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							- #include "StdInc.h"
 
- #include "CGameState.h"
 
- #include "mapping/CCampaignHandler.h"
 
- #include "mapObjects/CObjectClassesHandler.h"
 
- #include "CArtHandler.h"
 
- #include "CBuildingHandler.h"
 
- #include "CGeneralTextHandler.h"
 
- #include "CTownHandler.h"
 
- #include "spells/CSpellHandler.h"
 
- #include "CHeroHandler.h"
 
- #include "mapObjects/CObjectHandler.h"
 
- #include "CCreatureHandler.h"
 
- #include "CModHandler.h"
 
- #include "VCMI_Lib.h"
 
- #include "Connection.h"
 
- #include "mapping/CMap.h"
 
- #include "mapping/CMapService.h"
 
- #include "StartInfo.h"
 
- #include "NetPacks.h"
 
- #include "registerTypes/RegisterTypes.h"
 
- #include "mapping/CMapInfo.h"
 
- #include "BattleState.h"
 
- #include "JsonNode.h"
 
- #include "filesystem/Filesystem.h"
 
- #include "GameConstants.h"
 
- #include "rmg/CMapGenerator.h"
 
- #include "CStopWatch.h"
 
- #include "mapping/CMapEditManager.h"
 
- #include "CPathfinder.h"
 
- class CGObjectInstance;
 
- #ifdef min
 
- #undef min
 
- #endif
 
- #ifdef max
 
- #undef max
 
- #endif
 
- /*
 
-  * CGameState.cpp, part of VCMI engine
 
-  *
 
-  * Authors: listed in file AUTHORS in main folder
 
-  *
 
-  * License: GNU General Public License v2.0 or later
 
-  * Full text of license available in license.txt file, in main folder
 
-  *
 
-  */
 
- template <typename T> class CApplyOnGS;
 
- class CBaseForGSApply
 
- {
 
- public:
 
- 	virtual void applyOnGS(CGameState *gs, void *pack) const =0;
 
- 	virtual ~CBaseForGSApply(){};
 
- 	template<typename U> static CBaseForGSApply *getApplier(const U * t=nullptr)
 
- 	{
 
- 		return new CApplyOnGS<U>;
 
- 	}
 
- };
 
- template <typename T> class CApplyOnGS : public CBaseForGSApply
 
- {
 
- public:
 
- 	void applyOnGS(CGameState *gs, void *pack) const override
 
- 	{
 
- 		T *ptr = static_cast<T*>(pack);
 
- 		boost::unique_lock<boost::shared_mutex> lock(*gs->mx);
 
- 		ptr->applyGs(gs);
 
- 	}
 
- };
 
- static CApplier<CBaseForGSApply> *applierGs = nullptr;
 
- // class IObjectCaller
 
- // {
 
- // public:
 
- // 	virtual ~IObjectCaller(){};
 
- // 	virtual void preInit()=0;
 
- // 	virtual void postInit()=0;
 
- // };
 
- //
 
- // template <typename T>
 
- // class CObjectCaller : public IObjectCaller
 
- // {
 
- // public:
 
- // 	void preInit()
 
- // 	{
 
- // 		//T::preInit();
 
- // 	}
 
- // 	void postInit()
 
- // 	{
 
- // 		//T::postInit();
 
- // 	}
 
- // };
 
- // class CObjectCallersHandler
 
- // {
 
- // public:
 
- // 	std::vector<IObjectCaller*> apps;
 
- //
 
- // 	template<typename T> void registerType(const T * t=nullptr)
 
- // 	{
 
- // 		apps.push_back(new CObjectCaller<T>);
 
- // 	}
 
- //
 
- // 	CObjectCallersHandler()
 
- // 	{
 
- // 		registerTypesMapObjects(*this);
 
- // 	}
 
- //
 
- // 	~CObjectCallersHandler()
 
- // 	{
 
- // 		for (auto & elem : apps)
 
- // 			delete elem;
 
- // 	}
 
- //
 
- // 	void preInit()
 
- // 	{
 
- // // 		for (size_t i = 0; i < apps.size(); i++)
 
- // // 			apps[i]->preInit();
 
- // 	}
 
- //
 
- // 	void postInit()
 
- // 	{
 
- // 	//for (size_t i = 0; i < apps.size(); i++)
 
- // 	//apps[i]->postInit();
 
- // 	}
 
- // } *objCaller = nullptr;
 
- void MetaString::getLocalString(const std::pair<ui8,ui32> &txt, std::string &dst) const
 
- {
 
- 	int type = txt.first, ser = txt.second;
 
- 	if(type == ART_NAMES)
 
- 	{
 
- 		dst = VLC->arth->artifacts[ser]->Name();
 
- 	}
 
- 	else if(type == CRE_PL_NAMES)
 
- 	{
 
- 		dst = VLC->creh->creatures[ser]->namePl;
 
- 	}
 
- 	else if(type == MINE_NAMES)
 
- 	{
 
- 		dst = VLC->generaltexth->mines[ser].first;
 
- 	}
 
- 	else if(type == MINE_EVNTS)
 
- 	{
 
- 		dst = VLC->generaltexth->mines[ser].second;
 
- 	}
 
- 	else if(type == SPELL_NAME)
 
- 	{
 
- 		dst = SpellID(ser).toSpell()->name;
 
- 	}
 
- 	else if(type == CRE_SING_NAMES)
 
- 	{
 
- 		dst = VLC->creh->creatures[ser]->nameSing;
 
- 	}
 
- 	else if(type == ART_DESCR)
 
- 	{
 
- 		dst = VLC->arth->artifacts[ser]->Description();
 
- 	}
 
- 	else if (type == ART_EVNTS)
 
- 	{
 
- 		dst = VLC->arth->artifacts[ser]->EventText();
 
- 	}
 
- 	else if (type == OBJ_NAMES)
 
- 	{
 
- 		dst = VLC->objtypeh->getObjectName(ser);
 
- 	}
 
- 	else
 
- 	{
 
- 		std::vector<std::string> *vec;
 
- 		switch(type)
 
- 		{
 
- 		case GENERAL_TXT:
 
- 			vec = &VLC->generaltexth->allTexts;
 
- 			break;
 
- 		case XTRAINFO_TXT:
 
- 			vec = &VLC->generaltexth->xtrainfo;
 
- 			break;
 
- 		case RES_NAMES:
 
- 			vec = &VLC->generaltexth->restypes;
 
- 			break;
 
- 		case ARRAY_TXT:
 
- 			vec = &VLC->generaltexth->arraytxt;
 
- 			break;
 
- 		case CREGENS:
 
- 			vec = &VLC->generaltexth->creGens;
 
- 			break;
 
- 		case CREGENS4:
 
- 			vec = &VLC->generaltexth->creGens4;
 
- 			break;
 
- 		case ADVOB_TXT:
 
- 			vec = &VLC->generaltexth->advobtxt;
 
- 			break;
 
- 		case SEC_SKILL_NAME:
 
- 			vec = &VLC->generaltexth->skillName;
 
- 			break;
 
- 		case COLOR:
 
- 			vec = &VLC->generaltexth->capColors;
 
- 			break;
 
- 		default:
 
-             logGlobal->errorStream() << "Failed string substitution because type is " << type;
 
- 			dst = "#@#";
 
- 			return;
 
- 		}
 
- 		if(vec->size() <= ser)
 
- 		{
 
-             logGlobal->errorStream() << "Failed string substitution with type " << type << " because index " << ser << " is out of bounds!";
 
- 			dst = "#!#";
 
- 		}
 
- 		else
 
- 			dst = (*vec)[ser];
 
- 	}
 
- }
 
- DLL_LINKAGE void MetaString::toString(std::string &dst) const
 
- {
 
- 	size_t exSt = 0, loSt = 0, nums = 0;
 
- 	dst.clear();
 
- 	for(auto & elem : message)
 
- 	{//TEXACT_STRING, TLOCAL_STRING, TNUMBER, TREPLACE_ESTRING, TREPLACE_LSTRING, TREPLACE_NUMBER
 
- 		switch(elem)
 
- 		{
 
- 		case TEXACT_STRING:
 
- 			dst += exactStrings[exSt++];
 
- 			break;
 
- 		case TLOCAL_STRING:
 
- 			{
 
- 				std::string hlp;
 
- 				getLocalString(localStrings[loSt++], hlp);
 
- 				dst += hlp;
 
- 			}
 
- 			break;
 
- 		case TNUMBER:
 
- 			dst += boost::lexical_cast<std::string>(numbers[nums++]);
 
- 			break;
 
- 		case TREPLACE_ESTRING:
 
- 			boost::replace_first(dst, "%s", exactStrings[exSt++]);
 
- 			break;
 
- 		case TREPLACE_LSTRING:
 
- 			{
 
- 				std::string hlp;
 
- 				getLocalString(localStrings[loSt++], hlp);
 
- 				boost::replace_first(dst, "%s", hlp);
 
- 			}
 
- 			break;
 
- 		case TREPLACE_NUMBER:
 
- 			boost::replace_first(dst, "%d", boost::lexical_cast<std::string>(numbers[nums++]));
 
- 			break;
 
- 		case TREPLACE_PLUSNUMBER:
 
- 			boost::replace_first(dst, "%+d", '+' + boost::lexical_cast<std::string>(numbers[nums++]));
 
- 			break;
 
- 		default:
 
- 			logGlobal->errorStream() << "MetaString processing error! Received message of type " << int(elem);
 
- 			break;
 
- 		}
 
- 	}
 
- }
 
- DLL_LINKAGE std::string MetaString::toString() const
 
- {
 
- 	std::string ret;
 
- 	toString(ret);
 
- 	return ret;
 
- }
 
- DLL_LINKAGE std::string MetaString::buildList () const
 
- ///used to handle loot from creature bank
 
- {
 
- 	size_t exSt = 0, loSt = 0, nums = 0;
 
- 	std::string lista;
 
- 	for (int i = 0; i < message.size(); ++i)
 
- 	{
 
- 		if (i > 0 && (message[i] == TEXACT_STRING || message[i] == TLOCAL_STRING))
 
- 		{
 
- 			if (exSt == exactStrings.size() - 1)
 
- 				lista += VLC->generaltexth->allTexts[141]; //" and "
 
- 			else
 
- 				lista += ", ";
 
- 		}
 
- 		switch (message[i])
 
- 		{
 
- 			case TEXACT_STRING:
 
- 				lista += exactStrings[exSt++];
 
- 				break;
 
- 			case TLOCAL_STRING:
 
- 			{
 
- 				std::string hlp;
 
- 				getLocalString (localStrings[loSt++], hlp);
 
- 				lista += hlp;
 
- 			}
 
- 				break;
 
- 			case TNUMBER:
 
- 				lista += boost::lexical_cast<std::string>(numbers[nums++]);
 
- 				break;
 
- 			case TREPLACE_ESTRING:
 
- 				lista.replace (lista.find("%s"), 2, exactStrings[exSt++]);
 
- 				break;
 
- 			case TREPLACE_LSTRING:
 
- 			{
 
- 				std::string hlp;
 
- 				getLocalString (localStrings[loSt++], hlp);
 
- 				lista.replace (lista.find("%s"), 2, hlp);
 
- 			}
 
- 				break;
 
- 			case TREPLACE_NUMBER:
 
- 				lista.replace (lista.find("%d"), 2, boost::lexical_cast<std::string>(numbers[nums++]));
 
- 				break;
 
- 			default:
 
- 				logGlobal->errorStream() << "MetaString processing error! Received message of type " << int(message[i]);
 
- 		}
 
- 	}
 
- 	return lista;
 
- }
 
- void  MetaString::addCreReplacement(CreatureID id, TQuantity count) //adds sing or plural name;
 
- {
 
- 	if (!count)
 
- 		addReplacement (CRE_PL_NAMES, id); //no creatures - just empty name (eg. defeat Angels)
 
- 	else if (count == 1)
 
- 		addReplacement (CRE_SING_NAMES, id);
 
- 	else
 
- 		addReplacement (CRE_PL_NAMES, id);
 
- }
 
- void MetaString::addReplacement(const CStackBasicDescriptor &stack)
 
- {
 
- 	assert(stack.type); //valid type
 
- 	addCreReplacement(stack.type->idNumber, stack.count);
 
- }
 
- static CGObjectInstance * createObject(Obj id, int subid, int3 pos, PlayerColor owner)
 
- {
 
- 	CGObjectInstance * nobj;
 
- 	switch(id)
 
- 	{
 
- 	case Obj::HERO:
 
- 		{
 
- 			auto handler = VLC->objtypeh->getHandlerFor(id, VLC->heroh->heroes[subid]->heroClass->id);
 
- 			nobj = handler->create(handler->getTemplates().front());
 
- 			break;
 
- 		}
 
- 	case Obj::TOWN:
 
- 		nobj = new CGTownInstance;
 
- 		break;
 
- 	default: //rest of objects
 
- 		nobj = new CGObjectInstance;
 
- 		break;
 
- 	}
 
- 	nobj->ID = id;
 
- 	nobj->subID = subid;
 
- 	nobj->pos = pos;
 
- 	nobj->tempOwner = owner;
 
- 	if (id != Obj::HERO)
 
- 		nobj->appearance = VLC->objtypeh->getHandlerFor(id, subid)->getTemplates().front();
 
- 	return nobj;
 
- }
 
- CGHeroInstance * CGameState::HeroesPool::pickHeroFor(bool native, PlayerColor player, const CTown *town,
 
- 	std::map<ui32, ConstTransitivePtr<CGHeroInstance> > &available, CRandomGenerator & rand, const CHeroClass * bannedClass /*= nullptr*/) const
 
- {
 
- 	CGHeroInstance *ret = nullptr;
 
- 	if(player>=PlayerColor::PLAYER_LIMIT)
 
- 	{
 
-         logGlobal->errorStream() << "Cannot pick hero for " << town->faction->index << ". Wrong owner!";
 
- 		return nullptr;
 
- 	}
 
- 	std::vector<CGHeroInstance *> pool;
 
- 	if(native)
 
- 	{
 
- 		for(auto & elem : available)
 
- 		{
 
- 			if(pavailable.find(elem.first)->second & 1<<player.getNum()
 
- 				&& elem.second->type->heroClass->faction == town->faction->index)
 
- 			{
 
- 				pool.push_back(elem.second); //get all available heroes
 
- 			}
 
- 		}
 
- 		if(!pool.size())
 
- 		{
 
-             logGlobal->errorStream() << "Cannot pick native hero for " << player << ". Picking any...";
 
- 			return pickHeroFor(false, player, town, available, rand);
 
- 		}
 
- 		else
 
- 		{
 
- 			ret = *RandomGeneratorUtil::nextItem(pool, rand);
 
- 		}
 
- 	}
 
- 	else
 
- 	{
 
- 		int sum=0, r;
 
- 		for(auto & elem : available)
 
- 		{
 
- 			if (pavailable.find(elem.first)->second & (1<<player.getNum()) &&    // hero is available
 
- 			    ( !bannedClass || elem.second->type->heroClass != bannedClass) ) // and his class is not same as other hero
 
- 			{
 
- 				pool.push_back(elem.second);
 
- 				sum += elem.second->type->heroClass->selectionProbability[town->faction->index]; //total weight
 
- 			}
 
- 		}
 
- 		if(!pool.size() || sum == 0)
 
- 		{
 
-             logGlobal->errorStream() << "There are no heroes available for player " << player<<"!";
 
- 			return nullptr;
 
- 		}
 
- 		r = rand.nextInt(sum - 1);
 
- 		for (auto & elem : pool)
 
- 		{
 
- 			r -= elem->type->heroClass->selectionProbability[town->faction->index];
 
- 			if(r < 0)
 
- 			{
 
- 				ret = elem;
 
- 				break;
 
- 			}
 
- 		}
 
- 		if(!ret)
 
- 			ret = pool.back();
 
- 	}
 
- 	available.erase(ret->subID);
 
- 	return ret;
 
- }
 
- void CGameState::CrossoverHeroesList::addHeroToBothLists(CGHeroInstance * hero)
 
- {
 
- 	heroesFromPreviousScenario.push_back(hero);
 
- 	heroesFromAnyPreviousScenarios.push_back(hero);
 
- }
 
- void CGameState::CrossoverHeroesList::removeHeroFromBothLists(CGHeroInstance * hero)
 
- {
 
- 	heroesFromPreviousScenario -= hero;
 
- 	heroesFromAnyPreviousScenarios -= hero;
 
- }
 
- CGameState::CampaignHeroReplacement::CampaignHeroReplacement(CGHeroInstance * hero, ObjectInstanceID heroPlaceholderId) : hero(hero), heroPlaceholderId(heroPlaceholderId)
 
