BonusValueType::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 = BonusType::PRIMARY_SKILL;				scp.accumulatedBonus.subtype = PrimarySkill::ATTACK;				break;			case ECommander::DEFENSE:				scp.accumulatedBonus.type = BonusType::PRIMARY_SKILL;				scp.accumulatedBonus.subtype = PrimarySkill::DEFENSE;				break;			case ECommander::HEALTH:				scp.accumulatedBonus.type = BonusType::STACK_HEALTH;				scp.accumulatedBonus.valType = BonusValueType::PERCENT_TO_BASE;				break;			case ECommander::DAMAGE:				scp.accumulatedBonus.type = BonusType::CREATURE_DAMAGE;				scp.accumulatedBonus.subtype = 0;				scp.accumulatedBonus.valType = BonusValueType::PERCENT_TO_BASE;				break;			case ECommander::SPEED:				scp.accumulatedBonus.type = BonusType::STACKS_SPEED;				break;			case ECommander::SPELL_POWER:				scp.accumulatedBonus.type = BonusType::MAGIC_RESISTANCE;				scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);				sendAndApply (&scp); //additional pack				scp.accumulatedBonus.type = BonusType::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 = BonusType::CASTS;				scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);				sendAndApply (&scp); //additional pack				scp.accumulatedBonus.type = BonusType::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.heroId = hero->id;		clu.player = hero->tempOwner;	}	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 = static_cast<int>(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, hero);		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.appendLocalString(EMetaText::GENERAL_TXT, 1); //can gain no more XP				iw.text.replaceRawString(hero->getNameTranslated());				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 (hero->visitedTown)		giveSpells(hero->visitedTown, hero);}void CGameHandler::endBattle(int3 tile, const CGHeroInstance * heroAttacker, const CGHeroInstance * heroDefender){	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(heroAttacker)			battleResult.data->exp[1] += 500;		if(heroDefender)			battleResult.data->exp[0] += 500;	}	if(heroAttacker)		battleResult.data->exp[0] = heroAttacker->calculateXp(battleResult.data->exp[0]);//scholar skill	if(heroDefender)		battleResult.data->exp[1] = heroDefender->calculateXp(battleResult.data->exp[1]);	auto battleQuery = std::dynamic_pointer_cast<CBattleQuery>(queries.topQuery(gs->curB->sides[0].color));	if (!battleQuery)	{		logGlobal->error("Cannot find battle query!");		complain("Player " + boost::lexical_cast<std::string>(gs->curB->sides[0].color) + " has no battle query at the top!");		return;	}	battleQuery->result = std::make_optional(*battleResult.data);	//Check how many battle queries were created (number of players blocked by battle)	const int queriedPlayers = battleQuery ? (int)boost::count(queries.allQueries(), battleQuery) : 0;	finishingBattle = std::make_unique<FinishingBattleHelper>(battleQuery, queriedPlayers);		auto battleDialogQuery = std::make_shared<CBattleDialogQuery>(this, gs->curB);	battleResult.data->queryID = battleDialogQuery->queryID;	queries.addQuery(battleDialogQuery);		//set same battle result for all queries	for(auto q : queries.allQueries())	{		auto otherBattleQuery = std::dynamic_pointer_cast<CBattleQuery>(q);		if(otherBattleQuery)			otherBattleQuery->result = battleQuery->result;	}		sendAndApply(battleResult.data); //after this point casualties objects are destroyed}void CGameHandler::endBattleConfirm(const BattleInfo * battleInfo){	auto battleQuery = std::dynamic_pointer_cast<CBattleQuery>(queries.topQuery(battleInfo->sides.at(0).color));	if(!battleQuery)	{		logGlobal->trace("No battle query, battle end was confirmed by another player");		return;	}		const CArmedInstance *bEndArmy1 = battleInfo->sides.at(0).armyObject;	const CArmedInstance *bEndArmy2 = battleInfo->sides.at(1).armyObject;	const BattleResult::EResult result = battleResult.get()->result;		CasualtiesAfterBattle cab1(bEndArmy1, battleInfo), cab2(bEndArmy2, battleInfo); //calculate casualties before deleting battle	ChangeSpells cs; //for Eagle Eye	if(!finishingBattle->isDraw() && finishingBattle->winnerHero)	{		if (int eagleEyeLevel = finishingBattle->winnerHero->valOfBonuses(BonusType::LEARN_BATTLE_SPELL_LEVEL_LIMIT, -1))		{			double eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(BonusType::LEARN_BATTLE_SPELL_CHANCE, 0);			for(auto & spellId : battleInfo->sides.at(!battleResult.data->winner).usedSpellsHistory)			{				auto spell = spellId.toSpell(VLC->spells());				if(spell && spell->getLevel() <= eagleEyeLevel && !finishingBattle->winnerHero->spellbookContainsSpell(spell->getId()) && getRandomGenerator().nextInt(99) < eagleEyeChance)					cs.spells.insert(spell->getId());			}		}	}	std::vector<const CArtifactInstance *> arts; //display them in window	if(result == BattleResult::NORMAL && !finishingBattle->isDraw() && finishingBattle->winnerHero)	{		auto sendMoveArtifact = [&](const CArtifactInstance *art, MoveArtifact *ma)		{			const auto slot = ArtifactUtils::getArtAnyPosition(finishingBattle->winnerHero, art->getTypeId());			if(slot != ArtifactPosition::PRE_FIRST)			{				arts.push_back(art);				ma->dst = ArtifactLocation(finishingBattle->winnerHero, slot);				if(ArtifactUtils::isSlotBackpack(slot))					ma->askAssemble = false;				sendAndApply(ma);			}		};		if (finishingBattle->loserHero)		{			//TODO: wrap it into a function, somehow (std::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->getId() != ArtifactID::SPELLBOOK)						// don't move war machines or locked arts (spellbook)				{					sendMoveArtifact(art, &ma);				}			}			for(int slotNumber = finishingBattle->loserHero->artifactsInBackpack.size() - 1; slotNumber >= 0; slotNumber--)			{				//we assume that no big artifacts can be found				MoveArtifact ma;				ma.src = ArtifactLocation(finishingBattle->loserHero,					ArtifactPosition(GameConstants::BACKPACK_START + slotNumber)); //backpack automatically shifts arts to beginning				const CArtifactInstance * art =  ma.src.getArt();				if (art->artType->getId() != 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 : battleInfo->sides.at(!battleResult.data->winner).armyObject->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);				}			}		}	}		if (arts.size()) //display loot	{		InfoWindow iw;		iw.player = finishingBattle->winnerHero->tempOwner;		iw.text.appendLocalString (EMetaText::GENERAL_TXT, 30); //You have captured enemy artifact		for (auto art : arts) //TODO; separate function to display loot for various ojects?		{			iw.components.emplace_back(				Component::EComponentType::ARTIFACT, art->artType->getId(),				art->artType->getId() == ArtifactID::SPELL_SCROLL? art->getScrollSpellID() : 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.appendLocalString(EMetaText::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s		iw.text.replaceRawString(finishingBattle->winnerHero->getNameTranslated());		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.replaceRawString(names.str());		auto it = cs.spells.begin();		for (int i = 0; i < cs.spells.size(); i++, it++)		{			iw.text.replaceLocalString(EMetaText::SPELL_NAME, it->toEnum());			if (i == cs.spells.size() - 2) //we just added pre-last name				iw.text.replaceLocalString(EMetaText::GENERAL_TXT, 141); // " and "			iw.components.emplace_back(Component::EComponentType::SPELL, *it, 0, 0);		}		sendAndApply(&iw);		sendAndApply(&cs);	}	cab1.updateArmy(this);	cab2.updateArmy(this); //take casualties after battle is deleted		if(finishingBattle->loserHero) //remove beaten hero	{		RemoveObject ro(finishingBattle->loserHero->id);		sendAndApply(&ro);	}	if(finishingBattle->isDraw() && finishingBattle->winnerHero) //for draw case both heroes should be removed	{		RemoveObject ro(finishingBattle->winnerHero->id);		sendAndApply(&ro);	}		if(battleResult.data->winner == BattleSide::DEFENDER	   && finishingBattle->winnerHero	   && finishingBattle->winnerHero->visitedTown	   && !finishingBattle->winnerHero->inTownGarrison	   && finishingBattle->winnerHero->visitedTown->garrisonHero == finishingBattle->winnerHero)	{		swapGarrisonOnSiege(finishingBattle->winnerHero->visitedTown->id); //return defending visitor from garrison to its rightful place	}	//give exp	if(!finishingBattle->isDraw() && battleResult.data->exp[finishingBattle->winnerSide] && finishingBattle->winnerHero)		changePrimSkill(finishingBattle->winnerHero, PrimarySkill::EXPERIENCE, battleResult.data->exp[finishingBattle->winnerSide]);		BattleResultAccepted raccepted;	raccepted.army1 = const_cast<CArmedInstance*>(bEndArmy1);	raccepted.army2 = const_cast<CArmedInstance*>(bEndArmy2);	raccepted.hero1 = const_cast<CGHeroInstance*>(battleInfo->sides.at(0).hero);	raccepted.hero2 = const_cast<CGHeroInstance*>(battleInfo->sides.at(1).hero);	raccepted.exp[0] = battleResult.data->exp[0];	raccepted.exp[1] = battleResult.data->exp[1];	sendAndApply(&raccepted);	queries.popIfTop(battleQuery);	//--> continuation (battleAfterLevelUp) occurs after level-up queries are handled or on removing query}void CGameHandler::battleAfterLevelUp(const BattleResult &result){	LOG_TRACE(logGlobal);	if(!finishingBattle)		return;	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->visitablePos()), 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 = getPlayerState(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()		&& (!finishingBattle->winnerHero->commander || !finishingBattle->winnerHero->commander->alive))	{		RemoveObject ro(finishingBattle->winnerHero->id);		sendAndApply(&ro);		if (VLC->settings()->getBoolean(EGameSettings::HEROES_RETREAT_ON_WIN_WITHOUT_TROOPS))		{			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 = getPlayerState(finishingBattle->victor)->availableHeroes.at(0))				sah.hid[1] = another->subID;			else				sah.hid[1] = -1;			sendAndApply(&sah);		}	}		finishingBattle.reset();}void CGameHandler::makeAttack(const CStack * attacker, const CStack * defender, int distance, BattleHex targetHex, bool first, bool ranged, bool counter){	if(first && !counter)		handleAttackBeforeCasting(ranged, attacker, defender);	FireShieldInfo fireShield;	BattleAttack bat;	BattleLogMessage blm;	bat.stackAttacking = attacker->unitId();	bat.tile = targetHex;	std::shared_ptr<battle::CUnitState> attackerState = attacker->acquireState();	if(ranged)		bat.flags |= BattleAttack::SHOT;	if(counter)		bat.flags |= BattleAttack::COUNTER;	const int attackerLuck = attacker->luckVal();	if(attackerLuck > 0)	{		auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_GOOD_LUCK_DICE);		size_t diceIndex = std::min<size_t>(diceSize.size() - 1, attackerLuck);		if(diceSize.size() > 0 && getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)			bat.flags |= BattleAttack::LUCKY;	}	if(attackerLuck < 0)	{		auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_BAD_LUCK_DICE);		size_t diceIndex = std::min<size_t>(diceSize.size() - 1, -attackerLuck);		if(diceSize.size() > 0 && getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)			bat.flags |= BattleAttack::UNLUCKY;	}	if (getRandomGenerator().nextInt(99) < attacker->valOfBonuses(BonusType::DOUBLE_DAMAGE_CHANCE))	{		bat.flags |= BattleAttack::DEATH_BLOW;	}	const auto * owner = gs->curB->getHero(attacker->unitOwner());	if(owner)	{		int chance = owner->valOfBonuses(BonusType::BONUS_DAMAGE_CHANCE, attacker->creatureIndex());		if (chance > getRandomGenerator().nextInt(99))			bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG;	}	int64_t drainedLife = 0;	// only primary target	if(defender->alive())		drainedLife += applyBattleEffects(bat, attackerState, fireShield, defender, distance, false);	//multiple-hex normal attack	std::set<const CStack*> attackedCreatures = gs->curB->getAttackedCreatures(attacker, targetHex, bat.shot()); //creatures other than primary target	for(const CStack * stack : attackedCreatures)	{		if(stack != defender && stack->alive()) //do not hit same stack twice			drainedLife += applyBattleEffects(bat, attackerState, fireShield, stack, distance, true);	}	std::shared_ptr<const Bonus> bonus = attacker->getBonusLocalFirst(Selector::type()(BonusType::SPELL_LIKE_ATTACK));	if(bonus && ranged) //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 spell = bat.spellID.toSpell();		battle::Target target;		target.emplace_back(defender, targetHex);		spells::BattleCast event(gs->curB, attacker, spells::Mode::SPELL_LIKE_ATTACK, spell);		event.setSpellLevel(bonus->val);		auto attackedCreatures = spell->battleMechanics(&event)->getAffectedStacks(target);		//TODO: get exact attacked hex for defender		for(const CStack * stack : attackedCreatures)		{			if(stack != defender && stack->alive()) //do not hit same stack twice			{				drainedLife += applyBattleEffects(bat, attackerState, fireShield, stack, distance, true);			}		}		//now add effect info for all attacked stacks		for (BattleStackAttacked & bsa : bat.bsa)		{			if (bsa.attackerID == attacker->unitId()) //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);			}		}	}	attackerState->afterAttack(ranged, counter);	{		UnitChanges info(attackerState->unitId(), UnitChanges::EOperation::RESET_STATE);		attackerState->save(info.data);		bat.attackerChanges.changedStacks.push_back(info);	}	if (drainedLife > 0)		bat.flags |= BattleAttack::LIFE_DRAIN;	sendAndApply(&bat);	{		const bool multipleTargets = bat.bsa.size() > 1;		int64_t totalDamage = 0;		int32_t totalKills = 0;		for(const BattleStackAttacked & bsa : bat.bsa)		{			totalDamage += bsa.damageAmount;			totalKills += bsa.killedAmount;		}		{			MetaString text;			attacker->addText(text, EMetaText::GENERAL_TXT, 376);			attacker->addNameReplacement(text);			text.replaceNumber(totalDamage);			blm.lines.push_back(text);		}		addGenericKilledLog(blm, defender, totalKills, multipleTargets);	}	// drain life effect (as well as log entry) must be applied after the attack	if(drainedLife > 0)	{		MetaString text;		attackerState->addText(text, EMetaText::GENERAL_TXT, 361);		attackerState->addNameReplacement(text, false);		text.replaceNumber(drainedLife);		defender->addNameReplacement(text, true);		blm.lines.push_back(std::move(text));	}	if(!fireShield.empty())	{		//todo: this should be "virtual" spell instead, we only need fire spell school bonus here		const CSpell * fireShieldSpell = SpellID(SpellID::FIRE_SHIELD).toSpell();		int64_t totalDamage = 0;		for(const auto & item : fireShield)		{			const CStack * actor = item.first;			int64_t rawDamage = item.second;			const CGHeroInstance * actorOwner = gs->curB->getHero(actor->unitOwner());			if(actorOwner)			{				rawDamage = fireShieldSpell->adjustRawDamage(actorOwner, attacker, rawDamage);			}			else			{				rawDamage = fireShieldSpell->adjustRawDamage(actor, attacker, rawDamage);			}			totalDamage+=rawDamage;			//FIXME: add custom effect on actor		}		if (totalDamage > 0)		{			BattleStackAttacked bsa;			bsa.flags |= BattleStackAttacked::FIRE_SHIELD;			bsa.stackAttacked = attacker->unitId(); //invert			bsa.attackerID = defender->unitId();			bsa.damageAmount = totalDamage;			attacker->prepareAttacked(bsa, getRandomGenerator());			StacksInjured pack;			pack.stacks.push_back(bsa);			sendAndApply(&pack);			// TODO: this is already implemented in Damage::describeEffect()			{				MetaString text;				text.appendLocalString(EMetaText::GENERAL_TXT, 376);				text.replaceLocalString(EMetaText::SPELL_NAME, SpellID::FIRE_SHIELD);				text.replaceNumber(totalDamage);				blm.lines.push_back(std::move(text));			}			addGenericKilledLog(blm, attacker, bsa.killedAmount, false);		}	}	sendAndApply(&blm);	handleAfterAttackCasting(ranged, attacker, defender);}int64_t CGameHandler::applyBattleEffects(BattleAttack & bat, std::shared_ptr<battle::CUnitState> attackerState, FireShieldInfo & fireShield, const CStack * def, int distance, bool secondary){	BattleStackAttacked bsa;	if(secondary)		