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| /* * MiscObjects.cpp, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */#include "StdInc.h"#include "MiscObjects.h"#include "../StringConstants.h"#include "../NetPacks.h"#include "../CGeneralTextHandler.h"#include "../CSoundBase.h"#include "../CModHandler.h"#include "CObjectClassesHandler.h"#include "../spells/CSpellHandler.h"#include "../IGameCallback.h"#include "../CGameState.h"#include "../mapping/CMap.h"#include "../CPlayerState.h"#include "../serializer/JsonSerializeFormat.h"std::map <si32, std::vector<ObjectInstanceID> > CGMagi::eyelist;ui8 CGObelisk::obeliskCount = 0; //how many obelisks are on mapstd::map<TeamID, ui8> CGObelisk::visited; //map: team_id => how many obelisks has been visited///helpersstatic void openWindow(const OpenWindow::EWindow type, const int id1, const int id2 = -1){	OpenWindow ow;	ow.window = type;	ow.id1 = id1;	ow.id2 = id2;	IObjectInterface::cb->sendAndApply(&ow);}static void showInfoDialog(const PlayerColor playerID, const ui32 txtID, const ui16 soundID){	InfoWindow iw;	iw.soundID = soundID;	iw.player = playerID;	iw.text.addTxt(MetaString::ADVOB_TXT,txtID);	IObjectInterface::cb->sendAndApply(&iw);}static void showInfoDialog(const CGHeroInstance* h, const ui32 txtID, const ui16 soundID){	const PlayerColor playerID = h->getOwner();	showInfoDialog(playerID,txtID,soundID);}static std::string & visitedTxt(const bool visited){	int id = visited ? 352 : 353;	return VLC->generaltexth->allTexts[id];}void CPlayersVisited::setPropertyDer( ui8 what, ui32 val ){	if(what == CPlayersVisited::OBJPROP_VISITED)		players.insert(PlayerColor(val));}bool CPlayersVisited::wasVisited( PlayerColor player ) const{	return vstd::contains(players,player);}bool CPlayersVisited::wasVisited( TeamID team ) const{	for(auto i : players)	{		if(cb->getPlayer(i)->team == team)			return true;	}	return false;}std::string CGCreature::getHoverText(PlayerColor player) const{	if(stacks.empty())	{		//should not happen...		logGlobal->errorStream() << "Invalid stack at tile " << pos << ": subID=" << subID << "; id=" << id;		return "!!!INVALID_STACK!!!";	}	std::string hoverName;	MetaString ms;	int pom = stacks.begin()->second->getQuantityID();	pom = 172 + 3*pom;	ms.addTxt(MetaString::ARRAY_TXT,pom);	ms << " " ;	ms.addTxt(MetaString::CRE_PL_NAMES,subID);	ms.toString(hoverName);	return hoverName;}std::string CGCreature::getHoverText(const CGHeroInstance * hero) const{	std::string hoverName;	if(hero->hasVisions(this, 0))	{		MetaString ms;		ms << stacks.begin()->second->count;		ms << " " ;		ms.addTxt(MetaString::CRE_PL_NAMES,subID);		ms << "\n";		int decision = takenAction(hero, true);		switch (decision)		{		case FIGHT:			ms.addTxt(MetaString::GENERAL_TXT,246);			break;		case FLEE:			ms.addTxt(MetaString::GENERAL_TXT,245);			break;		case JOIN_FOR_FREE:			ms.addTxt(MetaString::GENERAL_TXT,243);			break;		default: //decision = cost in gold			VLC->generaltexth->allTexts[244];			ms << boost::to_string(boost::format(VLC->generaltexth->allTexts[244]) % decision);			break;		}		ms.toString(hoverName);	}	else	{		hoverName = getHoverText(hero->tempOwner);	}	const JsonNode & texts = VLC->generaltexth->localizedTexts["adventureMap"]["monsterThreat"];	hoverName += texts["title"].String();	int choice;	double ratio = ((double)getArmyStrength() / hero->getTotalStrength());		 if (ratio < 0.1)  choice = 0;	else if (ratio < 0.25) choice = 1;	else if (ratio < 0.6)  choice = 2;	else if (ratio < 0.9)  choice = 3;	else if (ratio < 1.1)  choice = 4;	else if (ratio < 1.3)  choice = 5;	else if (ratio < 1.8)  choice = 6;	else if (ratio < 2.5)  choice = 7;	else if (ratio < 4)    choice = 8;	else if (ratio < 8)    choice = 9;	else if (ratio < 20)   choice = 10;	else                   choice = 11;	hoverName += texts["levels"].Vector()[choice].String();	return hoverName;}void CGCreature::onHeroVisit( const CGHeroInstance * h ) const{	int action = takenAction(h);	switch( action ) //decide what we do...	{	case FIGHT:		fight(h);		break;	case FLEE:		{			flee(h);			break;		}	case JOIN_FOR_FREE: //join for free		{			BlockingDialog ynd(true,false);			ynd.player = h->tempOwner;			ynd.text.addTxt(MetaString::ADVOB_TXT, 86);			ynd.text.addReplacement(MetaString::CRE_PL_NAMES, subID);			cb->showBlockingDialog(&ynd);			break;		}	default: //join for gold		{			assert(action > 0);			//ask if player agrees to pay gold			BlockingDialog ynd(true,false);			ynd.player = h->tempOwner;			std::string tmp = VLC->generaltexth->advobtxt[90];			boost::algorithm::replace_first(tmp,"%d",boost::lexical_cast<std::string>(getStackCount(SlotID(0))));			boost::algorithm::replace_first(tmp,"%d",boost::lexical_cast<std::string>(action));			boost::algorithm::replace_first(tmp,"%s",VLC->creh->creatures[subID]->namePl);			ynd.text << tmp;			cb->showBlockingDialog(&ynd);			break;		}	}}void CGCreature::initObj(){	blockVisit = true;	switch(character)	{	case 0:		character = -4;		break;	case 1:		character = cb->gameState()->getRandomGenerator().nextInt(1, 7);		break;	case 2:		character = cb->gameState()->getRandomGenerator().nextInt(1, 10);		break;	case 3:		character = cb->gameState()->getRandomGenerator().nextInt(4, 10);		break;	case 4:		character = 10;		break;	}	stacks[SlotID(0)]->setType(CreatureID(subID));	TQuantity &amount = stacks[SlotID(0)]->count;	CCreature &c = *VLC->creh->creatures[subID];	if(amount == 0)	{		amount = cb->gameState()->getRandomGenerator().nextInt(c.ammMin, c.ammMax);		if(amount == 0) //armies with 0 creatures are illegal		{            logGlobal->warnStream() << "Problem: stack " << nodeName() << " cannot have 0 creatures. Check properties of " << c.nodeName();			amount = 1;		}	}	temppower = stacks[SlotID(0)]->count * 1000;	refusedJoining = false;}void CGCreature::newTurn() const{//Works only for stacks of single type of size up to 2 millions	if (!notGrowingTeam)	{		if (stacks.begin()->second->count < VLC->modh->settings.CREEP_SIZE && cb->getDate(Date::DAY_OF_WEEK) == 1 && cb->getDate(Date::DAY) > 1)		{			ui32 power = temppower * (100 + VLC->modh->settings.WEEKLY_GROWTH) / 100;			cb->setObjProperty(id, ObjProperty::MONSTER_COUNT, std::min(power / 1000, (ui32)VLC->modh->settings.CREEP_SIZE)); //set new amount			cb->setObjProperty(id, ObjProperty::MONSTER_POWER, power); //increase temppower		}	}	if (VLC->modh->modules.STACK_EXP)		cb->setObjProperty(id, ObjProperty::MONSTER_EXP, VLC->modh->settings.NEUTRAL_STACK_EXP); //for testing purpose}void CGCreature::setPropertyDer(ui8 what, ui32 val){	switch (what)	{		case ObjProperty::MONSTER_COUNT:			stacks[SlotID(0)]->count = val;			break;		case ObjProperty::MONSTER_POWER:			temppower = val;			break;		case ObjProperty::MONSTER_EXP:			giveStackExp(val);			break;		case