- {
 
- }
 
- int CGameState::pickNextHeroType(PlayerColor owner)
 
- {
 
- 	const PlayerSettings &ps = scenarioOps->getIthPlayersSettings(owner);
 
- 	if(ps.hero >= 0 && !isUsedHero(HeroTypeID(ps.hero))) //we haven't used selected hero
 
- 	{
 
- 		return ps.hero;
 
- 	}
 
- 	return pickUnusedHeroTypeRandomly(owner);
 
- }
 
- int CGameState::pickUnusedHeroTypeRandomly(PlayerColor owner)
 
- {
 
- 	//list of available heroes for this faction and others
 
- 	std::vector<HeroTypeID> factionHeroes, otherHeroes;
 
- 	const PlayerSettings &ps = scenarioOps->getIthPlayersSettings(owner);
 
- 	for(HeroTypeID hid : getUnusedAllowedHeroes())
 
- 	{
 
- 		if(VLC->heroh->heroes[hid.getNum()]->heroClass->faction == ps.castle)
 
- 			factionHeroes.push_back(hid);
 
- 		else
 
- 			otherHeroes.push_back(hid);
 
- 	}
 
- 	// select random hero native to "our" faction
 
- 	if(!factionHeroes.empty())
 
- 	{
 
- 		return RandomGeneratorUtil::nextItem(factionHeroes, rand)->getNum();
 
- 	}
 
- 	logGlobal->warnStream() << "Cannot find free hero of appropriate faction for player " << owner << " - trying to get first available...";
 
- 	if(!otherHeroes.empty())
 
- 	{
 
- 		return RandomGeneratorUtil::nextItem(otherHeroes, rand)->getNum();
 
- 	}
 
- 	logGlobal->errorStream() << "No free allowed heroes!";
 
- 	auto notAllowedHeroesButStillBetterThanCrash = getUnusedAllowedHeroes(true);
 
- 	if(notAllowedHeroesButStillBetterThanCrash.size())
 
- 		return notAllowedHeroesButStillBetterThanCrash.begin()->getNum();
 
- 	logGlobal->errorStream() << "No free heroes at all!";
 
- 	assert(0); //current code can't handle this situation
 
- 	return -1; // no available heroes at all
 
- }
 
- std::pair<Obj,int> CGameState::pickObject (CGObjectInstance *obj)
 
- {
 
- 	switch(obj->ID)
 
- 	{
 
- 	case Obj::RANDOM_ART:
 
- 		return std::make_pair(Obj::ARTIFACT, VLC->arth->pickRandomArtifact(rand, CArtifact::ART_TREASURE | CArtifact::ART_MINOR | CArtifact::ART_MAJOR | CArtifact::ART_RELIC));
 
- 	case Obj::RANDOM_TREASURE_ART:
 
- 		return std::make_pair(Obj::ARTIFACT, VLC->arth->pickRandomArtifact(rand, CArtifact::ART_TREASURE));
 
- 	case Obj::RANDOM_MINOR_ART:
 
- 		return std::make_pair(Obj::ARTIFACT, VLC->arth->pickRandomArtifact(rand, CArtifact::ART_MINOR));
 
- 	case Obj::RANDOM_MAJOR_ART:
 
- 		return std::make_pair(Obj::ARTIFACT, VLC->arth->pickRandomArtifact(rand, CArtifact::ART_MAJOR));
 
- 	case Obj::RANDOM_RELIC_ART:
 
- 		return std::make_pair(Obj::ARTIFACT, VLC->arth->pickRandomArtifact(rand, CArtifact::ART_RELIC));
 
- 	case Obj::RANDOM_HERO:
 
- 		return std::make_pair(Obj::HERO, pickNextHeroType(obj->tempOwner));
 
- 	case Obj::RANDOM_MONSTER:
 
- 		return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(rand));
 
- 	case Obj::RANDOM_MONSTER_L1:
 
- 		return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(rand, 1));
 
- 	case Obj::RANDOM_MONSTER_L2:
 
- 		return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(rand, 2));
 
- 	case Obj::RANDOM_MONSTER_L3:
 
- 		return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(rand, 3));
 
- 	case Obj::RANDOM_MONSTER_L4:
 
- 		return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(rand, 4));
 
- 	case Obj::RANDOM_RESOURCE:
 
- 		return std::make_pair(Obj::RESOURCE,rand.nextInt(6)); //now it's OH3 style, use %8 for mithril
 
- 	case Obj::RANDOM_TOWN:
 
- 		{
 
- 			PlayerColor align = PlayerColor((static_cast<CGTownInstance*>(obj))->alignment);
 
- 			si32 f; // can be negative (for random)
 
- 			if(align >= PlayerColor::PLAYER_LIMIT)//same as owner / random
 
- 			{
 
- 				if(obj->tempOwner >= PlayerColor::PLAYER_LIMIT)
 
- 					f = -1; //random
 
- 				else
 
- 					f = scenarioOps->getIthPlayersSettings(obj->tempOwner).castle;
 
- 			}
 
- 			else
 
- 			{
 
- 				f = scenarioOps->getIthPlayersSettings(align).castle;
 
- 			}
 
- 			if(f<0)
 
- 			{
 
- 				do
 
- 				{
 
- 					f = rand.nextInt(VLC->townh->factions.size() - 1);
 
- 				}
 
- 				while (VLC->townh->factions[f]->town == nullptr); // find playable faction
 
- 			}
 
- 			return std::make_pair(Obj::TOWN,f);
 
- 		}
 
- 	case Obj::RANDOM_MONSTER_L5:
 
- 		return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(rand, 5));
 
- 	case Obj::RANDOM_MONSTER_L6:
 
- 		return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(rand, 6));
 
- 	case Obj::RANDOM_MONSTER_L7:
 
- 		return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(rand, 7));
 
- 	case Obj::RANDOM_DWELLING:
 
- 	case Obj::RANDOM_DWELLING_LVL:
 
- 	case Obj::RANDOM_DWELLING_FACTION:
 
- 		{
 
- 			CGDwelling * dwl = static_cast<CGDwelling*>(obj);
 
- 			int faction;
 
- 			//if castle alignment available
 
- 			if (auto info = dynamic_cast<CCreGenAsCastleInfo*>(dwl->info))
 
- 			{
 
- 				faction = rand.nextInt(VLC->townh->factions.size() - 1);
 
- 				if (info->asCastle)
 
- 				{
 
- 					for(auto & elem : map->objects)
 
- 					{
 
- 						if(!elem)
 
- 							continue;
 
- 						if(elem->ID==Obj::RANDOM_TOWN
 
- 							&& dynamic_cast<CGTownInstance*>(elem.get())->identifier == info->identifier)
 
- 						{
 
- 							randomizeObject(elem); //we have to randomize the castle first
 
- 							faction = elem->subID;
 
- 							break;
 
- 						}
 
- 						else if(elem->ID==Obj::TOWN
 
- 							&& dynamic_cast<CGTownInstance*>(elem.get())->identifier == info->identifier)
 
- 						{
 
- 							faction = elem->subID;
 
- 							break;
 
- 						}
 
- 					}
 
- 				}
 
- 				else
 
- 				{
 
- 					while(!(info->castles[0]&(1<<faction)))
 
- 					{
 
- 						if((faction>7) && (info->castles[1]&(1<<(faction-8))))
 
- 							break;
 
- 						faction = rand.nextInt(GameConstants::F_NUMBER - 1);
 
- 					}
 
- 				}
 
- 			}
 
- 			else // castle alignment fixed
 
- 				faction = obj->subID;
 
- 			int level;
 
- 			//if level set to range
 
- 			if (auto info = dynamic_cast<CCreGenLeveledInfo*>(dwl->info))
 
- 			{
 
- 				level = rand.nextInt(info->minLevel, info->maxLevel);
 
- 			}
 
- 			else // fixed level
 
- 			{
 
- 				level = obj->subID;
 
- 			}
 
- 			delete dwl->info;
 
- 			dwl->info = nullptr;
 
- 			std::pair<Obj, int> result(Obj::NO_OBJ, -1);
 
- 			CreatureID cid = VLC->townh->factions[faction]->town->creatures[level][0];
 
- 			//NOTE: this will pick last dwelling with this creature (Mantis #900)
 
- 			//check for block map equality is better but more complex solution
 
- 			auto testID = [&](Obj primaryID) -> void
 
- 			{
 
- 				auto dwellingIDs = VLC->objtypeh->knownSubObjects(primaryID);
 
- 				for (si32 entry : dwellingIDs)
 
- 				{
 
- 					auto handler = dynamic_cast<const CDwellingInstanceConstructor*>(VLC->objtypeh->getHandlerFor(primaryID, entry).get());
 
- 					if (handler->producesCreature(VLC->creh->creatures[cid]))
 
- 						result = std::make_pair(primaryID, entry);
 
- 				}
 
- 			};
 
- 			testID(Obj::CREATURE_GENERATOR1);
 
- 			if (result.first == Obj::NO_OBJ)
 
- 				testID(Obj::CREATURE_GENERATOR4);
 
- 			if (result.first == Obj::NO_OBJ)
 
- 			{
 
- 				logGlobal->errorStream() << "Error: failed to find dwelling for "<< VLC->townh->factions[faction]->name << " of level " << int(level);
 
- 				result = std::make_pair(Obj::CREATURE_GENERATOR1, *RandomGeneratorUtil::nextItem(VLC->objtypeh->knownSubObjects(Obj::CREATURE_GENERATOR1), rand));
 
- 			}
 
- 			return result;
 
- 		}
 
- 	}
 
- 	return std::make_pair(Obj::NO_OBJ,-1);
 
- }
 
- void CGameState::randomizeObject(CGObjectInstance *cur)
 
- {
 
- 	std::pair<Obj,int> ran = pickObject(cur);
 
- 	if(ran.first == Obj::NO_OBJ || ran.second<0) //this is not a random object, or we couldn't find anything
 
- 	{
 
- 		if(cur->ID==Obj::TOWN)
 
- 			cur->setType(cur->ID, cur->subID); // update def, if necessary
 
- 	}
 
- 	else if(ran.first==Obj::HERO)//special code for hero
 
- 	{
 
- 		CGHeroInstance *h = dynamic_cast<CGHeroInstance *>(cur);
 
- 		cur->setType(ran.first, ran.second);
 
- 		map->heroesOnMap.push_back(h);
 
- 	}
 
- 	else if(ran.first==Obj::TOWN)//special code for town
 
- 	{
 
- 		CGTownInstance *t = dynamic_cast<CGTownInstance*>(cur);
 
- 		cur->setType(ran.first, ran.second);
 
- 		map->towns.push_back(t);
 
- 	}
 
- 	else
 
- 	{
 
- 		cur->setType(ran.first, ran.second);
 
- 	}
 
- }
 
- int CGameState::getDate(Date::EDateType mode) const
 
- {
 
- 	int temp;
 
- 	switch (mode)
 
- 	{
 
- 	case Date::DAY:
 
- 		return day;
 
- 	case Date::DAY_OF_WEEK: //day of week
 
- 		temp = (day)%7; // 1 - Monday, 7 - Sunday
 
- 		return temp ? temp : 7;
 
- 	case Date::WEEK:  //current week
 
- 		temp = ((day-1)/7)+1;
 
- 		if (!(temp%4))
 
- 			return 4;
 
- 		else
 
- 			return (temp%4);
 
- 	case Date::MONTH: //current month
 
- 		return ((day-1)/28)+1;
 
- 	case Date::DAY_OF_MONTH: //day of month
 
- 		temp = (day)%28;
 
- 		if (temp)
 
- 			return temp;
 
- 		else return 28;
 
- 	}
 
- 	return 0;
 
- }
 
- CGameState::CGameState()
 
- {
 
- 	gs = this;
 
- 	mx = new boost::shared_mutex();
 
- 	applierGs = new CApplier<CBaseForGSApply>;
 
- 	registerTypesClientPacks1(*applierGs);
 
- 	registerTypesClientPacks2(*applierGs);
 
- 	//objCaller = new CObjectCallersHandler;
 
- 	globalEffects.setDescription("Global effects");
 
- 	globalEffects.setNodeType(CBonusSystemNode::GLOBAL_EFFECTS);
 
- }
 
- CGameState::~CGameState()
 
- {
 
- 	//delete mx;//TODO: crash on Linux (mutex must be unlocked before destruction)
 
- 	map.dellNull();
 
- 	curB.dellNull();
 
- 	//delete scenarioOps; //TODO: fix for loading ind delete
 
- 	//delete initialOpts;
 
- 	delete applierGs;
 
- 	//delete objCaller;
 
- 	for(auto ptr : hpool.heroesPool) // clean hero pool
 
- 		ptr.second.dellNull();
 
- }
 
- BattleInfo * CGameState::setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance * heroes[2], bool creatureBank, const CGTownInstance *town)
 
- {
 
- 	const TerrainTile &t = map->getTile(tile);
 
- 	ETerrainType terrain = t.terType;
 
- 	if(map->isCoastalTile(tile)) //coastal tile is always ground
 
- 		terrain = ETerrainType::SAND;
 
- 	BFieldType terType = battleGetBattlefieldType(tile);
 
- 	if (heroes[0] && heroes[0]->boat && heroes[1] && heroes[1]->boat)
 
- 		terType = BFieldType::SHIP_TO_SHIP;
 
- 	return BattleInfo::setupBattle(tile, terrain, terType, armies, heroes, creatureBank, town);
 
- }
 
- void CGameState::init(StartInfo * si)
 
- {
 
-     logGlobal->infoStream() << "\tUsing random seed: "<< si->seedToBeUsed;
 
- 	rand.setSeed(si->seedToBeUsed);
 
- 	scenarioOps = CMemorySerializer::deepCopy(*si).release();
 
- 	initialOpts = CMemorySerializer::deepCopy(*si).release();
 
- 	si = nullptr;
 
- 	switch(scenarioOps->mode)
 
- 	{
 
- 	case StartInfo::NEW_GAME:
 
- 		initNewGame();
 
- 		break;
 
- 	case StartInfo::CAMPAIGN:
 
- 		initCampaign();
 
- 		break;
 
- 	case StartInfo::DUEL:
 
- 		initDuel();
 
- 		return;
 
- 	default:
 
-         logGlobal->errorStream() << "Wrong mode: " << (int)scenarioOps->mode;
 
- 		return;
 
- 	}
 
- 	VLC->arth->initAllowedArtifactsList(map->allowedArtifact);
 
-     logGlobal->infoStream() << "Map loaded!";
 
- 	checkMapChecksum();
 
- 	day = 0;
 
-     logGlobal->debugStream() << "Initialization:";
 
- 	initPlayerStates();
 
- 	placeCampaignHeroes();
 
- 	initGrailPosition();
 
- 	initRandomFactionsForPlayers();
 
- 	randomizeMapObjects();
 
- 	placeStartingHeroes();
 
- 	initStartingResources();
 
- 	initHeroes();
 
- 	initStartingBonus();
 
- 	initTowns();
 
- 	initMapObjects();
 
- 	buildBonusSystemTree();
 
- 	initVisitingAndGarrisonedHeroes();
 
- 	initFogOfWar();
 
-     logGlobal->debugStream() << "\tChecking objectives";
 
- 	map->checkForObjectives(); //needs to be run when all objects are properly placed
 
- 	auto seedAfterInit = rand.nextInt();
 
-     logGlobal->infoStream() << "Seed after init is " << seedAfterInit << " (before was " << scenarioOps->seedToBeUsed << ")";
 
- 	if(scenarioOps->seedPostInit > 0)
 
- 	{
 
- 		//RNG must be in the same state on all machines when initialization is done (otherwise we have desync)
 
- 		assert(scenarioOps->seedPostInit == seedAfterInit);
 
- 	}
 
- 	else
 
- 	{
 
- 		scenarioOps->seedPostInit = seedAfterInit; //store the post init "seed"
 
- 	}
 
- }
 
- void CGameState::initNewGame()
 
- {
 
- 	if(scenarioOps->createRandomMap())
 
- 	{
 
- 		logGlobal->infoStream() << "Create random map.";
 
- 		CStopWatch sw;
 
- 		// Gen map
 
- 		CMapGenerator mapGenerator;
 
- 		map = mapGenerator.generate(scenarioOps->mapGenOptions.get(), scenarioOps->seedToBeUsed).release();
 
- 		// Update starting options
 
- 		for(int i = 0; i < map->players.size(); ++i)
 
- 		{
 
- 			const auto & playerInfo = map->players[i];
 