bsa.flags |= BattleStackAttacked::SECONDARY; //all other targets do not suffer from spells & spell-like abilities	bsa.attackerID = attackerState->unitId();	bsa.stackAttacked = def->unitId();	{		BattleAttackInfo bai(attackerState.get(), def, distance, bat.shot());		bai.deathBlow = bat.deathBlow();		bai.doubleDamage = bat.ballistaDoubleDmg();		bai.luckyStrike  = bat.lucky();		bai.unluckyStrike  = bat.unlucky();		auto range = gs->curB->calculateDmgRange(bai);		bsa.damageAmount = gs->curB->getActualDamage(range.damage, attackerState->getCount(), getRandomGenerator());		CStack::prepareAttacked(bsa, getRandomGenerator(), bai.defender->acquireState()); //calculate casualties	}	int64_t drainedLife = 0;	//life drain handling	if(attackerState->hasBonusOfType(BonusType::LIFE_DRAIN) && def->isLiving())	{		int64_t toHeal = bsa.damageAmount * attackerState->valOfBonuses(BonusType::LIFE_DRAIN) / 100;		attackerState->heal(toHeal, EHealLevel::RESURRECT, EHealPower::PERMANENT);		drainedLife += toHeal;	}	//soul steal handling	if(attackerState->hasBonusOfType(BonusType::SOUL_STEAL) && def->isLiving())	{		//we can have two bonuses - one with subtype 0 and another with subtype 1		//try to use permanent first, use only one of two		for(si32 subtype = 1; subtype >= 0; subtype--)		{			if(attackerState->hasBonusOfType(BonusType::SOUL_STEAL, subtype))			{				int64_t toHeal = bsa.killedAmount * attackerState->valOfBonuses(BonusType::SOUL_STEAL, subtype) * attackerState->getMaxHealth();				attackerState->heal(toHeal, EHealLevel::OVERHEAL, ((subtype == 0) ? EHealPower::ONE_BATTLE : EHealPower::PERMANENT));				drainedLife += toHeal;				break;			}		}	}	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(BonusType::FIRE_SHIELD) &&		!attackerState->hasBonusOfType(BonusType::FIRE_IMMUNITY) &&		CStack::isMeleeAttackPossible(attackerState.get(), def) // attacked needs to be adjacent to defender for fire shield to trigger (e.g. Dragon Breath attack)			)	{		//TODO: use damage with bonus but without penalties		auto fireShieldDamage = (std::min<int64_t>(def->getAvailableHealth(), bsa.damageAmount) * def->valOfBonuses(BonusType::FIRE_SHIELD)) / 100;		fireShield.push_back(std::make_pair(def, fireShieldDamage));	}	return drainedLife;}void CGameHandler::sendGenericKilledLog(const CStack * defender, int32_t killed, bool multiple){	if(killed > 0)	{		BattleLogMessage blm;		addGenericKilledLog(blm, defender, killed, multiple);		sendAndApply(&blm);	}}void CGameHandler::addGenericKilledLog(BattleLogMessage & blm, const CStack * defender, int32_t killed, bool multiple){	if(killed > 0)	{		const int32_t txtIndex = (killed > 1) ? 379 : 378;		std::string formatString = VLC->generaltexth->allTexts[txtIndex];		// these default h3 texts have unnecessary new lines, so get rid of them before displaying (and trim just in case, trimming newlines does not works for some reason)		formatString.erase(std::remove(formatString.begin(), formatString.end(), '\n'), formatString.end());		formatString.erase(std::remove(formatString.begin(), formatString.end(), '\r'), formatString.end());		boost::algorithm::trim(formatString);		boost::format txt(formatString);		if(killed > 1)		{			txt % killed % (multiple ? VLC->generaltexth->allTexts[43] : defender->unitType()->getNamePluralTranslated()); // creatures perish		}		else //killed == 1		{			txt % (multiple ? VLC->generaltexth->allTexts[42] : defender->unitType()->getNameSingularTranslated()); // creature perishes		}		MetaString line;		line.appendRawString(txt.str());		blm.lines.push_back(std::move(line));	}}void CGameHandler::handleClientDisconnection(std::shared_ptr<CConnection> c){	if(lobby->state == EServerState::SHUTDOWN || !gs || !gs->scenarioOps)		return;		for(auto & playerConnections : connections)	{		PlayerColor playerId = playerConnections.first;		auto * playerSettings = gs->scenarioOps->getPlayersSettings(playerId.getNum());		if(!playerSettings)			continue;				auto playerConnection = vstd::find(playerConnections.second, c);		if(playerConnection != playerConnections.second.end())		{			std::string messageText = boost::str(boost::format("%s (cid %d) was disconnected") % playerSettings->name % c->connectionID);			playerMessage(playerId, messageText, ObjectInstanceID{});		}	}}void CGameHandler::handleReceivedPack(CPackForServer * pack){	//prepare struct informing that action was applied	auto sendPackageResponse = [&](bool succesfullyApplied)	{		PackageApplied applied;		applied.player = pack->player;		applied.result = succesfullyApplied;		applied.packType = typeList.getTypeID(pack);		applied.requestID = pack->requestID;		pack->c->sendPack(&applied);	};	CBaseForGHApply * apply = applier->getApplier(typeList.getTypeID(pack)); //and appropriate applier object	if(isBlockedByQueries(pack, pack->player))	{		sendPackageResponse(false);	}	else if(apply)	{		const bool result = apply->applyOnGH(this, this->gs, pack);		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);}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->getPosition();	if (start == dest)		return 0;	//initing necessary tables	auto accessibility = getAccesibility(curStack);	std::set<BattleHex> passed;	//Ignore obstacles on starting position	passed.insert(curStack->getPosition());	if(curStack->doubleWide())		passed.insert(curStack->occupiedHex());	//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->unitSide() == 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 = curStack->speed(0, true);	if (gs->curB->tacticDistance > 0 && creSpeed > 0)		creSpeed = GameConstants::BFIELD_SIZE;	bool hasWideMoat = vstd::contains_if(battleGetAllObstaclesOnPos(BattleHex(ESiegeHex::GATE_BRIDGE), false), [](const std::shared_ptr<const CObstacleInstance> & obst)	{		return obst->obstacleType == CObstacleInstance::MOAT;	});	auto isGateDrawbridgeHex = [&](BattleHex hex) -> bool	{		if (hasWideMoat && 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(BonusType::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->unitId();			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 = (int)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 = (int)path.first.size()-1; i >= 0; i--)			{				auto needOpenGates = [&](BattleHex hex) -> bool				{					if (hasWideMoat && 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 (hasWideMoat)					{						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(!obstacleHit)						passed.insert(hex);				}			}			if (!tiles.empty())			{				//commit movement				BattleStackMoved sm;				sm.stack = curStack->unitId();				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->getPosition() != dest)			{				if(stackIsMoving && start != curStack->getPosition())				{					stackIsMoving = handleObstacleTriggersForUnit(*spellEnv, *curStack, passed);					passed.insert(curStack->getPosition());					if(curStack->doubleWide())						passed.insert(curStack->occupiedHex());				}				if (gateStateChanging)				{					if (curStack->getPosition() == 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->getPosition() == gateMayCloseAtHex)					{						gateMayCloseAtHex = BattleHex();						updateGateState();					}				}			}			else				//movement finished normally: we reached destination				stackIsMoving = false;		}	}	//handle last hex separately for deviation	if (VLC->settings()->getBoolean(EGameSettings::COMBAT_ONE_HEX_TRIGGERS_OBSTACLES))	{		if (dest == battle::Unit::occupiedHex(start, curStack->doubleWide(), curStack->unitSide())			|| start == battle::Unit::occupiedHex(dest, curStack->doubleWide(), curStack->unitSide()))			passed.clear(); //Just empty passed, obstacles will handled automatically	}	//handling obstacle on the final field (separate, because it affects both flying and walking stacks)	handleObstacleTriggersForUnit(*spellEnv, *curStack, passed);	return ret;}CGameHandler::CGameHandler(CVCMIServer * lobby)	: lobby(lobby)	, complainNoCreatures("No creatures to split")	, complainNotEnoughCreatures("Cannot split that stack, not enough creatures!")	, complainInvalidSlot("Invalid slot accessed!"){	QID = 1;	IObjectInterface::cb = this;	applier = std::make_shared<CApplier<CBaseForGHApply>>();	registerTypesServerPacks(*applier);	visitObjectAfterVictory = false;	spellEnv = new ServerSpellCastEnvironment(this);}CGameHandler::~CGameHandler(){	if (battleThread)	{		//Setting battleMadeAction is needed because battleThread waits for the action to continue the main loop		battleMadeAction.setn(true);		battleThread->join();	}	delete spellEnv;	delete gs;}void CGameHandler::reinitScripting(){	serverEventBus = std::make_unique<events::EventBus>();#if SCRIPTING_ENABLED	serverScripts.reset(new scripting::PoolImpl(this, spellEnv));#endif}void CGameHandler::init(StartInfo *si){	if (si->seedToBeUsed == 0)	{		si->seedToBeUsed = static_cast<ui32>(std::time(nullptr));	}	CMapService mapService;	gs = new CGameState();	gs->preInit(VLC);	logGlobal->info("Gamestate created!");	gs->init(&mapService, 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);	}	reinitScripting();}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 = getPlayerState(town->tempOwner);	if (!p)	{		assert(town->tempOwner == PlayerColor::NEUTRAL);		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(1, (VLC->creh->objects.at(creatureId)->getGrowth())/2);			}			else			{				ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->objects.at(creatureId)->getGrowth();			}			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 if(VLC->settings()->getBoolean(EGameSettings::CREATURES_ALLOW_RANDOM_SPECIAL_WEEKS))		{			int monthType = getRandomGenerator().nextInt(99);			if (newMonth) //new month			{				if (monthType < 40) //double growth				{					n.specialWeek = NewTurn::DOUBLE_GROWTH;					if (VLC->settings()->getBoolean(EGameSettings::CREATURES_ALLOW_ALL_FOR_DOUBLE_MONTH))					{						n.creatureid = VLC->creh->pickRandomMonster(getRandomGenerator());					}					else if (VLC->creh->doubledCreatures.size())					{						n.creatureid = *RandomGeneratorUtil::nextItem(VLC->creh->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, CreatureID());					do					{						newMonster.second = VLC->creh->pickRandomMonster(getRandomGenerator());					} while (VLC->creh->objects[newMonster.second] &&						(*VLC->townh)[VLC->creatures()->getById(newMonster.second)->getFaction()]->town == nullptr); // find first non neutral creature					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[EGameResID::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;		if(!firstTurn && newWeek) //weekly crystal generation if 1 or more crystal dragons in any hero army or town garrison		{			bool hasCrystalGenCreature = false;			for(CGHeroInstance * hero : elem.second.heroes)			{				for(auto stack : hero->stacks)				{					if(stack.second->hasBonusOfType(BonusType::SPECIAL_CRYSTAL_GENERATION))					{						hasCrystalGenCreature = true;						break;					}				}			}			if(!hasCrystalGenCreature) //not found in armies, check towns			{				for(CGTownInstance * town : elem.second.towns)				{					for(auto stack : town->stacks)					{						if(stack.second->hasBonusOfType(BonusType::SPECIAL_CRYSTAL_GENERATION))						{							hasCrystalGenCreature = true;							break;						}					}				}			}			if(hasCrystalGenCreature)				n.res[elem.first][EGameResID::CRYSTAL] += 3;		}		for (CGHeroInstance *h : (elem).second.heroes)		{			if (h->visitedTown)				giveSpells(h->visitedTown, h);			NewTurn::Hero hth;			hth.id = h->id;			auto ti = std::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->maxMovePointsCached(gs->map->getTile(h->visitablePos()).terType->isLand(), ti.get());			hth.mana = h->getManaNewTurn();			n.heroes.insert(hth);			if (!firstTurn) //not first day			{				for (int k = 0; k < GameConstants::RESOURCE_QUANTITY; k++)				{					n.res[elem.first][k] += h->valOfBonuses(BonusType::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(BuildingSubID::PORTAL_OF_SUMMONING))				setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning			if (!firstTurn)				if (t->hasBuilt(BuildingSubID::TREASURY) && player < PlayerColor::PLAYER_LIMIT)						n.res[player][EGameResID::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->objects.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->getGrowth();						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->getId() == 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)			&& t->town->buildings.at(BuildingID::GRAIL)->height == CBuilding::HEIGHT_SKYSHIP)		{			// 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;				auto shape = fow->shape();				for(size_t z = 0; z < shape[0]; z++)					for(size_t x = 0; x < shape[1]; x++)						for(size_t y = 0; y < shape[2]; y++)							if (!(*fow)[z][x][y])								fw.tiles.insert(int3(x, y, z));				sendAndApply (&fw);			}		}		if (t->hasBonusOfType (BonusType::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()(BonusType::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.appendLocalString(EMetaText::ARRAY_TXT, 131);					iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, n.creatureid);					iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, n.creatureid);					break;				case NewTurn::PLAGUE:					iw.text.appendLocalString(EMetaText::ARRAY_TXT, 132);					break;				case NewTurn::BONUS_GROWTH:					iw.text.appendLocalString(EMetaText::ARRAY_TXT, 134);					iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, n.creatureid);					iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, n.creatureid);					break;				case NewTurn::DEITYOFFIRE:					iw.text.appendLocalString(EMetaText::ARRAY_TXT, 135);					iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, 42); //%s imp					iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, 42); //%s imp					iw.text.replacePositiveNumber(15);							//%+d 15					iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, 43); //%s familiar					iw.text.replacePositiveNumber(15);							//%+d 15					break;				default:					if (newMonth)					{						iw.text.appendLocalString(EMetaText::ARRAY_TXT, (130));						iw.text.replaceLocalString(EMetaText::ARRAY_TXT, getRandomGenerator().nextInt(32, 41));					}					else					{						iw.text.appendLocalString(EMetaText::ARRAY_TXT, (133));						iw.text.replaceLocalString(EMetaText::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 (auto cc : lobby->connections)	{		auto players = lobby->getAllClientPlayers(cc->connectionID);		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);				connections[color].insert(cc);			}		}		logGlobal->info(sbuffer.str());	}#if SCRIPTING_ENABLED	services()->scripts()->run(serverScripts);#endif	if(resume)		events::GameResumed::defaultExecute(serverEventBus.get());	auto playerTurnOrder = generatePlayerTurnOrder();	while(lobby->state == EServerState::GAMEPLAY)	{		if(!resume)		{			newTurn();			events::TurnStarted::defaultExecute(serverEventBus.get());		}		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()) && (lobby->state == EServerState::GAMEPLAY) ; it++)		{			auto playerColor = *it;			auto onGetTurn = [&](events::PlayerGotTurn & event)			{				//if player runs out of time, he shouldn't get the turn (especially AI)				//pre-trigger may change anything, should check before each player				//TODO: is it enough to check only one player?				checkVictoryLossConditionsForAll();				auto player = event.getPlayer();				const PlayerState * playerState = &gs->players[player];				if(playerState->status != EPlayerStatus::INGAME)				{					event.setPlayer(PlayerColor::CANNOT_DETERMINE);				}				else				{					states.setFlag(player, &PlayerStatus::makingTurn, true);					YourTurn yt;					yt.player = player;					//Change local daysWithoutCastle counter for local interface message //TODO: needed?					