ObjProperty::MONSTER_RESTORE_TYPE:			formation.basicType = val;			break;		case ObjProperty::MONSTER_REFUSED_JOIN:			refusedJoining = val;			break;	}}int CGCreature::takenAction(const CGHeroInstance *h, bool allowJoin) const{	//calculate relative strength of hero and creatures armies	double relStrength = double(h->getTotalStrength()) / getArmyStrength();	int powerFactor;	if(relStrength >= 7)		powerFactor = 11;	else if(relStrength >= 1)		powerFactor = (int)(2*(relStrength-1));	else if(relStrength >= 0.5)		powerFactor = -1;	else if(relStrength >= 0.333)		powerFactor = -2;	else		powerFactor = -3;	std::set<CreatureID> myKindCres; //what creatures are the same kind as we	const CCreature * myCreature = VLC->creh->creatures[subID];	myKindCres.insert(myCreature->idNumber); //we	myKindCres.insert(myCreature->upgrades.begin(), myCreature->upgrades.end()); //our upgrades	for(ConstTransitivePtr<CCreature> &crea : VLC->creh->creatures)	{		if(vstd::contains(crea->upgrades, myCreature->idNumber)) //it's our base creatures			myKindCres.insert(crea->idNumber);	}	int count = 0, //how many creatures of similar kind has hero		totalCount = 0;	for (auto & elem : h->Slots())	{		if(vstd::contains(myKindCres,elem.second->type->idNumber))			count += elem.second->count;		totalCount += elem.second->count;	}	int sympathy = 0; // 0 if hero have no similar creatures	if(count)		sympathy++; // 1 - if hero have at least 1 similar creature	if(count*2 > totalCount)		sympathy++; // 2 - hero have similar creatures more that 50%	int charisma = powerFactor + h->getSecSkillLevel(SecondarySkill::DIPLOMACY) + sympathy;	if(charisma < character)		return FIGHT;	if (allowJoin)	{		if(h->getSecSkillLevel(SecondarySkill::DIPLOMACY) + sympathy + 1 >= character)			return JOIN_FOR_FREE;		else if(h->getSecSkillLevel(SecondarySkill::DIPLOMACY) * 2  +  sympathy  +  1 >= character)			return VLC->creh->creatures[subID]->cost[6] * getStackCount(SlotID(0)); //join for gold	}	//we are still here - creatures have not joined hero, flee or fight	if (charisma > character && !neverFlees)		return FLEE;	else		return FIGHT;}void CGCreature::fleeDecision(const CGHeroInstance *h, ui32 pursue) const{	if(refusedJoining)		cb->setObjProperty(id, ObjProperty::MONSTER_REFUSED_JOIN, false);	if(pursue)	{		fight(h);	}	else	{		cb->removeObject(this);	}}void CGCreature::joinDecision(const CGHeroInstance *h, int cost, ui32 accept) const{	if(!accept)	{		if(takenAction(h,false) == FLEE)		{			cb->setObjProperty(id, ObjProperty::MONSTER_REFUSED_JOIN, true);			flee(h);		}		else //they fight		{			showInfoDialog(h,87,0);//Insulted by your refusal of their offer, the monsters attack!			fight(h);		}	}	else //accepted	{		if (cb->getResource(h->tempOwner, Res::GOLD) < cost) //player don't have enough gold!		{			InfoWindow iw;			iw.player = h->tempOwner;			iw.text << std::pair<ui8,ui32>(1,29);  //You don't have enough gold			cb->showInfoDialog(&iw);			//act as if player refused			joinDecision(h,cost,false);			return;		}		//take gold		if(cost)			cb->giveResource(h->tempOwner,Res::GOLD,-cost);		giveReward(h);		cb->tryJoiningArmy(this, h, true, true);	}}void CGCreature::fight( const CGHeroInstance *h ) const{	//split stacks	//TODO: multiple creature types in a stack?	int basicType = stacks.begin()->second->type->idNumber;	cb->setObjProperty(id, ObjProperty::MONSTER_RESTORE_TYPE, basicType); //store info about creature stack	int stacksCount = getNumberOfStacks(h);	//source: http://heroescommunity.com/viewthread.php3?TID=27539&PID=1266335#focus	int amount = getStackCount(SlotID(0));	int m = amount / stacksCount;	int b = stacksCount * (m + 1) - amount;	int a = stacksCount - b;	SlotID sourceSlot = stacks.begin()->first;	for (int slotID = 1; slotID < a; ++slotID)	{		int stackSize = m + 1;		cb->moveStack(StackLocation(this, sourceSlot), StackLocation(this, SlotID(slotID)), stackSize);	}	for (int slotID = a; slotID < stacksCount; ++slotID)	{		int stackSize = m;		if (slotID) //don't do this when a = 0 -> stack is single			cb->moveStack(StackLocation(this, sourceSlot), StackLocation(this, SlotID(slotID)), stackSize);	}	if (stacksCount > 1)	{		if (containsUpgradedStack()) //upgrade		{			SlotID slotID = SlotID(std::floor((float)stacks.size() / 2));			const auto & upgrades = getStack(slotID).type->upgrades;			if(!upgrades.empty())			{				auto it = RandomGeneratorUtil::nextItem(upgrades, cb->gameState()->getRandomGenerator());				cb->changeStackType(StackLocation(this, slotID), VLC->creh->creatures[*it]);			}		}	}	cb->startBattleI(h, this);}void CGCreature::flee( const CGHeroInstance * h ) const{	BlockingDialog ynd(true,false);	ynd.player = h->tempOwner;	ynd.text.addTxt(MetaString::ADVOB_TXT,91);	ynd.text.addReplacement(MetaString::CRE_PL_NAMES, subID);	cb->showBlockingDialog(&ynd);}void CGCreature::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const{	if(result.winner == 0)	{		giveReward(hero);		cb->removeObject(this);	}	else if(result.winner > 1) // draw	{		// guarded reward is lost forever on draw		cb->removeObject(this);	}	else	{		//merge stacks into one		TSlots::const_iterator i;		CCreature * cre = VLC->creh->creatures[formation.basicType];		for(i = stacks.begin(); i != stacks.end(); i++)		{			if(cre->isMyUpgrade(i->second->type))			{				cb->changeStackType(StackLocation(this, i->first), cre); //un-upgrade creatures			}		}		//first stack has to be at slot 0 -> if original one got killed, move there first remaining stack		if(!hasStackAtSlot(SlotID(0)))			cb->moveStack(StackLocation(this, stacks.begin()->first), StackLocation(this, SlotID(0)), stacks.begin()->second->count);		while(stacks.size() > 1) //hopefully that's enough		{			// TODO it's either overcomplicated (if we assume there'll be only one stack) or buggy (if we allow multiple stacks... but that'll also cause troubles elsewhere)			i = stacks.end();			i--;			SlotID slot = getSlotFor(i->second->type);			if(slot == i->first) //no reason to move stack to its own slot				break;			else				cb->moveStack(StackLocation(this, i->first), StackLocation(this, slot), i->second->count);		}		cb->setObjProperty(id, ObjProperty::MONSTER_POWER, stacks.begin()->second->count * 1000); //remember casualties	}}void CGCreature::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const{	auto action = takenAction(hero);	if(!refusedJoining && action >= JOIN_FOR_FREE) //higher means price		joinDecision(hero, action, answer);	else if(action != FIGHT)		fleeDecision(hero, answer);	else		assert(0);}bool CGCreature::containsUpgradedStack() const{	//source http://heroescommunity.com/viewthread.php3?TID=27539&PID=830557#focus	float a = 2992.911117;	float b = 14174.264968;	float c = 5325.181015;	float d = 32788.727920;	int val = std::floor (a*pos.x + b*pos.y + c*pos.z + d);	return ((val % 32768) % 100) < 50;}int CGCreature::getNumberOfStacks(const CGHeroInstance *hero) const{	//source http://heroescommunity.com/viewthread.php3?TID=27539&PID=1266094#focus	double strengthRatio = (double)hero->getArmyStrength() / getArmyStrength();	int split = 1;	if (strengthRatio < 0.5f)		split = 7;	else if (strengthRatio < 0.67f)		split = 6;	else if (strengthRatio < 1)		split = 5;	else if (strengthRatio < 1.5f)		split = 4;	else if (strengthRatio < 2)		split = 3;	else		split = 2;	int a = 1550811371;	int b = -935900487;	int c = 1943276003;	int d = -1120346418;	int R1 = a * pos.x + b * pos.y + c * pos.z + d;	int R2 = R1 / 65536;	int R3 = R2 % 32768;	if (R3 < 0)		R3 += 32767; //is it ever needed if we do modulo calculus?	