- 			if(playerInfo.canAnyonePlay())
 
- 			{
 
- 				PlayerSettings & playerSettings = scenarioOps->playerInfos[PlayerColor(i)];
 
- 				playerSettings.compOnly = !playerInfo.canHumanPlay;
 
- 				playerSettings.team = playerInfo.team;
 
- 				playerSettings.castle = playerInfo.defaultCastle();
 
- 				if(playerSettings.playerID == PlayerSettings::PLAYER_AI && playerSettings.name.empty())
 
- 				{
 
- 					playerSettings.name = VLC->generaltexth->allTexts[468];
 
- 				}
 
- 				playerSettings.color = PlayerColor(i);
 
- 			}
 
- 			else
 
- 			{
 
- 				scenarioOps->playerInfos.erase(PlayerColor(i));
 
- 			}
 
- 		}
 
- 		logGlobal->infoStream() << boost::format("Generated random map in %i ms.") % sw.getDiff();
 
- 	}
 
- 	else
 
- 	{
 
- 		logGlobal->infoStream() << "Open map file: " << scenarioOps->mapname;
 
- 		map = CMapService::loadMap(scenarioOps->mapname).release();
 
- 	}
 
- }
 
- void CGameState::initCampaign()
 
- {
 
- 	logGlobal->infoStream() << "Open campaign map file: " << scenarioOps->campState->currentMap;
 
- 	auto campaign = scenarioOps->campState;
 
- 	assert(vstd::contains(campaign->camp->mapPieces, *scenarioOps->campState->currentMap));
 
- 	std::string scenarioName = scenarioOps->mapname.substr(0, scenarioOps->mapname.find('.'));
 
- 	boost::to_lower(scenarioName);
 
- 	scenarioName += ':' + boost::lexical_cast<std::string>(*campaign->currentMap);
 
- 	std::string & mapContent = campaign->camp->mapPieces[*campaign->currentMap];
 
- 	auto buffer = reinterpret_cast<const ui8 *>(mapContent.data());
 
- 	map = CMapService::loadMap(buffer, mapContent.size(), scenarioName).release();
 
- }
 
- void CGameState::initDuel()
 
- {
 
- 	DuelParameters dp;
 
- 	try //CLoadFile likes throwing
 
- 	{
 
- 		if(boost::algorithm::ends_with(scenarioOps->mapname, ".json"))
 
- 		{
 
-             logGlobal->infoStream() << "Loading duel settings from JSON file: " << scenarioOps->mapname;
 
- 			dp = DuelParameters::fromJSON(scenarioOps->mapname);
 
-             logGlobal->infoStream() << "JSON file has been successfully read!";
 
- 		}
 
- 		else
 
- 		{
 
- 			CLoadFile lf(scenarioOps->mapname);
 
- 			lf.serializer >> dp;
 
- 		}
 
- 	}
 
- 	catch(...)
 
- 	{
 
-         logGlobal->errorStream() << "Cannot load duel settings from " << scenarioOps->mapname;
 
- 		throw;
 
- 	}
 
- 	const CArmedInstance *armies[2] = {nullptr};
 
- 	const CGHeroInstance *heroes[2] = {nullptr};
 
- 	CGTownInstance *town = nullptr;
 
- 	for(int i = 0; i < 2; i++)
 
- 	{
 
- 		CArmedInstance *obj = nullptr;
 
- 		if(dp.sides[i].heroId >= 0)
 
- 		{
 
- 			const DuelParameters::SideSettings &ss = dp.sides[i];
 
- 			auto h = new CGHeroInstance();
 
- 			armies[i] = heroes[i] = h;
 
- 			obj = h;
 
- 			h->subID = ss.heroId;
 
- 			for(int i = 0; i < ss.heroPrimSkills.size(); i++)
 
- 				h->pushPrimSkill(static_cast<PrimarySkill::PrimarySkill>(i), ss.heroPrimSkills[i]);
 
- 			if(!ss.spells.empty())
 
- 			{
 
- 				h->putArtifact(ArtifactPosition::SPELLBOOK, CArtifactInstance::createNewArtifactInstance(ArtifactID::SPELLBOOK));
 
- 				boost::copy(ss.spells, std::inserter(h->spells, h->spells.begin()));
 
- 			}
 
- 			for(auto &parka : ss.artifacts)
 
- 			{
 
- 				h->putArtifact(ArtifactPosition(parka.first), parka.second);
 
- 			}
 
- 			typedef const std::pair<si32, si8> &TSecSKill;
 
- 			for(TSecSKill secSkill : ss.heroSecSkills)
 
- 				h->setSecSkillLevel(SecondarySkill(secSkill.first), secSkill.second, 1);
 
- 			h->initHero(HeroTypeID(h->subID));
 
- 			obj->initObj();
 
- 		}
 
- 		else
 
- 		{
 
- 			auto c = new CGCreature();
 
- 			armies[i] = obj = c;
 
- 			//c->subID = 34;
 
- 		}
 
- 		obj->setOwner(PlayerColor(i));
 
- 		for(int j = 0; j < ARRAY_COUNT(dp.sides[i].stacks); j++)
 
- 		{
 
- 			CreatureID cre = dp.sides[i].stacks[j].type;
 
- 			TQuantity count = dp.sides[i].stacks[j].count;
 
- 			if(count || obj->hasStackAtSlot(SlotID(j)))
 
- 				obj->setCreature(SlotID(j), cre, count);
 
- 		}
 
- 		for(const DuelParameters::CusomCreature &cc : dp.creatures)
 
- 		{
 
- 			CCreature *c = VLC->creh->creatures[cc.id];
 
- 			if(cc.attack >= 0)
 
- 				c->getBonusLocalFirst(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK))->val = cc.attack;
 
- 			if(cc.defense >= 0)
 
- 				c->getBonusLocalFirst(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE))->val = cc.defense;
 
- 			if(cc.speed >= 0)
 
- 				c->getBonusLocalFirst(Selector::type(Bonus::STACKS_SPEED))->val = cc.speed;
 
- 			if(cc.HP >= 0)
 
- 				c->getBonusLocalFirst(Selector::type(Bonus::STACK_HEALTH))->val = cc.HP;
 
- 			if(cc.dmg >= 0)
 
- 			{
 
- 				c->getBonusLocalFirst(Selector::typeSubtype(Bonus::CREATURE_DAMAGE, 1))->val = cc.dmg;
 
- 				c->getBonusLocalFirst(Selector::typeSubtype(Bonus::CREATURE_DAMAGE, 2))->val = cc.dmg;
 
- 			}
 
- 			if(cc.shoots >= 0)
 
- 				c->getBonusLocalFirst(Selector::type(Bonus::SHOTS))->val = cc.shoots;
 
- 		}
 
- 	}
 
- 	curB = BattleInfo::setupBattle(int3(), dp.terType, dp.bfieldType, armies, heroes, false, town);
 
- 	curB->obstacles = dp.obstacles;
 
- 	curB->localInit();
 
- }
 
- void CGameState::checkMapChecksum()
 
- {
 
- 	logGlobal->infoStream() << "\tOur checksum for the map: "<< map->checksum;
 
- 	if(scenarioOps->mapfileChecksum)
 
- 	{
 
- 		logGlobal->infoStream() << "\tServer checksum for " << scenarioOps->mapname <<": "<< scenarioOps->mapfileChecksum;
 
- 		if(map->checksum != scenarioOps->mapfileChecksum)
 
- 		{
 
- 			logGlobal->errorStream() << "Wrong map checksum!!!";
 
- 			throw std::runtime_error("Wrong checksum");
 
- 		}
 
- 	}
 
- 	else
 
- 	{
 
- 		scenarioOps->mapfileChecksum = map->checksum;
 
- 	}
 
- }
 
- void CGameState::initGrailPosition()
 
- {
 
- 	logGlobal->debugStream() << "\tPicking grail position";
 
- 	//pick grail location
 
- 	if(map->grailPos.x < 0 || map->grailRadious) //grail not set or set within a radius around some place
 
- 	{
 
- 		if(!map->grailRadious) //radius not given -> anywhere on map
 
- 			map->grailRadious = map->width * 2;
 
- 		std::vector<int3> allowedPos;
 
- 		static const int BORDER_WIDTH = 9; // grail must be at least 9 tiles away from border
 
- 		// add all not blocked tiles in range
 
- 		for (int i = BORDER_WIDTH; i < map->width - BORDER_WIDTH ; i++)
 
- 		{
 
- 			for (int j = BORDER_WIDTH; j < map->height - BORDER_WIDTH; j++)
 
- 			{
 
- 				for (int k = 0; k < (map->twoLevel ? 2 : 1); k++)
 
- 				{
 
- 					const TerrainTile &t = map->getTile(int3(i, j, k));
 
- 					if(!t.blocked
 
- 						&& !t.visitable
 
- 						&& t.terType != ETerrainType::WATER
 
- 						&& t.terType != ETerrainType::ROCK
 
- 						&& map->grailPos.dist2dSQ(int3(i, j, k)) <= (map->grailRadious * map->grailRadious))
 
- 						allowedPos.push_back(int3(i,j,k));
 
- 				}
 
- 			}
 
- 		}
 
- 		//remove tiles with holes
 
- 		for(auto & elem : map->objects)
 
- 			if(elem && elem->ID == Obj::HOLE)
 
- 				allowedPos -= elem->pos;
 
- 		if(!allowedPos.empty())
 
- 		{
 
- 			map->grailPos = *RandomGeneratorUtil::nextItem(allowedPos, rand);
 
- 		}
 
- 		else
 
- 		{
 
- 			logGlobal->warnStream() << "Warning: Grail cannot be placed, no appropriate tile found!";
 
- 		}
 
- 	}
 
- }
 
- void CGameState::initRandomFactionsForPlayers()
 
- {
 
- 	logGlobal->debugStream() << "\tPicking random factions for players";
 
- 	for(auto & elem : scenarioOps->playerInfos)
 
- 	{
 
- 		if(elem.second.castle==-1)
 
- 		{
 
- 			auto randomID = rand.nextInt(map->players[elem.first.getNum()].allowedFactions.size() - 1);
 
- 			auto iter = map->players[elem.first.getNum()].allowedFactions.begin();
 
- 			std::advance(iter, randomID);
 
- 			elem.second.castle = *iter;
 
- 		}
 
- 	}
 
- }
 
- void CGameState::randomizeMapObjects()
 
- {
 
- 	logGlobal->debugStream() << "\tRandomizing objects";
 
- 	for(CGObjectInstance *obj : map->objects)
 
- 	{
 
- 		if(!obj) continue;
 
- 		randomizeObject(obj);
 
- 		//handle Favouring Winds - mark tiles under it
 
- 		if(obj->ID == Obj::FAVORABLE_WINDS)
 
- 		{
 
- 			for (int i = 0; i < obj->getWidth() ; i++)
 
- 			{
 
- 				for (int j = 0; j < obj->getHeight() ; j++)
 
- 				{
 
- 					int3 pos = obj->pos - int3(i,j,0);
 
- 					if(map->isInTheMap(pos)) map->getTile(pos).extTileFlags |= 128;
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- }
 
- void CGameState::initPlayerStates()
 
- {
 
- 	logGlobal->debugStream() << "\tCreating player entries in gs";
 
- 	for(auto & elem : scenarioOps->playerInfos)
 
- 	{
 
- 		std::pair<PlayerColor, PlayerState> ins(elem.first,PlayerState());
 
- 		ins.second.color=ins.first;
 
- 		ins.second.human = elem.second.playerID;
 
- 		ins.second.team = map->players[ins.first.getNum()].team;
 
- 		teams[ins.second.team].id = ins.second.team;//init team
 
- 		teams[ins.second.team].players.insert(ins.first);//add player to team
 
- 		players.insert(ins);
 
- 	}
 
- }
 
- void CGameState::placeCampaignHeroes()
 
- {
 
- 	if (scenarioOps->campState)
 
- 	{
 
- 		// place bonus hero
 
- 		auto campaignBonus = scenarioOps->campState->getBonusForCurrentMap();
 
- 		bool campaignGiveHero = campaignBonus && campaignBonus.get().type == CScenarioTravel::STravelBonus::HERO;
 
- 		if(campaignGiveHero)
 
- 		{
 
- 			auto playerColor = PlayerColor(campaignBonus->info1);
 
- 			auto it = scenarioOps->playerInfos.find(playerColor);
 
- 			if(it != scenarioOps->playerInfos.end())
 
- 			{
 
- 				auto heroTypeId = campaignBonus->info2;
 
- 				if(heroTypeId == 0xffff) // random bonus hero
 
- 				{
 
- 					heroTypeId = pickUnusedHeroTypeRandomly(playerColor);
 
- 				}
 
- 				placeStartingHero(playerColor, HeroTypeID(heroTypeId), map->players[playerColor.getNum()].posOfMainTown);
 
- 			}
 
- 		}
 
- 		// replace heroes placeholders
 
- 		auto crossoverHeroes = getCrossoverHeroesFromPreviousScenarios();
 
- 		if(!crossoverHeroes.heroesFromAnyPreviousScenarios.empty())
 
- 		{
 
- 			logGlobal->debugStream() << "\tGenerate list of hero placeholders";
 
- 			auto campaignHeroReplacements = generateCampaignHeroesToReplace(crossoverHeroes);
 
- 			logGlobal->debugStream() << "\tPrepare crossover heroes";
 
- 			prepareCrossoverHeroes(campaignHeroReplacements, scenarioOps->campState->getCurrentScenario().travelOptions);
 
- 			// remove same heroes on the map which will be added through crossover heroes
 
- 			// INFO: we will remove heroes because later it may be possible that the API doesn't allow having heroes
 
- 			// with the same hero type id
 
- 			std::vector<CGHeroInstance *> removedHeroes;
 
- 			for(auto & campaignHeroReplacement : campaignHeroReplacements)
 
- 			{
 
- 				auto hero = getUsedHero(HeroTypeID(campaignHeroReplacement.hero->subID));
 
- 				if(hero)
 
- 				{
 
- 					removedHeroes.push_back(hero);
 
- 					map->heroesOnMap -= hero;
 
- 					map->objects[hero->id.getNum()] = nullptr;
 
- 					map->removeBlockVisTiles(hero, true);
 
- 				}
 
- 			}
 
- 			logGlobal->debugStream() << "\tReplace placeholders with heroes";
 
- 			replaceHeroesPlaceholders(campaignHeroReplacements);
 
- 			// remove hero placeholders on map
 
- 			for(auto obj : map->objects)
 
- 			{
 
- 				if(obj && obj->ID == Obj::HERO_PLACEHOLDER)
 
- 				{
 
- 					auto heroPlaceholder = dynamic_cast<CGHeroPlaceholder *>(obj.get());
 
- 					map->removeBlockVisTiles(heroPlaceholder, true);
 
- 					map->objects[heroPlaceholder->id.getNum()] = nullptr;
 
- 					delete heroPlaceholder;
 
- 				}
 
- 			}
 
- 			// now add removed heroes again with unused type ID
 
- 			for(auto hero : removedHeroes)
 
- 			{
 
- 				si32 heroTypeId = 0;
 
- 				if(hero->ID == Obj::HERO)
 
- 				{
 
- 					heroTypeId = pickUnusedHeroTypeRandomly(hero->tempOwner);
 
- 				}
 
- 				else if(hero->ID == Obj::PRISON)
 
- 				{
 
- 					auto unusedHeroTypeIds = getUnusedAllowedHeroes();
 
- 					if(!unusedHeroTypeIds.empty())
 
- 					{
 
- 						heroTypeId = (*RandomGeneratorUtil::nextItem(unusedHeroTypeIds, rand)).getNum();
 
- 					}
 
- 					else
 
- 					{
 
- 						logGlobal->errorStream() << "No free hero type ID found to replace prison.";
 
- 						assert(0);
 
- 					}
 
- 				}
 
- 				else
 
- 				{
 
- 					assert(0); // should not happen
 
- 				}
 
- 				hero->subID = heroTypeId;
 
- 				hero->portrait = hero->subID;
 
- 				map->getEditManager()->insertObject(hero, hero->pos);
 
- 			}
 
- 		}
 
- 	}
 
- }
 
- void CGameState::placeStartingHero(PlayerColor playerColor, HeroTypeID heroTypeId, int3 townPos)
 
- {
 
- 	townPos.x += 1;
 
- 	CGHeroInstance * hero =  static_cast<CGHeroInstance*>(createObject(Obj::HERO, heroTypeId.getNum(), townPos, playerColor));
 
- 	map->getEditManager()->insertObject(hero, townPos);
 
