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| /* * CGameHandler.cpp, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */#include "StdInc.h"#include "CGameHandler.h"#include "CVCMIServer.h"#include "TurnTimerHandler.h"#include "ServerNetPackVisitors.h"#include "ServerSpellCastEnvironment.h"#include "battles/BattleProcessor.h"#include "processors/HeroPoolProcessor.h"#include "processors/NewTurnProcessor.h"#include "processors/PlayerMessageProcessor.h"#include "processors/TurnOrderProcessor.h"#include "queries/QueriesProcessor.h"#include "queries/MapQueries.h"#include "../lib/ArtifactUtils.h"#include "../lib/CArtHandler.h"#include "../lib/CConfigHandler.h"#include "../lib/CCreatureHandler.h"#include "../lib/CCreatureSet.h"#include "../lib/texts/CGeneralTextHandler.h"#include "../lib/CHeroHandler.h"#include "../lib/CPlayerState.h"#include "../lib/CRandomGenerator.h"#include "../lib/CSoundBase.h"#include "../lib/CThreadHelper.h"#include "../lib/GameConstants.h"#include "../lib/UnlockGuard.h"#include "../lib/GameSettings.h"#include "../lib/ScriptHandler.h"#include "../lib/StartInfo.h"#include "../lib/TerrainHandler.h"#include "../lib/VCMIDirs.h"#include "../lib/VCMI_Lib.h"#include "../lib/int3.h"#include "../lib/battle/BattleInfo.h"#include "../lib/entities/building/CBuilding.h"#include "../lib/entities/faction/CTownHandler.h"#include "../lib/filesystem/FileInfo.h"#include "../lib/filesystem/Filesystem.h"#include "../lib/gameState/CGameState.h"#include "../lib/mapping/CMap.h"#include "../lib/mapping/CMapService.h"#include "../lib/mapObjects/CGCreature.h"#include "../lib/mapObjects/CGMarket.h"#include "../lib/mapObjects/TownBuildingInstance.h"#include "../lib/mapObjects/CGTownInstance.h"#include "../lib/mapObjects/MiscObjects.h"#include "../lib/mapObjectConstructors/AObjectTypeHandler.h"#include "../lib/mapObjectConstructors/CObjectClassesHandler.h"#include "../lib/modding/ModIncompatibility.h"#include "../lib/networkPacks/StackLocation.h"#include "../lib/pathfinder/CPathfinder.h"#include "../lib/pathfinder/PathfinderOptions.h"#include "../lib/pathfinder/TurnInfo.h"#include "../lib/rmg/CMapGenOptions.h"#include "../lib/serializer/CSaveFile.h"#include "../lib/serializer/CLoadFile.h"#include "../lib/serializer/Connection.h"#include "../lib/spells/CSpellHandler.h"#include <vstd/RNG.h>#include <vstd/CLoggerBase.h>#include <vcmi/events/EventBus.h>#include <vcmi/events/GenericEvents.h>#include <vcmi/events/AdventureEvents.h>#define COMPLAIN_RET_IF(cond, txt) do {if (cond){complain(txt); return;}} while(0)#define COMPLAIN_RET_FALSE_IF(cond, txt) do {if (cond){complain(txt); return false;}} while(0)#define COMPLAIN_RET(txt) {complain(txt); return false;}#define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}static inline double distance(int3 a, int3 b){	return std::sqrt((double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y));}template <typename T>void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which){	fun(args[which]);}const Services * CGameHandler::services() const{	return VLC;}const CGameHandler::BattleCb * CGameHandler::battle(const BattleID & battleID) const{	return gs->getBattle(battleID);}const CGameHandler::GameCb * CGameHandler::game() const{	return this;}vstd::CLoggerBase * CGameHandler::logger() const{	return logGlobal;}events::EventBus * CGameHandler::eventBus() const{	return serverEventBus.get();}CVCMIServer * CGameHandler::gameLobby() const{	return lobby;}void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill){	changeSecSkill(hero, skill, 1, 0);	expGiven(hero);}void CGameHandler::levelUpHero(const CGHeroInstance * hero){	// required exp for at least 1 lvl-up hasn't been reached	if (!hero->gainsLevel())	{		return;	}	// give primary skill	logGlobal->trace("%s got level %d", hero->getNameTranslated(), hero->level);	auto primarySkill = hero->nextPrimarySkill(getRandomGenerator());	SetPrimSkill sps;	sps.id = hero->id;	sps.which = primarySkill;	sps.abs = false;	sps.val = 1;	sendAndApply(&sps);	HeroLevelUp hlu;	hlu.player = hero->tempOwner;	hlu.heroId = hero->id;	hlu.primskill = primarySkill;	hlu.skills = hero->getLevelUpProposedSecondarySkills(heroPool->getHeroSkillsRandomGenerator(hero->getHeroType()));	if (hlu.skills.size() == 0)	{		sendAndApply(&hlu);		levelUpHero(hero);	}	else if (hlu.skills.size() == 1 || !hero->getOwner().isValidPlayer())	{		sendAndApply(&hlu);		levelUpHero(hero, hlu.skills.front());	}	else if (hlu.skills.size() > 1)	{		auto levelUpQuery = std::make_shared<CHeroLevelUpDialogQuery>(this, hlu, hero);		hlu.queryID = levelUpQuery->queryID;		queries->addQuery(levelUpQuery);		sendAndApply(&hlu);		//level up will be called on query reply	}}void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill){	SetCommanderProperty scp;	auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);	if (hero)		scp.heroid = hero->id;	else	{		complain ("Commander is not led by hero!");		return;	}	scp.accumulatedBonus.additionalInfo = 0;	scp.accumulatedBonus.duration = BonusDuration::PERMANENT;	scp.accumulatedBonus.turnsRemain = 0;	scp.accumulatedBonus.source = BonusSource::COMMANDER;	scp.accumulatedBonus.valType = BonusValueType::BASE_NUMBER;	if (skill <= ECommander::SPELL_POWER)	{		scp.which = SetCommanderProperty::BONUS;		auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int		{			int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance			return skillLevels.at(skill).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skill).at(secondarySkills.at(s)-1) : 0);		};		switch (skill)		{			case ECommander::ATTACK:				scp.accumulatedBonus.type = BonusType::PRIMARY_SKILL;				scp.accumulatedBonus.subtype = BonusSubtypeID(PrimarySkill::ATTACK);				break;			case ECommander::DEFENSE:				scp.accumulatedBonus.type = BonusType::PRIMARY_SKILL;				scp.accumulatedBonus.subtype = BonusSubtypeID(PrimarySkill::DEFENSE);				break;			case ECommander::HEALTH:				scp.accumulatedBonus.type = BonusType::STACK_HEALTH;				scp.accumulatedBonus.valType = BonusValueType::PERCENT_TO_ALL; //TODO: check how it accumulates in original WoG with artifacts such as vial of life blood, elixir of life etc.				break;			case ECommander::DAMAGE:				scp.accumulatedBonus.type = BonusType::CREATURE_DAMAGE;				scp.accumulatedBonus.subtype = BonusCustomSubtype::creatureDamageBoth;				scp.accumulatedBonus.valType = BonusValueType::PERCENT_TO_ALL;				break;			case ECommander::SPEED:				scp.accumulatedBonus.type = BonusType::STACKS_SPEED;				break;			case ECommander::SPELL_POWER:				scp.accumulatedBonus.type = BonusType::MAGIC_RESISTANCE;				scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);				sendAndApply (&scp); //additional pack				scp.accumulatedBonus.type = BonusType::CREATURE_SPELL_POWER;				scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level				sendAndApply (&scp); //additional pack				scp.accumulatedBonus.type = BonusType::CASTS;				scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);				sendAndApply (&scp); //additional pack				scp.accumulatedBonus.type = BonusType::CREATURE_ENCHANT_POWER; //send normally				break;		}		scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);		sendAndApply (&scp);		scp.which = SetCommanderProperty::SECONDARY_SKILL;		scp.additionalInfo = skill;		scp.amount = c->secondarySkills.at(skill) + 1;		sendAndApply (&scp);	}	else if (skill >= 100)	{		