yt.daysWithoutCastle = playerState->daysWithoutCastle;					applyAndSend(&yt);				}			};			events::PlayerGotTurn::defaultExecute(serverEventBus.get(), onGetTurn, playerColor);			if(playerColor != PlayerColor::CANNOT_DETERMINE)			{				//wait till turn is done				boost::unique_lock<boost::mutex> lock(states.mx);				while(states.players.at(playerColor).makingTurn && lobby->state == EServerState::GAMEPLAY)				{					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)			lobby->state = EServerState::GAMEPLAY_ENDED;	}}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);	TerrainId terrain = t.terType->getId();	if (gs->map->isCoastalTile(tile)) //coastal tile is always ground		terrain = ETerrainId::SAND;	BattleField terType = gs->battleGetBattlefieldType(tile, getRandomGenerator());	if (heroes[0] && heroes[0]->boat && heroes[1] && heroes[1]->boat)		terType = BattleField::fromString("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 (!h->spellbookContainsSpell(t->spells.at(i).at(j)))					cs.spells.insert(t->spells.at(i).at(j));			}		}	}	if (!cs.spells.empty())		sendAndApply(&cs);}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;}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 = h->convertToVisitablePos(dst);	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->isLand()		&& (dst == h->pos			|| (h->boat->layer == EPathfindingLayer::SAIL && !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 pathfinderHelper = std::make_unique<CPathfinderHelper>(gs, h, PathfinderOptions());	auto ti = pathfinderHelper->getTurnInfo();	const bool canFly = pathfinderHelper->hasBonusOfType(BonusType::FLYING_MOVEMENT) || (h->boat && h->boat->layer == EPathfindingLayer::AIR);	const bool canWalkOnSea = pathfinderHelper->hasBonusOfType(BonusType::WATER_WALKING) || (h->boat && h->boat->layer == EPathfindingLayer::WATER);	const int cost = pathfinderHelper->getMovementCost(h->visitablePos(), hmpos, nullptr, nullptr, h->movement);	//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->isPassable()  ||  (t.blocked && !t.visitable && !canFly))			&& complain("Cannot move hero, destination tile is blocked!"))		|| ((!h->boat && !canWalkOnSea && !canFly && t.terType->isWater() && (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 && h->boat->layer == EPathfindingLayer::SAIL && t.terType->isLand() && 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!"))		|| (((int)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->getNameTranslated() % tmh.start.toString() % tmh.end.toString());		auto moveQuery = std::make_shared<CHeroMovementQuery>(this, tmh, h);		queries.addQuery(moveQuery);		if (leavingTile == LEAVING_TILE)			leaveTile();		if (isInTheMap(guardPos))			tmh.attackedFrom = std::make_optional(guardPos);		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 && isInTheMap(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->getNameTranslated());		return result != TryMoveHero::FAILED;	};	//interaction with blocking object (like resources)	auto blockingVisit = [&]() -> bool	{		for (CGObjectInstance *obj : t.visitableObjects)		{			if(h->boat && !obj->blockVisit && !h->boat->onboardVisitAllowed)				return doMove(TryMoveHero::SUCCESS, this->IGNORE_GUARDS, DONT_VISIT_DEST, REMAINING_ON_TILE);						if (obj != h && obj->blockVisit && !obj->passableFor(h->tempOwner))			{				EVisitDest visitDest = VISIT_DEST;				if(h->boat && !h->boat->onboardVisitAllowed)					visitDest = DONT_VISIT_DEST;								return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, visitDest, REMAINING_ON_TILE);			}		}		return false;	};	if (!transit && embarking)	{		tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, false, ti);		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);		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 = (int)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;				if(h->boat && !h->boat->onboardAssaultAllowed)		   lookForGuards = IGNORE_GUARDS;		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->town->faction->getId() != t->town->faction->getId()		&& complain("Source town and destination town should belong to the same faction"))	|| ((!from || !from->hasBuilt(BuildingSubID::CASTLE_GATE))		&& complain("Hero must be in town with Castle gate for teleporting"))	|| (!t->hasBuilt(BuildingSubID::CASTLE_GATE)		&& complain("Cannot teleport hero to town without Castle gate in it")))			return false;	int3 pos = h->convertFromVisitablePos(t->visitablePos());	moveHero(hid,pos,1);	return true;}void CGameHandler::setOwner(const CGObjectInstance * obj, const 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(BuildingSubID::PORTAL_OF_SUMMONING))				setPortalDwelling(town, true, false);		}		if (oldOwner < PlayerColor::PLAYER_LIMIT) //old owner is real player		{			if (getPlayerState(oldOwner)->towns.empty() && getPlayerState(oldOwner)->status != EPlayerStatus::LOSER) //previous player lost last last town			{				InfoWindow iw;				iw.player = oldOwner;				iw.text.appendLocalString(EMetaText::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.replaceLocalString(EMetaText::COLOR, oldOwner.getNum());				sendAndApply(&iw);			}		}	}	const PlayerState * p = getPlayerState(owner);	if ((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4) && p && p->dwellings.size()==1)//first dwelling captured	{		for (const CGTownInstance * t : getPlayerState(owner)->towns)		{			if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))				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, GameResID which, int val) //TODO: cap according to Bersy's suggestion{	if (!val) return; //don't waste time on empty call	TResources resources;	resources[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::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero){	HeroVisitCastle vc;	vc.hid = hero->id;	vc.tid = obj->id;	vc.flags |= 1;	sendAndApply(&vc);	visitCastleObjects(obj, hero);	giveSpells (obj, hero);	checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?}void CGameHandler::visitCastleObjects(const CGTownInstance * t, const CGHeroInstance * h){	for (auto building : t->bonusingBuildings)		building->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{	if(gs->curB)		gs->curB.dellNull();		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	//existing battle query for retying auto-combat	auto battleQuery = std::dynamic_pointer_cast<CBattleQuery>(queries.topQuery(gs->curB->sides[0].color));	if(battleQuery)	{		for(int i : {0, 1})		{			if(heroes[i])			{				SetMana restoreInitialMana;				restoreInitialMana.val = battleQuery->initialHeroMana[i];				restoreInitialMana.hid = heroes[i]->id;				sendAndApply(&restoreInitialMana);			}		}				battleQuery->bi = gs->curB;		battleQuery->result = std::nullopt;		battleQuery->belligerents[0] = gs->curB->sides[0].armyObject;		battleQuery->belligerents[1] = gs->curB->sides[1].armyObject;	}	battleQuery = std::make_shared<CBattleQuery>(this, gs->curB);	for(int i : {0, 1})	{		if(heroes[i])		{			battleQuery->initialHeroMana[i] = heroes[i]->mana;		}	}	queries.addQuery(battleQuery);	this->battleThread = std::make_unique<boost::thread>(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(std::shared_ptr<CConnection> c, const std::string &message){	SystemMessage sm;	sm.text = message;	boost::unique_lock<boost::mutex> lock(*c->mutexWrite);	*(c.get()) << &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, ObjectInstanceID boatId){	GiveHero gh;	gh.id = id;	gh.player = player;	gh.boatId = boatId;	sendAndApply(&gh);	//Reveal fow around new hero, especially released from Prison	auto h = getHero(id);	changeFogOfWar(h->pos, h->getSightRadius(), player, false);}void CGameHandler::changeObjPos(ObjectInstanceID objid, int3 newPos){	ChangeObjPos cop;	cop.objid = objid;	cop.nPos = newPos;	sendAndApply(&cop);}void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero){	const CGHeroInstance * h1 = getHero(fromHero);	const CGHeroInstance * h2 = getHero(toHero);	int h1_scholarSpellLevel = h1->valOfBonuses(BonusType::LEARN_MEETING_SPELL_LIMIT, -1);	int h2_scholarSpellLevel = h2->valOfBonuses(BonusType::LEARN_MEETING_SPELL_LIMIT, -1);	if (h1_scholarSpellLevel < h2_scholarSpellLevel)	{		std::swap (h1,h2);//1st hero need to have higher scholar level for correct message		std::swap(fromHero, toHero);	}	int ScholarSpellLevel = std::max(h1_scholarSpellLevel, h2_scholarSpellLevel);//heroes can trade up to this level	if (!ScholarSpellLevel || !h1->hasSpellbook() || !h2->hasSpellbook())		return;//no scholar skill or no spellbook	int h1Lvl = std::min(ScholarSpellLevel, h1->maxSpellLevel()),	    h2Lvl = std::min(ScholarSpellLevel, h2->maxSpellLevel());//heroes can receive this levels	ChangeSpells cs1;	cs1.learn = true;	cs1.hid = toHero;//giving spells to first hero	for (auto it : h1->getSpellsInSpellbook())		if (h2Lvl >= it.toSpell()->level && !h2->spellbookContainsSpell(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->getSpellsInSpellbook())		if (h1Lvl >= it.toSpell()->level && !h1->spellbookContainsSpell(it))			cs2.spells.insert(it);	if (!cs1.spells.empty() || !cs2.spells.empty())//create a message	{		int ScholarSkillLevel = std::max(h1->getSecSkillLevel(SecondarySkill::SCHOLAR),		                                 h2->getSecSkillLevel(SecondarySkill::SCHOLAR));		InfoWindow iw;		iw.player = h1->tempOwner;		iw.components.emplace_back(Component::EComponentType::SEC_SKILL, 18, ScholarSkillLevel, 0);		iw.text.appendLocalString(EMetaText::GENERAL_TXT, 139);//"%s, who has studied magic extensively,		iw.text.replaceRawString(h1->getNameTranslated());		if (!cs2.spells.empty())//if found new spell - apply		{			iw.text.appendLocalString(EMetaText::GENERAL_TXT, 140);//learns			int size = static_cast<int>(cs2.spells.size());			for (auto it : cs2.spells)			{				iw.components.emplace_back(Component::EComponentType::SPELL, it, 1, 0);				iw.text.appendLocalString(EMetaText::SPELL_NAME, it.toEnum());				switch (size--)				{					case 2:						iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);					case 1:						break;					default:						iw.text.appendRawString(", ");				}			}			iw.text.appendLocalString(EMetaText::GENERAL_TXT, 142);//from %s			iw.text.replaceRawString(h2->getNameTranslated());			sendAndApply(&cs2);		}		if (!cs1.spells.empty() && !cs2.spells.empty())		{			iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);//and		}		if (!cs1.spells.empty())		{			iw.text.appendLocalString(EMetaText::GENERAL_TXT, 147);//teaches			int size = static_cast<int>(cs1.spells.size());			for (auto it : cs1.spells)			{				iw.components.emplace_back(Component::EComponentType::SPELL, it, 1, 0);				iw.text.appendLocalString(EMetaText::SPELL_NAME, it.toEnum());				switch (size--)				{					case 2:						iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);					case 1:						break;					default:						iw.text.appendRawString(", ");				}			}			iw.text.appendLocalString(EMetaText::GENERAL_TXT, 148);//from %s			iw.text.replaceRawString(h2->getNameTranslated());			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.player = h1->getOwner();		hex.hero1 = hero1;		hex.hero2 = hero2;		sendAndApply(&hex);		useScholarSkill(hero1,hero2);		queries.addQuery(exchange);	}}void CGameHandler::sendToAllClients(CPackForClient * pack){	logNetwork->trace("\tSending to all clients: %s", typeid(*pack).name());	for (auto c : lobby->connections)	{		if(!c->isOpen())			continue;		c->sendPack(pack);	}}void CGameHandler::sendAndApply(CPackForClient * pack){	sendToAllClients(pack);	gs->apply(pack);	logNetwork->trace("\tApplied on gs: %s", typeid(*pack).name());}void CGameHandler::applyAndSend(CPackForClient * pack){	gs->apply(pack);	sendToAllClients(pack);}void CGameHandler::sendAndApply(CGarrisonOperationPack * pack){	sendAndApply(static_cast<CPackForClient *>(pack));	checkVictoryLossConditionsForAll();}void CGameHandler::sendAndApply(SetResources * pack){	sendAndApply(static_cast<CPackForClient *>(pack));	checkVictoryLossConditionsForPlayer(pack->player);}void CGameHandler::sendAndApply(NewStructures * pack){	sendAndApply(static_cast<CPackForClient *>(pack));	checkVictoryLossConditionsForPlayer(getTown(pack->tid)->tempOwner);}bool CGameHandler::isPlayerOwns(CPackForServer * pack, ObjectInstanceID id){	return getPlayerAt(pack->c) == getOwner(id);}void CGameHandler::throwNotAllowedAction(CPackForServer * pack){	if(pack->c)	{		SystemMessage temp_message("You are not allowed to perform this action!");		pack->c->sendPack(&temp_message);	}	logNetwork->error("Player is not allowed to perform this action!");	throw ExceptionNotAllowedAction();}void CGameHandler::wrongPlayerMessage(CPackForServer * pack, PlayerColor expectedplayer){	std::ostringstream oss;	oss << "You were identified as player " << getPlayerAt(pack->c) << " while expecting " << expectedplayer;	logNetwork->error(oss.str());	if(pack->c)	{		SystemMessage temp_message(oss.str());		pack->c->sendPack(&temp_message);	}}void CGameHandler::throwOnWrongOwner(CPackForServer * pack, ObjectInstanceID id){	if(!isPlayerOwns(pack, id))	{		wrongPlayerMessage(pack, getOwner(id));		throwNotAllowedAction(pack);	}}void CGameHandler::throwOnWrongPlayer(CPackForServer * pack, PlayerColor player){	if(!hasPlayerAt(player, pack->c) && player != getPlayerAt(pack->c))	{		wrongPlayerMessage(pack, player);		throwNotAllowedAction(pack);	}}void CGameHandler::throwAndComplain(CPackForServer * pack, std::string txt){	complain(txt);	throwNotAllowedAction(pack);}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...");		SaveGameClient 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());	}}bool CGameHandler::load(const std::string & filename){	logGlobal->info("Loading from %s", filename);	const auto stem	= FileInfo::GetPathStem(filename);	reinitScripting();	try	{		{			CLoadFile lf(*CResourceHandler::get("local")->getResourceName(ResourceID(stem.to_string(), EResType::SERVER_SAVEGAME)), MINIMAL_SERIALIZATION_VERSION);			loadCommonState(lf);			logGlobal->info("Loading server state");			lf >> *this;		}		logGlobal->info("Game has been successfully loaded!");	}	catch(const CModHandler::Incompatibility & e)	{		logGlobal->error("Failed to load game: %s", e.what());		auto errorMsg = VLC->generaltexth->translate("vcmi.server.errors.modsIncompatibility") + '\n';		errorMsg += e.what();		lobby->announceMessage(errorMsg);		return false;	}	catch(const std::exception & e)	{		logGlobal->error("Failed to load game: %s", e.what());		return false;	}	gs->preInit(VLC);	gs->updateOnLoad(lobby->si.get());	return true;}bool CGameHandler::bulkSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner, si32 howMany){	if(!slotSrc.validSlot() && complain(complainInvalidSlot))		return false;	const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));	const CCreatureSet & creatureSet = *army;	if((!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))		|| (howMany < 1 && complain("Invalid split parameter!")))	