- }
 
- CGameState::CrossoverHeroesList CGameState::getCrossoverHeroesFromPreviousScenarios() const
 
- {
 
- 	CrossoverHeroesList crossoverHeroes;
 
- 	auto campaignState = scenarioOps->campState;
 
- 	auto bonus = campaignState->getBonusForCurrentMap();
 
- 	if (bonus && bonus->type == CScenarioTravel::STravelBonus::HEROES_FROM_PREVIOUS_SCENARIO)
 
- 	{
 
- 		crossoverHeroes.heroesFromAnyPreviousScenarios = crossoverHeroes.heroesFromPreviousScenario = campaignState->camp->scenarios[bonus->info2].crossoverHeroes;
 
- 	}
 
- 	else
 
- 	{
 
- 		if(!campaignState->mapsConquered.empty())
 
- 		{
 
- 			crossoverHeroes.heroesFromPreviousScenario = campaignState->camp->scenarios[campaignState->mapsConquered.back()].crossoverHeroes;
 
- 			for(auto mapNr : campaignState->mapsConquered)
 
- 			{
 
- 				// create a list of deleted heroes
 
- 				auto & scenario = campaignState->camp->scenarios[mapNr];
 
- 				auto lostCrossoverHeroes = scenario.getLostCrossoverHeroes();
 
- 				// remove heroes which didn't reached the end of the scenario, but were available at the start
 
- 				for(auto hero : lostCrossoverHeroes)
 
- 				{
 
- 					vstd::erase_if(crossoverHeroes.heroesFromAnyPreviousScenarios,
 
- 					               CGObjectInstanceBySubIdFinder(hero));
 
- 				}
 
- 				// now add heroes which completed the scenario
 
- 				for(auto hero : scenario.crossoverHeroes)
 
- 				{
 
- 					// add new heroes and replace old heroes with newer ones
 
- 					auto it = range::find_if(crossoverHeroes.heroesFromAnyPreviousScenarios, CGObjectInstanceBySubIdFinder(hero));
 
- 					if (it != crossoverHeroes.heroesFromAnyPreviousScenarios.end())
 
- 					{
 
- 						// replace old hero with newer one
 
- 						crossoverHeroes.heroesFromAnyPreviousScenarios[it - crossoverHeroes.heroesFromAnyPreviousScenarios.begin()] = hero;
 
- 					}
 
- 					else
 
- 					{
 
- 						// add new hero
 
- 						crossoverHeroes.heroesFromAnyPreviousScenarios.push_back(hero);
 
- 					}
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- 	return crossoverHeroes;
 
- }
 
- void CGameState::prepareCrossoverHeroes(std::vector<CGameState::CampaignHeroReplacement> & campaignHeroReplacements, const CScenarioTravel & travelOptions) const
 
- {
 
- 	// create heroes list for convenience iterating
 
- 	std::vector<CGHeroInstance *> crossoverHeroes;
 
- 	for(auto & campaignHeroReplacement : campaignHeroReplacements)
 
- 	{
 
- 		crossoverHeroes.push_back(campaignHeroReplacement.hero);
 
- 	}
 
- 	// TODO replace magic numbers with named constants
 
- 	// TODO this logic (what should be kept) should be part of CScenarioTravel and be exposed via some clean set of methods
 
- 	if(!(travelOptions.whatHeroKeeps & 1))
 
- 	{
 
- 		//trimming experience
 
- 		for(CGHeroInstance * cgh : crossoverHeroes)
 
- 		{
 
- 			cgh->initExp();
 
- 		}
 
- 	}
 
- 	if(!(travelOptions.whatHeroKeeps & 2))
 
- 	{
 
- 		//trimming prim skills
 
- 		for(CGHeroInstance * cgh : crossoverHeroes)
 
- 		{
 
- 			for(int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
 
- 			{
 
- 				auto sel = Selector::type(Bonus::PRIMARY_SKILL)
 
- 					.And(Selector::subtype(g))
 
- 					.And(Selector::sourceType(Bonus::HERO_BASE_SKILL));
 
- 				cgh->getBonusLocalFirst(sel)->val = cgh->type->heroClass->primarySkillInitial[g];
 
- 			}
 
- 		}
 
- 	}
 
- 	if(!(travelOptions.whatHeroKeeps & 4))
 
- 	{
 
- 		//trimming sec skills
 
- 		for(CGHeroInstance * cgh : crossoverHeroes)
 
- 		{
 
- 			cgh->secSkills = cgh->type->secSkillsInit;
 
- 			cgh->recreateSecondarySkillsBonuses();
 
- 		}
 
- 	}
 
- 	if(!(travelOptions.whatHeroKeeps & 8))
 
- 	{
 
- 		for(CGHeroInstance * cgh : crossoverHeroes)
 
- 		{
 
- 			// Trimming spells
 
- 			cgh->spells.clear();
 
- 			// Spellbook will also be removed
 
- 			if (cgh->hasSpellbook())
 
- 				ArtifactLocation(cgh, ArtifactPosition(ArtifactPosition::SPELLBOOK)).removeArtifact();
 
- 		}
 
- 	}
 
- 	if(!(travelOptions.whatHeroKeeps & 16))
 
- 	{
 
- 		//trimming artifacts
 
- 		for(CGHeroInstance * hero : crossoverHeroes)
 
- 		{
 
- 			size_t totalArts = GameConstants::BACKPACK_START + hero->artifactsInBackpack.size();
 
- 			for (size_t i = 0; i < totalArts; i++ )
 
- 			{
 
- 				auto artifactPosition = ArtifactPosition(i);
 
- 				if(artifactPosition == ArtifactPosition::SPELLBOOK) continue; // do not handle spellbook this way
 
- 				const ArtSlotInfo *info = hero->getSlot(artifactPosition);
 
- 				if(!info)
 
- 					continue;
 
- 				// TODO: why would there be nullptr artifacts?
 
- 				const CArtifactInstance *art = info->artifact;
 
- 				if(!art)
 
- 					continue;
 
- 				int id  = art->artType->id;
 
- 				assert( 8*18 > id );//number of arts that fits into h3m format
 
- 				bool takeable = travelOptions.artifsKeptByHero[id / 8] & ( 1 << (id%8) );
 
- 				ArtifactLocation al(hero, artifactPosition);
 
- 				if(!takeable  &&  !al.getSlot()->locked)  //don't try removing locked artifacts -> it crashes #1719
 
- 					al.removeArtifact();
 
- 			}
 
- 		}
 
- 	}
 
- 	//trimming creatures
 
- 	for(CGHeroInstance * cgh : crossoverHeroes)
 
- 	{
 
- 		auto shouldSlotBeErased = [&](const std::pair<SlotID, CStackInstance *> & j) -> bool
 
- 		{
 
- 			CreatureID::ECreatureID crid = j.second->getCreatureID().toEnum();
 
- 			return !(travelOptions.monstersKeptByHero[crid / 8] & (1 << (crid % 8)));
 
- 		};
 
- 		auto stacksCopy = cgh->stacks; //copy of the map, so we can iterate iover it and remove stacks
 
- 		for(auto &slotPair : stacksCopy)
 
- 			if(shouldSlotBeErased(slotPair))
 
- 				cgh->eraseStack(slotPair.first);
 
- 	}
 
- 	// Removing short-term bonuses
 
- 	for(CGHeroInstance * cgh : crossoverHeroes)
 
- 	{
 
- 		cgh->popBonuses(CSelector(Bonus::OneDay)
 
- 			.Or(CSelector(Bonus::OneWeek))
 
- 			.Or(CSelector(Bonus::NTurns))
 
- 			.Or(CSelector(Bonus::NDays))
 
- 			.Or(CSelector(Bonus::OneBattle)));
 
- 	}
 
- }
 
- void CGameState::placeStartingHeroes()
 
- {
 
- 	logGlobal->debugStream() << "\tGiving starting hero";
 
- 	for(auto & playerSettingPair : scenarioOps->playerInfos)
 
- 	{
 
- 		auto playerColor = playerSettingPair.first;
 
- 		auto & playerInfo = map->players[playerColor.getNum()];
 
- 		if(playerInfo.generateHeroAtMainTown && playerInfo.hasMainTown)
 
- 		{
 
- 			// Do not place a starting hero if the hero was already placed due to a campaign bonus
 
- 			if(scenarioOps->campState)
 
- 			{
 
- 				if(auto campaignBonus = scenarioOps->campState->getBonusForCurrentMap())
 
- 				{
 
- 					if(campaignBonus->type == CScenarioTravel::STravelBonus::HERO && playerColor == PlayerColor(campaignBonus->info1)) continue;
 
- 				}
 
- 			}
 
- 			int heroTypeId = pickNextHeroType(playerColor);
 
- 			if(playerSettingPair.second.hero == -1)
 
- 				playerSettingPair.second.hero = heroTypeId;
 
- 			placeStartingHero(playerColor, HeroTypeID(heroTypeId), playerInfo.posOfMainTown);
 
- 		}
 
- 	}
 
- }
 
- void CGameState::initStartingResources()
 
- {
 
- 	logGlobal->debugStream() << "\tSetting up resources";
 
- 	const JsonNode config(ResourceID("config/startres.json"));
 
- 	const JsonVector &vector = config["difficulty"].Vector();
 
- 	const JsonNode &level = vector[scenarioOps->difficulty];
 
- 	TResources startresAI(level["ai"]);
 
- 	TResources startresHuman(level["human"]);
 
- 	for (auto & elem : players)
 
- 	{
 
- 		PlayerState &p = elem.second;
 
- 		if (p.human)
 
- 			p.resources = startresHuman;
 
- 		else
 
- 			p.resources = startresAI;
 
- 	}
 
- 	auto getHumanPlayerInfo = [&]() -> std::vector<const PlayerSettings *>
 
- 	{
 
- 		std::vector<const PlayerSettings *> ret;
 
- 		for(auto it = scenarioOps->playerInfos.cbegin();
 
- 			it != scenarioOps->playerInfos.cend(); ++it)
 
- 		{
 
- 			if(it->second.playerID != PlayerSettings::PLAYER_AI)
 
- 				ret.push_back(&it->second);
 
- 		}
 
- 		return ret;
 
- 	};
 
- 	//give start resource bonus in case of campaign
 
- 	if (scenarioOps->mode == StartInfo::CAMPAIGN)
 
- 	{
 
- 		auto chosenBonus = scenarioOps->campState->getBonusForCurrentMap();
 
- 		if(chosenBonus && chosenBonus->type == CScenarioTravel::STravelBonus::RESOURCE)
 
- 		{
 
- 			std::vector<const PlayerSettings *> people = getHumanPlayerInfo(); //players we will give resource bonus
 
- 			for(const PlayerSettings *ps : people)
 
- 			{
 
- 				std::vector<int> res; //resources we will give
 
- 				switch (chosenBonus->info1)
 
- 				{
 
- 				case 0: case 1: case 2: case 3: case 4: case 5: case 6:
 
- 					res.push_back(chosenBonus->info1);
 
- 					break;
 
- 				case 0xFD: //wood+ore
 
- 					res.push_back(Res::WOOD); res.push_back(Res::ORE);
 
- 					break;
 
- 				case 0xFE:  //rare
 
- 					res.push_back(Res::MERCURY); res.push_back(Res::SULFUR); res.push_back(Res::CRYSTAL); res.push_back(Res::GEMS);
 
- 					break;
 
- 				default:
 
- 					assert(0);
 
- 					break;
 
- 				}
 
- 				//increasing resource quantity
 
- 				for (auto & re : res)
 
- 				{
 
- 					players[ps->color].resources[re] += chosenBonus->info2;
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- }
 
- void CGameState::initHeroes()
 
- {
 
- 	for(auto hero : map->heroesOnMap)  //heroes instances initialization
 
- 	{
 
- 		if (hero->getOwner() == PlayerColor::UNFLAGGABLE)
 
- 		{
 
- 			logGlobal->warnStream() << "Warning - hero with uninitialized owner!";
 
- 			continue;
 
- 		}
 
- 		hero->initHero();
 
- 		getPlayer(hero->getOwner())->heroes.push_back(hero);
 
- 		map->allHeroes[hero->type->ID.getNum()] = hero;
 
- 	}
 
- 	for(auto obj : map->objects) //prisons
 
- 	{
 
- 		if(obj && obj->ID == Obj::PRISON)
 
- 			map->allHeroes[obj->subID] = dynamic_cast<CGHeroInstance*>(obj.get());
 
- 	}
 
- 	std::set<HeroTypeID> heroesToCreate = getUnusedAllowedHeroes(); //ids of heroes to be created and put into the pool
 
- 	for(auto ph : map->predefinedHeroes)
 
- 	{
 
- 		if(!vstd::contains(heroesToCreate, HeroTypeID(ph->subID)))
 
- 			continue;
 
- 		ph->initHero();
 
- 		hpool.heroesPool[ph->subID] = ph;
 
- 		hpool.pavailable[ph->subID] = 0xff;
 
- 		heroesToCreate.erase(ph->type->ID);
 
- 		map->allHeroes[ph->subID] = ph;
 
- 	}
 
- 	for(HeroTypeID htype : heroesToCreate) //all not used allowed heroes go with default state into the pool
 
- 	{
 
- 		auto  vhi = new CGHeroInstance();
 
- 		vhi->initHero(htype);
 
- 		int typeID = htype.getNum();
 
- 		map->allHeroes[typeID] = vhi;
 
- 		hpool.heroesPool[typeID] = vhi;
 
- 		hpool.pavailable[typeID] = 0xff;
 
- 	}
 
- 	for(auto & elem : map->disposedHeroes)
 
- 	{
 
- 		hpool.pavailable[elem.heroId] = elem.players;
 
- 	}
 
- 	if (scenarioOps->mode == StartInfo::CAMPAIGN) //give campaign bonuses for specific / best hero
 
- 	{
 
- 		auto chosenBonus = scenarioOps->campState->getBonusForCurrentMap();
 
- 		if (chosenBonus && chosenBonus->isBonusForHero() && chosenBonus->info1 != 0xFFFE) //exclude generated heroes
 
- 		{
 
- 			//find human player
 
- 			PlayerColor humanPlayer=PlayerColor::NEUTRAL;
 
- 			for (auto & elem : players)
 
- 			{
 
- 				if(elem.second.human)
 
- 				{
 
- 					humanPlayer = elem.first;
 
- 					break;
 
- 				}
 
- 			}
 
- 			assert(humanPlayer != PlayerColor::NEUTRAL);
 
- 			std::vector<ConstTransitivePtr<CGHeroInstance> > & heroes = players[humanPlayer].heroes;
 
- 			if (chosenBonus->info1 == 0xFFFD) //most powerful
 
- 			{
 
- 				int maxB = -1;
 
- 				for (int b=0; b<heroes.size(); ++b)
 
- 				{
 
- 					if (maxB == -1 || heroes[b]->getTotalStrength() > heroes[maxB]->getTotalStrength())
 
- 					{
 
- 						maxB = b;
 
- 					}
 
- 				}
 
- 				if(maxB < 0)
 
- 					logGlobal->warnStream() << "Warning - cannot give bonus to hero cause there are no heroes!";
 
- 				else
 
- 					giveCampaignBonusToHero(heroes[maxB]);
 
- 			}
 
- 			else //specific hero
 
- 			{
 
- 				for (auto & heroe : heroes)
 
- 				{
 
- 					if (heroe->subID == chosenBonus->info1)
 
- 					{
 
- 						giveCampaignBonusToHero(heroe);
 
- 						break;
 
- 					}
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- }
 
- void CGameState::giveCampaignBonusToHero(CGHeroInstance * hero)
 
- {
 
- 	const boost::optional<CScenarioTravel::STravelBonus> & curBonus = scenarioOps->campState->getBonusForCurrentMap();
 
- 	if(!curBonus)
 
- 		return;
 
- 	if(curBonus->isBonusForHero())
 
- 	{
 
- 		//apply bonus
 
- 		switch (curBonus->type)
 
- 		{
 
- 		case CScenarioTravel::STravelBonus::SPELL:
 
- 			hero->spells.insert(SpellID(curBonus->info2));
 
- 			break;
 
- 		case CScenarioTravel::STravelBonus::MONSTER:
 
- 			{
 
- 				for(int i=0; i<GameConstants::ARMY_SIZE; i++)
 
- 				{
 
- 					if(hero->slotEmpty(SlotID(i)))
 
- 					{
 
- 						hero->addToSlot(SlotID(i), CreatureID(curBonus->info2), curBonus->info3);
 
- 						break;
 
- 					}
 
- 				}
 
- 			}
 
- 			break;
 
- 		case CScenarioTravel::STravelBonus::ARTIFACT:
 