scp.which = SetCommanderProperty::SPECIAL_SKILL;		scp.accumulatedBonus = *VLC->creh->skillRequirements.at(skill-100).first;		scp.additionalInfo = skill; //unnormalized		sendAndApply (&scp);	}	expGiven(hero);}void CGameHandler::levelUpCommander(const CCommanderInstance * c){	if (!c->gainsLevel())	{		return;	}	CommanderLevelUp clu;	auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);	if(hero)	{		clu.heroId = hero->id;		clu.player = hero->tempOwner;	}	else	{		complain ("Commander is not led by hero!");		return;	}	//picking sec. skills for choice	for (int i = 0; i <= ECommander::SPELL_POWER; ++i)	{		if (c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL)			clu.skills.push_back(i);	}	int i = 100;	for (auto specialSkill : VLC->creh->skillRequirements)	{		if (c->secondarySkills.at(specialSkill.second.first) >= ECommander::MAX_SKILL_LEVEL - 1			&&  c->secondarySkills.at(specialSkill.second.second) >= ECommander::MAX_SKILL_LEVEL - 1			&&  !vstd::contains (c->specialSkills, i))			clu.skills.push_back (i);		++i;	}	int skillAmount = static_cast<int>(clu.skills.size());	if (!skillAmount)	{		sendAndApply(&clu);		levelUpCommander(c);	}	else if (skillAmount == 1  ||  hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically	{		sendAndApply(&clu);		levelUpCommander(c, *RandomGeneratorUtil::nextItem(clu.skills, getRandomGenerator()));	}	else if (skillAmount > 1) //apply and ask for secondary skill	{		auto commanderLevelUp = std::make_shared<CCommanderLevelUpDialogQuery>(this, clu, hero);		clu.queryID = commanderLevelUp->queryID;		queries->addQuery(commanderLevelUp);		sendAndApply(&clu);	}}void CGameHandler::expGiven(const CGHeroInstance *hero){	if (hero->gainsLevel())		levelUpHero(hero);	else if (hero->commander && hero->commander->gainsLevel())		levelUpCommander(hero->commander);	//if (hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())// 		levelUpCommander(hero->commander);// 	else// 		levelUpHero(hero);}void CGameHandler::giveExperience(const CGHeroInstance * hero, TExpType amountToGain){	TExpType maxExp = VLC->heroh->reqExp(VLC->heroh->maxSupportedLevel());	TExpType currExp = hero->exp;	if (gs->map->levelLimit != 0)		maxExp = VLC->heroh->reqExp(gs->map->levelLimit);	TExpType canGainExp = 0;	if (maxExp > currExp)		canGainExp = maxExp - currExp;	if (amountToGain > canGainExp)	{		// set given experience to max possible, but don't decrease if hero already over top		amountToGain = canGainExp;		InfoWindow iw;		iw.player = hero->tempOwner;		iw.text.appendLocalString(EMetaText::GENERAL_TXT, 1); //can gain no more XP		iw.text.replaceTextID(hero->getNameTextID());		sendAndApply(&iw);	}	SetPrimSkill sps;	sps.id = hero->id;	sps.which = PrimarySkill::EXPERIENCE;	sps.abs = false;	sps.val = amountToGain;	sendAndApply(&sps);	//hero may level up	if (hero->commander && hero->commander->alive)	{		//FIXME: trim experience according to map limit?		SetCommanderProperty scp;		scp.heroid = hero->id;		scp.which = SetCommanderProperty::EXPERIENCE;		scp.amount = amountToGain;		sendAndApply (&scp);		CBonusSystemNode::treeHasChanged();	}	expGiven(hero);}void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill which, si64 val, bool abs){	SetPrimSkill sps;	sps.id = hero->id;	sps.which = which;	sps.abs = abs;	sps.val = val;	sendAndApply(&sps);}void CGameHandler::changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs){	if(!hero)	{		logGlobal->error("changeSecSkill provided no hero");		return;	}	SetSecSkill sss;	sss.id = hero->id;	sss.which = which;	sss.val = val;	sss.abs = abs;	sendAndApply(&sss);	if (hero->visitedTown)		giveSpells(hero->visitedTown, hero);	// Our scouting range may have changed - update it	if (hero->getOwner().isValidPlayer())		changeFogOfWar(hero->getSightCenter(), hero->getSightRadius(), hero->getOwner(), ETileVisibility::REVEALED);}void CGameHandler::handleClientDisconnection(std::shared_ptr<CConnection> c){	if(lobby->getState() == EServerState::SHUTDOWN || !gs || !gs->scenarioOps)	{		assert(0); // game should have shut down before reaching this point!		return;	}		for(auto & playerConnections : connections)	{		PlayerColor playerId = playerConnections.first;		auto * playerSettings = gs->scenarioOps->getPlayersSettings(playerId.getNum());		if(!playerSettings)			continue;				auto playerConnection = vstd::find(playerConnections.second, c);		if(playerConnection != playerConnections.second.end())		{			std::string messageText = boost::str(boost::format("%s (cid %d) was disconnected") % playerSettings->name % c->connectionID);			playerMessages->broadcastMessage(playerId, messageText);		}	}}void CGameHandler::handleReceivedPack(CPackForServer * pack){	//prepare struct informing that action was applied	auto sendPackageResponse = [&](bool successfullyApplied)	{		PackageApplied applied;		applied.player = pack->player;		applied.result = successfullyApplied;		applied.packType = CTypeList::getInstance().getTypeID(pack);		applied.requestID = pack->requestID;		pack->c->sendPack(&applied);	};	if(isBlockedByQueries(pack, pack->player))	{		sendPackageResponse(false);	}	bool result;	try	{		ApplyGhNetPackVisitor applier(*this);		pack->visit(applier);		result = applier.getResult();	}	catch(ExceptionNotAllowedAction &)	{		result = false;	}	if(result)		logGlobal->trace("Message %s successfully applied!", typeid(*pack).name());	else		complain((boost::format("Got false in applying %s... that request must have been fishy!")			% typeid(*pack).name()).str());	sendPackageResponse(true);	vstd::clear_pointer(pack);}CGameHandler::CGameHandler(CVCMIServer * lobby)	: lobby(lobby)	, heroPool(std::make_unique<HeroPoolProcessor>(this))	, battles(std::make_unique<BattleProcessor>(this))	, turnOrder(std::make_unique<TurnOrderProcessor>(this))	, queries(std::make_unique<QueriesProcessor>())	, playerMessages(std::make_unique<PlayerMessageProcessor>(this))	, randomNumberGenerator(std::make_unique<CRandomGenerator>())	, complainNoCreatures("No creatures to split")	, complainNotEnoughCreatures("Cannot split that stack, not enough creatures!")	, complainInvalidSlot("Invalid slot accessed!")	, turnTimerHandler(std::make_unique<TurnTimerHandler>(*this))	, newTurnProcessor(std::make_unique<NewTurnProcessor>(this)){	QID = 1;	spellEnv = new ServerSpellCastEnvironment(this);}CGameHandler::~CGameHandler(){	delete spellEnv;	delete gs;	gs = nullptr;}void CGameHandler::reinitScripting(){	serverEventBus = std::make_unique<events::EventBus>();#if SCRIPTING_ENABLED	serverScripts.reset(new scripting::PoolImpl(this, spellEnv));#endif}void CGameHandler::init(StartInfo *si, Load::ProgressAccumulator & progressTracking){	int requestedSeed = settings["server"]["seed"].Integer();	if (requestedSeed != 0)		randomNumberGenerator->setSeed(requestedSeed);	logGlobal->info("Using random seed: %d", randomNumberGenerator->nextInt());	CMapService mapService;	gs = new CGameState();	gs->preInit(VLC, this);	logGlobal->info("Gamestate created!");	gs->init(&mapService, si, progressTracking);	logGlobal->info("Gamestate initialized!");	for (auto & elem : gs->players)		turnOrder->addPlayer(elem.first);	for (auto & elem : gs->map->allHeroes)	{		if(elem)			heroPool->getHeroSkillsRandomGenerator(elem->getHeroType()); // init RMG seed	}	reinitScripting();}void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false){// bool forced = true - if creature should be replaced, if