{		return false;	}	auto actualAmount = army->getStackCount(slotSrc);	if(actualAmount <= howMany && complain(complainNotEnoughCreatures)) // '<=' because it's not intended just for moving a stack		return false;	auto freeSlots = creatureSet.getFreeSlots();	if(freeSlots.empty() && complain("No empty stacks"))		return false;	BulkRebalanceStacks bulkRS;	for(auto slot : freeSlots)	{		RebalanceStacks rs;		rs.srcArmy = army->id;		rs.dstArmy = army->id;		rs.srcSlot = slotSrc;		rs.dstSlot = slot;		rs.count = howMany;		bulkRS.moves.push_back(rs);		actualAmount -= howMany;		if(actualAmount <= howMany)			break;	}	sendAndApply(&bulkRS);	return true;}bool CGameHandler::bulkMergeStacks(SlotID slotSrc, ObjectInstanceID srcOwner){	if(!slotSrc.validSlot() && complain(complainInvalidSlot))		return false;	const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));	const CCreatureSet & creatureSet = *army;	if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))		return false;	auto actualAmount = creatureSet.getStackCount(slotSrc);	if(actualAmount < 1 && complain(complainNoCreatures))		return false;	auto currentCreature = creatureSet.getCreature(slotSrc);	if(!currentCreature && complain(complainNoCreatures))		return false;	auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, slotSrc);	if(!creatureSlots.size())		return false;	BulkRebalanceStacks bulkRS;	for(auto slot : creatureSlots)	{		RebalanceStacks rs;		rs.srcArmy = army->id;		rs.dstArmy = army->id;		rs.srcSlot = slot;		rs.dstSlot = slotSrc;		rs.count = creatureSet.getStackCount(slot);		bulkRS.moves.push_back(rs);	}	sendAndApply(&bulkRS);	return true;}bool CGameHandler::bulkMoveArmy(ObjectInstanceID srcArmy, ObjectInstanceID destArmy, SlotID srcSlot){	if(!srcSlot.validSlot() && complain(complainInvalidSlot))		return false;	const CArmedInstance * armySrc = static_cast<const CArmedInstance*>(getObjInstance(srcArmy));	const CCreatureSet & setSrc = *armySrc;	if(!vstd::contains(setSrc.stacks, srcSlot) && complain(complainNoCreatures))		return false;	const CArmedInstance * armyDest = static_cast<const CArmedInstance*>(getObjInstance(destArmy));	const CCreatureSet & setDest = *armyDest;	auto freeSlots = setDest.getFreeSlotsQueue();	typedef std::map<SlotID, std::pair<SlotID, TQuantity>> TRebalanceMap;	TRebalanceMap moves;	auto srcQueue = setSrc.getCreatureQueue(srcSlot); // Exclude srcSlot, it should be moved last	auto slotsLeft = setSrc.stacksCount();	auto destMap = setDest.getCreatureMap();	TMapCreatureSlot::key_compare keyComp = destMap.key_comp();	while(!srcQueue.empty())	{		auto pair = srcQueue.top();		srcQueue.pop();		auto currCreature = pair.first;		auto currSlot = pair.second;		const auto quantity = setSrc.getStackCount(currSlot);		TMapCreatureSlot::iterator lb = destMap.lower_bound(currCreature);		const bool alreadyExists = (lb != destMap.end() && !(keyComp(currCreature, lb->first)));		if(!alreadyExists)		{			if(freeSlots.empty())				continue;			auto currFreeSlot = freeSlots.front();			freeSlots.pop();			destMap.insert(lb, TMapCreatureSlot::value_type(currCreature, currFreeSlot));		}		moves.insert(std::make_pair(currSlot, std::make_pair(destMap[currCreature], quantity)));		slotsLeft--;	}	if(slotsLeft == 1)	{		auto lastCreature = setSrc.getCreature(srcSlot);		auto slotToMove = SlotID();		// Try to find a slot for last creature		if(destMap.find(lastCreature) == destMap.end())		{			if(!freeSlots.empty())				slotToMove = freeSlots.front();		}		else		{			slotToMove = destMap[lastCreature];		}		if(slotToMove != SlotID())		{			const bool needsLastStack = armySrc->needsLastStack();			const auto quantity = setSrc.getStackCount(srcSlot) - (needsLastStack ? 1 : 0);			moves.insert(std::make_pair(srcSlot, std::make_pair(slotToMove, quantity)));		}	}	BulkRebalanceStacks bulkRS;	for(auto & move : moves)	{		RebalanceStacks rs;		rs.srcArmy = armySrc->id;		rs.dstArmy = armyDest->id;		rs.srcSlot = move.first;		rs.dstSlot = move.second.first;		rs.count = move.second.second;		bulkRS.moves.push_back(rs);	}	sendAndApply(&bulkRS);	return true;}bool CGameHandler::bulkSmartSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner){	if(!slotSrc.validSlot() && complain(complainInvalidSlot))		return false;	const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));	const CCreatureSet & creatureSet = *army;	if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))		return false;	auto actualAmount = creatureSet.getStackCount(slotSrc);	if(actualAmount <= 1 && complain(complainNoCreatures))		return false;	auto freeSlot = creatureSet.getFreeSlot();	auto currentCreature = creatureSet.getCreature(slotSrc);	if(freeSlot == SlotID() && creatureSet.isCreatureBalanced(currentCreature))		return true;	auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, SlotID(-1), 1); // Ignore slots where's only 1 creature, don't ignore slotSrc	TQuantity totalCreatures = 0;	for(auto slot : creatureSlots)		totalCreatures += creatureSet.getStackCount(slot);	if(totalCreatures <= 1 && complain("Total creatures number is invalid"))		return false;	if(freeSlot != SlotID())		creatureSlots.push_back(freeSlot);	if(creatureSlots.empty() && complain("No available slots for smart rebalancing"))		return false;	const auto totalCreatureSlots = creatureSlots.size();	const auto rem = totalCreatures % totalCreatureSlots;	const auto quotient = totalCreatures / totalCreatureSlots;	// totalCreatures == rem * (quotient + 1) + (totalCreatureSlots - rem) * quotient;	// Proof: r(q+1)+(s-r)q = rq+r+qs-rq = r+qs = total, where total/s = q+r/s	BulkSmartRebalanceStacks bulkSRS;	if(freeSlot != SlotID())	{		RebalanceStacks rs;		rs.srcArmy = rs.dstArmy = army->id;		rs.srcSlot = slotSrc;		rs.dstSlot = freeSlot;		rs.count = 1;		bulkSRS.moves.push_back(rs);	}	auto currSlot = 0;	auto check = 0;	for(auto slot : creatureSlots)	{		ChangeStackCount csc;		csc.army = army->id;		csc.slot = slot;		csc.count = (currSlot < rem)			? quotient + 1			: quotient;		csc.absoluteValue = true;		bulkSRS.changes.push_back(csc);		currSlot++;		check += csc.count;	}	if(check != totalCreatures)	{		complain((boost::format("Failure: totalCreatures=%d but check=%d") % totalCreatures % check).str());		return false;	}	sendAndApply(&bulkSRS);	return true;}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(complainInvalidSlot);		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(complainNoCreatures))			|| (val<1  && complain(complainNoCreatures)) )		{			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(complainNotEnoughCreatures);				return false;			}			if (notRemovable(sl1.army))				return false;			moveStack(sl1, sl2, val);		}	}	return true;}bool CGameHandler::hasPlayerAt(PlayerColor player, std::shared_ptr<CConnection> c) const{	return connections.at(player).count(c);}PlayerColor CGameHandler::getPlayerAt(std::shared_ptr<CConnection> c) const{	std::set<PlayerColor> all;	for (auto i=connections.cbegin(); i!=connections.cend(); i++)		if(vstd::contains(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->getNameTranslated() % requestedID);	if(t->hasBuilt(requestedID))		COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->getNameTranslated() % t->getNameTranslated());	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->objects.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->getGrowth();			ssi.creatures[level].second.push_back(crea->getId());			sendAndApply(&ssi);		}		if(t->town->buildings.at(buildingID)->subId == BuildingSubID::PORTAL_OF_SUMMONING)		{			setPortalDwelling(t);		}	};	//Performs stuff that has to be done after new building is built	auto processAfterBuiltStructure = [t, this](const BuildingID buildingID)	{		auto isMageGuild = (buildingID <= BuildingID::MAGES_GUILD_5 && buildingID >= BuildingID::MAGES_GUILD_1);		auto isLibrary = isMageGuild ? false			: t->town->buildings.at(buildingID)->subId == BuildingSubID::EBuildingSubID::LIBRARY;		if(isMageGuild || isLibrary || (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, apply 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)		objectVisited(t, t->visitingHero);	if(t->garrisonHero)		visitCastleObjects(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 = BonusSource::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->objects.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!"))		|| ((si32)cram  >  VLC->creh->objects.at(crid)->maxAmount(getPlayerState(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->getFullRecruitCost() * 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;	fillUpgradeInfo(obj, pos, ui);	PlayerColor player = obj->tempOwner;	const PlayerState *p = getPlayerState(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->objects.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.army = sl.army->id;	sst.slot = sl.slot;	sst.type = c->getId();	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::swapGarrisonOnSiege(ObjectInstanceID tid){	const CGTownInstance * town = getTown(tid);	if(!town->garrisonHero == !town->visitingHero)		return false;	SetHeroesInTown intown;	intown.tid = tid;	if(town->garrisonHero) //garrison -> vising	{		intown.garrison = ObjectInstanceID();		intown.visiting = town->garrisonHero->id;	}	else //visiting -> garrison	{		if(town->armedGarrison())			town->mergeGarrisonOnSiege();		intown.visiting = ObjectInstanceID();		intown.garrison = town->visitingHero->id;	}	sendAndApply(&intown);	return true;}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();	const bool isDstSlotBackpack = ArtifactUtils::isSlotBackpack(dst.slot);	if(srcArtifact == nullptr)		COMPLAIN_RET("No artifact to move!");	if(destArtifact && srcPlayer != dstPlayer && !isDstSlotBackpack)		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 || !isDstSlotBackpack)		&& 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(isDstSlotBackpack && 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(isDstSlotBackpack)	{		if(!ArtifactUtils::isBackpackFreeSlots(dst.getHolderArtSet()))			COMPLAIN_RET("Backpack is full!");		vstd::amin(dst.slot, GameConstants::BACKPACK_START + dst.getHolderArtSet()->artifactsInBackpack.size());	}	if(!(src.slot == ArtifactPosition::TRANSITION_POS && dst.slot == ArtifactPosition::TRANSITION_POS))	{		if(src.slot == dst.slot && src.artHolder == dst.artHolder)			COMPLAIN_RET("Won't move artifact: Dest same as source!");		// Check if dst slot is occupied		if(!isDstSlotBackpack && destArtifact)		{			// Previous artifact must be removed first			moveArtifact(dst, ArtifactLocation(dst.artHolder, ArtifactPosition::TRANSITION_POS));		}		try		{			auto hero = std::get<ConstTransitivePtr<CGHeroInstance>>(dst.artHolder);			if(ArtifactUtils::checkSpellbookIsNeeded(hero, srcArtifact->artType->getId(), dst.slot))				giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);		}		catch(const std::bad_variant_access &)		{			// object other than hero received an art - ignore		}		MoveArtifact ma(&src, &dst);		if(dst.slot == ArtifactPosition::TRANSITION_POS)			ma.askAssemble = false;		sendAndApply(&ma);	}	return true;}bool CGameHandler::bulkMoveArtifacts(ObjectInstanceID srcHero, ObjectInstanceID dstHero, bool swap){	// Make sure exchange is even possible between the two heroes.	if(!isAllowedExchange(srcHero, dstHero))		COMPLAIN_RET("That heroes cannot make any exchange!");	auto psrcHero = getHero(srcHero);	auto pdstHero = getHero(dstHero);	if((!psrcHero) || (!pdstHero))		COMPLAIN_RET("bulkMoveArtifacts: wrong hero's ID");	BulkMoveArtifacts ma(static_cast<ConstTransitivePtr<CGHeroInstance>>(psrcHero),		static_cast<ConstTransitivePtr<CGHeroInstance>>(pdstHero), swap);	auto & slotsSrcDst = ma.artsPack0;	auto & slotsDstSrc = ma.artsPack1;	// Temporary fitting set for artifacts. Used to select available slots before sending data.	CArtifactFittingSet artFittingSet(pdstHero->bearerType());	auto moveArtifact = [this, &artFittingSet](const CArtifactInstance * artifact,		ArtifactPosition srcSlot, const CGHeroInstance * dstHero,		std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void	{		assert(artifact);		auto dstSlot = ArtifactUtils::getArtAnyPosition(&artFittingSet, artifact->getTypeId());		if(dstSlot != ArtifactPosition::PRE_FIRST)		{			artFittingSet.putArtifact(dstSlot, static_cast<ConstTransitivePtr<CArtifactInstance>>(artifact));			slots.push_back(BulkMoveArtifacts::LinkedSlots(srcSlot, dstSlot));			if(ArtifactUtils::checkSpellbookIsNeeded(dstHero, artifact->getTypeId(), dstSlot))				giveHeroNewArtifact(dstHero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);		}	};	if(swap)	{		auto moveArtsWorn = [moveArtifact](const CGHeroInstance * srcHero, const CGHeroInstance * dstHero,			std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void		{			for(auto & artifact : srcHero->artifactsWorn)			{				if(ArtifactUtils::isArtRemovable(artifact))					moveArtifact(artifact.second.getArt(), artifact.first, dstHero, slots);			}		};		auto moveArtsInBackpack = [](const CArtifactSet * artSet,			std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void		{			for(auto & slotInfo : artSet->artifactsInBackpack)			{				auto slot = artSet->getArtPos(slotInfo.artifact);				slots.push_back(BulkMoveArtifacts::LinkedSlots(slot, slot));			}		};		// Move over artifacts that are worn srcHero -> dstHero		moveArtsWorn(psrcHero, pdstHero, slotsSrcDst);		artFittingSet.artifactsWorn.clear();		// Move over artifacts that are worn dstHero -> srcHero		moveArtsWorn(pdstHero, psrcHero, slotsDstSrc);		// Move over artifacts that are in backpack srcHero -> dstHero		moveArtsInBackpack(psrcHero, slotsSrcDst);		// Move over artifacts that are in backpack dstHero -> srcHero		moveArtsInBackpack(pdstHero, slotsDstSrc);	}	else	{		artFittingSet.artifactsInBackpack = pdstHero->artifactsInBackpack;		artFittingSet.artifactsWorn = pdstHero->artifactsWorn;		// Move over artifacts that are worn		for(auto & artInfo : psrcHero->artifactsWorn)		{			if(ArtifactUtils::isArtRemovable(artInfo))			{				moveArtifact(psrcHero->getArt(artInfo.first), artInfo.first, pdstHero, slotsSrcDst);			}		}		// Move over artifacts that are in backpack		for(auto & slotInfo : psrcHero->artifactsInBackpack)		{			moveArtifact(psrcHero->getArt(psrcHero->getArtPos(slotInfo.artifact)),				psrcHero->getArtPos(slotInfo.artifact), pdstHero, slotsSrcDst);		}	}	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->objects[assembleTo];		if(!combinedArt->constituents)			COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");		if (!vstd::contains(ArtifactUtils::assemblyPossibilities(hero, destArtifact->getTypeId(),			ArtifactUtils::isSlotEquipment(artifactSlot)), combinedArt))		{			COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");		}				if(ArtifactUtils::checkSpellbookIsNeeded(hero, assembleTo, artifactSlot))			giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);		AssembledArtifact aa;		aa.al = ArtifactLocation(hero, artifactSlot);		aa.builtArt = combinedArt;		sendAndApply(&aa);	}	else	{		if(!destArtifact->canBeDisassembled())			COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");		if(ArtifactUtils::isSlotBackpack(artifactSlot)			&& !ArtifactUtils::isBackpackFreeSlots(hero, destArtifact->artType->constituents->size() - 1))			COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble but backpack is full!");		DisassembledArtifact da;		da.al = ArtifactLocation(hero, artifactSlot);		sendAndApply(&da);	}	return true;}bool CGameHandler::eraseArtifactByClient(const ArtifactLocation & al){	const auto * hero = getHero(al.relatedObj()->id);	if(hero == nullptr)		COMPLAIN_RET("eraseArtifactByClient: wrong hero's ID");	const auto * art = al.getArt();	if(art == nullptr)		COMPLAIN_RET("Cannot remove artifact!");	if(al.getArt()->artType->canBePutAt(hero) || al.slot != ArtifactPosition::TRANSITION_POS)		COMPLAIN_RET("Illegal artifact removal request");	removeArtifact(al);	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(), EGameResID::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(),EGameResID::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);		giveHeroNewArtifact(hero, VLC->arth->objects[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(getPlayerState(hero->getOwner())->resources[EGameResID::GOLD] < price, "Not enough gold!");		if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid)		 || (town->hasBuilt(BuildingSubID::BALLISTA_YARD) && aid == ArtifactID::BALLISTA))		{			giveResource(hero->getOwner(),EGameResID::GOLD,-price);			return giveHeroNewArtifact(hero, art);		}		else			COMPLAIN_RET("This machine is unavailable here!");	}}bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, GameResID 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(dynamic_cast<const CGTownInstance *>(m))	{		saa.id = -1;		saa.arts = CGTownInstance::merchantArtifacts;	}	else if(const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m)) //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->getId() == aid)		{			art = nullptr;			found = true;			break;		}	}	if (!found)		COMPLAIN_RET("Cannot find selected artifact on the list");	sendAndApply(&saa);	giveHeroNewArtifact(h, VLC->arth->objects[aid], ArtifactPosition::FIRST_AVAILABLE);	return true;}bool CGameHandler::sellArtifact(const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, GameResID 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->getId(), 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->canLearnSkill(skill))		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, EGameResID::GOLD) < GameConstants::SKILL_GOLD_COST)//TODO: remove hardcoded resource\summ?		