int R4 = R3 % 100 + 1;	if (R4 <= 20)		split -= 1;	else if (R4 >= 80)		split += 1;	vstd::amin(split, getStack(SlotID(0)).count); //can't divide into more stacks than creatures total	vstd::amin(split, 7); //can't have more than 7 stacks	return split;}void CGCreature::giveReward(const CGHeroInstance * h) const{	InfoWindow iw;	iw.player = h->tempOwner;	if(resources.size())	{		cb->giveResources(h->tempOwner, resources);		for(int i = 0; i < resources.size(); i++)		{			if(resources[i] > 0)				iw.components.push_back(Component(Component::RESOURCE, i, resources[i], 0));		}	}	if(gainedArtifact != ArtifactID::NONE)	{		cb->giveHeroNewArtifact(h, VLC->arth->artifacts[gainedArtifact], ArtifactPosition::FIRST_AVAILABLE);		iw.components.push_back(Component(Component::ARTIFACT, gainedArtifact, 0, 0));	}	if(iw.components.size())	{		iw.text.addTxt(MetaString::ADVOB_TXT, 183); // % has found treasure		iw.text.addReplacement(h->name);		cb->showInfoDialog(&iw);	}}static const std::vector<std::string> CHARACTER_JSON  ={	"compliant", "friendly", "aggressive", "hostile", "savage"};void CGCreature::serializeJsonOptions(JsonSerializeFormat & handler){	handler.serializeNumericEnum("character", CHARACTER_JSON, (si8)0, character);	if(handler.saving)	{		if(hasStackAtSlot(SlotID(0)))		{			si32 amount = getStack(SlotID(0)).count;			handler.serializeNumeric("amount", amount);		}		if(resources.nonZero())		{			for(size_t idx = 0; idx < resources.size(); idx++)				handler.getCurrent()["rewardResources"][GameConstants::RESOURCE_NAMES[idx]].Float() = resources[idx];		}		auto tmp = (gainedArtifact == ArtifactID(ArtifactID::NONE) ? "" : gainedArtifact.toArtifact()->identifier);		handler.serializeString("rewardArtifact", tmp);	}	else	{		si32 amount = 0;		handler.serializeNumeric("amount", amount);		auto  hlp = new CStackInstance();		hlp->count = amount;		//type will be set during initialization		putStack(SlotID(0), hlp);		{			TResources tmp(handler.getCurrent()["rewardResources"]);			std::swap(tmp,resources);		}		{			gainedArtifact = ArtifactID(ArtifactID::NONE);			std::string tmp;			handler.serializeString("rewardArtifact", tmp);			if(tmp != "")			{				auto artid = VLC->modh->identifiers.getIdentifier("core", "artifact", tmp);				if(artid)					gainedArtifact = ArtifactID(artid.get());			}		}	}	handler.serializeBool("noGrowing", notGrowingTeam);	handler.serializeBool("neverFlees", neverFlees);	handler.serializeString("rewardMessage", message);}//CGMinevoid CGMine::onHeroVisit( const CGHeroInstance * h ) const{	int relations = cb->gameState()->getPlayerRelations(h->tempOwner, tempOwner);	if(relations == 2) //we're visiting our mine	{		cb->showGarrisonDialog(id,h->id,true);		return;	}	else if (relations == 1)//ally		return;	if(stacksCount()) //Mine is guarded	{		BlockingDialog ynd(true,false);		ynd.player = h->tempOwner;		ynd.text.addTxt(MetaString::ADVOB_TXT, subID == 7 ? 84 : 187);		cb->showBlockingDialog(&ynd);		return;	}	flagMine(h->tempOwner);}void CGMine::newTurn() const{	if(cb->getDate() == 1)		return;	if (tempOwner == PlayerColor::NEUTRAL)		return;	cb->giveResource(tempOwner, producedResource, producedQuantity);}void CGMine::initObj(){	if(isAbandoned())	{		//set guardians		int howManyTroglodytes = cb->gameState()->getRandomGenerator().nextInt(100, 199);		auto troglodytes = new CStackInstance(CreatureID::TROGLODYTES, howManyTroglodytes);		putStack(SlotID(0), troglodytes);		//after map reading tempOwner placeholds bitmask for allowed resources		std::vector<Res::ERes> possibleResources;		for (int i = 0; i < PlayerColor::PLAYER_LIMIT_I; i++)			if(tempOwner.getNum() & 1<<i) //NOTE: reuse of tempOwner				possibleResources.push_back(static_cast<Res::ERes>(i));		assert(!possibleResources.empty());		producedResource = *RandomGeneratorUtil::nextItem(possibleResources, cb->gameState()->getRandomGenerator());		tempOwner = PlayerColor::NEUTRAL;	}	else	{		producedResource = static_cast<Res::ERes>(subID);		if(tempOwner >= PlayerColor::PLAYER_LIMIT)			tempOwner = PlayerColor::NEUTRAL;	}	producedQuantity = defaultResProduction();}bool CGMine::isAbandoned() const{	return (subID >= 7);}std::string CGMine::getObjectName() const{	return VLC->generaltexth->mines.at(subID).first;}std::string CGMine::getHoverText(PlayerColor player) const{	std::string hoverName = getObjectName(); // Sawmill	if (tempOwner != PlayerColor::NEUTRAL)	{		hoverName += "\n";		hoverName += VLC->generaltexth->arraytxt[23 + tempOwner.getNum()]; // owned by Red Player		hoverName += "\n(" + VLC->generaltexth->restypes[producedResource] + ")";	}	if(stacksCount())	{		hoverName += "\n";		hoverName += VLC->generaltexth->allTexts[202]; //Guarded by		hoverName += " ";		hoverName += getArmyDescription();	}	return hoverName;}void CGMine::flagMine(PlayerColor player) const{	assert(tempOwner != player);	cb->setOwner(this, player); //not ours? flag it!	InfoWindow iw;	iw.soundID = soundBase::FLAGMINE;	iw.text.addTxt(MetaString::MINE_EVNTS,producedResource); //not use subID, abandoned mines uses default mine texts	iw.player = player;	iw.components.push_back(Component(Component::RESOURCE,producedResource,producedQuantity,-1));	cb->showInfoDialog(&iw);}ui32 CGMine::defaultResProduction(){	switch(producedResource)	{	case Res::WOOD:	case Res::ORE:		return 2;	case Res::GOLD:		return 1000;	default:		return 1;	}}void CGMine::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const{	if(result.winner == 0) //attacker won	{		if(isAbandoned())		{			showInfoDialog(hero->tempOwner, 85, 0);		}		flagMine(hero->tempOwner);	}}void CGMine::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const{	if(answer)		cb->startBattleI(hero, this);}void CGMine::serializeJsonOptions(JsonSerializeFormat & handler){	CCreatureSet::serializeJson(handler, "army");	if(isAbandoned())	{		auto possibleResources = handler.enterStruct("possibleResources");		JsonNode & node = handler.getCurrent();		if(handler.saving)		{			for(int i = 0; i < PlayerColor::PLAYER_LIMIT_I; i++)				if(tempOwner.getNum() & 1<<i)				{					JsonNode