- 			gs->giveHeroArtifact(hero, static_cast<ArtifactID>(curBonus->info2));
 
- 			break;
 
- 		case CScenarioTravel::STravelBonus::SPELL_SCROLL:
 
- 			{
 
- 				CArtifactInstance * scroll = CArtifactInstance::createScroll(SpellID(curBonus->info2).toSpell());
 
- 				scroll->putAt(ArtifactLocation(hero, scroll->firstAvailableSlot(hero)));
 
- 			}
 
- 			break;
 
- 		case CScenarioTravel::STravelBonus::PRIMARY_SKILL:
 
- 			{
 
- 				const ui8* ptr = reinterpret_cast<const ui8*>(&curBonus->info2);
 
- 				for (int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
 
- 				{
 
- 					int val = ptr[g];
 
- 					if (val == 0)
 
- 					{
 
- 						continue;
 
- 					}
 
- 					auto bb = new Bonus(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::CAMPAIGN_BONUS, val, *scenarioOps->campState->currentMap, g);
 
- 					hero->addNewBonus(bb);
 
- 				}
 
- 			}
 
- 			break;
 
- 		case CScenarioTravel::STravelBonus::SECONDARY_SKILL:
 
- 			hero->setSecSkillLevel(SecondarySkill(curBonus->info2), curBonus->info3, true);
 
- 			break;
 
- 		}
 
- 	}
 
- }
 
- void CGameState::initFogOfWar()
 
- {
 
- 	logGlobal->debugStream() << "\tFog of war"; //FIXME: should be initialized after all bonuses are set
 
- 	for(auto & elem : teams)
 
- 	{
 
- 		elem.second.fogOfWarMap.resize(map->width);
 
- 		for(int g=0; g<map->width; ++g)
 
- 			elem.second.fogOfWarMap[g].resize(map->height);
 
- 		for(int g=-0; g<map->width; ++g)
 
- 			for(int h=0; h<map->height; ++h)
 
- 				elem.second.fogOfWarMap[g][h].resize(map->twoLevel ? 2 : 1, 0);
 
- 		for(int g=0; g<map->width; ++g)
 
- 			for(int h=0; h<map->height; ++h)
 
- 				for(int v = 0; v < (map->twoLevel ? 2 : 1); ++v)
 
- 					elem.second.fogOfWarMap[g][h][v] = 0;
 
- 		for(CGObjectInstance *obj : map->objects)
 
- 		{
 
- 			if(!obj || !vstd::contains(elem.second.players, obj->tempOwner)) continue; //not a flagged object
 
- 			std::unordered_set<int3, ShashInt3> tiles;
 
- 			getTilesInRange(tiles, obj->getSightCenter(), obj->getSightRadious(), obj->tempOwner, 1);
 
- 			for(int3 tile : tiles)
 
- 			{
 
- 				elem.second.fogOfWarMap[tile.x][tile.y][tile.z] = 1;
 
- 			}
 
- 		}
 
- 	}
 
- }
 
- void CGameState::initStartingBonus()
 
- {
 
- 	logGlobal->debugStream() << "\tStarting bonuses";
 
- 	for(auto & elem : players)
 
- 	{
 
- 		//starting bonus
 
- 		if(scenarioOps->playerInfos[elem.first].bonus==PlayerSettings::RANDOM)
 
- 			scenarioOps->playerInfos[elem.first].bonus = static_cast<PlayerSettings::Ebonus>(rand.nextInt(2));
 
- 		switch(scenarioOps->playerInfos[elem.first].bonus)
 
- 		{
 
- 		case PlayerSettings::GOLD:
 
- 			elem.second.resources[Res::GOLD] += rand.nextInt(5, 10) * 100;
 
- 			break;
 
- 		case PlayerSettings::RESOURCE:
 
- 			{
 
- 				int res = VLC->townh->factions[scenarioOps->playerInfos[elem.first].castle]->town->primaryRes;
 
- 				if(res == Res::WOOD_AND_ORE)
 
- 				{
 
- 					int amount = rand.nextInt(5, 10);
 
- 					elem.second.resources[Res::WOOD] += amount;
 
- 					elem.second.resources[Res::ORE] += amount;
 
- 				}
 
- 				else
 
- 				{
 
- 					elem.second.resources[res] += rand.nextInt(3, 6);
 
- 				}
 
- 				break;
 
- 			}
 
- 		case PlayerSettings::ARTIFACT:
 
- 			{
 
- 				if(!elem.second.heroes.size())
 
- 				{
 
- 					logGlobal->debugStream() << "Cannot give starting artifact - no heroes!";
 
- 					break;
 
- 				}
 
- 				CArtifact *toGive;
 
- 				toGive = VLC->arth->artifacts[VLC->arth->pickRandomArtifact(rand, CArtifact::ART_TREASURE)];
 
- 				CGHeroInstance *hero = elem.second.heroes[0];
 
- 				giveHeroArtifact(hero, toGive->id);
 
- 			}
 
- 			break;
 
- 		}
 
- 	}
 
- }
 
- void CGameState::initTowns()
 
- {
 
- 	logGlobal->debugStream() << "\tTowns";
 
- 	//campaign bonuses for towns
 
- 	if (scenarioOps->mode == StartInfo::CAMPAIGN)
 
- 	{
 
- 		auto chosenBonus = scenarioOps->campState->getBonusForCurrentMap();
 
- 		if (chosenBonus && chosenBonus->type == CScenarioTravel::STravelBonus::BUILDING)
 
- 		{
 
- 			for (int g=0; g<map->towns.size(); ++g)
 
- 			{
 
- 				PlayerState * owner = getPlayer(map->towns[g]->getOwner());
 
- 				if (owner)
 
- 				{
 
- 					PlayerInfo & pi = map->players[owner->color.getNum()];
 
- 					if (owner->human && //human-owned
 
- 						map->towns[g]->pos == pi.posOfMainTown + int3(2, 0, 0))
 
- 					{
 
- 						map->towns[g]->builtBuildings.insert(
 
- 							CBuildingHandler::campToERMU(chosenBonus->info1, map->towns[g]->subID, map->towns[g]->builtBuildings));
 
- 						break;
 
- 					}
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- 	CGTownInstance::universitySkills.clear();
 
- 	for ( int i=0; i<4; i++)
 
- 		CGTownInstance::universitySkills.push_back(14+i);//skills for university
 
- 	for (auto & elem : map->towns)
 
- 	{
 
- 		CGTownInstance * vti =(elem);
 
- 		if(!vti->town)
 
- 		{
 
- 			vti->town = VLC->townh->factions[vti->subID]->town;
 
- 		}
 
- 		if(vti->name.empty())
 
- 		{
 
- 			vti->name = *RandomGeneratorUtil::nextItem(vti->town->names, rand);
 
- 		}
 
- 		//init buildings
 
- 		if(vstd::contains(vti->builtBuildings, BuildingID::DEFAULT)) //give standard set of buildings
 
- 		{
 
- 			vti->builtBuildings.erase(BuildingID::DEFAULT);
 
- 			vti->builtBuildings.insert(BuildingID::VILLAGE_HALL);
 
- 			if(vti->tempOwner != PlayerColor::NEUTRAL)
 
- 				vti->builtBuildings.insert(BuildingID::TAVERN);
 
- 			vti->builtBuildings.insert(BuildingID::DWELL_FIRST);
 
- 			if(rand.nextInt(1) == 1)
 
- 			{
 
- 				vti->builtBuildings.insert(BuildingID::DWELL_LVL_2);
 
- 			}
 
- 		}
 
- 		//#1444 - remove entries that don't have buildings defined (like some unused extra town hall buildings)
 
- 		vstd::erase_if(vti->builtBuildings, [vti](BuildingID bid){
 
- 			return !vti->town->buildings.count(bid) || !vti->town->buildings.at(bid); });
 
- 		if (vstd::contains(vti->builtBuildings, BuildingID::SHIPYARD) && vti->shipyardStatus()==IBoatGenerator::TILE_BLOCKED)
 
- 			vti->builtBuildings.erase(BuildingID::SHIPYARD);//if we have harbor without water - erase it (this is H3 behaviour)
 
- 		//init hordes
 
- 		for (int i = 0; i<GameConstants::CREATURES_PER_TOWN; i++)
 
- 			if (vstd::contains(vti->builtBuildings,(-31-i))) //if we have horde for this level
 
- 			{
 
- 				vti->builtBuildings.erase(BuildingID(-31-i));//remove old ID
 
- 				if (vti->town->hordeLvl.at(0) == i)//if town first horde is this one
 
- 				{
 
- 					vti->builtBuildings.insert(BuildingID::HORDE_1);//add it
 
- 					if (vstd::contains(vti->builtBuildings,(BuildingID::DWELL_UP_FIRST+i)))//if we have upgraded dwelling as well
 
- 						vti->builtBuildings.insert(BuildingID::HORDE_1_UPGR);//add it as well
 
- 				}
 
- 				if (vti->town->hordeLvl.at(1) == i)//if town second horde is this one
 
- 				{
 
- 					vti->builtBuildings.insert(BuildingID::HORDE_2);
 
- 					if (vstd::contains(vti->builtBuildings,(BuildingID::DWELL_UP_FIRST+i)))
 
- 						vti->builtBuildings.insert(BuildingID::HORDE_2_UPGR);
 
- 				}
 
- 			}
 
- 		//Early check for #1444-like problems
 
- 		for(auto building : vti->builtBuildings)
 
- 		{
 
- 			assert(vti->town->buildings.at(building) != nullptr);
 
- 			UNUSED(building);
 
- 		}
 
- 		//town events
 
- 		for(CCastleEvent &ev : vti->events)
 
- 		{
 
- 			for (int i = 0; i<GameConstants::CREATURES_PER_TOWN; i++)
 
- 				if (vstd::contains(ev.buildings,(-31-i))) //if we have horde for this level
 
- 				{
 
- 					ev.buildings.erase(BuildingID(-31-i));
 
- 					if (vti->town->hordeLvl.at(0) == i)
 
- 						ev.buildings.insert(BuildingID::HORDE_1);
 
- 					if (vti->town->hordeLvl.at(1) == i)
 
- 						ev.buildings.insert(BuildingID::HORDE_2);
 
- 				}
 
- 		}
 
- 		//init spells
 
- 		vti->spells.resize(GameConstants::SPELL_LEVELS);
 
- 		for(ui32 z=0; z<vti->obligatorySpells.size();z++)
 
- 		{
 
- 			CSpell *s = vti->obligatorySpells[z].toSpell();
 
- 			vti->spells[s->level-1].push_back(s->id);
 
- 			vti->possibleSpells -= s->id;
 
- 		}
 
- 		while(vti->possibleSpells.size())
 
- 		{
 
- 			ui32 total=0;
 
- 			int sel = -1;
 
- 			for(ui32 ps=0;ps<vti->possibleSpells.size();ps++)
 
- 				total += vti->possibleSpells[ps].toSpell()->getProbability(vti->subID);
 
- 			if (total == 0) // remaining spells have 0 probability
 
- 				break;
 
- 			auto r = rand.nextInt(total - 1);
 
- 			for(ui32 ps=0; ps<vti->possibleSpells.size();ps++)
 
- 			{
 
- 				r -= vti->possibleSpells[ps].toSpell()->getProbability(vti->subID);
 
- 				if(r<0)
 
- 				{
 
- 					sel = ps;
 
- 					break;
 
- 				}
 
- 			}
 
- 			if(sel<0)
 
- 				sel=0;
 
- 			CSpell *s = vti->possibleSpells[sel].toSpell();
 
- 			vti->spells[s->level-1].push_back(s->id);
 
- 			vti->possibleSpells -= s->id;
 
- 		}
 
- 		vti->possibleSpells.clear();
 
- 		if(vti->getOwner() != PlayerColor::NEUTRAL)
 
- 			getPlayer(vti->getOwner())->towns.push_back(vti);
 
- 	}
 
- }
 
- void CGameState::initMapObjects()
 
- {
 
- 	logGlobal->debugStream() << "\tObject initialization";
 
- //	objCaller->preInit();
 
- 	for(CGObjectInstance *obj : map->objects)
 
- 	{
 
- 		if(obj)
 
- 		{
 
- 			//logGlobal->traceStream() << boost::format ("Calling Init for object %d, %d") % obj->ID % obj->subID;
 
- 			obj->initObj();
 
- 		}
 
- 	}
 
- 	for(CGObjectInstance *obj : map->objects)
 
- 	{
 
- 		if(!obj)
 
- 			continue;
 
- 		switch (obj->ID)
 
- 		{
 
- 			case Obj::QUEST_GUARD:
 
- 			case Obj::SEER_HUT:
 
- 			{
 
- 				auto q = static_cast<CGSeerHut*>(obj);
 
- 				assert (q);
 
- 				q->setObjToKill();
 
- 			}
 
- 		}
 
- 	}
 
- 	CGSubterraneanGate::postInit(); //pairing subterranean gates
 
- 	map->calculateGuardingGreaturePositions(); //calculate once again when all the guards are placed and initialized
 
- }
 
- void CGameState::initVisitingAndGarrisonedHeroes()
 
- {
 
- 	for(auto k=players.begin(); k!=players.end(); ++k)
 
- 	{
 
- 		if(k->first==PlayerColor::NEUTRAL)
 
- 			continue;
 
- 		//init visiting and garrisoned heroes
 
- 		for(CGHeroInstance *h : k->second.heroes)
 
- 		{
 
- 			for(CGTownInstance *t : k->second.towns)
 
- 			{
 
- 				int3 vistile = t->pos; vistile.x--; //tile next to the entrance
 
- 				if(vistile == h->pos || h->pos==t->pos)
 
- 				{
 
- 					t->setVisitingHero(h);
 
- 					if(h->pos == t->pos) //visiting hero placed in the editor has same pos as the town - we need to correct it
 
- 					{
 
- 						map->removeBlockVisTiles(h);
 
- 						h->pos.x -= 1;
 
- 						map->addBlockVisTiles(h);
 
- 					}
 
- 					break;
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- 	for (auto hero : map->heroesOnMap)
 
- 	{
 
- 		if (hero->visitedTown)
 
- 		{
 
- 			assert (hero->visitedTown->visitingHero == hero);
 
- 		}
 
- 	}
 
- }
 
- BFieldType CGameState::battleGetBattlefieldType(int3 tile)
 
- {
 
- 	if(tile==int3() && curB)
 
- 		tile = curB->tile;
 
- 	else if(tile==int3() && !curB)
 
- 		return BFieldType::NONE;
 
- 	const TerrainTile &t = map->getTile(tile);
 
- 	//fight in mine -> subterranean
 
- 	if(dynamic_cast<const CGMine *>(t.visitableObjects.front()))
 
- 		return BFieldType::SUBTERRANEAN;
 
- 	for(auto &obj : map->objects)
 
- 	{
 
- 		//look only for objects covering given tile
 
- 		if( !obj || obj->pos.z != tile.z || !obj->coveringAt(tile.x, tile.y))
 
- 			continue;
 
- 		switch(obj->ID)
 
- 		{
 
- 		case Obj::CLOVER_FIELD:
 
- 			return BFieldType::CLOVER_FIELD;
 
- 		case Obj::CURSED_GROUND1: case Obj::CURSED_GROUND2:
 
- 			return BFieldType::CURSED_GROUND;
 
- 		case Obj::EVIL_FOG:
 
- 			return BFieldType::EVIL_FOG;
 
- 		case Obj::FAVORABLE_WINDS:
 
- 			return BFieldType::FAVORABLE_WINDS;
 
- 		case Obj::FIERY_FIELDS:
 
- 			return BFieldType::FIERY_FIELDS;
 
- 		case Obj::HOLY_GROUNDS:
 
- 			return BFieldType::HOLY_GROUND;
 
- 		case Obj::LUCID_POOLS:
 
- 			return BFieldType::LUCID_POOLS;
 
- 		case Obj::MAGIC_CLOUDS:
 
- 			return BFieldType::MAGIC_CLOUDS;
 
- 		case Obj::MAGIC_PLAINS1: case Obj::MAGIC_PLAINS2:
 
- 			return BFieldType::MAGIC_PLAINS;
 
- 		case Obj::ROCKLANDS:
 
- 			return BFieldType::ROCKLANDS;
 
- 		}
 
- 	}
 
- 	if(map->isCoastalTile(tile)) //coastal tile is always ground
 
- 		return BFieldType::SAND_SHORE;
 
- 	switch(t.terType)
 
- 	{
 
- 	case ETerrainType::DIRT:
 
- 		return BFieldType(rand.nextInt(3, 5));
 
- 	case ETerrainType::SAND:
 
- 		return BFieldType::SAND_MESAS; //TODO: coast support
 
- 	case ETerrainType::GRASS:
 
- 		return BFieldType(rand.nextInt(6, 7));
 
- 	case ETerrainType::SNOW:
 
- 		return BFieldType(rand.nextInt(10, 11));
 
- 	case ETerrainType::SWAMP:
 
- 		return BFieldType::SWAMP_TREES;
 
- 	case ETerrainType::ROUGH:
 
- 		return BFieldType::ROUGH;
 
- 	case ETerrainType::SUBTERRANEAN:
 
- 		return BFieldType::SUBTERRANEAN;
 
- 	case ETerrainType::LAVA:
 
- 		return BFieldType::LAVA;
 
- 	case ETerrainType::WATER:
 
- 		return BFieldType::SHIP;
 
- 	case ETerrainType::ROCK:
 
- 		return BFieldType::ROCKLANDS;
 
- 	default:
 
- 		return BFieldType::NONE;
 
- 	}
 
- }
 
- UpgradeInfo CGameState::getUpgradeInfo(const CStackInstance &stack)
 
- {
 
- 	UpgradeInfo ret;
 
- 	const CCreature *base = stack.type;
 
- 	const CGHeroInstance *h = stack.armyObj->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(stack.armyObj) : nullptr;
 
- 	const CGTownInstance *t = nullptr;
 
- 	if(stack.armyObj->ID == Obj::TOWN)
 
- 		t = static_cast<const CGTownInstance *>(stack.armyObj);
 
- 	else if(h)
 
- 	{	//hero specialty
 
- 		TBonusListPtr lista = h->getBonuses(Selector::typeSubtype(Bonus::SPECIAL_UPGRADE, base->idNumber));
 
- 		for(const Bonus *it : *lista)
 
- 		{
 
- 			auto nid = CreatureID(it->additionalInfo);
 
- 			if (nid != base->idNumber) //in very specific case the upgrade is available by default (?)
 