COMPLAIN_RET("You can't afford to buy this skill");	giveResource(h->tempOwner, EGameResID::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 = getPlayerState(player)->resources[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, GameResID(id1), - b1 * units);	giveResource(player, GameResID(id2), b2 * units);	return true;}bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, GameResID 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 < (TQuantity)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->getId(), 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), -(TQuantity)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);	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(BonusType::DRAGON_NATURE)			&& !(s.hasBonusOfType(BonusType::UNDEAD)))			|| (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, GameResID r1, PlayerColor r2){	const PlayerState *p2 = getPlayerState(r2, false);	if (!p2  ||  p2->status != EPlayerStatus::INGAME)	{		complain("Dest player must be in game!");		return false;	}	TResourceCap curRes1 = getPlayerState(player)->resources[r1];	vstd::amin(val, curRes1);	giveResource(player, r1, -(int)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 = getPlayerState(player);	const CGTownInstance * t = getTown(obj->id);	//common preconditions//	if ((p->resources.at(EGameResID::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[EGameResID::GOLD] < GameConstants::HERO_GOLD_COST && complain("Not enough gold for buying hero!"))		|| ((getHeroCount(player, false) >= VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_ON_MAP_CAP) && complain("Cannot hire hero, too many wandering heroes already!")))		|| ((getHeroCount(player, true) >= VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_TOTAL_CAP) && 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 = nh->convertFromVisitablePos(obj->visitablePos());	if (getTile(hr.tile)->isWater())	{		//Create a new boat for hero		NewObject no;		no.ID = Obj::BOAT;		no.subID = BoatId(EBoatId::CASTLE);		no.pos = hr.tile + int3(1,0,0);		sendAndApply(&no);		hr.boatId = getTopObj(hr.tile)->id;	}	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, EGameResID::GOLD, -GameConstants::HERO_GOLD_COST);	if(t)	{		objectVisited(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!");	if(topQuery->queryID != qid)	{		auto currentQuery = queries.getQuery(qid);		if(currentQuery != nullptr && currentQuery->endsByPlayerAnswer())			currentQuery->setReply(answer);		COMPLAIN_RET("This player top query has different ID!"); //topQuery->queryID != qid	}	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(){	// GATE_BRIDGE - leftmost tile, located over moat	// GATE_OUTER - central tile, mostly covered by gate image	// GATE_INNER - rightmost tile, inside the walls	// GATE_OUTER or GATE_INNER:	// - if defender moves unit on these tiles, bridge will open	// - if there is a creature (dead or alive) on these tiles, bridge will always remain open	// - blocked to attacker if bridge is closed	// GATE_BRIDGE	// - if there is a unit or corpse here, bridge can't open (and can't close in fortress)	// - if Force Field is cast here, bridge can't open (but can close, in any town)	// - deals moat damage to attacker if bridge is closed (fortress only)	bool hasForceFieldOnBridge = !battleGetAllObstaclesOnPos(BattleHex(ESiegeHex::GATE_BRIDGE), true).empty();	bool hasStackAtGateInner   = gs->curB->battleGetUnitByPos(BattleHex(ESiegeHex::GATE_INNER), false) != nullptr;	bool hasStackAtGateOuter   = gs->curB->battleGetUnitByPos(BattleHex(ESiegeHex::GATE_OUTER), false) != nullptr;	bool hasStackAtGateBridge  = gs->curB->battleGetUnitByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false) != nullptr;	bool hasWideMoat           = vstd::contains_if(battleGetAllObstaclesOnPos(BattleHex(ESiegeHex::GATE_BRIDGE), false), [](const std::shared_ptr<const CObstacleInstance> & obst)	{		return obst->obstacleType == CObstacleInstance::MOAT;	});	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)	{		bool hasStackOnLongBridge = hasStackAtGateBridge && hasWideMoat;		bool gateCanClose = !hasStackAtGateInner && !hasStackAtGateOuter && !hasStackOnLongBridge;		if (gateCanClose)			db.state = EGateState::CLOSED;		else			db.state = EGateState::OPENED;	}	else // CLOSED or BLOCKED	{		bool gateBlocked = hasForceFieldOnBridge || hasStackAtGateBridge;		if (gateBlocked)			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;	battle::Target target = ba.getTarget(gs->curB);	const CStack * stack = battleGetStackByID(ba.stackNumber); //may be nullptr if action is not about stack	const bool isAboutActiveStack = stack && (ba.stackNumber == gs->curB->getActiveStackID());	logGlobal->trace("Making action: %s", ba.toString());	switch(ba.actionType)	{	case EActionType::WALK: //walk	case EActionType::DEFEND: //defend	case EActionType::WAIT: //wait	case EActionType::WALK_AND_ATTACK: //walk or attack	case EActionType::SHOOT: //shoot	case EActionType::CATAPULT: //catapult	case EActionType::STACK_HEAL: //healing with First Aid Tent	case EActionType::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->unitSide() != 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 EActionType::END_TACTIC_PHASE: //wait	case EActionType::BAD_MORALE:	case EActionType::NO_ACTION:		{			auto wrapper = wrapAction(ba);			break;		}	case EActionType::WALK:		{			auto wrapper = wrapAction(ba);			if(target.size() < 1)			{				complain("Destination required for move action.");				ok = false;				break;			}			int walkedTiles = moveStack(ba.stackNumber, target.at(0).hexValue); //move			if (!walkedTiles)				complain("Stack failed movement!");			break;		}	case EActionType::DEFEND:		{			//defensive stance, TODO: filter out spell boosts from bonus (stone skin etc.)			SetStackEffect sse;			Bonus defenseBonusToAdd(BonusDuration::STACK_GETS_TURN, BonusType::PRIMARY_SKILL, BonusSource::OTHER, 20, -1, PrimarySkill::DEFENSE, BonusValueType::PERCENT_TO_ALL);			Bonus bonus2(BonusDuration::STACK_GETS_TURN, BonusType::PRIMARY_SKILL, BonusSource::OTHER, stack->valOfBonuses(BonusType::DEFENSIVE_STANCE),				 -1, PrimarySkill::DEFENSE, BonusValueType::ADDITIVE_VALUE);			Bonus alternativeWeakCreatureBonus(BonusDuration::STACK_GETS_TURN, BonusType::PRIMARY_SKILL, BonusSource::OTHER, 1, -1, PrimarySkill::DEFENSE, BonusValueType::ADDITIVE_VALUE);			BonusList defence = *stack->getBonuses(Selector::typeSubtype(BonusType::PRIMARY_SKILL, PrimarySkill::DEFENSE));			int oldDefenceValue = defence.totalValue();			defence.push_back(std::make_shared<Bonus>(defenseBonusToAdd));			defence.push_back(std::make_shared<Bonus>(bonus2));			int difference = defence.totalValue() - oldDefenceValue;			std::vector<Bonus> buffer;			if(difference == 0) //give replacement bonus for creatures not reaching 5 defense points (20% of def becomes 0)			{				difference = 1;				buffer.push_back(alternativeWeakCreatureBonus);			}			else			{				buffer.push_back(defenseBonusToAdd);			}			buffer.push_back(bonus2);			sse.toUpdate.push_back(std::make_pair(ba.stackNumber, buffer));			sendAndApply(&sse);			BattleLogMessage message;			MetaString text;			stack->addText(text, EMetaText::GENERAL_TXT, 120);			stack->addNameReplacement(text);			text.replaceNumber(difference);			message.lines.push_back(text);			sendAndApply(&message);			//don't break - we share code with next case		}		[[fallthrough]];	case EActionType::WAIT:		{			auto wrapper = wrapAction(ba);			break;		}	case EActionType::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 EActionType::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, EGameResID::GOLD) < cost)				complain("Not enough gold to surrender!");			else			{				giveResource(player, EGameResID::GOLD, -cost);				setBattleResult(BattleResult::SURRENDER, !ba.side); //surrendering side loses			}			break;		}	case EActionType::WALK_AND_ATTACK: //walk or attack		{			auto wrapper = wrapAction(ba);			if(!stack)			{				complain("No attacker");				ok = false;				break;			}			if(target.size() < 2)			{				complain("Two destinations required for attack action.");				ok = false;				break;			}			BattleHex attackPos = target.at(0).hexValue;			BattleHex destinationTile = target.at(1).hexValue;			const CStack * destinationStack = gs->curB->battleGetStackByPos(destinationTile, true);			if(!destinationStack)			{				complain("Invalid target to attack");				ok = false;				break;			}			BattleHex startingPos = stack->getPosition();			int distance = moveStack(ba.stackNumber, attackPos);			logGlobal->trace("%s will attack %s", stack->nodeName(), destinationStack->nodeName());			if(stack->getPosition() != attackPos				&& !(stack->doubleWide() && (stack->getPosition() == attackPos.cloneInDirection(stack->destShiftDir(), false)))				)			{				// we were not able to reach destination tile, nor occupy specified hex				// abort attack attempt, but treat this case as legal - we may have stepped onto a quicksands/mine				break;			}			if(destinationStack && stack->unitId() == destinationStack->unitId()) //we should just move, it will be handled by following check			{				destinationStack = nullptr;			}			if(!destinationStack)			{				complain("Unit can not attack itself");				ok = false;				break;			}			if(!CStack::isMeleeAttackPossible(stack, destinationStack))			{				complain("Attack cannot be performed!");				ok = false;				break;			}			//attack			int totalAttacks = stack->totalAttacks.getMeleeValue();			//TODO: move to CUnitState			const auto * attackingHero = gs->curB->battleGetFightingHero(ba.side);			if(attackingHero)			{				totalAttacks += attackingHero->valOfBonuses(BonusType::HERO_GRANTS_ATTACKS, stack->creatureIndex());			}			const bool firstStrike = destinationStack->hasBonusOfType(BonusType::FIRST_STRIKE);			const bool retaliation = destinationStack->ableToRetaliate();			for (int i = 0; i < totalAttacks; ++i)			{				//first strike				if(i == 0 && firstStrike && retaliation)				{					makeAttack(destinationStack, stack, 0, stack->getPosition(), true, false, true);				}				//move can cause death, eg. by walking into the moat, first strike can cause death or paralysis/petrification				if(stack->alive() && !stack->hasBonusOfType(BonusType::NOT_ACTIVE) && destinationStack->alive())				{					makeAttack(stack, destinationStack, (i ? 0 : distance), destinationTile, i==0, false, false);//no distance travelled on second attack				}				//counterattack				//we check retaliation twice, so if it unblocked during attack it will work only on next attack				if(stack->alive()					&& !stack->hasBonusOfType(BonusType::BLOCKS_RETALIATION)					&& (i == 0 && !firstStrike)					&& retaliation && destinationStack->ableToRetaliate())				{					makeAttack(destinationStack, stack, 0, stack->getPosition(), true, false, true);				}			}			//return			if(stack->hasBonusOfType(BonusType::RETURN_AFTER_STRIKE)				&& target.size() == 3				&& startingPos != stack->getPosition()				&& startingPos == target.at(2).hexValue				&& stack->alive())			{				moveStack(ba.stackNumber, startingPos);				//NOTE: curStack->unitId() == ba.stackNumber (rev 1431)			}			break;		}	case EActionType::SHOOT:		{			if(target.size() < 1)			{				complain("Destination required for shot action.");				ok = false;				break;			}			auto destination = target.at(0).hexValue;			const CStack * destinationStack = gs->curB->battleGetStackByPos(destination);			if (!gs->curB->battleCanShoot(stack, destination))			{				complain("Cannot shoot!");				break;			}			if (!destinationStack)			{				complain("No target to shoot!");				break;			}			auto wrapper = wrapAction(ba);			makeAttack(stack, destinationStack, 0, destination, true, true, false);			//ranged counterattack			if (destinationStack->hasBonusOfType(BonusType::RANGED_RETALIATION)				&& !stack->hasBonusOfType(BonusType::BLOCKS_RANGED_RETALIATION)				&& destinationStack->ableToRetaliate()				&& gs->curB->battleCanShoot(destinationStack, stack->getPosition())				&& stack->alive()) //attacker may have died (fire shield)			{				makeAttack(destinationStack, stack, 0, stack->getPosition(), true, true, true);			}			//allow more than one additional attack			int totalRangedAttacks = stack->totalAttacks.getRangedValue();			//TODO: move to CUnitState			const auto * attackingHero = gs->curB->battleGetFightingHero(ba.side);			if(attackingHero)			{				totalRangedAttacks += attackingHero->valOfBonuses(BonusType::HERO_GRANTS_ATTACKS, stack->creatureIndex());			}			for(int i = 1; i < totalRangedAttacks; ++i)			{				if(					stack->alive()					&& destinationStack->alive()					&& stack->shots.canUse()					)				{					makeAttack(stack, destinationStack, 0, destination, false, true, false);				}			}			break;		}	case EActionType::CATAPULT:		{			auto wrapper = wrapAction(ba);			const CStack * shooter = gs->curB->battleGetStackByID(ba.stackNumber);			std::shared_ptr<const Bonus> catapultAbility = stack->getBonusLocalFirst(Selector::type()(BonusType::CATAPULT));			if(!catapultAbility || catapultAbility->subtype < 0)			{				complain("We do not know how to shoot :P");			}			else			{				const CSpell * spell = SpellID(catapultAbility->subtype).toSpell();				spells::BattleCast parameters(gs->curB, shooter, spells::Mode::SPELL_LIKE_ATTACK, spell); //We can shot infinitely by catapult				auto shotLevel = stack->valOfBonuses(Selector::typeSubtype(BonusType::CATAPULT_EXTRA_SHOTS, catapultAbility->subtype));				parameters.setSpellLevel(shotLevel);				parameters.cast(spellEnv, target);			}			//finish by scope guard			break;		}		case EActionType::STACK_HEAL: //healing with First Aid Tent		{			auto wrapper = wrapAction(ba);			const CStack * healer = gs->curB->battleGetStackByID(ba.stackNumber);			if(target.size() < 1)			{				complain("Destination required for heal action.");				ok = false;				break;			}			const battle::Unit * destStack = nullptr;			std::shared_ptr<const Bonus> healerAbility = stack->getBonusLocalFirst(Selector::type()(BonusType::HEALER));			if(target.at(0).unitValue)				destStack = target.at(0).unitValue;			else				destStack = gs->curB->battleGetUnitByPos(target.at(0).hexValue);			if(healer == nullptr || destStack == nullptr || !healerAbility || healerAbility->subtype < 0)			{				complain("There is either no healer, no destination, or healer cannot heal :P");			}			else			{				const CSpell * spell = SpellID(healerAbility->subtype).toSpell();				spells::BattleCast parameters(gs->curB, healer, spells::Mode::SPELL_LIKE_ATTACK, spell); //We can heal infinitely by first aid tent				auto dest = battle::Destination(destStack, target.at(0).hexValue);				parameters.setSpellLevel(0);				parameters.cast(spellEnv, {dest});			}			break;		}		case EActionType::MONSTER_SPELL:		{			auto wrapper = wrapAction(ba);			const CStack * stack = gs->curB->battleGetStackByID(ba.stackNumber);			SpellID spellID = SpellID(ba.actionSubtype);			std::shared_ptr<const Bonus> randSpellcaster = stack->getBonus(Selector::type()(BonusType::RANDOM_SPELLCASTER));			std::shared_ptr<const Bonus> spellcaster = stack->getBonus(Selector::typeSubtype(BonusType::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();				