false - only if no creature was set	const PlayerState * p = getPlayerState(town->tempOwner);	if (!p)	{		assert(town->tempOwner == PlayerColor::NEUTRAL);		return;	}	if (forced || town->creatures.at(town->town->creatures.size()).second.empty())//we need to change creature		{			SetAvailableCreatures ssi;			ssi.tid = town->id;			ssi.creatures = town->creatures;			ssi.creatures[town->town->creatures.size()].second.clear();//remove old one			std::set<CreatureID> availableCreatures;			for (const auto & dwelling : p->getOwnedObjects())			{				const auto & dwellingCreatures = dwelling->asOwnable()->providedCreatures();				availableCreatures.insert(dwellingCreatures.begin(), dwellingCreatures.end());			}			if (availableCreatures.empty())				return;			CreatureID creatureId = *RandomGeneratorUtil::nextItem(availableCreatures, getRandomGenerator());			if (clear)			{				ssi.creatures[town->town->creatures.size()].first = std::max(1, (creatureId.toEntity(VLC)->getGrowth())/2);			}			else			{				ssi.creatures[town->town->creatures.size()].first = creatureId.toEntity(VLC)->getGrowth();			}			ssi.creatures[town->town->creatures.size()].second.push_back(creatureId);			sendAndApply(&ssi);		}}void CGameHandler::onPlayerTurnStarted(PlayerColor which){	events::PlayerGotTurn::defaultExecute(serverEventBus.get(), which);	turnTimerHandler->onPlayerGetTurn(which);	newTurnProcessor->onPlayerTurnStarted(which);}void CGameHandler::onPlayerTurnEnded(PlayerColor which){	newTurnProcessor->onPlayerTurnEnded(which);}void CGameHandler::addStatistics(StatisticDataSet &stat) const{	for (const auto & elem : gs->players)	{		if (elem.first == PlayerColor::NEUTRAL || !elem.first.isValidPlayer())			continue;		auto data = StatisticDataSet::createEntry(&elem.second, gs);		stat.add(data);	}}void CGameHandler::onNewTurn(){	logGlobal->trace("Turn %d", gs->day+1);	bool firstTurn = !getDate(Date::DAY);	bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;	if (firstTurn)	{		for (auto obj : gs->map->objects)		{			if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point			{				giveExperience(getHero(obj->id), 0);			}		}		for (auto & elem : gs->players)			heroPool->onNewWeek(elem.first);	}	else	{		addStatistics(gameState()->statistic); // write at end of turn	}	for (CGTownInstance *t : gs->map->towns)	{		PlayerColor player = t->tempOwner;		if(t->hasBuilt(BuildingID::GRAIL)			&& t->town->buildings.at(BuildingID::GRAIL)->height == CBuilding::HEIGHT_SKYSHIP)		{			// Skyship, probably easier to handle same as Veil of darkness			// do it every new day before veils			if (player.isValidPlayer())				changeFogOfWar(t->getSightCenter(), t->getSightRadius(), player, ETileVisibility::REVEALED);		}	}	for (CGTownInstance *t : gs->map->towns)	{		if (t->hasBonusOfType (BonusType::DARKNESS))		{			for (auto & player : gs->players)			{				if (getPlayerStatus(player.first) == EPlayerStatus::INGAME &&					getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES)					changeFogOfWar(t->getSightCenter(), t->valOfBonuses(BonusType::DARKNESS), player.first, ETileVisibility::HIDDEN);			}		}	}	if (newMonth)	{		SetAvailableArtifacts saa;		saa.id = ObjectInstanceID::NONE;		pickAllowedArtsSet(saa.arts, getRandomGenerator());		sendAndApply(&saa);	}	newTurnProcessor->onNewTurn();	if (!firstTurn)		checkVictoryLossConditionsForAll(); // check for map turn limit	//call objects	for (auto & elem : gs->map->objects)	{		if (elem)			elem->newTurn(getRandomGenerator());	}	synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that}void CGameHandler::start(bool resume){	LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);	for (auto cc : lobby->activeConnections)	{		auto players = lobby->getAllClientPlayers(cc->connectionID);		std::stringstream sbuffer;		sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";		for (PlayerColor color : players)		{			sbuffer << color << " ";			connections[color].insert(cc);		}		logGlobal->info(sbuffer.str());	}#if SCRIPTING_ENABLED	services()->scripts()->run(serverScripts);#endif	if (!resume)	{		onNewTurn();		events::TurnStarted::defaultExecute(serverEventBus.get());		for(auto & player : gs->players)			turnTimerHandler->onGameplayStart(player.first);	}	else		events::GameResumed::defaultExecute(serverEventBus.get());	turnOrder->onGameStarted();}void CGameHandler::tick(int millisecondsPassed){	turnTimerHandler->update(millisecondsPassed);}void CGameHandler::giveSpells(const CGTownInstance *t, const CGHeroInstance *h){	if (!h->hasSpellbook())		return; //hero hasn't spellbook	ChangeSpells cs;	cs.hid = h->id;	cs.learn = true;	if (t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX) && t->hasBuilt(BuildingID::MAGES_GUILD_1))	{		// Aurora Borealis give spells of all levels even if only level 1 mages guild built		for (int i = 0; i < h->maxSpellLevel(); i++)		{			std::vector<SpellID> spells;			getAllowedSpells(spells, i+1);			for (auto & spell : spells)				cs.spells.insert(spell);		}	}	else	{		for (int i = 0; i < std::min(t->mageGuildLevel(), h->maxSpellLevel()); i++)		{			for (int j = 0; j < t->spellsAtLevel(i+1, true) && j < t->spells.at(i).size(); j++)			{				if (!h->spellbookContainsSpell(t->spells.at(i).at(j)))					cs.spells.insert(t->spells.at(i).at(j));			}		}	}	if (!cs.spells.empty())		sendAndApply(&cs);}bool CGameHandler::removeObject(const CGObjectInstance * obj, const PlayerColor & initiator){	if (!obj || !getObj(obj->id))	{		logGlobal->error("Something wrong, that object already has been removed or hasn't existed!");		return false;	}	RemoveObject ro;	ro.objectID = obj->id;	ro.initiator = initiator;	sendAndApply(&ro);	checkVictoryLossConditionsForAll(); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)	return true;}bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, EMovementMode movementMode, bool transit, PlayerColor asker){	const CGHeroInstance *h = getHero(hid);	// not turn of that hero or player can't simply teleport hero (at least not with this function)	if(!h || (asker != PlayerColor::NEUTRAL && movementMode != EMovementMode::STANDARD))	{		if(h && getStartInfo()->turnTimerInfo.isEnabled() && gs->players[h->getOwner()].turnTimer.turnTimer == 0)			return true; //timer expired, no error				logGlobal->error("Illegal call to move hero!");		return false;	}	logGlobal->trace("Player %d (%s) wants to move hero %d from %s to %s", asker, asker.toString(), hid.getNum(), h->pos.toString(), dst.toString());	const int3 hmpos = h->convertToVisitablePos(dst);	if (!gs->map->isInTheMap(hmpos))	{		logGlobal->error("Destination tile is outside the map!");		return false;	}	const TerrainTile t = *getTile(hmpos);	const int3 guardPos = gs->guardingCreaturePosition(hmpos);	CGObjectInstance * objectToVisit = nullptr;	CGObjectInstance * guardian = nullptr;	if (!t.visitableObjects.empty())		objectToVisit = t.visitableObjects.back();	if (isInTheMap(guardPos))	{		for (auto const & object : getTile(guardPos)->visitableObjects)			if (object->ID == MapObjectID::MONSTER) // exclude other objects, such as hero flying above monster				guardian = object;	}	const bool embarking = !h->boat && objectToVisit && objectToVisit->ID == Obj::BOAT;	const bool disembarking = h->boat		&& t.terType->isLand()		&& (dst == h->pos			|| (h->boat->layer == EPathfindingLayer::SAIL && !t.blocked));	//result structure for start - movement failed, no move points used	TryMoveHero tmh;	