one(JsonNode::DATA_STRING);					one.String() = GameConstants::RESOURCE_NAMES[i];					node.Vector().push_back(one);				}		}		else		{			std::set<int> possibleResources;			if(node.Vector().size() == 0)			{				//assume all allowed				for(int i = (int)Res::WOOD; i < (int) Res::GOLD; i++)					possibleResources.insert(i);			}			else			{				auto names = node.convertTo<std::vector<std::string>>();				for(const std::string & s : names)				{					int raw_res = vstd::find_pos(GameConstants::RESOURCE_NAMES, s);					if(raw_res < 0)						logGlobal->errorStream() << "Invalid resource name: "+s;					else						possibleResources.insert(raw_res);				}				int tmp = 0;				for(int r : possibleResources)					tmp |=  (1<<r);				tempOwner = PlayerColor(tmp);			}		}	}	else	{		serializeJsonOwner(handler);	}}std::string CGResource::getHoverText(PlayerColor player) const{	return VLC->generaltexth->restypes[subID];}CGResource::CGResource(){	amount = 0;}void CGResource::initObj(){	blockVisit = true;	if(!amount)	{		switch(subID)		{		case 6:			amount = cb->gameState()->getRandomGenerator().nextInt(500, 1000);			break;		case 0: case 2:			amount = cb->gameState()->getRandomGenerator().nextInt(6, 10);			break;		default:			amount = cb->gameState()->getRandomGenerator().nextInt(3, 5);			break;		}	}}void CGResource::onHeroVisit( const CGHeroInstance * h ) const{	if(stacksCount())	{		if(message.size())		{			BlockingDialog ynd(true,false);			ynd.player = h->getOwner();			ynd.text << message;			cb->showBlockingDialog(&ynd);		}		else		{			blockingDialogAnswered(h, true); //behave as if player accepted battle		}	}	else	{		if(message.length())		{			InfoWindow iw;			iw.player = h->tempOwner;			iw.text << message;			cb->showInfoDialog(&iw);		}		collectRes(h->getOwner());	}}void CGResource::collectRes( PlayerColor player ) const{	cb->giveResource(player, static_cast<Res::ERes>(subID), amount);	ShowInInfobox sii;	sii.player = player;	sii.c = Component(Component::RESOURCE,subID,amount,0);	sii.text.addTxt(MetaString::ADVOB_TXT,113);	sii.text.addReplacement(MetaString::RES_NAMES, subID);	cb->showCompInfo(&sii);	cb->removeObject(this);}void CGResource::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const{	if(result.winner == 0) //attacker won		collectRes(hero->getOwner());}void CGResource::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const{	if(answer)		cb->startBattleI(hero, this);}void CGResource::serializeJsonOptions(JsonSerializeFormat & handler){	CCreatureSet::serializeJson(handler, "guards");	handler.serializeNumeric("amount", amount);	handler.serializeString("guardMessage", message);}CGTeleport::CGTeleport() :	type(UNKNOWN), channel(TeleportChannelID()){}bool CGTeleport::isEntrance() const{	return type == BOTH || type == ENTRANCE;}bool CGTeleport::isExit() const{	return type == BOTH || type == EXIT;}bool CGTeleport::isChannelEntrance(ObjectInstanceID id) const{	return vstd::contains(getAllEntrances(), id);}bool CGTeleport::isChannelExit(ObjectInstanceID id) const{	return vstd::contains(getAllExits(), id);}std::vector<ObjectInstanceID> CGTeleport::getAllEntrances(bool excludeCurrent) const{	auto ret = cb->getTeleportChannelEntraces(channel);	if(excludeCurrent)		vstd::erase_if_present(ret, id);	return ret;}std::vector<ObjectInstanceID> CGTeleport::getAllExits(bool excludeCurrent) const{	auto ret = cb->getTeleportChannelExits(channel);	if(excludeCurrent)		vstd::erase_if_present(ret, id);	return ret;}ObjectInstanceID CGTeleport::getRandomExit(const CGHeroInstance * h) const{	auto passableExits = getPassableExits(cb->gameState(), h, getAllExits(true));	if(passableExits.size())		return *RandomGeneratorUtil::nextItem(passableExits, cb->gameState()->getRandomGenerator());	return ObjectInstanceID();}bool CGTeleport::isTeleport(const CGObjectInstance * obj){	return ((dynamic_cast<const CGTeleport *>(obj)));}bool CGTeleport::isConnected(const CGTeleport * src, const CGTeleport * dst){	return src && dst && src->isChannelExit(dst->id);}bool CGTeleport::isConnected(const CGObjectInstance * src, const CGObjectInstance * dst){	auto srcObj = dynamic_cast<const CGTeleport *>(src);	auto dstObj = dynamic_cast<const CGTeleport *>(dst);	return isConnected(srcObj, dstObj);}bool CGTeleport::isExitPassable(CGameState * gs, const CGHeroInstance * h, const CGObjectInstance * obj){	auto objTopVisObj = gs->map->getTile(obj->visitablePos()).topVisitableObj();	if(objTopVisObj->ID == Obj::HERO)	{		if(h->id == objTopVisObj->id) // Just to be sure it's won't happen.			return false;		// Check if it's friendly hero or not		if(gs->getPlayerRelations(h->tempOwner, objTopVisObj->tempOwner))		{			// Exchange between heroes only possible via subterranean gates			if(!dynamic_cast<const CGSubterraneanGate *>(obj))				return false;		}	}	return true;}std::vector<ObjectInstanceID> CGTeleport::getPassableExits(CGameState * gs, const CGHeroInstance * h, std::vector<ObjectInstanceID> exits){	vstd::erase_if(exits, [&](ObjectInstanceID exit) -> bool	{		return !isExitPassable(gs, h, gs->getObj(exit));	});	return exits;}void CGTeleport::addToChannel(std::map<TeleportChannelID, std::shared_ptr<TeleportChannel> > &channelsList, const CGTeleport * obj){	std::shared_ptr<TeleportChannel> tc;	if(channelsList.find(obj->channel) == channelsList.end())	{		tc = std::make_shared<TeleportChannel>();		channelsList.insert(std::make_pair(obj->channel, tc));	}	else		tc = channelsList[obj->channel];	if(obj->isEntrance() && !vstd::contains(tc->entrances, obj->id))		tc->entrances.push_back(obj->id);	if(obj->isExit() && !vstd::contains(tc->exits, obj->id))		tc->exits.push_back(obj->id);	if(tc->entrances.size() && tc->exits.size()		&& (tc->entrances.size() != 1 || tc->entrances != tc->exits))	{		tc->passability = TeleportChannel::PASSABLE;	}}TeleportChannelID CGMonolith::findMeChannel(std::vector<Obj> IDs, int SubID) const{	for(auto obj : cb->gameState()->map->objects)	{		auto teleportObj = dynamic_cast<const CGTeleport *>(cb->getObj(obj->id));		if(teleportObj && vstd::contains(IDs, teleportObj->ID) && teleportObj->subID == SubID)			return teleportObj->channel;	}	return TeleportChannelID();}void CGMonolith::onHeroVisit( const CGHeroInstance * h ) const{	TeleportDialog td(h, channel);	if(isEntrance())	{		if(cb->isTeleportChannelBidirectional(channel) && 1 < cb->getTeleportChannelExits(channel).size())		{			auto exits = cb->getTeleportChannelExits(channel);			for(auto exit : exits)			{				td.exits.push_back(std::make_pair(exit, CGHeroInstance::convertPosition(cb->getObj(exit)->visitablePos(), true)));			}		}		if(cb->isTeleportChannelImpassable(channel))		{			logGlobal->debugStream() << "Cannot find corresponding exit monolith for "<< id << " (obj at " << pos << ") :(";			td.impassable = true;		}		else