spells::BattleCast parameters(gs->curB, stack, spells::Mode::CREATURE_ACTIVE, spell);				int32_t spellLvl = 0;				if(spellcaster)					vstd::amax(spellLvl, spellcaster->val);				if(randSpellcaster)					vstd::amax(spellLvl, randSpellcaster->val);				parameters.setSpellLevel(spellLvl);				parameters.cast(spellEnv, target);			}			break;		}	}	if(ba.actionType == EActionType::WAIT || ba.actionType == EActionType::DEFEND			|| ba.actionType == EActionType::SHOOT || ba.actionType == EActionType::MONSTER_SPELL)		handleObstacleTriggersForUnit(*spellEnv, *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 = false;		if(!getPlayerSettings(player)->isControlledByAI())	{		PlayerMessageClient temp_message(player, message);		sendAndApply(&temp_message);	}	std::vector<std::string> words;	boost::split(words, message, boost::is_any_of(" "));		bool isHost = false;	for(auto & c : connections[player])		if(lobby->isClientHost(c->connectionID))			isHost = true;		if(isHost && words.size() >= 2 && words[0] == "game")	{		if(words[1] == "exit" || words[1] == "quit" || words[1] == "end")		{			SystemMessage temp_message("game was terminated");			sendAndApply(&temp_message);			lobby->state = EServerState::SHUTDOWN;			return;		}		if(words.size() == 3 && words[1] == "save")		{			save("Saves/" + words[2]);			SystemMessage temp_message("game saved as " + words[2]);			sendAndApply(&temp_message);			return;		}		if(words.size() == 3 && words[1] == "kick")		{			auto playername = words[2];			PlayerColor playerToKick(PlayerColor::CANNOT_DETERMINE);			if(std::all_of(playername.begin(), playername.end(), ::isdigit))				playerToKick = PlayerColor(std::stoi(playername));			else			{				for(auto & c : connections)				{					if(c.first.getStr(false) == playername)						playerToKick = c.first;				}			}						if(playerToKick != PlayerColor::CANNOT_DETERMINE)			{				PlayerCheated pc;				pc.player = playerToKick;				pc.losingCheatCode = true;				sendAndApply(&pc);				checkVictoryLossConditionsForPlayer(playerToKick);			}			return;		}	}		int obj = 0;	if (words.size() == 2 && words[0] != "vcmiexp" && words[0] != "vcmiolorin")	{		obj = std::atoi(words[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(words.size() > 1 && (words[0] == "vcmiarmy" || words[0] == "vcminissi" || words[0] == "vcmiexp" || words[0] == "vcmiolorin"))	{		std::string cheatCodeWithOneParameter = std::string(words[0]) + " " + words[1];		handleCheatCode(cheatCodeWithOneParameter, player, hero, town, cheated);	}	else if (words.size() == 1 || obj)	{		handleCheatCode(words[0], player, hero, town, cheated);	}	else	{		for (const auto & i : gs->players)		{			if (i.first == PlayerColor::NEUTRAL)				continue;			if (words[1] == "ai")			{				if (i.second.human)					continue;			}			else if (words[1] != "all" && words[1] != i.first.getStr())				continue;			if (words[0] == "vcmiformenos" || words[0] == "vcmieagles" || words[0] == "vcmiungoliant"				|| words[0] == "vcmiresources" || words[0] == "vcmimap" || words[0] == "vcmihidemap")			{				handleCheatCode(words[0], i.first, nullptr, nullptr, cheated);			}			else if (words[0] == "vcmiarmenelos" || words[0] == "vcmibuild")			{				for (const auto & t : i.second.towns)				{					handleCheatCode(words[0], i.first, nullptr, t, cheated);				}			}			else			{				for (const auto & h : i.second.heroes)				{					handleCheatCode(words[0], i.first, h, nullptr, cheated);				}			}		}	}	if (cheated)	{		if(!getPlayerSettings(player)->isControlledByAI())		{			SystemMessage temp_message(VLC->generaltexth->allTexts[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 EActionType::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.actionSubtype).toSpell();			if (!s)			{				logGlobal->error("Wrong spell id (%d)!", ba.actionSubtype);				return false;			}			spells::BattleCast parameters(gs->curB, h, spells::Mode::HERO, s);			spells::detail::ProblemImpl problem;			auto m = s->battleMechanics(¶meters);			if(!m->canBeCast(problem))//todo: should we check aimed cast?			{				logGlobal->warn("Spell cannot be cast!");				std::vector<std::string> texts;				problem.getAll(texts);				for(auto s : texts)					logGlobal->warn(s);				return false;			}			StartAction start_action(ba);			sendAndApply(&start_action); //start spell casting			parameters.cast(spellEnv, ba.getTarget(gs->curB));			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()(BonusType::ENCHANTED)));	for(auto b : bl)	{		const CSpell * sp = SpellID(b->subtype).toSpell();		if(!sp)			continue;		const int32_t val = bl.valOfBonuses(Selector::typeSubtype(b->type, b->subtype));		const int32_t level = ((val > 3) ? (val - 3) : val);		spells::BattleCast battleCast(gs->curB, st, spells::Mode::PASSIVE, sp);		//this makes effect accumulate for at most 50 turns by default, but effect may be permanent and last till the end of battle		battleCast.setEffectDuration(50);		battleCast.setSpellLevel(level);		spells::Target target;		if(val > 3)		{			for(auto s : gs->curB->battleGetAllStacks())				if(battleMatchOwner(st, s, true) && s->isValidTarget()) //all allied					target.emplace_back(s);		}		else		{			target.emplace_back(st);		}		battleCast.applyEffects(spellEnv, target, false, true);	}}void CGameHandler::stackTurnTrigger(const CStack *st){	BattleTriggerEffect bte;	bte.stackID = st->unitId();	bte.effect = -1;	bte.val = 0;	bte.additionalInfo = 0;	if (st->alive())	{		//unbind		if (st->hasBonus(Selector::type()(BonusType::BIND_EFFECT)))		{			bool unbind = true;			BonusList bl = *(st->getBonuses(Selector::type()(BonusType::BIND_EFFECT)));			auto adjacent = gs->curB->battleAdjacentUnits(st);			for (auto b : bl)			{				if(b->additionalInfo != CAddInfo::NONE)				{					const CStack * stack = gs->curB->battleGetStackByID(b->additionalInfo[0]); //binding stack must be alive and adjacent					if(stack)					{						if(vstd::contains(adjacent, stack)) //binding stack is still present							unbind = false;					}				}				else				{					unbind = false;				}			}			if (unbind)			{				BattleSetStackProperty ssp;				ssp.which = BattleSetStackProperty::UNBIND;				ssp.stackID = st->unitId();				sendAndApply(&ssp);			}		}		if (st->hasBonusOfType(BonusType::POISON))		{			std::shared_ptr<const Bonus> b = st->getBonusLocalFirst(Selector::source(BonusSource::SPELL_EFFECT, SpellID::POISON).And(Selector::type()(BonusType::STACK_HEALTH)));			if (b) //TODO: what if not?...			{				bte.val = std::max (b->val - 10, -(st->valOfBonuses(BonusType::POISON)));				if (bte.val < b->val) //(negative) poison effect increases - update it				{					bte.effect = vstd::to_underlying(BonusType::POISON);					sendAndApply(&bte);				}			}		}		if(st->hasBonusOfType(BonusType::MANA_DRAIN) && !st->drainedMana)		{			const PlayerColor opponent = gs->curB->otherPlayer(gs->curB->battleGetOwner(st));			const CGHeroInstance * opponentHero = gs->curB->getHero(opponent);			if(opponentHero)			{				ui32 manaDrained = st->valOfBonuses(BonusType::MANA_DRAIN);				vstd::amin(manaDrained, opponentHero->mana);				if(manaDrained)				{					bte.effect = vstd::to_underlying(BonusType::MANA_DRAIN);					bte.val = manaDrained;					bte.additionalInfo = opponentHero->id.getNum(); //for sanity					sendAndApply(&bte);				}			}		}		if (st->isLiving() && !st->hasBonusOfType(BonusType::FEARLESS))		{			bool fearsomeCreature = false;			for (CStack * stack : gs->curB->stacks)			{				if (battleMatchOwner(st, stack) && stack->alive() && stack->hasBonusOfType(BonusType::FEAR))				{					fearsomeCreature = true;					break;				}			}			if (fearsomeCreature)			{				if (getRandomGenerator().nextInt(99) < 10) //fixed 10%				{					bte.effect = vstd::to_underlying(BonusType::FEAR);					sendAndApply(&bte);				}			}		}		BonusList bl = *(st->getBonuses(Selector::type()(BonusType::ENCHANTER)));		int side = gs->curB->whatSide(st->unitOwner());		if(st->canCast() && gs->curB->battleGetEnchanterCounter(side) == 0)		{			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();				});				spells::BattleCast parameters(gs->curB, st, spells::Mode::ENCHANTER, spell);				parameters.setSpellLevel(bonus->val);				parameters.massive = true;				parameters.smart = true;				//todo: recheck effect level				if(parameters.castIfPossible(spellEnv, spells::Target(1, spells::Destination())))				{					cast = true;					int cooldown = bonus->additionalInfo[0];					BattleSetStackProperty ssp;					ssp.which = BattleSetStackProperty::ENCHANTER_COUNTER;					ssp.absolute = false;					ssp.val = cooldown;					ssp.stackID = st->unitId();					sendAndApply(&ssp);				}			}		}	}}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 = getPlayerState(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.appendRawString(ev.message);				for (int i=0; i<ev.resources.size(); i++)				{					if (ev.resources[i]) //if resource is changed, we add it to the dialog						iw.components.emplace_back(Component::EComponentType::RESOURCE,i,ev.resources[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 = getPlayerState(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.appendRawString(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[i] && pinfo->resources[i] != n.res.at(player)[i]) //if resource had changed, we add it to the dialog						iw.components.emplace_back(Component::EComponentType::RESOURCE,i,n.res.at(player)[i]-was[i],0);			}			for (auto & i : ev.buildings)			{				if (!town->hasBuilt(i))				{					buildStructure(town->id, i, true);					iw.components.emplace_back(Component::EComponentType::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.emplace_back(Component::EComponentType::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 = EOpenWindowMode::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 - usually picking from top garison (from o1 to o2), but who knows		auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o1->tempOwner));		if (!dialog)		{			dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o2->tempOwner));		}		if (dialog)		{			auto topArmy = dialog->exchangingArmies.at(0);			auto bottomArmy = dialog->exchangingArmies.at(1);			if ((topArmy == o1 && bottomArmy == o2) || (bottomArmy == o1 && topArmy == o2))				return true;		}	}	return false;}void CGameHandler::objectVisited(const CGObjectInstance * obj, const CGHeroInstance * h){	using events::ObjectVisitStarted;	logGlobal->debug("%s visits %s (%d:%d)", h->nodeName(), obj->getObjectName(), obj->ID, obj->subID);	std::shared_ptr<CObjectVisitQuery> visitQuery;	auto startVisit = [&](ObjectVisitStarted & event)	{		auto visitedObject = obj;		if(obj->ID == Obj::HERO)		{			auto visitedHero = static_cast<const CGHeroInstance *>(obj);			const auto visitedTown = visitedHero->visitedTown;			if(visitedTown)			{				const bool isEnemy = visitedHero->getOwner() != h->getOwner();				if(isEnemy && !visitedTown->isBattleOutsideTown(visitedHero))					visitedObject = visitedTown;			}		}		visitQuery = std::make_shared<CObjectVisitQuery>(this, visitedObject, h, visitedObject->visitablePos());		queries.addQuery(visitQuery); //TODO real visit pos		HeroVisit hv;		hv.objId = obj->id;		hv.heroId = h->id;		hv.player = h->tempOwner;		hv.starting = true;		sendAndApply(&hv);		obj->onHeroVisit(h);	};	ObjectVisitStarted::defaultExecute(serverEventBus.get(), startVisit, h->tempOwner, h->id, obj->id);	if(visitQuery)		queries.popIfTop(visitQuery); //visit ends here if no queries were created}void CGameHandler::objectVisitEnded(const CObjectVisitQuery & query){	using events::ObjectVisitEnded;	logGlobal->debug("%s visit ends.\n", query.visitingHero->nodeName());	auto endVisit = [&](ObjectVisitEnded & event)	{		HeroVisit hv;		hv.player = event.getPlayer();		hv.heroId = event.getHero();		hv.starting = false;		sendAndApply(&hv);	};	//TODO: ObjectVisitEnded should also have id of visited object,	//but this requires object being deleted only by `removeAfterVisit()` but not `removeObject()`	ObjectVisitEnded::defaultExecute(serverEventBus.get(), endVisit, query.players.front(), query.visitingHero->id);}bool CGameHandler::buildBoat(ObjectInstanceID objid, PlayerColor playerID){	const IShipyard *obj = IShipyard::castFrom(getObj(objid));	if (obj->shipyardStatus() != IBoatGenerator::GOOD)	{		complain("Cannot build boat in this shipyard!");		return false;	}	TResources boatCost;	obj->getBoatCost(boatCost);	TResources aviable = getPlayerState(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().getNum();	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 (getPlayerState(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 = getPlayerState(player);	if(!p || 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 && getPlayerState(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)			{				lobby->state = EServerState::GAMEPLAY_ENDED;			}		}		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 (getPlayerState(pc)->status == EPlayerStatus::INGAME)				{					InfoWindow iw;					getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw);					iw.player = pc;					sendAndApply(&iw);				}			}			checkVictoryLossConditions(playerColors);		}		auto playerInfo = getPlayerState(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 = victoryLossCheckResult.messageToOthers;	out.text.replaceLocalString(EMetaText::COLOR, player.getNum());	out.components.emplace_back(Component::EComponentType::FLAG, player.getNum(), 0, 0);}bool CGameHandler::dig(const CGHeroInstance *h){	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->visitablePos();	no.subID = 0;	sendAndApply(&no);	//take MPs	SetMovePoints smp;	smp.hid = h->id;	smp.val = 0;	sendAndApply(&smp);	InfoWindow iw;	iw.type = EInfoWindowMode::AUTO;	iw.player = h->tempOwner;	if (gs->map->grailPos == h->visitablePos())	{		iw.text.appendLocalString(EMetaText::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "		iw.text.appendLocalString(EMetaText::ART_NAMES, ArtifactID::GRAIL);		iw.soundID = soundBase::ULTIMATEARTIFACT;		giveHeroNewArtifact(h, VLC->arth->objects[ArtifactID::GRAIL], ArtifactPosition::FIRST_AVAILABLE); //give grail		sendAndApply(&iw);		iw.soundID = soundBase::invalid;		iw.components.emplace_back(Component::EComponentType::ARTIFACT, ArtifactID::GRAIL, 0, 0);		iw.text.clear();		iw.text.appendLocalString(EMetaText::ART_DESCR, ArtifactID::GRAIL);		sendAndApply(&iw);	}	else	{		iw.text.appendLocalString(EMetaText::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"		iw.soundID = soundBase::Dig;		sendAndApply(&iw);	}	return true;}void CGameHandler::attackCasting(bool ranged, BonusType attackMode, const battle::Unit * attacker, const battle::Unit * defender){	if(attacker->hasBonusOfType(attackMode))	{		std::set<SpellID> spellsToCast;		TConstBonusListPtr spells = attacker->getBonuses(Selector::type()(attackMode));		for(const auto & sf : *spells)		{			spellsToCast.insert(SpellID(sf->subtype));		}		for(SpellID spellID : spellsToCast)		{			bool castMe = false;			if(!defender->alive())			{				logGlobal->debug("attackCasting: all attacked creatures have been killed");				return;			}			int32_t spellLevel = 0;			TConstBonusListPtr spellsByType = attacker->getBonuses(Selector::typeSubtype(attackMode, spellID));			for(const auto & sf : *spellsByType)			{				int meleeRanged;				if(sf->additionalInfo.size() < 2)				{					// legacy format					vstd::amax(spellLevel, sf->additionalInfo[0] % 1000);					meleeRanged = sf->additionalInfo[0] / 1000;				}				else				{					vstd::amax(spellLevel, sf->additionalInfo[0]);					meleeRanged = sf->additionalInfo[1];				}				if (meleeRanged == 0 || (meleeRanged == 1 && ranged) || (meleeRanged == 2 && !ranged))					castMe = true;			}			int chance = attacker->valOfBonuses((Selector::typeSubtype(attackMode, spellID)));			vstd::amin(chance, 100);			const CSpell * spell = SpellID(spellID).toSpell();			spells::AbilityCaster caster(attacker, spellLevel);			spells::Target target;			target.emplace_back(defender);			spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);			auto m = spell->battleMechanics(¶meters);			spells::detail::ProblemImpl ignored;			if(!m->canBeCastAt(target, ignored))				continue;			//check if spell should be cast (probability handling)			if(getRandomGenerator().nextInt(99) >= chance)				continue;			//casting			if(castMe)			{				parameters.cast(spellEnv, target);			}		}	}}void CGameHandler::handleAttackBeforeCasting(bool ranged, const CStack * attacker, const CStack * defender){	attackCasting(ranged, BonusType::SPELL_BEFORE_ATTACK, attacker, defender); //no death stare / acid breath needed?