- 			{
 
- 				ret.newID.push_back(nid);
 
- 				ret.cost.push_back(VLC->creh->creatures[nid]->cost - base->cost);
 
- 			}
 
- 		}
 
- 		t = h->visitedTown;
 
- 	}
 
- 	if(t)
 
- 	{
 
- 		for(const CGTownInstance::TCreaturesSet::value_type & dwelling : t->creatures)
 
- 		{
 
- 			if (vstd::contains(dwelling.second, base->idNumber)) //Dwelling with our creature
 
- 			{
 
- 				for(auto upgrID : dwelling.second)
 
- 				{
 
- 					if(vstd::contains(base->upgrades, upgrID)) //possible upgrade
 
- 					{
 
- 						ret.newID.push_back(upgrID);
 
- 						ret.cost.push_back(VLC->creh->creatures[upgrID]->cost - base->cost);
 
- 					}
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- 	//hero is visiting Hill Fort
 
- 	if(h && map->getTile(h->visitablePos()).visitableObjects.front()->ID == Obj::HILL_FORT)
 
- 	{
 
- 		static const int costModifiers[] = {0, 25, 50, 75, 100}; //we get cheaper upgrades depending on level
 
- 		const int costModifier = costModifiers[std::min<int>(std::max((int)base->level - 1, 0), ARRAY_COUNT(costModifiers) - 1)];
 
- 		for(auto nid : base->upgrades)
 
- 		{
 
- 			ret.newID.push_back(nid);
 
- 			ret.cost.push_back((VLC->creh->creatures[nid]->cost - base->cost) * costModifier / 100);
 
- 		}
 
- 	}
 
- 	if(ret.newID.size())
 
- 		ret.oldID = base->idNumber;
 
- 	for (Res::ResourceSet &cost : ret.cost)
 
- 		cost.positive(); //upgrade cost can't be negative, ignore missing resources
 
- 	return ret;
 
- }
 
- PlayerRelations::PlayerRelations CGameState::getPlayerRelations( PlayerColor color1, PlayerColor color2 )
 
- {
 
- 	if ( color1 == color2 )
 
- 		return PlayerRelations::SAME_PLAYER;
 
- 	if(color1 == PlayerColor::NEUTRAL || color2 == PlayerColor::NEUTRAL) //neutral player has no friends
 
- 		return PlayerRelations::ENEMIES;
 
- 	const TeamState * ts = getPlayerTeam(color1);
 
- 	if (ts && vstd::contains(ts->players, color2))
 
- 		return PlayerRelations::ALLIES;
 
- 	return PlayerRelations::ENEMIES;
 
- }
 
- void CGameState::apply(CPack *pack)
 
- {
 
- 	ui16 typ = typeList.getTypeID(pack);
 
- 	applierGs->apps[typ]->applyOnGS(this,pack);
 
- }
 
- void CGameState::calculatePaths(const CGHeroInstance *hero, CPathsInfo &out)
 
- {
 
- 	CPathfinder pathfinder(out, this, hero);
 
- 	pathfinder.calculatePaths();
 
- }
 
- /**
 
-  * Tells if the tile is guarded by a monster as well as the position
 
-  * of the monster that will attack on it.
 
-  *
 
-  * @return int3(-1, -1, -1) if the tile is unguarded, or the position of
 
-  * the monster guarding the tile.
 
-  */
 
- std::vector<CGObjectInstance*> CGameState::guardingCreatures (int3 pos) const
 
- {
 
- 	std::vector<CGObjectInstance*> guards;
 
- 	const int3 originalPos = pos;
 
- 	if (!map->isInTheMap(pos))
 
- 		return guards;
 
- 	const TerrainTile &posTile = map->getTile(pos);
 
- 	if (posTile.visitable)
 
- 	{
 
- 		for (CGObjectInstance* obj : posTile.visitableObjects)
 
- 		{
 
- 			if(obj->blockVisit)
 
- 			{
 
- 				if (obj->ID == Obj::MONSTER) // Monster
 
- 					guards.push_back(obj);
 
- 			}
 
- 		}
 
- 	}
 
- 	pos -= int3(1, 1, 0); // Start with top left.
 
- 	for (int dx = 0; dx < 3; dx++)
 
- 	{
 
- 		for (int dy = 0; dy < 3; dy++)
 
- 		{
 
- 			if (map->isInTheMap(pos))
 
- 			{
 
- 				const auto & tile = map->getTile(pos);
 
-                 if (tile.visitable && (tile.isWater() == posTile.isWater()))
 
- 				{
 
- 					for (CGObjectInstance* obj : tile.visitableObjects)
 
- 					{
 
- 						if (obj->ID == Obj::MONSTER  &&  map->checkForVisitableDir(pos, &map->getTile(originalPos), originalPos)) // Monster being able to attack investigated tile
 
- 						{
 
- 							guards.push_back(obj);
 
- 						}
 
- 					}
 
- 				}
 
- 			}
 
- 			pos.y++;
 
- 		}
 
- 		pos.y -= 3;
 
- 		pos.x++;
 
- 	}
 
- 	return guards;
 
- }
 
- int3 CGameState::guardingCreaturePosition (int3 pos) const
 
- {
 
- 	return gs->map->guardingCreaturePositions[pos.x][pos.y][pos.z];
 
- }
 
- void CGameState::updateRumor()
 
- {
 
- 	static std::vector<RumorState::ERumorType> rumorTypes = {RumorState::TYPE_MAP, RumorState::TYPE_SPECIAL, RumorState::TYPE_RAND, RumorState::TYPE_RAND};
 
- 	std::vector<RumorState::ERumorTypeSpecial> sRumorTypes = {
 
- 		RumorState::RUMOR_OBELISKS, RumorState::RUMOR_ARTIFACTS, RumorState::RUMOR_ARMY, RumorState::RUMOR_INCOME};
 
- 	if(map->grailPos.valid()) // Grail should always be on map, but I had related crash I didn't manage to reproduce
 
- 		sRumorTypes.push_back(RumorState::RUMOR_GRAIL);
 
- 	int rumorId = -1, rumorExtra = -1;
 
- 	auto & rand = getRandomGenerator();
 
- 	rumor.type = *RandomGeneratorUtil::nextItem(rumorTypes, rand);
 
- 	if(!map->rumors.size() && rumor.type == RumorState::TYPE_MAP)
 
- 		rumor.type = RumorState::TYPE_RAND;
 
- 	do
 
- 	{
 
- 		switch(rumor.type)
 
- 		{
 
- 		case RumorState::TYPE_SPECIAL:
 
- 		{
 
- 			SThievesGuildInfo tgi;
 
- 			obtainPlayersStats(tgi, 20);
 
- 			rumorId = *RandomGeneratorUtil::nextItem(sRumorTypes, rand);
 
- 			if(rumorId == RumorState::RUMOR_GRAIL)
 
- 			{
 
- 				rumorExtra = getTile(map->grailPos)->terType;
 
- 				break;
 
- 			}
 
- 			std::vector<PlayerColor> players = {};
 
- 			switch(rumorId)
 
- 			{
 
- 			case RumorState::RUMOR_OBELISKS:
 
- 				players = tgi.obelisks[0];
 
- 				break;
 
- 			case RumorState::RUMOR_ARTIFACTS:
 
- 				players = tgi.artifacts[0];
 
- 				break;
 
- 			case RumorState::RUMOR_ARMY:
 
- 				players = tgi.army[0];
 
- 				break;
 
- 			case RumorState::RUMOR_INCOME:
 
- 				players = tgi.income[0];
 
- 				break;
 
- 			}
 
- 			rumorExtra = RandomGeneratorUtil::nextItem(players, rand)->getNum();
 
- 			break;
 
- 		}
 
- 		case RumorState::TYPE_MAP:
 
- 			rumorId = rand.nextInt(map->rumors.size() - 1);
 
- 			break;
 
- 		case RumorState::TYPE_RAND:
 
- 			do
 
- 			{
 
- 				rumorId = rand.nextInt(VLC->generaltexth->tavernRumors.size() - 1);
 
- 			}
 
- 			while(!VLC->generaltexth->tavernRumors[rumorId].length());
 
- 			break;
 
- 		}
 
- 	}
 
- 	while(!rumor.update(rumorId, rumorExtra));
 
- }
 
- bool CGameState::isVisible(int3 pos, PlayerColor player)
 
- {
 
- 	if(player == PlayerColor::NEUTRAL)
 
- 		return false;
 
- 	return getPlayerTeam(player)->fogOfWarMap[pos.x][pos.y][pos.z];
 
- }
 
- bool CGameState::isVisible( const CGObjectInstance *obj, boost::optional<PlayerColor> player )
 
- {
 
- 	if(!player)
 
- 		return true;
 
- 	//we should always see our own heroes - but sometimes not visible heroes cause crash :?
 
- 	if (player == obj->tempOwner)
 
- 		return true;
 
- 	if(*player == PlayerColor::NEUTRAL) //-> TODO ??? needed?
 
- 		return false;
 
- 	//object is visible when at least one blocked tile is visible
 
- 	for(int fy=0; fy < obj->getHeight(); ++fy)
 
- 	{
 
- 		for(int fx=0; fx < obj->getWidth(); ++fx)
 
- 		{
 
- 			int3 pos = obj->pos + int3(-fx, -fy, 0);
 
- 			if ( map->isInTheMap(pos) &&
 
- 				 obj->coveringAt(pos.x, pos.y) &&
 
- 				 isVisible(pos, *player))
 
- 				return true;
 
- 		}
 
- 	}
 
- 	return false;
 
- }
 
- bool CGameState::checkForVisitableDir(const int3 & src, const int3 & dst) const
 
- {
 
- 	const TerrainTile * pom = &map->getTile(dst);
 
- 	return map->checkForVisitableDir(src, pom, dst);
 
- }
 
- EVictoryLossCheckResult CGameState::checkForVictoryAndLoss(PlayerColor player) const
 
- {
 
- 	const std::string & messageWonSelf = VLC->generaltexth->allTexts[659];
 
- 	const std::string & messageWonOther = VLC->generaltexth->allTexts[5];
 
- 	const std::string & messageLostSelf = VLC->generaltexth->allTexts[7];
 
- 	const std::string & messageLostOther = VLC->generaltexth->allTexts[8];
 
- 	auto evaluateEvent = [=](const EventCondition & condition)
 
- 	{
 
- 		return this->checkForVictory(player, condition);
 
- 	};
 
- 	const PlayerState *p = CGameInfoCallback::getPlayer(player);
 
- 	//cheater or tester, but has entered the code...
 
- 	if (p->enteredWinningCheatCode)
 
- 		return EVictoryLossCheckResult::victory(messageWonSelf, messageWonOther);
 
- 	if (p->enteredLosingCheatCode)
 
- 		return EVictoryLossCheckResult::defeat(messageLostSelf, messageLostOther);
 
- 	for (const TriggeredEvent & event : map->triggeredEvents)
 
- 	{
 
- 		if (event.trigger.test(evaluateEvent))
 
- 		{
 
- 			if (event.effect.type == EventEffect::VICTORY)
 
- 				return EVictoryLossCheckResult::victory(event.onFulfill, event.effect.toOtherMessage);
 
- 			if (event.effect.type == EventEffect::DEFEAT)
 
- 				return EVictoryLossCheckResult::defeat(event.onFulfill, event.effect.toOtherMessage);
 
- 		}
 
- 	}
 
- 	if (checkForStandardLoss(player))
 
- 	{
 
- 		return EVictoryLossCheckResult::defeat(messageLostSelf, messageLostOther);
 
- 	}
 
- 	return EVictoryLossCheckResult();
 
- }
 
- bool CGameState::checkForVictory(PlayerColor player, const EventCondition & condition) const
 
- {
 
- 	const PlayerState *p = CGameInfoCallback::getPlayer(player);
 
- 	switch (condition.condition)
 
- 	{
 
- 		case EventCondition::STANDARD_WIN:
 
- 		{
 
- 			return player == checkForStandardWin();
 
- 		}
 
- 		case EventCondition::HAVE_ARTIFACT: //check if any hero has winning artifact
 
- 		{
 
- 			for(auto & elem : p->heroes)
 
- 				if(elem->hasArt(condition.objectType))
 
- 					return true;
 
- 			return false;
 
- 		}
 
- 		case EventCondition::HAVE_CREATURES:
 
- 		{
 
- 			//check if in players armies there is enough creatures
 
- 			int total = 0; //creature counter
 
- 			for(size_t i = 0; i < map->objects.size(); i++)
 
- 			{
 
- 				const CArmedInstance *ai = nullptr;
 
- 				if(map->objects[i]
 
- 					&& map->objects[i]->tempOwner == player //object controlled by player
 
- 					&&  (ai = dynamic_cast<const CArmedInstance*>(map->objects[i].get()))) //contains army
 
- 				{
 
- 					for(auto & elem : ai->Slots()) //iterate through army
 
- 						if(elem.second->type->idNumber == condition.objectType) //it's searched creature
 
- 							total += elem.second->count;
 
- 				}
 
- 			}
 
- 			return total >= condition.value;
 
- 		}
 
- 		case EventCondition::HAVE_RESOURCES:
 
- 		{
 
- 			return p->resources[condition.objectType] >= condition.value;
 
- 		}
 
- 		case EventCondition::HAVE_BUILDING:
 
- 		{
 
- 			if (condition.object) // specific town
 
- 			{
 
- 				const CGTownInstance *t = static_cast<const CGTownInstance *>(condition.object);
 
- 				return (t->tempOwner == player && t->hasBuilt(BuildingID(condition.objectType)));
 
- 			}
 
- 			else // any town
 
- 			{
 
- 				for (const CGTownInstance * t : p->towns)
 
- 				{
 
- 					if (t->hasBuilt(BuildingID(condition.objectType)))
 
- 						return true;
 
- 				}
 
- 				return false;
 
- 			}
 
- 		}
 
- 		case EventCondition::DESTROY:
 
- 		{
 
- 			if (condition.object) // mode A - destroy specific object of this type
 
- 			{
 
- 				if (auto hero = dynamic_cast<const CGHeroInstance*>(condition.object))
 
- 					return boost::range::find(gs->map->heroesOnMap, hero) == gs->map->heroesOnMap.end();
 
- 				else
 
- 					return getObj(condition.object->id) == nullptr;
 
- 			}
 
- 			else
 
- 			{
 
- 				for(auto & elem : map->objects) // mode B - destroy all objects of this type
 
- 				{
 
- 					if(elem && elem->ID == condition.objectType)
 
- 						return false;
 
- 				}
 
- 				return true;
 
- 			}
 
- 		}
 
- 		case EventCondition::CONTROL:
 