tmh.id = hid;	tmh.start = h->pos;	tmh.end = dst;	tmh.result = TryMoveHero::FAILED;	tmh.movePoints = h->movementPointsRemaining();	//check if destination tile is available	auto pathfinderHelper = std::make_unique<CPathfinderHelper>(gs, h, PathfinderOptions());	auto ti = pathfinderHelper->getTurnInfo();	const bool canFly = pathfinderHelper->hasBonusOfType(BonusType::FLYING_MOVEMENT) || (h->boat && h->boat->layer == EPathfindingLayer::AIR);	const bool canWalkOnSea = pathfinderHelper->hasBonusOfType(BonusType::WATER_WALKING) || (h->boat && h->boat->layer == EPathfindingLayer::WATER);	const int cost = pathfinderHelper->getMovementCost(h->visitablePos(), hmpos, nullptr, nullptr, h->movementPointsRemaining());	const bool movingOntoObstacle = t.blocked && !t.visitable;	const bool objectCoastVisitable = objectToVisit && objectToVisit->isCoastVisitable();	const bool movingOntoWater = !h->boat && t.terType->isWater() && !objectCoastVisitable;	const auto complainRet = [&](const std::string & message)	{		//send info about movement failure		complain(message);		sendAndApply(&tmh);		return false;	};	if (guardian && getVisitingHero(guardian) != nullptr)		return complainRet("You cannot move your hero there. Simultaneous turns are active and another player is interacting with this wandering monster!");	if (objectToVisit && getVisitingHero(objectToVisit) != nullptr && getVisitingHero(objectToVisit) != h)		return complainRet("You cannot move your hero there. Simultaneous turns are active and another player is interacting with this map object!");	if (objectToVisit &&		objectToVisit->getOwner().isValidPlayer() &&		getPlayerRelations(objectToVisit->getOwner(), h->getOwner()) == PlayerRelations::ENEMIES &&		!turnOrder->isContactAllowed(objectToVisit->getOwner(), h->getOwner()))		return complainRet("You cannot move your hero there. This object belongs to another player and simultaneous turns are still active!");	//it's a rock or blocked and not visitable tile	//OR hero is on land and dest is water and (there is not present only one object - boat)	if (!t.terType->isPassable() || (movingOntoObstacle && !canFly))		return complainRet("Cannot move hero, destination tile is blocked!");	//hero is not on boat/water walking and dst water tile doesn't contain boat/hero (objs visitable from land) -> we test back cause boat may be on top of another object (#276)	if(movingOntoWater && !canFly && !canWalkOnSea)		return complainRet("Cannot move hero, destination tile is on water!");	if(h->boat && h->boat->layer == EPathfindingLayer::SAIL && t.terType->isLand() && t.blocked)		return complainRet("Cannot disembark hero, tile is blocked!");	if(distance(h->pos, dst) >= 1.5 && movementMode == EMovementMode::STANDARD)		return complainRet("Tiles are not neighboring!");	if(h->inTownGarrison)		return complainRet("Can not move garrisoned hero!");	if(h->movementPointsRemaining() < cost && dst != h->pos && movementMode == EMovementMode::STANDARD)		return complainRet("Hero doesn't have any movement points left!");	if (transit && !canFly && !(canWalkOnSea && t.terType->isWater()) && !CGTeleport::isTeleport(objectToVisit))		return complainRet("Hero cannot transit over this tile!");	//several generic blocks of code	// should be called if hero changes tile but before applying TryMoveHero package	auto leaveTile = [&]()	{		for (CGObjectInstance *obj : gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects)		{			obj->onHeroLeave(h);		}		this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadius(), ETileVisibility::HIDDEN, h->tempOwner);	};	auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,								EVisitDest visitDest, ELEaveTile leavingTile) -> bool	{		LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->getNameTranslated() % tmh.start.toString() % tmh.end.toString());		auto moveQuery = std::make_shared<CHeroMovementQuery>(this, tmh, h);		queries->addQuery(moveQuery);		if (leavingTile == LEAVING_TILE)			leaveTile();		if (lookForGuards == CHECK_FOR_GUARDS && isInTheMap(guardPos))			tmh.attackedFrom = std::make_optional(guardPos);		tmh.result = result;		sendAndApply(&tmh);		if (visitDest == VISIT_DEST && objectToVisit && objectToVisit->id == h->id)		{ // Hero should be always able to visit any object he is staying on even if there are guards around			visitObjectOnTile(t, h);		}		else if (lookForGuards == CHECK_FOR_GUARDS && isInTheMap(guardPos))		{			objectVisited(guardian, h);			moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;		}		else if (visitDest == VISIT_DEST)		{			visitObjectOnTile(t, h);		}		queries->popIfTop(moveQuery);		logGlobal->trace("Hero %s ends movement", h->getNameTranslated());		return result != TryMoveHero::FAILED;	};	//interaction with blocking object (like resources)	auto blockingVisit = [&]() -> bool	{		for (CGObjectInstance *obj : t.visitableObjects)		{			if(h->boat && !obj->isBlockedVisitable() && !h->boat->onboardVisitAllowed)				return doMove(TryMoveHero::SUCCESS, this->IGNORE_GUARDS, DONT_VISIT_DEST, REMAINING_ON_TILE);						if (obj != h && obj->isBlockedVisitable() && !obj->passableFor(h->tempOwner))			{				EVisitDest visitDest = VISIT_DEST;				if(h->boat && !h->boat->onboardVisitAllowed)					visitDest = DONT_VISIT_DEST;								return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, visitDest, REMAINING_ON_TILE);			}		}		return false;	};	if (!transit && embarking)	{		tmh.movePoints = h->movementPointsAfterEmbark(h->movementPointsRemaining(), cost, false, ti);		return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);		// In H3 embark ignore guards	}	if (disembarking)	{		tmh.movePoints = h->movementPointsAfterEmbark(h->movementPointsRemaining(), cost, true, ti);		return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);	}	if (movementMode != EMovementMode::STANDARD)	{		if (blockingVisit()) // e.g. hero on the other side of teleporter			return true;		EGuardLook guardsCheck = (VLC->settings()->getBoolean(EGameSettings::DIMENSION_DOOR_TRIGGERS_GUARDS) && movementMode == EMovementMode::DIMENSION_DOOR)			? CHECK_FOR_GUARDS			: IGNORE_GUARDS;		doMove(TryMoveHero::TELEPORTATION, guardsCheck, DONT_VISIT_DEST, LEAVING_TILE);		// visit town for town portal \ castle gates		// do not use generic visitObjectOnTile to avoid double-teleporting		// if this moveHero call was triggered by teleporter		if (objectToVisit)		{			if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(objectToVisit))				town->onHeroVisit(h);		}		return true;	}		//still here? it is standard movement!	