if(getRandomExit(h) == ObjectInstanceID())			logGlobal->debugStream() << "All exits blocked for monolith "<< id << " (obj at " << pos << ") :(";	}	else		showInfoDialog(h, 70, 0);	cb->showTeleportDialog(&td);}void CGMonolith::teleportDialogAnswered(const CGHeroInstance *hero, ui32 answer, TTeleportExitsList exits) const{	int3 dPos;	auto randomExit = getRandomExit(hero);	auto realExits = getAllExits(true);	if(!isEntrance() // Do nothing if hero visited exit only object		|| (!exits.size() && !realExits.size()) // Do nothing if there no exits on this channel		|| ObjectInstanceID() == randomExit) // Do nothing if all exits are blocked by friendly hero and it's not subterranean gate	{		return;	}	else if(vstd::isValidIndex(exits, answer))		dPos = exits[answer].second;	else		dPos = CGHeroInstance::convertPosition(cb->getObj(randomExit)->visitablePos(), true);	cb->moveHero(hero->id, dPos, true);}void CGMonolith::initObj(){	std::vector<Obj> IDs;	IDs.push_back(ID);	switch(ID)	{	case Obj::MONOLITH_ONE_WAY_ENTRANCE:		type = ENTRANCE;		IDs.push_back(Obj::MONOLITH_ONE_WAY_EXIT);		break;	case Obj::MONOLITH_ONE_WAY_EXIT:		type = EXIT;		IDs.push_back(Obj::MONOLITH_ONE_WAY_ENTRANCE);		break;	case Obj::MONOLITH_TWO_WAY:	default:		type = BOTH;		break;	}	channel = findMeChannel(IDs, subID);	if(channel == TeleportChannelID())		channel = TeleportChannelID(cb->gameState()->map->teleportChannels.size());	addToChannel(cb->gameState()->map->teleportChannels, this);}void CGSubterraneanGate::onHeroVisit( const CGHeroInstance * h ) const{	TeleportDialog td(h, channel);	if(cb->isTeleportChannelImpassable(channel))	{		showInfoDialog(h,153,0);//Just inside the entrance you find a large pile of rubble blocking the tunnel. You leave discouraged.		logGlobal->debugStream() << "Cannot find exit subterranean gate for "<< id << " (obj at " << pos << ") :(";		td.impassable = true;	}	else	{		auto exit = getRandomExit(h);		td.exits.push_back(std::make_pair(exit, CGHeroInstance::convertPosition(cb->getObj(exit)->visitablePos(), true)));	}	cb->showTeleportDialog(&td);}void CGSubterraneanGate::initObj(){	type = BOTH;}void CGSubterraneanGate::postInit() //matches subterranean gates into pairs{	//split on underground and surface gates	std::vector<CGSubterraneanGate *> gatesSplit[2]; //surface and underground gates	for(auto & obj : cb->gameState()->map->objects)	{		auto hlp = dynamic_cast<CGSubterraneanGate *>(cb->gameState()->getObjInstance(obj->id));		if(hlp)			gatesSplit[hlp->pos.z].push_back(hlp);	}	//sort by position	std::sort(gatesSplit[0].begin(), gatesSplit[0].end(), [](const CGObjectInstance * a, const CGObjectInstance * b)	{		return a->pos < b->pos;	});	auto assignToChannel = [&](CGSubterraneanGate * obj)	{		if(obj->channel == TeleportChannelID())		{ // if object not linked to channel then create new channel			obj->channel = TeleportChannelID(cb->gameState()->map->teleportChannels.size());			addToChannel(cb->gameState()->map->teleportChannels, obj);		}	};	for(size_t i = 0; i < gatesSplit[0].size(); i++)	{		CGSubterraneanGate * objCurrent = gatesSplit[0][i];		//find nearest underground exit		std::pair<int, si32> best(-1, std::numeric_limits<si32>::max()); //pair<pos_in_vector, distance^2>		for(int j = 0; j < gatesSplit[1].size(); j++)		{			CGSubterraneanGate *checked = gatesSplit[1][j];			if(checked->channel != TeleportChannelID())				continue;			si32 hlp = checked->pos.dist2dSQ(objCurrent->pos);			if(hlp < best.second)			{				best.first = j;				best.second = hlp;			}		}		assignToChannel(objCurrent);		if(best.first >= 0) //found pair		{			gatesSplit[1][best.first]->channel = objCurrent->channel;			addToChannel(cb->gameState()->map->teleportChannels, gatesSplit[1][best.first]);		}	}	// we should assign empty channels to underground gates if they don't have matching overground gates	for(size_t i = 0; i < gatesSplit[1].size(); i++)		assignToChannel(gatesSplit[1][i]);}void CGWhirlpool::onHeroVisit( const CGHeroInstance * h ) const{	TeleportDialog td(h, channel);	if(cb->isTeleportChannelImpassable(channel))	{		logGlobal->debugStream() << "Cannot find exit whirlpool for "<< id << " (obj at " << pos << ") :(";		td.impassable = true;	}	else if(getRandomExit(h) == ObjectInstanceID())		logGlobal->debugStream() << "All exits are blocked for whirlpool "<< id << " (obj at " << pos << ") :(";	if(!isProtected(h))	{		SlotID targetstack = h->Slots().begin()->first; //slot numbers may vary		for(auto i = h->Slots().rbegin(); i != h->Slots().rend(); i++)		{			if(h->getPower(targetstack) > h->getPower(i->first))				targetstack = (i->first);		}		TQuantity countToTake = h->getStackCount(targetstack) * 0.5;		vstd::amax(countToTake, 1);		InfoWindow iw;		iw.player = h->tempOwner;		iw.text.addTxt(MetaString::ADVOB_TXT, 168);		iw.components.push_back(Component(CStackBasicDescriptor(h->getCreature(targetstack), countToTake)));		cb->showInfoDialog(&iw);		cb->changeStackCount(StackLocation(h, targetstack), -countToTake);	}	else	{		auto exits = getAllExits();		for(auto exit : exits)		{			auto blockedPosList = cb->getObj(exit)->getBlockedPos();			for(auto bPos : blockedPosList)				td.exits.push_back(std::make_pair(exit, CGHeroInstance::convertPosition(bPos, true)));		}	}	cb->showTeleportDialog(&td);}void CGWhirlpool::teleportDialogAnswered(const CGHeroInstance *hero, ui32 answer, TTeleportExitsList exits) const{	int3 dPos;	auto realExits = getAllExits();	if(!exits.size() && !realExits.size())		return;	else if(vstd::isValidIndex(exits, answer))		dPos = exits[answer].second;	else	{		auto obj = cb->getObj(getRandomExit(hero));		std::set<int3> tiles = obj->getBlockedPos();		dPos = CGHeroInstance::convertPosition(*RandomGeneratorUtil::nextItem(tiles, cb->gameState()->getRandomGenerator()), true);	}	cb->moveHero(hero->id, dPos, true);}bool CGWhirlpool::isProtected(const CGHeroInstance * h){	if(h->hasBonusOfType(Bonus::WHIRLPOOL_PROTECTION) ||		(h->stacksCount() == 1 && h->Slots().begin()->second->count == 1)) //we can't remove last unit	{		return true;	}	return false;}void CGArtifact::initObj(){	blockVisit = true;	if(ID == Obj::ARTIFACT)	{		if (!storedArtifact)		{			auto a = new CArtifactInstance();			cb->gameState()->map->addNewArtifactInstance(a);			storedArtifact = a;		}		if(!storedArtifact->artType)			storedArtifact->setType(VLC->arth->artifacts[subID]);	}	if(ID == Obj::SPELL_SCROLL)		subID = 1;	assert(storedArtifact->artType);	assert(storedArtifact->getParentNodes().size());	//assert(storedArtifact->artType->id == subID); //this does not stop desync}std::string CGArtifact::getObjectName() const{	return VLC->arth->artifacts[subID]->Name();}void CGArtifact::onHeroVisit(const CGHeroInstance * h) const{	if(!stacksCount())	{		InfoWindow iw;		iw.player = h->tempOwner;		switch(ID)		{		case