- 		{
 
- 			// list of players that need to control object to fulfull condition
 
- 			// NOTE: cgameinfocallback specified explicitly in order to get const version
 
- 			auto & team = CGameInfoCallback::getPlayerTeam(player)->players;
 
- 			if (condition.object) // mode A - flag one specific object, like town
 
- 			{
 
- 				return team.count(condition.object->tempOwner) != 0;
 
- 			}
 
- 			else
 
- 			{
 
- 				for(auto & elem : map->objects) // mode B - flag all objects of this type
 
- 				{
 
- 					 //check not flagged objs
 
- 					if ( elem && elem->ID == condition.objectType && team.count(elem->tempOwner) == 0 )
 
- 						return false;
 
- 				}
 
- 				return true;
 
- 			}
 
- 		}
 
- 		case EventCondition::TRANSPORT:
 
- 		{
 
- 			const CGTownInstance *t = static_cast<const CGTownInstance *>(condition.object);
 
- 			if((t->visitingHero && t->visitingHero->hasArt(condition.objectType))
 
- 				|| (t->garrisonHero && t->garrisonHero->hasArt(condition.objectType)))
 
- 			{
 
- 				return true;
 
- 			}
 
- 			return false;
 
- 		}
 
- 		case EventCondition::DAYS_PASSED:
 
- 		{
 
- 			return gs->day > condition.value;
 
- 		}
 
- 		case EventCondition::IS_HUMAN:
 
- 		{
 
- 			return p->human ? condition.value == 1 : condition.value == 0;
 
- 		}
 
- 		case EventCondition::DAYS_WITHOUT_TOWN:
 
- 		{
 
- 			if (p->daysWithoutCastle)
 
- 				return p->daysWithoutCastle.get() >= condition.value;
 
- 			else
 
- 				return false;
 
- 		}
 
- 		case EventCondition::CONST_VALUE:
 
- 		{
 
- 			return condition.value; // just convert to bool
 
- 		}
 
- 	}
 
- 	assert(0);
 
- 	return false;
 
- }
 
- PlayerColor CGameState::checkForStandardWin() const
 
- {
 
- 	//std victory condition is:
 
- 	//all enemies lost
 
- 	PlayerColor supposedWinner = PlayerColor::NEUTRAL;
 
- 	TeamID winnerTeam = TeamID::NO_TEAM;
 
- 	for(auto & elem : players)
 
- 	{
 
- 		if(elem.second.status == EPlayerStatus::INGAME && elem.first < PlayerColor::PLAYER_LIMIT)
 
- 		{
 
- 			if(supposedWinner == PlayerColor::NEUTRAL)
 
- 			{
 
- 				//first player remaining ingame - candidate for victory
 
- 				supposedWinner = elem.second.color;
 
- 				winnerTeam = elem.second.team;
 
- 			}
 
- 			else if(winnerTeam != elem.second.team)
 
- 			{
 
- 				//current candidate has enemy remaining in game -> no vicotry
 
- 				return PlayerColor::NEUTRAL;
 
- 			}
 
- 		}
 
- 	}
 
- 	return supposedWinner;
 
- }
 
- bool CGameState::checkForStandardLoss( PlayerColor player ) const
 
- {
 
- 	//std loss condition is: player lost all towns and heroes
 
- 	const PlayerState &p = *CGameInfoCallback::getPlayer(player);
 
- 	return !p.heroes.size() && !p.towns.size();
 
- }
 
- struct statsHLP
 
- {
 
- 	typedef std::pair< PlayerColor, si64 > TStat;
 
- 	//converts [<player's color, value>] to vec[place] -> platers
 
- 	static std::vector< std::vector< PlayerColor > > getRank( std::vector<TStat> stats )
 
- 	{
 
- 		std::sort(stats.begin(), stats.end(), statsHLP());
 
- 		//put first element
 
- 		std::vector< std::vector<PlayerColor> > ret;
 
- 		std::vector<PlayerColor> tmp;
 
- 		tmp.push_back( stats[0].first );
 
- 		ret.push_back( tmp );
 
- 		//the rest of elements
 
- 		for(int g=1; g<stats.size(); ++g)
 
- 		{
 
- 			if(stats[g].second == stats[g-1].second)
 
- 			{
 
- 				(ret.end()-1)->push_back( stats[g].first );
 
- 			}
 
- 			else
 
- 			{
 
- 				//create next occupied rank
 
- 				std::vector<PlayerColor> tmp;
 
- 				tmp.push_back(stats[g].first);
 
- 				ret.push_back(tmp);
 
- 			}
 
- 		}
 
- 		return ret;
 
- 	}
 
- 	bool operator()(const TStat & a, const TStat & b) const
 
- 	{
 
- 		return a.second > b.second;
 
- 	}
 
- 	static const CGHeroInstance * findBestHero(CGameState * gs, PlayerColor color)
 
- 	{
 
- 		std::vector<ConstTransitivePtr<CGHeroInstance> > &h = gs->players[color].heroes;
 
- 		if(!h.size())
 
- 			return nullptr;
 
- 		//best hero will be that with highest exp
 
- 		int best = 0;
 
- 		for(int b=1; b<h.size(); ++b)
 
- 		{
 
- 			if(h[b]->exp > h[best]->exp)
 
- 			{
 
- 				best = b;
 
- 			}
 
- 		}
 
- 		return h[best];
 
- 	}
 
- 	//calculates total number of artifacts that belong to given player
 
- 	static int getNumberOfArts(const PlayerState * ps)
 
- 	{
 
- 		int ret = 0;
 
- 		for(auto h : ps->heroes)
 
- 		{
 
- 			ret += h->artifactsInBackpack.size() + h->artifactsWorn.size();
 
- 		}
 
- 		return ret;
 
- 	}
 
- 	// get total strength of player army
 
- 	static si64 getArmyStrength(const PlayerState * ps)
 
- 	{
 
- 		si64 str = 0;
 
- 		for(auto h : ps->heroes)
 
- 		{
 
- 			if(!h->inTownGarrison)		//original h3 behavior
 
- 				str += h->getArmyStrength();
 
- 		}
 
- 		return str;
 
- 	}
 
- 	// get total gold income
 
- 	static int getIncome(const PlayerState * ps)
 
- 	{
 
- 		int totalIncome = 0;
 
- 		const CGObjectInstance * heroOrTown = nullptr;
 
- 		//Heroes can produce gold as well - skill, specialty or arts
 
- 		for(auto & h : ps->heroes)
 
- 		{
 
- 			totalIncome += h->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ESTATES));
 
- 			totalIncome += h->valOfBonuses(Selector::typeSubtype(Bonus::GENERATE_RESOURCE, Res::GOLD));
 
- 			if(!heroOrTown)
 
- 				heroOrTown = h;
 
- 		}
 
- 		//Add town income of all towns
 
- 		for(auto & t : ps->towns)
 
- 		{
 
- 			totalIncome += t->dailyIncome()[Res::GOLD];
 
- 			if(!heroOrTown)
 
- 				heroOrTown = t;
 
- 		}
 
- 		/// FIXME: Dirty dirty hack
 
- 		/// Stats helper need some access to gamestate.
 
- 		std::vector<const CGObjectInstance *> ownedObjects;
 
- 		for(const CGObjectInstance * obj : heroOrTown->cb->gameState()->map->objects)
 
- 		{
 
- 			if(obj && obj->tempOwner == ps->color)
 
- 				ownedObjects.push_back(obj);
 
- 		}
 
- 		/// This is code from CPlayerSpecificInfoCallback::getMyObjects
 
- 		/// I'm really need to find out about callback interface design...
 
- 		for(auto object : ownedObjects)
 
- 		{
 
- 			//Mines
 
- 			if ( object->ID == Obj::MINE )
 
- 			{
 
- 				const CGMine *mine = dynamic_cast<const CGMine*>(object);
 
- 				assert(mine);
 
- 				if (mine->producedResource == Res::GOLD)
 
- 					totalIncome += mine->producedQuantity;
 
- 			}
 
- 		}
 
- 		return totalIncome;
 
- 	}
 
- };
 
- void CGameState::obtainPlayersStats(SThievesGuildInfo & tgi, int level)
 
- {
 
- 	auto playerInactive = [&](PlayerColor color)
 
- 	{
 
- 		return color == PlayerColor::NEUTRAL || players.at(color).status != EPlayerStatus::INGAME;
 
- 	};
 
- #define FILL_FIELD(FIELD, VAL_GETTER) \
 
- 	{ \
 
- 		std::vector< std::pair< PlayerColor, si64 > > stats; \
 
- 		for(auto g = players.begin(); g != players.end(); ++g) \
 
- 		{ \
 
- 			if(playerInactive(g->second.color)) \
 
- 				continue; \
 
- 			std::pair< PlayerColor, si64 > stat; \
 
- 			stat.first = g->second.color; \
 
- 			stat.second = VAL_GETTER; \
 
- 			stats.push_back(stat); \
 
- 		} \
 
- 		tgi.FIELD = statsHLP::getRank(stats); \
 
- 	}
 
- 	for(auto & elem : players)
 
- 	{
 
- 		if(!playerInactive(elem.second.color))
 
- 			tgi.playerColors.push_back(elem.second.color);
 
- 	}
 
- 	if(level >= 0) //num of towns & num of heroes
 
- 	{
 
- 		//num of towns
 
- 		FILL_FIELD(numOfTowns, g->second.towns.size())
 
- 		//num of heroes
 
- 		FILL_FIELD(numOfHeroes, g->second.heroes.size())
 
- 	}
 
- 	if(level >= 1) //best hero's portrait
 
- 	{
 
- 		for(auto g = players.cbegin(); g != players.cend(); ++g)
 
- 		{
 
- 			if(playerInactive(g->second.color))
 
- 				continue;
 
- 			const CGHeroInstance * best = statsHLP::findBestHero(this, g->second.color);
 
- 			InfoAboutHero iah;
 
- 			iah.initFromHero(best, level >= 2);
 
- 			iah.army.clear();
 
- 			tgi.colorToBestHero[g->second.color] = iah;
 
- 		}
 
- 	}
 
- 	if(level >= 2) //gold
 
- 	{
 
- 		FILL_FIELD(gold, g->second.resources[Res::GOLD])
 
- 	}
 
- 	if(level >= 2) //wood & ore
 
- 	{
 
- 		FILL_FIELD(woodOre, g->second.resources[Res::WOOD] + g->second.resources[Res::ORE])
 
- 	}
 
- 	if(level >= 3) //mercury, sulfur, crystal, gems
 
- 	{
 
- 		FILL_FIELD(mercSulfCrystGems, g->second.resources[Res::MERCURY] + g->second.resources[Res::SULFUR] + g->second.resources[Res::CRYSTAL] + g->second.resources[Res::GEMS])
 
- 	}
 
- 	if(level >= 3) //obelisks found
 
- 	{
 
- 		FILL_FIELD(obelisks, CGObelisk::visited[gs->getPlayerTeam(g->second.color)->id])
 
- 	}
 
- 	if(level >= 4) //artifacts
 
- 	{
 
- 		FILL_FIELD(artifacts, statsHLP::getNumberOfArts(&g->second))
 
- 	}
 
- 	if(level >= 4) //army strength
 
- 	{
 
- 		FILL_FIELD(army, statsHLP::getArmyStrength(&g->second))
 
- 	}
 
- 	if(level >= 5) //income
 
- 	{
 
- 		FILL_FIELD(income, statsHLP::getIncome(&g->second))
 
- 	}
 
- 	if(level >= 2) //best hero's stats
 
- 	{
 
- 		//already set in  lvl 1 handling
 
- 	}
 
- 	if(level >= 3) //personality
 
- 	{
 
- 		for(auto g = players.cbegin(); g != players.cend(); ++g)
 
- 		{
 
- 			if(playerInactive(g->second.color)) //do nothing for neutral player
 
- 				continue;
 
- 			if(g->second.human)
 
- 			{
 
-                 tgi.personality[g->second.color] = EAiTactic::NONE;
 
- 			}
 
- 			else //AI
 
- 			{
 
-                 tgi.personality[g->second.color] = map->players[g->second.color.getNum()].aiTactic;
 
- 			}
 
- 		}
 
- 	}
 
- 	if(level >= 4) //best creature
 
- 	{
 
- 		//best creatures belonging to player (highest AI value)
 
- 		for(auto g = players.cbegin(); g != players.cend(); ++g)
 
- 		{
 
- 			if(playerInactive(g->second.color)) //do nothing for neutral player
 
- 				continue;
 
- 			int bestCre = -1; //best creature's ID
 
- 			for(auto & elem : g->second.heroes)
 
- 			{
 
- 				for(auto it = elem->Slots().begin(); it != elem->Slots().end(); ++it)
 
- 				{
 
- 					int toCmp = it->second->type->idNumber; //ID of creature we should compare with the best one
 
- 					if(bestCre == -1 || VLC->creh->creatures[bestCre]->AIValue < VLC->creh->creatures[toCmp]->AIValue)
 
- 					{
 
- 						bestCre = toCmp;
 
- 					}
 
- 				}
 
- 			}
 
- 			tgi.bestCreature[g->second.color] = bestCre;
 
- 		}
 
- 	}
 
- #undef FILL_FIELD
 
- }
 
- std::map<ui32, ConstTransitivePtr<CGHeroInstance> > CGameState::unusedHeroesFromPool()
 
- {
 
- 	std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = hpool.heroesPool;
 
- 	for ( auto i = players.cbegin() ; i != players.cend();i++)
 
- 		for(auto j = i->second.availableHeroes.cbegin(); j != i->second.availableHeroes.cend(); j++)
 
- 			if(*j)
 
- 				pool.erase((**j).subID);
 
- 	return pool;
 
- }
 
- void CGameState::buildBonusSystemTree()
 
- {
 
- 	buildGlobalTeamPlayerTree();
 
- 	attachArmedObjects();
 
- 	for(CGTownInstance *t : map->towns)
 
- 	{
 
- 		t->deserializationFix();
 
- 	}
 
- 	// CStackInstance <-> CCreature, CStackInstance <-> CArmedInstance, CArtifactInstance <-> CArtifact
 
- 	// are provided on initializing / deserializing
 
- }
 
- void CGameState::deserializationFix()
 
- {
 
- 	buildGlobalTeamPlayerTree();
 
- 	attachArmedObjects();
 
- }
 
- void CGameState::buildGlobalTeamPlayerTree()
 
- {
 
- 	for(auto k=teams.begin(); k!=teams.end(); ++k)
 
- 	{
 
- 		TeamState *t = &k->second;
 
- 		t->attachTo(&globalEffects);
 
- 		for(PlayerColor teamMember : k->second.players)
 
- 		{
 
- 			PlayerState *p = getPlayer(teamMember);
 
- 			assert(p);
 
- 			p->attachTo(t);
 
- 		}
 
- 	}
 
- }
 
- void CGameState::attachArmedObjects()
 
- {
 
- 	for(CGObjectInstance *obj : map->objects)
 
- 	{
 
- 		if(CArmedInstance *armed = dynamic_cast<CArmedInstance*>(obj))
 
- 			armed->whatShouldBeAttached()->attachTo(armed->whereShouldBeAttached(this));
 
- 	}
 
- }
 
- void CGameState::giveHeroArtifact(CGHeroInstance *h, ArtifactID aid)
 
- {
 
- 	 CArtifact * const artifact = VLC->arth->artifacts[aid]; //pointer to constant object
 
- 	 CArtifactInstance *ai = CArtifactInstance::createNewArtifactInstance(artifact);
 
- 	 map->addNewArtifactInstance(ai);
 
- 	 ai->putAt(ArtifactLocation(h, ai->firstAvailableSlot(h)));
 
- }
 
- std::set<HeroTypeID> CGameState::getUnusedAllowedHeroes(bool alsoIncludeNotAllowed /*= false*/) const
 
- {
 
- 	std::set<HeroTypeID> ret;
 
- 	for(int i = 0; i < map->allowedHeroes.size(); i++)
 
- 		if(map->allowedHeroes[i] || alsoIncludeNotAllowed)
 
- 			ret.insert(HeroTypeID(i));
 
- 	for(auto hero : map->heroesOnMap)  //heroes instances initialization
 
- 	{
 
- 		if(hero->type)
 
- 			ret -= hero->type->ID;
 
- 		else
 
- 			ret -= HeroTypeID(hero->subID);
 
- 	}
 
- 	for(auto obj : map->objects) //prisons
 
- 		if(obj && obj->ID == Obj::PRISON)
 
- 			ret -= HeroTypeID(obj->subID);
 
- 	return ret;
 