}void CGameHandler::handleAfterAttackCasting(bool ranged, const CStack * attacker, const CStack * defender){	if(!attacker->alive() || !defender->alive()) // can be already dead		return;	attackCasting(ranged, BonusType::SPELL_AFTER_ATTACK, attacker, defender);	if(!defender->alive())	{		//don't try death stare or acid breath on dead stack (crash!)		return;	}	if(attacker->hasBonusOfType(BonusType::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(BonusType::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 = static_cast<int>((attacker->getCount() + cap - 1) / cap); //not much more than chance * count		vstd::amin(staredCreatures, maxToKill);		staredCreatures += (attacker->level() * attacker->valOfBonuses(BonusType::DEATH_STARE, 1)) / defender->level();		if(staredCreatures)		{			//TODO: death stare was not originally available for multiple-hex attacks, but...			const CSpell * spell = SpellID(SpellID::DEATH_STARE).toSpell();			spells::AbilityCaster caster(attacker, 0);			spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);			spells::Target target;			target.emplace_back(defender);			parameters.setEffectValue(staredCreatures);			parameters.cast(spellEnv, target);		}	}	if(!defender->alive())		return;	int64_t acidDamage = 0;	TConstBonusListPtr acidBreath = attacker->getBonuses(Selector::type()(BonusType::ACID_BREATH));	for(const auto & b : *acidBreath)	{		if(b->additionalInfo[0] > getRandomGenerator().nextInt(99))			acidDamage += b->val;	}	if(acidDamage > 0)	{		const CSpell * spell = SpellID(SpellID::ACID_BREATH_DAMAGE).toSpell();		spells::AbilityCaster caster(attacker, 0);		spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);		spells::Target target;		target.emplace_back(defender);		parameters.setEffectValue(acidDamage * attacker->getCount());		parameters.cast(spellEnv, target);	}	if(!defender->alive())		return;	if(attacker->hasBonusOfType(BonusType::TRANSMUTATION) && defender->isLiving()) //transmutation mechanics, similar to WoG werewolf ability	{		double chanceToTrigger = attacker->valOfBonuses(BonusType::TRANSMUTATION) / 100.0f;		vstd::amin(chanceToTrigger, 1); //cap at 100%		if(getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)			return;		int bonusAdditionalInfo = attacker->getBonus(Selector::type()(BonusType::TRANSMUTATION))->additionalInfo[0];		if(defender->unitType()->getId() == bonusAdditionalInfo ||			(bonusAdditionalInfo == CAddInfo::NONE && defender->unitType()->getId() == attacker->unitType()->getId()))			return;		battle::UnitInfo resurrectInfo;		resurrectInfo.id = gs->curB->battleNextUnitId();		resurrectInfo.summoned = false;		resurrectInfo.position = defender->getPosition();		resurrectInfo.side = defender->unitSide();		if(bonusAdditionalInfo != CAddInfo::NONE)			resurrectInfo.type = CreatureID(bonusAdditionalInfo);		else			resurrectInfo.type = attacker->creatureId();		if(attacker->hasBonusOfType((BonusType::TRANSMUTATION), 0))			resurrectInfo.count = std::max((defender->getCount() * defender->getMaxHealth()) / resurrectInfo.type.toCreature()->getMaxHealth(), 1u);		else if (attacker->hasBonusOfType((BonusType::TRANSMUTATION), 1))			resurrectInfo.count = defender->getCount();		else			return; //wrong subtype		BattleUnitsChanged addUnits;		addUnits.changedStacks.emplace_back(resurrectInfo.id, UnitChanges::EOperation::ADD);		resurrectInfo.save(addUnits.changedStacks.back().data);		BattleUnitsChanged removeUnits;		removeUnits.changedStacks.emplace_back(defender->unitId(), UnitChanges::EOperation::REMOVE);		sendAndApply(&removeUnits);		sendAndApply(&addUnits);	}	if(attacker->hasBonusOfType(BonusType::DESTRUCTION, 0) || attacker->hasBonusOfType(BonusType::DESTRUCTION, 1))	{		double chanceToTrigger = 0;		int amountToDie = 0;		if(attacker->hasBonusOfType(BonusType::DESTRUCTION, 0)) //killing by percentage		{			chanceToTrigger = attacker->valOfBonuses(BonusType::DESTRUCTION, 0) / 100.0f;			int percentageToDie = attacker->getBonus(Selector::type()(BonusType::DESTRUCTION).And(Selector::subtype()(0)))->additionalInfo[0];			amountToDie = static_cast<int>(defender->getCount() * percentageToDie * 0.01f);		}		else if(attacker->hasBonusOfType(BonusType::DESTRUCTION, 1)) //killing by count		{			chanceToTrigger = attacker->valOfBonuses(BonusType::DESTRUCTION, 1) / 100.0f;			amountToDie = attacker->getBonus(Selector::type()(BonusType::DESTRUCTION).And(Selector::subtype()(1)))->additionalInfo[0];		}		vstd::amin(chanceToTrigger, 1); //cap trigger chance at 100%		if(getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)			return;		BattleStackAttacked bsa;		bsa.attackerID = -1;		bsa.stackAttacked = defender->unitId();		bsa.damageAmount = amountToDie * defender->getMaxHealth();		bsa.flags = BattleStackAttacked::SPELL_EFFECT;		bsa.spellID = SpellID::SLAYER;		defender->prepareAttacked(bsa, getRandomGenerator());		StacksInjured si;		si.stacks.push_back(bsa);		sendAndApply(&si);		sendGenericKilledLog(defender, bsa.killedAmount, false);	}}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, const std::vector<SlotID> & slot, const std::vector<ui32> & count){	if (!hero)		COMPLAIN_RET("You need hero to sacrifice creature!");	int expSum = 0;	auto finish = [this, &hero, &expSum]()	{		changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));	};	for(int i = 0; i < slot.size(); ++i)	{		int oldCount = hero->getStackCount(slot[i]);		if(oldCount < (int)count[i])		{			finish();			COMPLAIN_RET("Not enough creatures to sacrifice!")		}		else if(oldCount == count[i] && hero->stacksCount() == 1 && hero->needsLastStack())		{			finish();			COMPLAIN_RET("Cannot sacrifice last creature!");		}		int crid = hero->getStack(slot[i]).type->getId();		changeStackCount(StackLocation(hero, slot[i]), -(TQuantity)count[i]);		int dump, exp;		market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);		exp *= count[i];		expSum += exp;	}	finish();	return true;}bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, const std::vector<ArtifactPosition> & slot){	if (!hero)		COMPLAIN_RET("You need hero to sacrifice artifact!");	int expSum = 0;	auto finish = [this, &hero, &expSum]()	{		changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));	};	for(int i = 0; i < slot.size(); ++i)	{		ArtifactLocation al(hero, slot[i]);		const CArtifactInstance * a = al.getArt();		if(!a)		{			finish();			COMPLAIN_RET("Cannot find artifact to sacrifice!");		}		const CArtifactInstance * art = hero->getArt(slot[i]);		if(!art)		{			finish();			COMPLAIN_RET("No artifact at position to sacrifice!");		}		si32 typId = art->artType->getId();		int dmp, expToGive;		m->getOffer(typId, 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);		expSum += expToGive;		removeArtifact(al);	}	finish();	return true;}void CGameHandler::makeStackDoNothing(const CStack * next){	BattleAction doNothing;	doNothing.actionType = EActionType::NO_ACTION;	doNothing.side = next->unitSide();	doNothing.stackNumber = next->unitId();	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.army = sl.army->id;	ins.slot = sl.slot;	ins.type = c->getId();	ins.count = 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.army = sl.army->id;	es.slot = sl.slot;	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.army = sl.army->id;		csc.slot = sl.slot;		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->getNamePluralTranslated() + " 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.srcArmy = src.army->id;	rs.dstArmy = dst.army->id;	rs.srcSlot = src.slot;	rs.dstSlot = dst.slot;	rs.count = count;	sendAndApply(&rs);	return true;}void CGameHandler::castSpell(const spells::Caster * caster, SpellID spellID, const int3 &pos){	const CSpell * s = spellID.toSpell();	if(!s)		return;	AdventureSpellCastParameters p;	p.caster = caster;	p.pos = pos;	s->adventureCast(spellEnv, p);}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.srcArmy = sl1.army->id;		ss.dstArmy = sl2.army->id;		ss.srcSlot = sl1.slot;		ss.dstSlot = sl2.slot;		sendAndApply(&ss);		return true;	}}void CGameHandler::runBattle(){	setBattle(gs->curB);	assert(gs->curB);	//TODO: pre-tactic stuff, call scripts etc.	//Moat should be initialized here, because only here we can use spellcasting	if (gs->curB->town && gs->curB->town->fortLevel() >= CGTownInstance::CITADEL)	{		const auto * h = gs->curB->battleGetFightingHero(BattleSide::DEFENDER);		const auto * actualCaster = h ? static_cast<const spells::Caster*>(h) : nullptr;		auto moatCaster = spells::SilentCaster(gs->curB->getSidePlayer(BattleSide::DEFENDER), actualCaster);		auto cast = spells::BattleCast(gs->curB, &moatCaster, spells::Mode::PASSIVE, gs->curB->town->town->moatAbility.toSpell());		auto target = spells::Target();		cast.cast(spellEnv, target);	}	//tactic round	{		while ((lobby->state != EServerState::SHUTDOWN) && 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(BonusType::SUMMON_GUARDIANS))		{			std::shared_ptr<const Bonus> summonInfo = stack->getBonus(Selector::type()(BonusType::SUMMON_GUARDIANS));			auto accessibility = getAccesibility();			CreatureID creatureData = CreatureID(summonInfo->subtype);			std::vector<BattleHex> targetHexes;			const bool targetIsBig = stack->unitType()->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->getPosition(), stack->unitSide(), targetIsBig);			for(auto hex : targetHexes)			{				if(accessibility.accessible(hex, guardianIsBig, stack->unitSide())) //without this multiple creatures can occupy one hex				{					battle::UnitInfo info;					info.id = gs->curB->battleNextUnitId();					info.count =  std::max(1, (int)(stack->getCount() * 0.01 * summonInfo->val));					info.type = creatureData;					info.side = stack->unitSide();					info.position = hex;					info.summoned = true;					BattleUnitsChanged pack;					pack.changedStacks.emplace_back(info.id, UnitChanges::EOperation::ADD);					info.save(pack.changedStacks.back().data);					sendAndApply(&pack);				}			}		}		stackEnchantedTrigger(stack);	}	//spells opening battle	for (int i = 0; i < 2; ++i)	{		auto h = gs->curB->battleGetFightingHero(i);		if (h)		{			TConstBonusListPtr bl = h->getBonuses(Selector::type()(BonusType::OPENING_BATTLE_SPELL));			for (auto b : *bl)			{				spells::BonusCaster caster(h, b);				const CSpell * spell = SpellID(b->subtype).toSpell();				spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);				parameters.setSpellLevel(3);				parameters.setEffectDuration(b->val);				parameters.massive = true;				parameters.castIfPossible(spellEnv, spells::Target());			}		}	}	// it is possible that due to opening spells one side was eliminated -> check for end of battle	checkBattleStateChanges();	bool firstRound = true;//FIXME: why first round is -1?	//main loop	while ((lobby->state != EServerState::SHUTDOWN) && !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		auto getNextStack = [this]() -> const CStack *		{			if(battleResult.get())				return nullptr;			std::vector<battle::Units> q;			gs->curB->battleGetTurnOrder(q, 1, 0, -1); //todo: get rid of "turn -1"			if(!q.empty())			{				if(!q.front().empty())				{					auto next = q.front().front();					const auto stack = dynamic_cast<const CStack *>(next);					// regeneration takes place before everything else but only during first turn attempt in each round					// also works under blind and similar effects					if(stack && stack->alive() && !stack->waiting)					{						BattleTriggerEffect bte;						bte.stackID = stack->unitId();						bte.effect = vstd::to_underlying(BonusType::HP_REGENERATION);						const int32_t lostHealth = stack->getMaxHealth() - stack->getFirstHPleft();						if(stack->hasBonusOfType(BonusType::HP_REGENERATION))							bte.val = std::min(lostHealth, stack->valOfBonuses(BonusType::HP_REGENERATION));						if(bte.val) // anything to heal							sendAndApply(&bte);					}					if(next->willMove())						return stack;				}			}			return nullptr;		};		const CStack * next = nullptr;		while((lobby->state != EServerState::SHUTDOWN) && (next = getNextStack()))		{			BattleUnitsChanged removeGhosts;			for(auto stack : curB.stacks)			{				if(stack->ghostPending)					removeGhosts.changedStacks.emplace_back(stack->unitId(), UnitChanges::EOperation::REMOVE);			}			if(!removeGhosts.changedStacks.empty())				sendAndApply(&removeGhosts);			// check for bad morale => freeze			int nextStackMorale = next->moraleVal();			if(!next->hadMorale && !next->waited() && nextStackMorale < 0)			{				auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_BAD_MORALE_DICE);				size_t diceIndex = std::min<size_t>(diceSize.size()-1, -nextStackMorale);				if(diceSize.size() > 0 && getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)				{					//unit loses its turn - empty freeze action					BattleAction ba;					ba.actionType = EActionType::BAD_MORALE;					ba.side = next->unitSide();					ba.stackNumber = next->unitId();					makeAutomaticAction(next, ba);					continue;				}			}			if (next->hasBonusOfType(BonusType::ATTACKS_NEAREST_CREATURE)) //while in berserk			{				logGlobal->trace("Handle Berserk effect");				std::pair<const battle::Unit *, BattleHex> attackInfo = curB.getNearestStack(next);				if (attackInfo.first != nullptr)				{					BattleAction attack;					attack.actionType = EActionType::WALK_AND_ATTACK;					attack.side = next->unitSide();					attack.stackNumber = next->unitId();					attack.aimToHex(attackInfo.second);					attack.aimToUnit(attackInfo.first);					makeAutomaticAction(next, attack);					logGlobal->trace("Attacked nearest target %s", attackInfo.first->getDescription());				}				else				{					makeStackDoNothing(next);					logGlobal->trace("No target found");				}				continue;			}			const CGHeroInstance * curOwner = battleGetOwnerHero(next);			const int stackCreatureId = next->unitType()->getId();			if ((stackCreatureId == CreatureID::ARROW_TOWERS || stackCreatureId == CreatureID::BALLISTA)				&& (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(BonusType::MANUAL_CONTROL, stackCreatureId)))			{				BattleAction attack;				attack.actionType = EActionType::SHOOT;				attack.side = next->unitSide();				attack.stackNumber = next->unitId();				//TODO: select target by priority				const battle::Unit * target = nullptr;				for(auto & elem : gs->curB->stacks)				{					if(elem->unitType()->getId() != CreatureID::CATAPULT						&& elem->unitOwner() != next->unitOwner()						&& elem->isValidTarget()						&& gs->curB->battleCanShoot(next, elem->getPosition()))					{						target = elem;						break;					}				}				if(target == nullptr)				{					makeStackDoNothing(next);				}				else				{					attack.aimToUnit(target);					makeAutomaticAction(next, attack);				}				continue;			}			if (next->unitType()->getId() == CreatureID::CATAPULT)			{				const auto & attackableBattleHexes = curB.getAttackableBattleHexes();				if (attackableBattleHexes.empty())				{					makeStackDoNothing(next);					continue;				}				if (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(BonusType::MANUAL_CONTROL, CreatureID::CATAPULT))				{					BattleAction attack;					attack.actionType = EActionType::CATAPULT;					attack.side = next->unitSide();					attack.stackNumber = next->unitId();					makeAutomaticAction(next, attack);					continue;				}			}			if (next->unitType()->getId() == CreatureID::FIRST_AID_TENT)			{				TStacks possibleStacks = battleGetStacksIf([=](const CStack * s)				{					return s->unitOwner() == next->unitOwner() && s->canBeHealed();				});				if (!possibleStacks.size())				{					makeStackDoNothing(next);					continue;				}				if (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(BonusType::MANUAL_CONTROL, CreatureID::FIRST_AID_TENT))				{					RandomGeneratorUtil::randomShuffle(possibleStacks, getRandomGenerator());					const CStack * toBeHealed = possibleStacks.front();					BattleAction heal;					heal.actionType = EActionType::STACK_HEAL;					heal.aimToUnit(toBeHealed);					heal.side = next->unitSide();					heal.stackNumber = next->unitId();					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(next->fear)					{						makeStackDoNothing(next); //end immediately if stack was affected by fear					}					else					{						logGlobal->trace("Activating %s", next->nodeName());						auto nextId = next->unitId();						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 ((lobby->state != EServerState::SHUTDOWN) && !