Obj::ARTIFACT:			{				iw.soundID = soundBase::treasure; //play sound only for non-scroll arts				iw.components.push_back(Component(Component::ARTIFACT, subID, 0, 0));				if(message.length())					iw.text << message;				else				{					if(VLC->arth->artifacts[subID]->EventText().size())						iw.text << std::pair<ui8, ui32>(MetaString::ART_EVNTS, subID);					else //fix for mod artifacts with no event text					{						iw.text.addTxt(MetaString::ADVOB_TXT, 183); //% has found treasure						iw.text.addReplacement(h->name);					}				}			}			break;		case Obj::SPELL_SCROLL:			{				int spellID = storedArtifact->getGivenSpellID();				iw.components.push_back(Component(Component::SPELL, spellID, 0, 0));				if(message.length())					iw.text << message;				else				{					iw.text.addTxt(MetaString::ADVOB_TXT,135);					iw.text.addReplacement(MetaString::SPELL_NAME, spellID);				}			}			break;		}		cb->showInfoDialog(&iw);		pick(h);	}	else	{		switch(ID)		{		case Obj::ARTIFACT:			{				BlockingDialog ynd(true,false);				ynd.player = h->getOwner();				if(message.length())					ynd.text << message;				else				{					// TODO: Guard text is more complex in H3, see mantis issue 2325 for details					ynd.text.addTxt(MetaString::GENERAL_TXT, 420);					ynd.text.addReplacement("");					ynd.text.addReplacement(getArmyDescription());					ynd.text.addReplacement(MetaString::GENERAL_TXT, 43); // creatures				}				cb->showBlockingDialog(&ynd);			}			break;		case Obj::SPELL_SCROLL:			{				if(message.length())				{					BlockingDialog ynd(true,false);					ynd.player = h->getOwner();					ynd.text << message;					cb->showBlockingDialog(&ynd);				}				else					blockingDialogAnswered(h, true);			}			break;		}	}}void CGArtifact::pick(const CGHeroInstance * h) const{	cb->giveHeroArtifact(h, storedArtifact, ArtifactPosition::FIRST_AVAILABLE);	cb->removeObject(this);}void CGArtifact::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const{	if(result.winner == 0) //attacker won		pick(hero);}void CGArtifact::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const{	if(answer)		cb->startBattleI(hero, this);}void CGArtifact::serializeJsonOptions(JsonSerializeFormat& handler){	handler.serializeString("guardMessage", message);	CCreatureSet::serializeJson(handler, "guards");	if(handler.saving && ID == Obj::SPELL_SCROLL)	{		const Bonus * b = storedArtifact->getBonusLocalFirst(Selector::type(Bonus::SPELL));		SpellID spellId(b->subtype);		std::string spell = SpellID(b->subtype).toSpell()->identifier;		handler.serializeString("spell", spell);	}}void CGWitchHut::initObj(){	if (allowedAbilities.empty()) //this can happen for RMG. regular maps load abilities from map file	{		for (int i = 0; i < GameConstants::SKILL_QUANTITY; i++)			allowedAbilities.push_back(i);	}	ability = *RandomGeneratorUtil::nextItem(allowedAbilities, cb->gameState()->getRandomGenerator());}void CGWitchHut::onHeroVisit( const CGHeroInstance * h ) const{	InfoWindow iw;	iw.soundID = soundBase::gazebo;	iw.player = h->getOwner();	if(!wasVisited(h->tempOwner))		cb->setObjProperty(id, CGWitchHut::OBJPROP_VISITED, h->tempOwner.getNum());	ui32 txt_id;	if(h->getSecSkillLevel(SecondarySkill(ability))) //you already know this skill	{		txt_id =172;	}	else if(!h->canLearnSkill()) //already all skills slots used	{		txt_id = 173;	}	else //give sec skill	{		iw.components.push_back(Component(Component::SEC_SKILL, ability, 1, 0));		txt_id = 171;		cb->changeSecSkill(h, SecondarySkill(ability), 1, true);	}	iw.text.addTxt(MetaString::ADVOB_TXT,txt_id);	iw.text.addReplacement(MetaString::SEC_SKILL_NAME, ability);	cb->showInfoDialog(&iw);}std::string CGWitchHut::getHoverText(PlayerColor player) const{	std::string hoverName = getObjectName();	if(wasVisited(player))	{		hoverName += "\n" + VLC->generaltexth->allTexts[356]; // + (learn %s)		boost::algorithm::replace_first(hoverName,"%s",VLC->generaltexth->skillName[ability]);	}	return hoverName;}std::string CGWitchHut::getHoverText(const CGHeroInstance * hero) const{	std::string hoverName = getHoverText(hero->tempOwner);	if(hero->getSecSkillLevel(SecondarySkill(ability))) //hero knows that ability		hoverName += "\n\n" + VLC->generaltexth->allTexts[357]; // (Already learned)	return hoverName;}void CGWitchHut::serializeJsonOptions(JsonSerializeFormat & handler){	//todo:CGWitchHut::serializeJsonOptions}void CGMagicWell::onHeroVisit( const CGHeroInstance * h ) const{	int message;	if(h->hasBonusFrom(Bonus::OBJECT,ID)) //has already visited Well today	{		message = 78;//"A second drink at the well in one day will not help you."	}	else if(h->mana < h->manaLimit())	{		giveDummyBonus(h->id);		cb->setManaPoints(h->id,h->manaLimit());		message = 77;	}	else	{		message = 79;	}	showInfoDialog(h,message,soundBase::faerie);}std::string CGMagicWell::getHoverText(const CGHeroInstance * hero) const{	return getObjectName() + " " + visitedTxt(hero->hasBonusFrom(Bonus::OBJECT,ID));}void CGObservatory::onHeroVisit( const CGHeroInstance * h ) const{	InfoWindow iw;	iw.player = h->tempOwner;	switch (ID)	{	case Obj::REDWOOD_OBSERVATORY:	case Obj::PILLAR_OF_FIRE:	{		iw.soundID = soundBase::LIGHTHOUSE;		iw.text.addTxt(MetaString::ADVOB_TXT,98 + (ID==Obj::PILLAR_OF_FIRE));		FoWChange fw;		fw.player = h->tempOwner;		fw.mode = 1;		cb->getTilesInRange (fw.tiles, pos, 20, h->tempOwner, 1);		cb->sendAndApply (&fw);		break;	}	case Obj::COVER_OF_DARKNESS:	{		iw.text.addTxt (MetaString::ADVOB_TXT, 31);		for (auto & player : cb->gameState()->players)		{			if (cb->getPlayerStatus(player.first) == EPlayerStatus::INGAME &&				cb->getPlayerRelations(player.first, h->tempOwner) == PlayerRelations::ENEMIES)				cb->changeFogOfWar(visitablePos(), 20, player.first, true);		}		break;	}	}	cb->showInfoDialog(&iw);}void CGShrine::onHeroVisit( const CGHeroInstance * h ) const{	if(spell == SpellID::NONE)	{        logGlobal->errorStream() << "Not initialized shrine visited!";		return;	}	if(!wasVisited(h->tempOwner))		cb->setObjProperty(id, CGShrine::OBJPROP_VISITED, h->tempOwner.getNum());	InfoWindow iw;	iw.soundID = soundBase::temple;	iw.player = h->getOwner();	iw.text.addTxt(MetaString::ADVOB_TXT,127 + ID - 88);	iw.text.addTxt(MetaString::SPELL_NAME,spell);	iw.text << ".";	if(!h->getArt(ArtifactPosition::SPELLBOOK))	{		iw.text.addTxt(MetaString::ADVOB_TXT,131);	}	else if(ID == Obj::SHRINE_OF_MAGIC_THOUGHT  && !h->getSecSkillLevel(SecondarySkill::WISDOM)) //it's third level spell and hero doesn't have wisdom	{		iw.text.addTxt(MetaString::ADVOB_TXT,130);	}	else if(vstd::contains(h->spells,spell))//hero already knows the spell	{		iw.text.addTxt(MetaString::ADVOB_TXT,174);	}	else //give spell	{		std::set<SpellID> spells;		spells.insert(spell);		cb->changeSpells(h, true, spells);		iw.components.push_back(Component(Component::SPELL,spell,0,0));	