- }
 
- std::vector<CGameState::CampaignHeroReplacement> CGameState::generateCampaignHeroesToReplace(CrossoverHeroesList & crossoverHeroes)
 
- {
 
- 	std::vector<CampaignHeroReplacement> campaignHeroReplacements;
 
- 	//selecting heroes by type
 
- 	for(auto obj : map->objects)
 
- 	{
 
- 		if(obj && obj->ID == Obj::HERO_PLACEHOLDER)
 
- 		{
 
- 			auto heroPlaceholder = dynamic_cast<CGHeroPlaceholder *>(obj.get());
 
- 			if(heroPlaceholder->subID != 0xFF) //select by type
 
- 			{
 
- 				auto it = range::find_if(crossoverHeroes.heroesFromAnyPreviousScenarios, [heroPlaceholder](CGHeroInstance * hero)
 
- 				{
 
- 					return hero->subID == heroPlaceholder->subID;
 
- 				});
 
- 				if(it != crossoverHeroes.heroesFromAnyPreviousScenarios.end())
 
- 				{
 
- 					auto hero = *it;
 
- 					crossoverHeroes.removeHeroFromBothLists(hero);
 
-                     campaignHeroReplacements.push_back(CampaignHeroReplacement(CMemorySerializer::deepCopy(*hero).release(), heroPlaceholder->id));
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- 	//selecting heroes by power
 
- 	range::sort(crossoverHeroes.heroesFromPreviousScenario, [](const CGHeroInstance * a, const CGHeroInstance * b)
 
- 	{
 
- 		return a->getHeroStrength() > b->getHeroStrength();
 
- 	}); //sort, descending strength
 
- 	// sort hero placeholders descending power
 
- 	std::vector<CGHeroPlaceholder *> heroPlaceholders;
 
- 	for(auto obj : map->objects)
 
- 	{
 
- 		if(obj && obj->ID == Obj::HERO_PLACEHOLDER)
 
- 		{
 
- 			auto heroPlaceholder = dynamic_cast<CGHeroPlaceholder *>(obj.get());
 
- 			if(heroPlaceholder->subID == 0xFF) //select by power
 
- 			{
 
- 				heroPlaceholders.push_back(heroPlaceholder);
 
- 			}
 
- 		}
 
- 	}
 
- 	range::sort(heroPlaceholders, [](const CGHeroPlaceholder * a, const CGHeroPlaceholder * b)
 
- 	{
 
- 		return a->power > b->power;
 
- 	});
 
- 	for(int i = 0; i < heroPlaceholders.size(); ++i)
 
- 	{
 
- 		auto heroPlaceholder = heroPlaceholders[i];
 
- 		if(crossoverHeroes.heroesFromPreviousScenario.size() > i)
 
- 		{
 
-             auto hero = crossoverHeroes.heroesFromPreviousScenario[i];
 
-             campaignHeroReplacements.push_back(CampaignHeroReplacement(CMemorySerializer::deepCopy(*hero).release(), heroPlaceholder->id));
 
- 		}
 
- 	}
 
- 	return campaignHeroReplacements;
 
- }
 
- void CGameState::replaceHeroesPlaceholders(const std::vector<CGameState::CampaignHeroReplacement> & campaignHeroReplacements)
 
- {
 
- 	for(auto campaignHeroReplacement : campaignHeroReplacements)
 
- 	{
 
- 		auto heroPlaceholder = dynamic_cast<CGHeroPlaceholder*>(getObjInstance(campaignHeroReplacement.heroPlaceholderId));
 
- 		CGHeroInstance *heroToPlace = campaignHeroReplacement.hero;
 
- 		heroToPlace->id = campaignHeroReplacement.heroPlaceholderId;
 
- 		heroToPlace->tempOwner = heroPlaceholder->tempOwner;
 
- 		heroToPlace->pos = heroPlaceholder->pos;
 
- 		heroToPlace->type = VLC->heroh->heroes[heroToPlace->subID];
 
- 		for(auto &&i : heroToPlace->stacks)
 
- 			i.second->type = VLC->creh->creatures[i.second->getCreatureID()];
 
- 		auto fixArtifact = [&](CArtifactInstance * art)
 
- 		{
 
- 			art->artType = VLC->arth->artifacts[art->artType->id];
 
- 			gs->map->artInstances.push_back(art);
 
- 			art->id = ArtifactInstanceID(gs->map->artInstances.size() - 1);
 
- 		};
 
- 		for(auto &&i : heroToPlace->artifactsWorn)
 
- 			fixArtifact(i.second.artifact);
 
- 		for(auto &&i : heroToPlace->artifactsInBackpack)
 
- 			fixArtifact(i.artifact);
 
- 		map->heroesOnMap.push_back(heroToPlace);
 
- 		map->objects[heroToPlace->id.getNum()] = heroToPlace;
 
- 		map->addBlockVisTiles(heroToPlace);
 
- 		scenarioOps->campState->getCurrentScenario().placedCrossoverHeroes.push_back(heroToPlace);
 
- 	}
 
- }
 
- bool CGameState::isUsedHero(HeroTypeID hid) const
 
- {
 
- 	return getUsedHero(hid);
 
- }
 
- CGHeroInstance * CGameState::getUsedHero(HeroTypeID hid) const
 
- {
 
- 	for(auto hero : map->heroesOnMap)  //heroes instances initialization
 
- 	{
 
- 		if(hero->type && hero->type->ID == hid)
 
- 		{
 
- 			return hero;
 
- 		}
 
- 	}
 
- 	for(auto obj : map->objects) //prisons
 
- 	{
 
- 		if(obj && obj->ID == Obj::PRISON )
 
- 		{
 
- 			auto hero = dynamic_cast<CGHeroInstance *>(obj.get());
 
- 			assert(hero);
 
- 			if ( hero->type && hero->type->ID == hid )
 
- 				return hero;
 
- 		}
 
- 	}
 
- 	return nullptr;
 
- }
 
- PlayerState::PlayerState()
 
-  : color(-1), enteredWinningCheatCode(0),
 
-    enteredLosingCheatCode(0), status(EPlayerStatus::INGAME)
 
- {
 
- 	setNodeType(PLAYER);
 
- }
 
- std::string PlayerState::nodeName() const
 
- {
 
- 	return "Player " + (color.getNum() < VLC->generaltexth->capColors.size() ? VLC->generaltexth->capColors[color.getNum()] : boost::lexical_cast<std::string>(color));
 
- }
 
- bool RumorState::update(int id, int extra)
 
- {
 
- 	if(vstd::contains(last, type))
 
- 	{
 
- 		if(last[type].first != id)
 
- 		{
 
- 			last[type].first = id;
 
- 			last[type].second = extra;
 
- 		}
 
- 		else
 
- 			return false;
 
- 	}
 
- 	else
 
- 		last[type] = std::make_pair(id, extra);
 
- 	return true;
 
- }
 
- InfoAboutArmy::InfoAboutArmy():
 
-     owner(PlayerColor::NEUTRAL)
 
- {}
 
- InfoAboutArmy::InfoAboutArmy(const CArmedInstance *Army, bool detailed)
 
- {
 
- 	initFromArmy(Army, detailed);
 
- }
 
- void InfoAboutArmy::initFromArmy(const CArmedInstance *Army, bool detailed)
 
- {
 
- 	army = ArmyDescriptor(Army, detailed);
 
- 	owner = Army->tempOwner;
 
- 	name = Army->getObjectName();
 
- }
 
- void InfoAboutHero::assign(const InfoAboutHero & iah)
 
- {
 
- 	InfoAboutArmy::operator = (iah);
 
- 	details = (iah.details ? new Details(*iah.details) : nullptr);
 
- 	hclass = iah.hclass;
 
- 	portrait = iah.portrait;
 
- }
 
- InfoAboutHero::InfoAboutHero():
 
-     details(nullptr),
 
-     hclass(nullptr),
 
-     portrait(-1)
 
- {}
 
- InfoAboutHero::InfoAboutHero(const InfoAboutHero & iah):
 
-     InfoAboutArmy()
 
- {
 
- 	assign(iah);
 
- }
 
- InfoAboutHero::InfoAboutHero(const CGHeroInstance *h, bool detailed)
 
- 	: details(nullptr),
 
- 	hclass(nullptr),
 
- 	portrait(-1)
 
- {
 
- 	initFromHero(h, detailed);
 
- }
 
- InfoAboutHero::~InfoAboutHero()
 
- {
 
- 	delete details;
 
- }
 
- InfoAboutHero & InfoAboutHero::operator=(const InfoAboutHero & iah)
 
- {
 
- 	assign(iah);
 
- 	return *this;
 
- }
 
- void InfoAboutHero::initFromHero(const CGHeroInstance *h, bool detailed)
 
- {
 
- 	if(!h)
 
- 		return;
 
- 	initFromArmy(h, detailed);
 
- 	hclass = h->type->heroClass;
 
- 	name = h->name;
 
- 	portrait = h->portrait;
 
- 	if(detailed)
 
- 	{
 
- 		//include details about hero
 
- 		details = new Details;
 
- 		details->luck = h->LuckVal();
 
- 		details->morale = h->MoraleVal();
 
- 		details->mana = h->mana;
 
- 		details->primskills.resize(GameConstants::PRIMARY_SKILLS);
 
- 		for (int i = 0; i < GameConstants::PRIMARY_SKILLS ; i++)
 
- 		{
 
- 			details->primskills[i] = h->getPrimSkillLevel(static_cast<PrimarySkill::PrimarySkill>(i));
 
- 		}
 
- 	}
 
- }
 
- InfoAboutTown::InfoAboutTown():
 
-     details(nullptr),
 
-     tType(nullptr),
 
-     built(0),
 
-     fortLevel(0)
 
- {
 
- }
 
- InfoAboutTown::InfoAboutTown(const CGTownInstance *t, bool detailed)
 
- {
 
- 	initFromTown(t, detailed);
 
- }
 
- InfoAboutTown::~InfoAboutTown()
 
- {
 
- 	delete details;
 
- }
 
- void InfoAboutTown::initFromTown(const CGTownInstance *t, bool detailed)
 
- {
 
- 	initFromArmy(t, detailed);
 
- 	army = ArmyDescriptor(t->getUpperArmy(), detailed);
 
- 	built = t->builded;
 
- 	fortLevel = t->fortLevel();
 
- 	name = t->name;
 
- 	tType = t->town;
 
- 	if(detailed)
 
- 	{
 
- 		//include details about hero
 
- 		details = new Details;
 
- 		TResources income = t->dailyIncome();
 
- 		details->goldIncome = income[Res::GOLD];
 
- 		details->customRes = t->hasBuilt(BuildingID::RESOURCE_SILO);
 
- 		details->hallLevel = t->hallLevel();
 
- 		details->garrisonedHero = t->garrisonHero;
 
- 	}
 
- }
 
- ArmyDescriptor::ArmyDescriptor(const CArmedInstance *army, bool detailed)
 
-     : isDetailed(detailed)
 
- {
 
- 	for(auto & elem : army->Slots())
 
- 	{
 
- 		if(detailed)
 
- 			(*this)[elem.first] = *elem.second;
 
- 		else
 
- 			(*this)[elem.first] = CStackBasicDescriptor(elem.second->type, elem.second->getQuantityID());
 
- 	}
 
- }
 
- ArmyDescriptor::ArmyDescriptor()
 
-     : isDetailed(false)
 
- {
 
- }
 
- int ArmyDescriptor::getStrength() const
 
- {
 
- 	ui64 ret = 0;
 
- 	if(isDetailed)
 
- 	{
 
- 		for(auto & elem : *this)
 
- 			ret += elem.second.type->AIValue * elem.second.count;
 
- 	}
 
- 	else
 
- 	{
 
- 		for(auto & elem : *this)
 
- 			ret += elem.second.type->AIValue * CCreature::estimateCreatureCount(elem.second.count);
 
- 	}
 
- 	return ret;
 
- }
 
- DuelParameters::SideSettings::StackSettings::StackSettings()
 
- 	: type(CreatureID::NONE), count(0)
 
- {
 
- }
 
- DuelParameters::SideSettings::StackSettings::StackSettings(CreatureID Type, si32 Count)
 
- 	: type(Type), count(Count)
 
- {
 
- }
 
- DuelParameters::SideSettings::SideSettings()
 
- {
 
- 	heroId = -1;
 
- }
 
- DuelParameters::DuelParameters():
 
-     terType(ETerrainType::DIRT),
 
-     bfieldType(BFieldType::ROCKLANDS)
 
- {
 
- }
 
- DuelParameters DuelParameters::fromJSON(const std::string &fname)
 
- {
 
- 	DuelParameters ret;
 
- 	const JsonNode duelData(ResourceID("DATA/" + fname, EResType::TEXT));
 
- 	ret.terType = ETerrainType((int)duelData["terType"].Float());
 
- 	ret.bfieldType = BFieldType((int)duelData["bfieldType"].Float());
 
- 	for(const JsonNode &n : duelData["sides"].Vector())
 
- 	{
 
- 		SideSettings &ss = ret.sides[(int)n["side"].Float()];
 
- 		int i = 0;
 
- 		for(const JsonNode &stackNode : n["army"].Vector())
 
- 		{
 
- 			ss.stacks[i].type = CreatureID((si32)stackNode.Vector()[0].Float());
 
- 			ss.stacks[i].count = stackNode.Vector()[1].Float();
 
- 			i++;
 
- 		}
 
- 		if(n["heroid"].getType() == JsonNode::DATA_FLOAT)
 
- 			ss.heroId = n["heroid"].Float();
 
- 		else
 
- 			ss.heroId = -1;
 
- 		for(const JsonNode &entry : n["heroPrimSkills"].Vector())
 
- 			ss.heroPrimSkills.push_back(entry.Float());
 
- 		for(const JsonNode &skillNode : n["heroSecSkills"].Vector())
 
- 		{
 
- 			std::pair<si32, si8> secSkill;
 
- 			secSkill.first = skillNode.Vector()[0].Float();
 
- 			secSkill.second = skillNode.Vector()[1].Float();
 
- 			ss.heroSecSkills.push_back(secSkill);
 
- 		}
 
- 		assert(ss.heroPrimSkills.empty() || ss.heroPrimSkills.size() == GameConstants::PRIMARY_SKILLS);
 
- 		if(ss.heroId != -1)
 
- 		{
 
- 			const JsonNode & spells = n["spells"];
 
- 			if(spells.getType() == JsonNode::DATA_STRING  &&  spells.String() == "all")
 
- 			{
 
- 				for(auto spell : VLC->spellh->objects)
 
- 					if(spell->id <= SpellID::SUMMON_AIR_ELEMENTAL)
 
- 						ss.spells.insert(spell->id);
 
- 			}
 
- 			else
 
- 				for(const JsonNode &spell : n["spells"].Vector())
 
- 					ss.spells.insert(SpellID(spell.Float()));
 
- 		}
 
- 	}
 
- 	for(const JsonNode &n : duelData["obstacles"].Vector())
 
- 	{
 
- 		auto oi = std::make_shared<CObstacleInstance>();
 
- 		if(n.getType() == JsonNode::DATA_VECTOR)
 
- 		{
 
- 			oi->ID = n.Vector()[0].Float();
 
- 			oi->pos = n.Vector()[1].Float();
 
- 		}
 
- 		else
 
- 		{
 
- 			assert(n.getType() == JsonNode::DATA_FLOAT);
 
- 			oi->ID = 21;
 
- 			oi->pos = n.Float();
 
- 		}
 
- 		oi->uniqueID = ret.obstacles.size();
 
- 		ret.obstacles.push_back(oi);
 
- 	}
 
- 	for(const JsonNode &n : duelData["creatures"].Vector())
 
- 	{
 
- 		CusomCreature cc;
 
- 		cc.id = n["id"].Float();
 
- #define retrieve(name)								\
 
- 	if(n[ #name ].getType() == JsonNode::DATA_FLOAT)\
 
- 	cc.name = n[ #name ].Float();			\
 
- 	else											\
 
- 	cc.name = -1;
 
- 		retrieve(attack);
 
- 		retrieve(defense);
 
- 		retrieve(HP);
 
- 		retrieve(dmg);
 
- 		retrieve(shoots);
 
- 		retrieve(speed);
 
- 		ret.creatures.push_back(cc);
 
- 	}
 
- 	return ret;
 
- }
 
- TeamState::TeamState()
 
- {
 
- 	setNodeType(TEAM);
 
- }
 
- CRandomGenerator & CGameState::getRandomGenerator()
 
- {
 
- 	//logGlobal->traceStream() << "Fetching CGameState::rand with seed " << rand.nextInt();
 
- 	return rand;
 
- }
 
 
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