{		tmh.movePoints = (int)h->movementPointsRemaining() >= cost						? h->movementPointsRemaining() - cost						: 0;		EGuardLook lookForGuards = CHECK_FOR_GUARDS;		EVisitDest visitDest = VISIT_DEST;		if (transit)		{			if (CGTeleport::isTeleport(objectToVisit))				visitDest = DONT_VISIT_DEST;			if (canFly || (canWalkOnSea && t.terType->isWater()))			{				lookForGuards = IGNORE_GUARDS;				visitDest = DONT_VISIT_DEST;			}		}		else if (blockingVisit())			return true;				if(h->boat && !h->boat->onboardAssaultAllowed)			lookForGuards = IGNORE_GUARDS;		turnTimerHandler->setEndTurnAllowed(h->getOwner(), !movingOntoWater && !movingOntoObstacle);		doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);		gs->statistic.accumulatedValues[asker].movementPointsUsed += tmh.movePoints;		return true;	}}bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker){	const CGHeroInstance *h = getHero(hid);	const CGTownInstance *t = getTown(dstid);	if (!h || !t)		COMPLAIN_RET("Invalid call to teleportHero!");	const CGTownInstance *from = h->visitedTown;	if (((h->getOwner() != t->getOwner())		&& complain("Cannot teleport hero to another player"))	|| (from->town->faction->getId() != t->town->faction->getId()		&& complain("Source town and destination town should belong to the same faction"))	|| ((!from || !from->hasBuilt(BuildingSubID::CASTLE_GATE))		&& complain("Hero must be in town with Castle gate for teleporting"))	|| (!t->hasBuilt(BuildingSubID::CASTLE_GATE)		&& complain("Cannot teleport hero to town without Castle gate in it")))			return false;	int3 pos = h->convertFromVisitablePos(t->visitablePos());	moveHero(hid,pos,EMovementMode::CASTLE_GATE);	return true;}void CGameHandler::setOwner(const CGObjectInstance * obj, const PlayerColor owner){	PlayerColor oldOwner = getOwner(obj->id);	setObjPropertyID(obj->id, ObjProperty::OWNER, owner);	std::set<PlayerColor> playerColors = {owner, oldOwner};	checkVictoryLossConditions(playerColors);	const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);	if (town) //town captured	{		gs->statistic.accumulatedValues[owner].lastCapturedTownDay = gs->getDate(Date::DAY);		if (owner.isValidPlayer()) //new owner is real player		{			if (town->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))				setPortalDwelling(town, true, false);		}	}	if ((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4))	{		for (const CGTownInstance * t : getPlayerState(owner)->getTowns())		{			if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))				setPortalDwelling(t);//set initial creatures for all portals of summoning		}	}}void CGameHandler::showBlockingDialog(BlockingDialog *iw){	auto dialogQuery = std::make_shared<CBlockingDialogQuery>(this, *iw);	queries->addQuery(dialogQuery);	iw->queryID = dialogQuery->queryID;	sendToAllClients(iw);}void CGameHandler::showTeleportDialog(TeleportDialog *iw){	auto dialogQuery = std::make_shared<CTeleportDialogQuery>(this, *iw);	queries->addQuery(dialogQuery);	iw->queryID = dialogQuery->queryID;	sendToAllClients(iw);}void CGameHandler::giveResource(PlayerColor player, GameResID which, int val) //TODO: cap according to Bersy's suggestion{	if (!val) return; //don't waste time on empty call	TResources resources;	resources[which] = val;	giveResources(player, resources);}void CGameHandler::giveResources(PlayerColor player, TResources resources){	SetResources sr;	sr.abs = false;	sr.player = player;	sr.res = resources;	sendAndApply(&sr);}void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove){	COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");	COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");	COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");	//first we move creatures to give to make them army of object-source	for (auto & elem : creatures.Slots())	{		addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->type)), elem.second->type, elem.second->count);	}	tryJoiningArmy(obj, h, remove, true);}void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures){	std::vector<CStackBasicDescriptor> cres = creatures;	if (cres.size() <= 0)		return;	const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));	for (CStackBasicDescriptor &sbd : cres)	{		TQuantity collected = 0;		while(collected < sbd.count)		{			bool foundSth = false;			for (auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)			{				if (i->second->type == sbd.type)				{					TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can					changeStackCount(StackLocation(obj, i->first), -take, false);					collected += take;					foundSth = true;					break;				}			}			if (!foundSth) //we went through the whole loop and haven't found appropriate cres			{				complain("Unexpected failure during taking creatures!");				return;			}		}	}}void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero){	if (obj->visitingHero != hero && obj->garrisonHero != hero)	{		HeroVisitCastle vc;		vc.hid = hero->id;		vc.tid = obj->id;		vc.flags |= 1;		sendAndApply(&vc);	}	visitCastleObjects(obj, hero);	giveSpells (obj, hero);	if (obj->visitingHero && obj->garrisonHero)		useScholarSkill(obj->visitingHero->id, obj->garrisonHero->id);	checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?}void CGameHandler::visitCastleObjects(const CGTownInstance * t, const CGHeroInstance * h){	for (auto & building : t->rewardableBuildings)		building.second->onHeroVisit(h);}void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero){	HeroVisitCastle vc;	vc.hid = hero->id;	vc.tid = obj->id;	sendAndApply(&vc);}void CGameHandler::removeArtifact(const ArtifactLocation & al){	removeArtifact(al.artHolder, {al.slot});}void CGameHandler::removeArtifact(const ObjectInstanceID & srcId, const std::vector<ArtifactPosition> & slotsPack){	BulkEraseArtifacts ea;	ea.artHolder = srcId;	ea.posPack.insert(ea.posPack.end(), slotsPack.begin(), slotsPack.end());	sendAndApply(&ea);}void CGameHandler::changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells){	ChangeSpells cs;	cs.hid = hero->id;	cs.spells = spells;	cs.learn = give;	sendAndApply(&cs);}void CGameHandler::giveHeroBonus(GiveBonus * bonus){	sendAndApply(bonus);}void CGameHandler::setMovePoints(SetMovePoints * smp){	sendAndApply(smp);}void CGameHandler::setMovePoints(ObjectInstanceID hid, int val, bool absolute){	SetMovePoints smp;	smp.hid = hid;	smp.val = val;	smp.absolute = absolute;	sendAndApply(&smp);}void CGameHandler::setManaPoints(ObjectInstanceID hid, int val){	SetMana sm;	sm.hid = hid;	sm.val = val;	sm.absolute = true;	sendAndApply(&sm);}void CGameHandler::giveHero(ObjectInstanceID id, PlayerColor player, ObjectInstanceID boatId){	GiveHero gh;	gh.id = id;	gh.player = player;	gh.boatId = boatId;	sendAndApply(&gh);	//Reveal fow around new hero, especially released from Prison	auto h = getHero(id);	changeFogOfWar(h->getSightCenter(), h->getSightRadius(), player, ETileVisibility::REVEALED);}void CGameHandler::changeObjPos(ObjectInstanceID objid, int3 newPos, const PlayerColor & initiator){	ChangeObjPos cop;	cop.objid = objid;	cop.nPos = newPos;	cop.initiator = initiator;	sendAndApply(&cop);}void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero){	const CGHeroInstance * h1 = getHero(fromHero);	const CGHeroInstance * h2 = getHero(toHero);	int h1_scholarSpellLevel = h1->valOfBonuses(BonusType::LEARN_MEETING_SPELL_LIMIT);	int h2_scholarSpellLevel = h2->valOfBonuses(BonusType::LEARN_MEETING_SPELL_LIMIT);	if (h1_scholarSpellLevel < h2_scholarSpellLevel)	{		std::swap (h1,h2);//1st hero need to have higher scholar level for correct message		std::swap(fromHero, toHero);	}	int ScholarSpellLevel = std::max(h1_scholarSpellLevel, h2_scholarSpellLevel);//heroes can trade up to this level	if (!ScholarSpellLevel || !h1->hasSpellbook() || !h2->hasSpellbook())		return;//no scholar skill or no spellbook	int h1Lvl = std::min(ScholarSpellLevel, h1->maxSpellLevel());//heroes can receive these levels	int h2Lvl = std::min(ScholarSpellLevel, h2->maxSpellLevel());	ChangeSpells cs1;	cs1.learn = true;	cs1.hid = toHero;//giving spells to first hero	for (auto it : h1->getSpellsInSpellbook())		if (h2Lvl >= it.toSpell()->getLevel() && !h2->spellbookContainsSpell(it))//hero can learn it and don't have it yet			cs1.spells.insert(it);//spell