}	cb->showInfoDialog(&iw);}void CGShrine::initObj(){	if(spell == SpellID::NONE) //spell not set	{		int level = ID-87;		std::vector<SpellID> possibilities;		cb->getAllowedSpells (possibilities, level);		if(possibilities.empty())		{            logGlobal->errorStream() << "Error: cannot init shrine, no allowed spells!";			return;		}		spell = *RandomGeneratorUtil::nextItem(possibilities, cb->gameState()->getRandomGenerator());	}}std::string CGShrine::getHoverText(PlayerColor player) const{	std::string hoverName = getObjectName();	if(wasVisited(player))	{		hoverName += "\n" + VLC->generaltexth->allTexts[355]; // + (learn %s)		boost::algorithm::replace_first(hoverName,"%s", spell.toSpell()->name);	}	return hoverName;}std::string CGShrine::getHoverText(const CGHeroInstance * hero) const{	std::string hoverName = getHoverText(hero->tempOwner);	if(vstd::contains(hero->spells, spell)) //hero knows that spell		hoverName += "\n\n" + VLC->generaltexth->allTexts[354]; // (Already learned)	return hoverName;}void CGShrine::serializeJsonOptions(JsonSerializeFormat& handler){	handler.serializeId("spell", &CSpellHandler::decodeSpell, &CSpellHandler::encodeSpell, SpellID(SpellID::NONE), spell);}void CGSignBottle::initObj(){	//if no text is set than we pick random from the predefined ones	if(message.empty())	{		message = *RandomGeneratorUtil::nextItem(VLC->generaltexth->randsign, cb->gameState()->getRandomGenerator());	}	if(ID == Obj::OCEAN_BOTTLE)	{		blockVisit = true;	}}void CGSignBottle::onHeroVisit( const CGHeroInstance * h ) const{	InfoWindow iw;	iw.soundID = soundBase::STORE;	iw.player = h->getOwner();	iw.text << message;	cb->showInfoDialog(&iw);	if(ID == Obj::OCEAN_BOTTLE)		cb->removeObject(this);}void CGSignBottle::serializeJsonOptions(JsonSerializeFormat& handler){	handler.serializeString("text", message);}void CGScholar::onHeroVisit( const CGHeroInstance * h ) const{	EBonusType type = bonusType;	int bid = bonusID;	//check if the bonus if applicable, if not - give primary skill (always possible)	int ssl = h->getSecSkillLevel(SecondarySkill(bid)); //current sec skill level, used if bonusType == 1	if((type == SECONDARY_SKILL			&& ((ssl == 3)  ||  (!ssl  &&  !h->canLearnSkill()))) ////hero already has expert level in the skill or (don't know skill and doesn't have free slot)		|| (type == SPELL  &&  (!h->getArt(ArtifactPosition::SPELLBOOK) || vstd::contains(h->spells, (ui32) bid)		|| ( SpellID(bid).toSpell()->level > h->getSecSkillLevel(SecondarySkill::WISDOM) + 2)		))) //hero doesn't have a spellbook or already knows the spell or doesn't have Wisdom	{		type = PRIM_SKILL;		bid = cb->gameState()->getRandomGenerator().nextInt(GameConstants::PRIMARY_SKILLS - 1);	}	InfoWindow iw;	iw.soundID = soundBase::gazebo;	iw.player = h->getOwner();	iw.text.addTxt(MetaString::ADVOB_TXT,115);	switch (type)	{	case PRIM_SKILL:		cb->changePrimSkill(h,static_cast<PrimarySkill::PrimarySkill>(bid),+1);		iw.components.push_back(Component(Component::PRIM_SKILL,bid,+1,0));		break;	case SECONDARY_SKILL:		cb->changeSecSkill(h,SecondarySkill(bid),+1);		iw.components.push_back(Component(Component::SEC_SKILL,bid,ssl+1,0));		break;	case SPELL:		{			std::set<SpellID> hlp;			hlp.insert(SpellID(bid));			cb->changeSpells(h,true,hlp);			iw.components.push_back(Component(Component::SPELL,bid,0,0));		}		break;	default:		logGlobal->errorStream() << "Error: wrong bonus type (" << (int)type << ") for Scholar!\n";		return;	}	cb->showInfoDialog(&iw);	cb->removeObject(this);}void CGScholar::initObj(){	blockVisit = true;	if(bonusType == RANDOM)	{		bonusType = static_cast<EBonusType>(cb->gameState()->getRandomGenerator().nextInt(2));		switch(bonusType)		{		case PRIM_SKILL:			bonusID = cb->gameState()->getRandomGenerator().nextInt(GameConstants::PRIMARY_SKILLS -1);			break;		case SECONDARY_SKILL:			bonusID = cb->gameState()->getRandomGenerator().nextInt(GameConstants::SKILL_QUANTITY -1);			break;		case SPELL:			std::vector<SpellID> possibilities;			for (int i = 1; i < 6; ++i)				cb->getAllowedSpells (possibilities, i);			bonusID = *RandomGeneratorUtil::nextItem(possibilities, cb->gameState()->getRandomGenerator());			break;		}	}}void CGScholar::serializeJsonOptions(JsonSerializeFormat & handler){	JsonNode& json = handler.getCurrent();	if(handler.saving)	{		switch(bonusType)		{		case PRIM_SKILL:			json["rewardPrimSkill"].String() = PrimarySkill::names[bonusID];			break;		case SECONDARY_SKILL:			json["rewardSkill"].String() = NSecondarySkill::names[bonusID];			break;		case SPELL:			json["rewardSpell"].String() = VLC->spellh->objects.at(bonusID)->identifier;			break;		case RANDOM:			break;		}	}	else	{		bonusType = RANDOM;		if(json["rewardPrimSkill"].String() != "")		{			auto raw = VLC->modh->identifiers.getIdentifier("core", "primSkill", json["rewardPrimSkill"].String());			if(raw)			{				bonusType = PRIM_SKILL;				bonusID = raw.get();			}		}		else if(json["rewardSkill"].String() != "")		{			auto raw = VLC->modh->identifiers.getIdentifier("core", "skill", json["rewardSkill"].String());			if(raw)			{				bonusType = SECONDARY_SKILL;				bonusID = raw.get();			}		}		else if(json["rewardSpell"].String() != "")		{			auto raw = VLC->modh->identifiers.getIdentifier("core", "spell", json["rewardSpell"].String());			if(raw)			{				bonusType = SPELL;				bonusID = raw.get();			}		}	}}void CGGarrison::onHeroVisit (const CGHeroInstance *h) const{	int ally = cb->gameState()->getPlayerRelations(h->tempOwner, tempOwner);	if (!ally && stacksCount() > 0) {		//TODO: Find a way to apply magic garrison effects in battle.		cb->startBattleI(h, this);		return;	}	//New owner.	if (!ally)		cb->setOwner(this, h->tempOwner);	cb->showGarrisonDialog(id, h->id, removableUnits);}bool CGGarrison::passableFor(PlayerColor player) const{	//FIXME: identical to same method in CGTownInstance	if ( !stacksCount() )//empty - anyone can visit		return true;	if ( tempOwner == PlayerColor::NEUTRAL )//neutral guarded - no one can visit		return false;	if (cb->getPlayerRelations(tempOwner, player) != PlayerRelations::ENEMIES)		return true;	return false;}void CGGarrison::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const{	if (result.winner == 0)		onHeroVisit(hero);}void CGGarrison::serializeJsonOptions(JsonSerializeFormat& handler){	handler.serializeBool("removableUnits", removableUnits);	serializeJsonOwner(handler);	CCreatureSet::serializeJson(handler, "army");}void CGMagi::initObj(){	if (ID == Obj::EYE_OF_MAGI)	{		blockVisit = true;		eyelist[subID].push_back(id);	}}void CGMagi::onHeroVisit(const CGHeroInstance * h) const{	if (ID == Obj::HUT_OF_MAGI)	{		showInfoDialog(h, 61, soundBase::LIGHTHOUSE);		if (!eyelist[subID].empty())		{			CenterView cv;			cv.player = h->tempOwner;			cv.focusTime = 