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( !battleResult.get()						&& !next->hadMorale						&& !next->defending						&& !next->waited()						&& !next->fear						&& next->alive()						&& nextStackMorale > 0)					{						auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_GOOD_MORALE_DICE);						size_t diceIndex = std::min<size_t>(diceSize.size()-1, nextStackMorale);						if(diceSize.size() > 0 && getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)						{							BattleTriggerEffect bte;							bte.stackID = next->unitId();							bte.effect = vstd::to_underlying(BonusType::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;	}	if (lobby->state != EServerState::SHUTDOWN)		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->unitId();	bsa.askPlayerInterface = false;	sendAndApply(&bsa);	bool ret = makeBattleAction(ba);	checkBattleStateChanges();	return ret;}bool CGameHandler::giveHeroArtifact(const CGHeroInstance * h, const CArtifactInstance * a, ArtifactPosition pos){	assert(a->artType);	ArtifactLocation al(h, ArtifactPosition::PRE_FIRST);	if(pos == ArtifactPosition::FIRST_AVAILABLE)	{		al.slot = ArtifactUtils::getArtAnyPosition(h, a->getTypeId());	}	else if(ArtifactUtils::isSlotBackpack(pos))	{		al.slot = ArtifactUtils::getArtBackpackPosition(h, a->getTypeId());	}	else	{		al.slot = pos;	}	if(a->canBePutAt(al))		putArtifact(al, a);	else		return false;	return true;}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 * artType, ArtifactPosition pos){	assert(artType);	if(pos == ArtifactPosition::FIRST_AVAILABLE)	{		if(!artType->canBePutAt(h, ArtifactUtils::getArtAnyPosition(h, artType->getId())))			COMPLAIN_RET("Cannot put artifact in that slot!");	}	else if(ArtifactUtils::isSlotBackpack(pos))	{		if(!artType->canBePutAt(h, ArtifactUtils::getArtBackpackPosition(h, artType->getId())))			COMPLAIN_RET("Cannot put artifact in that slot!");	}	else	{		COMPLAIN_RET_FALSE_IF(!artType->canBePutAt(h, pos, false), "Cannot put artifact in that slot!");	}	CArtifactInstance * newArtInst = nullptr;	if(artType->canBeDisassembled())		newArtInst = new CCombinedArtifactInstance();	else		newArtInst = new CArtifactInstance();	newArtInst->artType = artType; // *NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply	NewArtifact na;	na.art = newArtInst;	sendAndApply(&na); // -> updates a!!!, will create a on other machines	if(giveHeroArtifact(h, newArtInst, pos))		return true;	else		return false;}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::spawnWanderingMonsters(CreatureID creatureID){	std::vector<int3>::iterator tile;	std::vector<int3> tiles;	getFreeTiles(tiles);	ui32 amount = (ui32)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->objects.at(creatureID);	for (int i = 0; i < (int)amount; ++i)	{		tile = tiles.begin();		logGlobal->trace("\tSpawning monster at %s", tile->toString());		{			auto count = cre->getRandomAmount(std::rand);			auto monsterId  = putNewObject(Obj::MONSTER, creatureID, *tile);			setObjProperty(monsterId, ObjProperty::MONSTER_COUNT, count);			setObjProperty(monsterId, ObjProperty::MONSTER_POWER, (si64)1000*count);		}		tiles.erase(tile); //not use it again	}}void CGameHandler::handleCheatCode(std::string & cheat, PlayerColor player, const CGHeroInstance * hero, const CGTownInstance * town, bool & cheated){	//Make cheat case-insensitive	std::transform(cheat.begin(), cheat.end(), cheat.begin(), [](unsigned char c){ return std::tolower(c); });		if (cheat == "vcmiistari" || cheat == "vcmispells")	{		cheated = true;		if (!hero) return;		///Give hero spellbook		if (!hero->hasSpellbook())			giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);		///Give all spells with bonus (to allow banned spells)		GiveBonus giveBonus(GiveBonus::ETarget::HERO);		giveBonus.id = hero->id.getNum();		giveBonus.bonus = Bonus(BonusDuration::PERMANENT, BonusType::SPELLS_OF_LEVEL, BonusSource::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" || cheat == "vcmibuild")	{		cheated = true;		if (!town) return;		///Build all buildings in selected town		for (auto & build : town->town->buildings)		{			if (!town->hasBuilt(build.first)				&& !build.second->getNameTranslated().empty()				&& build.first != BuildingID::SHIP)			{				buildStructure(town->id, build.first, true);			}		}	}	else if (cheat == "vcmiainur" || cheat == "vcmiangband" || cheat == "vcmiglaurung" || cheat == "vcmiarchangel"		|| cheat == "vcmiblackknight" || cheat == "vcmicrystal" || cheat == "vcmiazure" || cheat == "vcmifaerie")	{		cheated = true;		if (!hero) return;		///Gives N creatures into each slot		std::map<std::string, std::pair<std::string, int>> creatures;		creatures.insert(std::make_pair("vcmiainur", std::make_pair("archangel", 5))); //5 archangels		creatures.insert(std::make_pair("vcmiangband", std::make_pair("blackKnight", 10))); //10 black knights		creatures.insert(std::make_pair("vcmiglaurung", std::make_pair("crystalDragon", 5000))); //5000 crystal dragons		creatures.insert(std::make_pair("vcmiarchangel", std::make_pair("archangel", 5))); //5 archangels		creatures.insert(std::make_pair("vcmiblackknight", std::make_pair("blackKnight", 10))); //10 black knights		creatures.insert(std::make_pair("vcmicrystal", std::make_pair("crystalDragon", 5000))); //5000 crystal dragons		creatures.insert(std::make_pair("vcmiazure", std::make_pair("azureDragon", 5000))); //5000 azure dragons		creatures.insert(std::make_pair("vcmifaerie", std::make_pair("fairieDragon", 5000))); //5000 faerie dragons		const int32_t creatureIdentifier = VLC->modh->identifiers.getIdentifier(CModHandler::scopeGame(), "creature", creatures[cheat].first, false).value();		const CCreature * creature = VLC->creh->objects.at(creatureIdentifier);		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 (boost::starts_with(cheat, "vcmiarmy") || boost::starts_with(cheat, "vcminissi"))	{		cheated = true;		if (!hero) return;		std::vector<std::string> words;		boost::split(words, cheat, boost::is_any_of(" "));		if(words.size() < 2)			return;		std::string creatureIdentifier = words[1];		std::optional<int32_t> creatureId = VLC->modh->identifiers.getIdentifier(CModHandler::scopeGame(), "creature", creatureIdentifier, false);		if(creatureId.has_value())		{			const auto * creature = CreatureID(creatureId.value()).toCreature();			for (int i = 0; i < GameConstants::ARMY_SIZE; i++)				if (!hero->hasStackAtSlot(SlotID(i)))					insertNewStack(StackLocation(hero, SlotID(i)), creature, 5 * std::pow(10, i));		}	}	else if (cheat == "vcminoldor" || cheat == "vcmimachines")	{		cheated = true;		if (!hero) return;		///Give all war machines to hero		if (!hero->getArt(ArtifactPosition::MACH1))			giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::BALLISTA], ArtifactPosition::MACH1);		if (!hero->getArt(ArtifactPosition::MACH2))			giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::AMMO_CART], ArtifactPosition::MACH2);		if (!hero->getArt(ArtifactPosition::MACH3))			giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::FIRST_AID_TENT], ArtifactPosition::MACH3);	}	else if (cheat == "vcmiforgeofnoldorking" || cheat == "vcmiartifacts")	{		cheated = true;		if (!hero) return;		///Give hero all artifacts except war machines, spell scrolls and spell book		for(int g = 7; g < VLC->arth->objects.size(); ++g) //including artifacts from mods		{			if(VLC->arth->objects[g]->canBePutAt(hero))				giveHeroNewArtifact(hero, VLC->arth->objects[g], ArtifactPosition::FIRST_AVAILABLE);		}	}	else if (cheat == "vcmiglorfindel" || cheat == "vcmilevel")	{		cheated = true;		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 (boost::starts_with(cheat, "vcmiexp") || boost::starts_with(cheat, "vcmiolorin"))	{		cheated = true;		if (!hero) return;		std::vector<std::string> words;		boost::split(words, cheat, boost::is_any_of(" "));		if(words.size() < 2)			return;		std::string expAmount = words[1];		long expAmountProcessed = 0;		try		{			expAmountProcessed = std::stol(expAmount);		}		catch(std::exception&)		{			logGlobal->error("Could not parse experience amount for vcmiexp cheat");		}		if(expAmountProcessed > 1)		{			changePrimSkill(hero, PrimarySkill::EXPERIENCE, expAmountProcessed);		}	}	else if (cheat == "vcminahar" || cheat == "vcmimove")	{		cheated = true;		if (!hero) return;		///Give 1000000 movement points to hero		SetMovePoints smp;		smp.hid = hero->id;		smp.val = 1000000;		sendAndApply(&smp);		GiveBonus gb(GiveBonus::ETarget::HERO);		gb.bonus.type = BonusType::FREE_SHIP_BOARDING;		gb.bonus.duration = BonusDuration::ONE_DAY;		gb.bonus.source = BonusSource::OTHER;		gb.id = hero->id.getNum();		giveHeroBonus(&gb);	}	else if (cheat == "vcmiformenos" || cheat == "vcmiresources")	{		cheated = true;		///Give resources to player		TResources resources;		resources[EGameResID::GOLD] = 100000;		for (GameResID i = EGameResID::WOOD; i < EGameResID::GOLD; ++i)			resources[i] = 100;		giveResources(player, resources);	}	else if (cheat == "vcmisilmaril" || cheat == "vcmiwin")	{		cheated = true;		///Player wins		PlayerCheated pc;		pc.player = player;		pc.winningCheatCode = true;		sendAndApply(&pc);	}	else if (cheat == "vcmimelkor" || cheat == "vcmilose")	{		cheated = true;		///Player looses		PlayerCheated pc;		pc.player = player;		pc.losingCheatCode = true;		sendAndApply(&pc);	}	else if (cheat == "vcmieagles" || cheat == "vcmiungoliant" || cheat == "vcmimap" || cheat == "vcmihidemap")	{		cheated = true;		///Reveal or conceal FoW		FoWChange fc;		fc.mode = ((cheat == "vcmieagles" || cheat == "vcmimap") ? 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->levels())];		int lastUnc = 0;		for(int z = 0; z < gs->map->levels(); z++)			for(int x = 0; x < gs->map->width; x++)				for(int y = 0; y < gs->map->height; y++)					if(!(*fowMap)[z][x][y] || !fc.mode)						hlp_tab[lastUnc++] = int3(x, y, z);		fc.tiles.insert(hlp_tab, hlp_tab + lastUnc);		delete [] hlp_tab;		sendAndApply(&fc);	}}void CGameHandler::removeObstacle(const CObstacleInstance & obstacle){	BattleObstaclesChanged obsRem;	obsRem.changes.emplace_back(obstacle.uniqueID, ObstacleChanges::EOperation::REMOVE);	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(			"\r\n| Player \"%s\" has to answer queries before attempting any further actions.\r\n| Top Query: \"%s\"\r\n")			% boost::to_upper_copy<std::string>(player.getStr())			% 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> tiles;	getTilesInRange(tiles, center, radius, player, hide? -1 : 1);	if (hide)	{		std::unordered_set<int3> observedTiles; //do not hide tiles observed by heroes. May lead to disastrous AI problems		auto p = getPlayerState(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> &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;}void CGameHandler::setObjProperty(ObjectInstanceID objid, int prop, si64 val){	SetObjectProperty sob;	sob.id = objid;	sob.what = prop;	sob.val = static_cast<ui32>(val);	sendAndApply(&sob);}void CGameHandler::showInfoDialog(InfoWindow * iw){	sendAndApply(iw);}void CGameHandler::showInfoDialog(const std::string & msg, PlayerColor player){	InfoWindow iw;	iw.player = player;	iw.text.appendRawString(msg);	showInfoDialog(&iw);}CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance * _army, const BattleInfo * bat):	army(_army){	heroWithDeadCommander = ObjectInstanceID();	PlayerColor color = army->tempOwner;	if(color == PlayerColor::UNFLAGGABLE)		color = PlayerColor::NEUTRAL;	for(CStack * st : bat->stacks)	{		if(st->summoned) //don't take into account temporary summoned stacks			continue;		if(st->unitOwner() != color) //remove only our stacks			continue;		logGlobal->debug("Calculating casualties for %s", st->nodeName());		st->health.takeResurrected();		if(st->unitSlot() == SlotID::ARROW_TOWERS_SLOT)		{			logGlobal->debug("Ignored arrow towers stack.");		}		else if(st->unitSlot() == SlotID::WAR_MACHINES_SLOT)		{			auto warMachine = st->unitType()->warMachine;			if(warMachine == ArtifactID::NONE)			{				logGlobal->error("Invalid creature in war machine virtual slot. Stack: %s", st->nodeName());			}			//catapult artifact remain even if "creature" killed in siege			else if(warMachine != ArtifactID::CATAPULT && st->getCount() <= 0)			{				logGlobal->debug("War machine has been destroyed");				auto hero = dynamic_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->unitSlot() == SlotID::SUMMONED_SLOT_PLACEHOLDER)		{			if(st->alive() && st->getCount() > 0)			{				logGlobal->debug("Permanently summoned %d units.", st->getCount());				const CreatureID summonedType = st->creatureId();				summoned[summonedType] += st->getCount();			}		}		else if(st->unitSlot() == SlotID::COMMANDER_SLOT_PLACEHOLDER)		{			if (nullptr == st->base)			{				logGlobal->error("Stack with no base in commander slot. Stack: %s", st->nodeName());			}			else			{				auto c = dynamic_cast <const CCommanderInstance *>(st->base);				if(c)				{					auto h = dynamic_cast <const CGHeroInstance *>(army);					if(h && h->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->unitSlot()))		{			logGlobal->debug("Count: %d; base count: %d", st->getCount(), army->getStackCount(st->unitSlot()));			if(st->getCount() == 0 || !st->alive())			{				logGlobal->debug("Stack has been destroyed.");				StackLocation sl(army, st->unitSlot());				newStackCounts.push_back(TStackAndItsNewCount(sl, 0));			}			else if(st->getCount() < army->getStackCount(st->unitSlot()))			{				logGlobal->debug("Stack lost %d units.", army->getStackCount(st->unitSlot()) - st->getCount());				StackLocation sl(army, st->unitSlot());				newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));			}			else if(st->getCount() > army->getStackCount(st->unitSlot()))			{				logGlobal->debug("Stack gained %d units.", st->getCount() - army->getStackCount(st->unitSlot()));				StackLocation sl(army, st->unitSlot());				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;	winnerSide = result.winner;	remainingBattleQueriesCount = RemainingBattleQueriesCount;}CGameHandler::FinishingBattleHelper::FinishingBattleHelper(){	winnerHero = loserHero = nullptr;	winnerSide = 0;	remainingBattleQueriesCount = 0;}CRandomGenerator & CGameHandler::getRandomGenerator(){	return CRandomGenerator::getDefault();}#if SCRIPTING_ENABLEDscripting::Pool * CGameHandler::getGlobalContextPool() const{	return serverScripts.get();}scripting::Pool * CGameHandler::getContextPool() const{	return serverScripts.get();}#endifconst ObjectInstanceID CGameHandler::putNewObject(Obj ID, int subID, int3 pos){	NewObject no;	no.ID = ID; //creature	no.subID= subID;	no.pos = pos;	sendAndApply(&no);	return no.id; //id field will be filled during applying on gs}
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