to learn	ChangeSpells cs2;	cs2.learn = true;	cs2.hid = fromHero;	for (auto it : h2->getSpellsInSpellbook())		if (h1Lvl >= it.toSpell()->getLevel() && !h1->spellbookContainsSpell(it))			cs2.spells.insert(it);	if (!cs1.spells.empty() || !cs2.spells.empty())//create a message	{		SecondarySkill scholarSkill = SecondarySkill::SCHOLAR;		int scholarSkillLevel = std::max(h1->getSecSkillLevel(scholarSkill), h2->getSecSkillLevel(scholarSkill));		InfoWindow iw;		iw.player = h1->tempOwner;		iw.components.emplace_back(ComponentType::SEC_SKILL, scholarSkill, scholarSkillLevel);		iw.text.appendLocalString(EMetaText::GENERAL_TXT, 139);//"%s, who has studied magic extensively,		iw.text.replaceTextID(h1->getNameTextID());		if (!cs2.spells.empty())//if found new spell - apply		{			iw.text.appendLocalString(EMetaText::GENERAL_TXT, 140);//learns			int size = static_cast<int>(cs2.spells.size());			for (auto it : cs2.spells)			{				iw.components.emplace_back(ComponentType::SPELL, it);				iw.text.appendName(it);				switch (size--)				{					case 2:						iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);					case 1:						break;					default:						iw.text.appendRawString(", ");				}			}			iw.text.appendLocalString(EMetaText::GENERAL_TXT, 142);//from %s			iw.text.replaceTextID(h2->getNameTextID());			sendAndApply(&cs2);		}		if (!cs1.spells.empty() && !cs2.spells.empty())		{			iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);//and		}		if (!cs1.spells.empty())		{			iw.text.appendLocalString(EMetaText::GENERAL_TXT, 147);//teaches			int size = static_cast<int>(cs1.spells.size());			for (auto it : cs1.spells)			{				iw.components.emplace_back(ComponentType::SPELL, it);				iw.text.appendName(it);				switch (size--)				{					case 2:						iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);					case 1:						break;					default:						iw.text.appendRawString(", ");				}			}			iw.text.appendLocalString(EMetaText::GENERAL_TXT, 148);//from %s			iw.text.replaceTextID(h2->getNameTextID());			sendAndApply(&cs1);		}		sendAndApply(&iw);	}}void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2){	auto h1 = getHero(hero1);	auto h2 = getHero(hero2);	if (getPlayerRelations(h1->getOwner(), h2->getOwner()) != PlayerRelations::ENEMIES)	{		auto exchange = std::make_shared<CGarrisonDialogQuery>(this, h1, h2);		ExchangeDialog hex;		hex.queryID = exchange->queryID;		hex.player = h1->getOwner();		hex.hero1 = hero1;		hex.hero2 = hero2;		sendAndApply(&hex);		useScholarSkill(hero1,hero2);		queries->addQuery(exchange);	}}void CGameHandler::sendToAllClients(CPackForClient * pack){	logNetwork->trace("\tSending to all clients: %s", typeid(*pack).name());	for (auto c : lobby->activeConnections)		c->sendPack(pack);}void CGameHandler::sendAndApply(CPackForClient * pack){	sendToAllClients(pack);	gs->apply(pack);	logNetwork->trace("\tApplied on gs: %s", typeid(*pack).name());}void CGameHandler::sendAndApply(CGarrisonOperationPack * pack){	sendAndApply(static_cast<CPackForClient *>(pack));	checkVictoryLossConditionsForAll();}void CGameHandler::sendAndApply(SetResources * pack){	sendAndApply(static_cast<CPackForClient *>(pack));	checkVictoryLossConditionsForPlayer(pack->player);}void CGameHandler::sendAndApply(NewStructures * pack){	sendAndApply(static_cast<CPackForClient *>(pack));	checkVictoryLossConditionsForPlayer(getTown(pack->tid)->tempOwner);}bool CGameHandler::isPlayerOwns(CPackForServer * pack, ObjectInstanceID id){	return pack->player == getOwner(id) && hasPlayerAt(getOwner(id), pack->c);}void CGameHandler::throwNotAllowedAction(CPackForServer * pack){	if(pack->c)		playerMessages->sendSystemMessage(pack->c, "You are not allowed to perform this action!");	logNetwork->error("Player is not allowed to perform this action!");	throw ExceptionNotAllowedAction();}void CGameHandler::wrongPlayerMessage(CPackForServer * pack, PlayerColor expectedplayer){	std::ostringstream oss;	oss << "You were identified as player " << pack->player << " while expecting " << expectedplayer;	logNetwork->error(oss.str());	if(pack->c)		playerMessages->sendSystemMessage(pack->c, oss.str());}void CGameHandler::throwIfWrongOwner(CPackForServer * pack, ObjectInstanceID id){	if(!isPlayerOwns(pack, id))	{		wrongPlayerMessage(pack, getOwner(id));		throwNotAllowedAction(pack);	}}void CGameHandler::throwIfPlayerNotActive(CPackForServer * pack){	if (!turnOrder->isPlayerMakingTurn(pack->player))		throwNotAllowedAction(pack);}void CGameHandler::throwIfWrongPlayer(CPackForServer * pack){	throwIfWrongPlayer(pack, pack->player);}void CGameHandler::throwIfWrongPlayer(CPackForServer * pack, PlayerColor player){	if(!hasPlayerAt(player, pack->c) || pack->player != player)	{		wrongPlayerMessage(pack, player);		throwNotAllowedAction(pack);	}}void CGameHandler::throwAndComplain(CPackForServer * pack, std::string txt){	complain(txt);	throwNotAllowedAction(pack);}void CGameHandler::save(const std::string & filename){	logGlobal->info("Saving to %s", filename);	const auto stem	= FileInfo::GetPathStem(filename);	const auto savefname = stem.to_string() + ".vsgm1";	ResourcePath savePath(stem.to_string(), EResType::SAVEGAME);	CResourceHandler::get("local")->createResource(savefname);	try	{		{			CSaveFile save(*CResourceHandler::get("local")->getResourceName(savePath));			saveCommonState(save);			logGlobal->info("Saving server state");			save << *this;		}		logGlobal->info("Game has been successfully saved!");	}	catch(std::exception &e)	{		logGlobal->error("Failed to save game: %s", e.what());	}}bool CGameHandler::load(const std::string & filename){	logGlobal->info("Loading from %s", filename);	const auto stem	= FileInfo::GetPathStem(filename);	reinitScripting();	try	{		{			CLoadFile lf(*CResourceHandler::get()->getResourceName(ResourcePath(stem.to_string(), EResType::SAVEGAME)), ESerializationVersion::MINIMAL);			lf.serializer.cb = this;			loadCommonState(lf);			logGlobal->info("Loading server state");			lf >> *this;		}		logGlobal->info("Game has been successfully loaded!");	}	catch(const ModIncompatibility & e)	{		logGlobal->error("Failed to load game: %s", e.what());		std::string errorMsg;		if(!e.whatMissing().empty())		{			errorMsg += VLC->generaltexth->translate("vcmi.server.errors.modsToEnable") + '\n';			errorMsg += e.whatMissing();		}		if(!e.whatExcessive().empty())		{			errorMsg += VLC->generaltexth->translate("vcmi.server.errors.modsToDisable") + '\n';			errorMsg += e.whatExcessive();		}		lobby->announceMessage(errorMsg);		return false;	}	catch(const IdentifierResolutionException & e)	{		logGlobal->error("Failed to load game: %s", e.what());		MetaString errorMsg;		errorMsg.appendTextID("vcmi.server.errors.unknownEntity");		errorMsg.replaceRawString(e.identifierName);		lobby->announceMessage(errorMsg.toString());//FIXME: should be localized on client side		return false;	}	catch(const std::exception & e)	{		logGlobal->error("Failed to load game: %s", e.what());		lobby->announceMessage(std::string("Failed to load game: ") + e.what());		return false;	}	gs->preInit(VLC, this);	gs->updateOnLoad(lobby->si.get());	return true;}bool CGameHandler::bulkSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner, si32 howMany){	if(!slotSrc.validSlot() && complain(complainInvalidSlot))		return false;	const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));	const CCreatureSet & creatureSet = *army;	if((!