2000;			FoWChange fw;			fw.player = h->tempOwner;			fw.mode = 1;			fw.waitForDialogs = true;			for(auto it : eyelist[subID])			{				const CGObjectInstance *eye = cb->getObj(it);				cb->getTilesInRange (fw.tiles, eye->pos, 10, h->tempOwner, 1);				cb->sendAndApply(&fw);				cv.pos = eye->pos;				cb->sendAndApply(&cv);			}			cv.pos = h->getPosition(false);			cv.focusTime = 0;			cb->sendAndApply(&cv);		}	}	else if (ID == Obj::EYE_OF_MAGI)	{		showInfoDialog(h,48,soundBase::invalid);	}}void CGBoat::initObj(){	hero = nullptr;}void CGSirens::initObj(){	blockVisit = true;}std::string CGSirens::getHoverText(const CGHeroInstance * hero) const{	return getObjectName() + " " + visitedTxt(hero->hasBonusFrom(Bonus::OBJECT,ID));}void CGSirens::onHeroVisit( const CGHeroInstance * h ) const{	InfoWindow iw;	iw.soundID = soundBase::DANGER;	iw.player = h->tempOwner;	if(h->hasBonusFrom(Bonus::OBJECT,ID)) //has already visited Sirens	{		iw.text.addTxt(MetaString::ADVOB_TXT,133);	}	else	{		giveDummyBonus(h->id, Bonus::ONE_BATTLE);		TExpType xp = 0;		for (auto i = h->Slots().begin(); i != h->Slots().end(); i++)		{			TQuantity drown = i->second->count * 0.3;			if(drown)			{				cb->changeStackCount(StackLocation(h, i->first), -drown);				xp += drown * i->second->type->valOfBonuses(Bonus::STACK_HEALTH);			}		}		if(xp)		{			xp = h->calculateXp(xp);			iw.text.addTxt(MetaString::ADVOB_TXT,132);			iw.text.addReplacement(xp);			cb->changePrimSkill(h, PrimarySkill::EXPERIENCE, xp, false);		}		else		{			iw.text.addTxt(MetaString::ADVOB_TXT,134);		}	}	cb->showInfoDialog(&iw);}CGShipyard::CGShipyard()	:IShipyard(this){}void CGShipyard::getOutOffsets( std::vector<int3> &offsets ) const{	// H J L K I	// A x S x B	// C E G F D	offsets = {		int3(-3,0,0), int3(1,0,0), //AB		int3(-3,1,0), int3(1,1,0), int3(-2,1,0), int3(0,1,0), int3(-1,1,0), //CDEFG		int3(-3,-1,0), int3(1,-1,0), int3(-2,-1,0), int3(0,-1,0), int3(-1,-1,0) //HIJKL	};}void CGShipyard::onHeroVisit( const CGHeroInstance * h ) const{	if(!cb->gameState()->getPlayerRelations(tempOwner, h->tempOwner))		cb->setOwner(this, h->tempOwner);	auto s = shipyardStatus();	if(s != IBoatGenerator::GOOD)	{		InfoWindow iw;		iw.player = tempOwner;		getProblemText(iw.text, h);		cb->showInfoDialog(&iw);	}	else	{		openWindow(OpenWindow::SHIPYARD_WINDOW,id.getNum(),h->id.getNum());	}}void CGShipyard::serializeJsonOptions(JsonSerializeFormat& handler){	serializeJsonOwner(handler);}void CCartographer::onHeroVisit( const CGHeroInstance * h ) const{	//if player has not bought map of this subtype yet and underground exist for stalagmite cartographer	if (!wasVisited(h->getOwner()) && (subID != 2 || cb->gameState()->map->twoLevel))	{		if (cb->getResource(h->tempOwner, Res::GOLD) >= 1000) //if he can afford a map		{			//ask if he wants to buy one			int text=0;			switch (subID)			{				case 0:					text = 25;					break;				case 1:					text = 26;					break;				case 2:					text = 27;					break;				default:                    logGlobal->warnStream() << "Unrecognized subtype of cartographer";			}			assert(text);			BlockingDialog bd (true, false);			bd.player = h->getOwner();			bd.soundID = soundBase::LIGHTHOUSE;			bd.text.addTxt (MetaString::ADVOB_TXT, text);			cb->showBlockingDialog (&bd);		}		else //if he cannot afford		{			showInfoDialog(h,28,soundBase::CAVEHEAD);		}	}	else //if he already visited carographer	{		showInfoDialog(h,24,soundBase::CAVEHEAD);	}}void CCartographer::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const{	if (answer) //if hero wants to buy map	{		cb->giveResource (hero->tempOwner, Res::GOLD, -1000);		FoWChange fw;		fw.mode = 1;		fw.player = hero->tempOwner;		//subIDs of different types of cartographers:		//water = 0; land = 1; underground = 2;		cb->getAllTiles (fw.tiles, hero->tempOwner, subID - 1, !subID + 1); //reveal appropriate tiles		cb->sendAndApply (&fw);		cb->setObjProperty (id, CCartographer::OBJPROP_VISITED, hero->tempOwner.getNum());	}}void CGDenOfthieves::onHeroVisit (const CGHeroInstance * h) const{	cb->showThievesGuildWindow(h->tempOwner, id);}void CGObelisk::onHeroVisit( const CGHeroInstance * h ) const{	InfoWindow iw;	iw.player = h->tempOwner;	TeamState *ts = cb->gameState()->getPlayerTeam(h->tempOwner);	assert(ts);	TeamID team = ts->id;	if(!wasVisited(team))	{		iw.text.addTxt(MetaString::ADVOB_TXT, 96);		cb->sendAndApply(&iw);		// increment general visited obelisks counter		cb->setObjProperty(id, CGObelisk::OBJPROP_INC, team.getNum());		openWindow(OpenWindow::PUZZLE_MAP, h->tempOwner.getNum());		// mark that particular obelisk as visited for all players in the team		for (auto & color : ts->players)		{			cb->setObjProperty(id, CGObelisk::OBJPROP_VISITED, color.getNum());		}	}	else	{		iw.text.addTxt(MetaString::ADVOB_TXT, 97);		cb->sendAndApply(&iw);	}}void CGObelisk::initObj(){	obeliskCount++;}void CGObelisk::reset(){	obeliskCount = 0;	visited.clear();}std::string CGObelisk::getHoverText(PlayerColor player) const{	return getObjectName() + " " + visitedTxt(wasVisited(player));}void CGObelisk::setPropertyDer( ui8 what, ui32 val ){	switch(what)	{		case CGObelisk::OBJPROP_INC:			{				assert(val < PlayerColor::PLAYER_LIMIT_I);				auto progress = ++visited[TeamID(val)];				logGlobal->debugStream() << boost::format("Player %d: obelisk progress %d / %d")					% val % static_cast<int>(progress) % static_cast<int>(obeliskCount);				if(progress > obeliskCount)				{					logGlobal->errorStream() << "Error: Visited " << progress << "\t\t" << obeliskCount;					assert(0);				}				break;			}		default:			CPlayersVisited::setPropertyDer(what, val);			break;	}}void CGLighthouse::onHeroVisit( const CGHeroInstance * h ) const{	if(h->tempOwner != tempOwner)	{		PlayerColor oldOwner = tempOwner;		cb->setOwner(this,h->tempOwner); //not ours? flag it!		showInfoDialog(h,69,soundBase::LIGHTHOUSE);		giveBonusTo(h->tempOwner);		if(oldOwner < PlayerColor::PLAYER_LIMIT) //remove bonus from old owner		{			RemoveBonus rb(RemoveBonus::PLAYER);			rb.whoID = oldOwner.getNum();			rb.source = Bonus::OBJECT;			rb.id = id.getNum();			cb->sendAndApply(&rb);		}	}}void CGLighthouse::initObj(){	if(tempOwner < PlayerColor::PLAYER_LIMIT)	{		giveBonusTo(tempOwner);	}}std::string CGLighthouse::getHoverText(PlayerColor player) const{	//TODO: owned by %s player	return getObjectName();}void CGLighthouse::giveBonusTo( PlayerColor player ) const{	GiveBonus gb(GiveBonus::PLAYER);	gb.bonus.type = Bonus::SEA_MOVEMENT;	gb.bonus.val = 500;	gb.id = player.getNum();	gb.bonus.duration = Bonus::PERMANENT;	gb.bonus.source = Bonus::OBJECT;	gb.bonus.sid = id.getNum();	cb->sendAndApply(&gb);}void CGLighthouse::serializeJsonOptions(JsonSerializeFormat& handler){	serializeJsonOwner(handler);}
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