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))		|| (howMany < 1 && complain("Invalid split parameter!")))	{		return false;	}	auto actualAmount = army->getStackCount(slotSrc);	if(actualAmount <= howMany && complain(complainNotEnoughCreatures)) // '<=' because it's not intended just for moving a stack		return false;	auto freeSlots = creatureSet.getFreeSlots();	if(freeSlots.empty() && complain("No empty stacks"))		return false;	BulkRebalanceStacks bulkRS;	for(auto slot : freeSlots)	{		RebalanceStacks rs;		rs.srcArmy = army->id;		rs.dstArmy = army->id;		rs.srcSlot = slotSrc;		rs.dstSlot = slot;		rs.count = howMany;		bulkRS.moves.push_back(rs);		actualAmount -= howMany;		if(actualAmount <= howMany)			break;	}	sendAndApply(&bulkRS);	return true;}bool CGameHandler::bulkMergeStacks(SlotID slotSrc, ObjectInstanceID srcOwner){	if(!slotSrc.validSlot() && complain(complainInvalidSlot))		return false;	const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));	const CCreatureSet & creatureSet = *army;	if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))		return false;	auto actualAmount = creatureSet.getStackCount(slotSrc);	if(actualAmount < 1 && complain(complainNoCreatures))		return false;	auto currentCreature = creatureSet.getCreature(slotSrc);	if(!currentCreature && complain(complainNoCreatures))		return false;	auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, slotSrc);	if(!creatureSlots.size())		return false;	BulkRebalanceStacks bulkRS;	for(auto slot : creatureSlots)	{		RebalanceStacks rs;		rs.srcArmy = army->id;		rs.dstArmy = army->id;		rs.srcSlot = slot;		rs.dstSlot = slotSrc;		rs.count = creatureSet.getStackCount(slot);		bulkRS.moves.push_back(rs);	}	sendAndApply(&bulkRS);	return true;}bool CGameHandler::bulkMoveArmy(ObjectInstanceID srcArmy, ObjectInstanceID destArmy, SlotID srcSlot){	if(!srcSlot.validSlot() && complain(complainInvalidSlot))		return false;	const CArmedInstance * armySrc = static_cast<const CArmedInstance*>(getObjInstance(srcArmy));	const CCreatureSet & setSrc = *armySrc;	if(!vstd::contains(setSrc.stacks, srcSlot) && complain(complainNoCreatures))		return false;	const CArmedInstance * armyDest = static_cast<const CArmedInstance*>(getObjInstance(destArmy));	const CCreatureSet & setDest = *armyDest;	auto freeSlots = setDest.getFreeSlotsQueue();	typedef std::map<SlotID, std::pair<SlotID, TQuantity>> TRebalanceMap;	TRebalanceMap moves;	auto srcQueue = setSrc.getCreatureQueue(srcSlot); // Exclude srcSlot, it should be moved last	auto slotsLeft = setSrc.stacksCount();	auto destMap = setDest.getCreatureMap();	TMapCreatureSlot::key_compare keyComp = destMap.key_comp();	while(!srcQueue.empty())	{		auto pair = srcQueue.top();		srcQueue.pop();		auto currCreature = pair.first;		auto currSlot = pair.second;		const auto quantity = setSrc.getStackCount(currSlot);		TMapCreatureSlot::iterator lb = destMap.lower_bound(currCreature);		const bool alreadyExists = (lb != destMap.end() && !(keyComp(currCreature, lb->first)));		if(!alreadyExists)		{			if(freeSlots.empty())				continue;			auto currFreeSlot = freeSlots.front();			freeSlots.pop();			destMap.insert(lb, TMapCreatureSlot::value_type(currCreature, currFreeSlot));		}		moves.insert(std::make_pair(currSlot, std::make_pair(destMap[currCreature], quantity)));		slotsLeft--;	}	if(slotsLeft == 1)	{		auto lastCreature = setSrc.getCreature(srcSlot);		auto slotToMove = SlotID();		// Try to find a slot for last creature		if(destMap.find(lastCreature) == destMap.end())		{			if(!freeSlots.empty())				slotToMove = freeSlots.front();		}		else		{			slotToMove = destMap[lastCreature];		}		if(slotToMove != SlotID())		{			const bool needsLastStack = armySrc->needsLastStack();			const auto quantity = setSrc.getStackCount(srcSlot) - (needsLastStack ? 1 : 0);			if(quantity > 0) //0 may happen when we need last creature and we have exactly 1 amount of that creature - amount of "rest we can transfer" becomes 0				moves.insert(std::make_pair(srcSlot, std::make_pair(slotToMove, quantity)));		}	}	BulkRebalanceStacks bulkRS;	for(auto & move : moves)	{		RebalanceStacks rs;		rs.srcArmy = armySrc->id;		rs.dstArmy = armyDest->id;		rs.srcSlot = move.first;		rs.dstSlot = move.second.first;		rs.count = move.second.second;		bulkRS.moves.push_back(rs);	}	sendAndApply(&bulkRS);	return true;}bool CGameHandler::bulkSmartSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner){	if(!slotSrc.validSlot() && complain(complainInvalidSlot))		return false;	const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));	const CCreatureSet & creatureSet = *army;	if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))		return false;	auto actualAmount = creatureSet.getStackCount(slotSrc);	if(actualAmount <= 1 && complain(complainNoCreatures))		return false;	auto freeSlot = creatureSet.getFreeSlot();	auto currentCreature = creatureSet.getCreature(slotSrc);	if(freeSlot == SlotID() && creatureSet.isCreatureBalanced(currentCreature))		return true;	auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, SlotID(-1), 1); // Ignore slots where's only 1 creature, don't ignore slotSrc	TQuantity totalCreatures = 0;	for(auto slot : creatureSlots)		totalCreatures += creatureSet.getStackCount(slot);	if(totalCreatures <= 1 && complain("Total creatures number is invalid"))		return false;	if(freeSlot != SlotID())		creatureSlots.push_back(freeSlot);	if(creatureSlots.empty() && complain("No available slots for smart rebalancing"))		return false;	const auto totalCreatureSlots = creatureSlots.size();	const auto rem = totalCreatures % totalCreatureSlots;	const auto quotient = totalCreatures / totalCreatureSlots;	// totalCreatures == rem * (quotient + 1) + (totalCreatureSlots - rem) * quotient;	// Proof: r(q+1)+(s-r)q = rq+r+qs-rq = r+qs = total, where total/s = q+r/s	BulkSmartRebalanceStacks bulkSRS;	if(freeSlot != SlotID())	{		RebalanceStacks rs;		rs.srcArmy = rs.dstArmy = army->id;		rs.srcSlot = slotSrc;		rs.dstSlot = freeSlot;		rs.count = 1;		bulkSRS.moves.push_back(rs);	}	auto currSlot = 0;	auto check = 0;	for(auto slot : creatureSlots)	{		ChangeStackCount csc;		csc.army = army->id;		csc.slot = slot;		csc.count = (currSlot < rem)			? quotient + 1			: quotient;		csc.absoluteValue = true;		bulkSRS.changes.push_back(csc);		currSlot++;		check += csc.count;	}	if(check != totalCreatures)	{		complain((boost::format("Failure: totalCreatures=%d but check=%d") % totalCreatures % check).str());		return false;	}	sendAndApply(&bulkSRS);	return true;}bool CGameHandler::arrangeStacks(ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player){	const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id1));	const CArmedInstance * s2 = static_cast<const CArmedInstance *>(getObjInstance(id2));	const CCreatureSet & S1 = *s1;	const CCreatureSet & S2 = *s2;	StackLocation sl1(s1, p1);	StackLocation sl2(s2, p2);	if (s1 == nullptr || s2 == nullptr)	{		complain("Cannot exchange stacks between non-existing objects!!\n");		return false;	}	if (!sl1.slot.validSlot()  ||  !sl2.slot.validSlot())	{		complain(complainInvalidSlot);		return false;	}	if (!isAllowedExchange(id1,id2))	{		complain("Cannot exchange stacks between these two objects!\n");		return false;	}	// We can always put stacks into locked garrison, but not take them out of it	auto notRemovable = [&](const CArmedInstance * army)	{		if (id1 != id2) // Stack arrangement inside locked garrison is allowed		{			auto g = dynamic_cast<const CGGarrison *>(army);			if (g && !g->removableUnits)			{				complain("Stacks in this garrison are not removable!\n");				return true;			}		}		return false;	};	if (what==1) //swap	{		if (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1))		  || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))		{			complain("Can't take troops from another player!");			return false;		}		if (sl1.army == sl2.army && sl1.slot == sl2.slot)		{			complain("Cannot swap stacks - slots are the same!");			return false;		}		if (!s1->slotEmpty(p1) && !s2->slotEmpty(p2))		{			if (notRemovable(sl1.army) || notRemovable(sl2.army))				return false;		}		if (s1->slotEmpty(p1) && notRemovable(sl2.army))			return false;		else if (s2->slotEmpty(p2) && notRemovable(sl1.army))			return false;		swapStacks(sl1, sl2);	}	else if (what==2)//merge	{		if ((s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))		|| (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))			return false;		if (s1->slotEmpty(p1) || s2->slotEmpty(p2))		{			complain("Cannot merge empty stack!");			return false;		}		else if (notRemovable(sl1.army))			return false;		moveStack(sl1, sl2);	}	else if (what==3) //split	{		const int countToMove = val - s2->getStackCount(p2);		const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;		if (  (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1))			|| (s2->tempOwner != player && val < s2->getStackCount(p2)))		{			complain("Can't move troops of another player!");			return false;		}		//general conditions checking		if ((!vstd::contains(S1.stacks,p1) && complain(complainNoCreatures))			|| (val<1  && complain(complainNoCreatures)) )		{			return false;		}		if (vstd::contains(S2.stacks,p2))	 //dest. slot not free - it must be "rebalancing"...		{			int total = s1->getStackCount(p1) + s2->getStackCount(p2);			if ((total < val   &&   complain("Cannot split that stack, not enough creatures!"))				|| (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))			)			{				return false;			}			if (notRemovable(sl1.army))			{				if (s1->getStackCount(p1) > countLeftOnSrc)					return false;			}			else if (notRemovable(sl2.army))			{				if (s2->getStackCount(p1) < countLeftOnSrc)					return false;			}			moveStack(sl1, sl2, countToMove);			//S2.slots[p2]->count = val;			//S1.slots[p1]->count = total - val;		}		else //split one stack to the two		{			if (s1->getStackCount(p1) < val)//not enough creatures			{				complain(complainNotEnoughCreatures);				return false;			}			if (notRemovable(sl1.army))				return false;			moveStack(sl1, sl2, val);		}	}	return true;}bool CGameHandler::hasPlayerAt(PlayerColor player, std::shared_ptr<CConnection> c) const{	return connections.count(player) && connections.at(player).count(c);}bool CGameHandler::hasBothPlayersAtSameConnection(PlayerColor left, PlayerColor right) const{	return connections.count(left) && connections.count(right) && connections.at(left) == connections.at(right);}bool CGameHandler::disbandCreature(ObjectInstanceID id, SlotID pos){	const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id));	if (!vstd::contains(s1->stacks,pos))	{		complain("Illegal call to disbandCreature - no such stack in army!");		return false;	}	eraseStack(StackLocation(s1, pos));	return true;}bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID, bool force){	const CGTownInstance * t = getTown(tid);	if(!t)		COMPLAIN_RETF("No such town (ID=%s)!", tid);	if(!t->town->buildings.count(requestedID))		COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->getNameTranslated() % requestedID);	if(t->hasBuilt(requestedID))		COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->getNameTranslated() % t->getNameTranslated());	const CBuilding * requestedBuilding = t->town->buildings.at(requestedID);	//Vector with future list of built building and buildings in auto-mode that are not yet built.	std::vector<const CBuilding*> remainingAutoBuildings;	std::set<BuildingID> buildingsThatWillBe;	//Check validity of request	if(!force)	{		switch(requestedBuilding->mode)		{		case CBuilding::BUILD_NORMAL :			if (canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)				COMPLAIN_RET("Cannot build that building!");			break;		case CBuilding::BUILD_AUTO   :		case CBuilding::BUILD_SPECIAL:			COMPLAIN_RET("This building can not be constructed normally!");		case CBuilding::BUILD_GRAIL  :			if(requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail			{				if(!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))					COMPLAIN_RET("Cannot build this without grail!")				else					removeArtifact(ArtifactLocation(t->visitingHero->id, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));			}			break;		}	}	//Performs stuff that has to be done before new building is built	auto processBeforeBuiltStructure = [t, this](const BuildingID buildingID)	{		if(buildingID >= BuildingID::DWELL_FIRST) //dwelling		{			int level = BuildingID::getLevelFromDwelling(buildingID);			int upgradeNumber = BuildingID::getUpgradedFromDwelling(buildingID);			if(upgradeNumber >= t->town->creatures.at(level).size())			{				complain(boost::str(boost::format("Error encountered when building dwelling (bid=%s):"													"no creature found (upgrade number %d, level %d!")												% buildingID % upgradeNumber % level));				return;			}			const CCreature * crea = t->town->creatures.at(level).at(upgradeNumber).toCreature();			SetAvailableCreatures ssi;			ssi.tid = t->id;			ssi.creatures = t->creatures;			if (ssi.creatures[level].second.empty()) // first creature in a dwelling				ssi.creatures[level].first = crea->getGrowth();			ssi.creatures[level].second.push_back(crea->getId());			sendAndApply(&ssi);		}		if(t->town->buildings.at(buildingID)->subId == BuildingSubID::PORTAL_OF_SUMMONING)		{			setPortalDwelling(t);		}	};	//Performs stuff that has to be done after new building is built	auto processAfterBuiltStructure = [t, this](const BuildingID buildingID)	{		auto isMageGuild = (buildingID <= BuildingID::MAGES_GUILD_5 && buildingID >= BuildingID::MAGES_GUILD_1);		auto isLibrary = isMageGuild ? false			: t->town->buildings.at(buildingID)->subId == BuildingSubID::EBuildingSubID::LIBRARY;		if(isMageGuild || isLibrary || (t->getFaction() == ETownType::CONFLUX && buildingID == BuildingID::GRAIL))		{			if(t->visitingHero)				giveSpells(t,t->visitingHero);			if(t->garrisonHero)				giveSpells(t,t->garrisonHero);		}	};	//Checks if all requirements will be met with expected building list "buildingsThatWillBe"	auto areRequirementsFulfilled = [&](const BuildingID & buildID)	{		return buildingsThatWillBe.count(buildID);	};	//Init the vectors	for(auto & build : t->town->buildings)	{		if(t->hasBuilt(build.first))		{			buildingsThatWillBe.insert(build.first);		}		else		{			if(build.second->mode == CBuilding::BUILD_AUTO) //not built auto building				remainingAutoBuildings.push_back(build.second);		}	}	//Prepare structure (list of building ids will be filled later)	NewStructures ns;	ns.tid = tid;	ns.built = force ? t->built : (t->built+1);	std::queue<const CBuilding*> buildingsToAdd;	buildingsToAdd.push(requestedBuilding);	while(!buildingsToAdd.empty())	{		auto b = buildingsToAdd.front();		buildingsToAdd.pop();		ns.bid.insert(b->bid);		buildingsThatWillBe.insert(b->bid);		remainingAutoBuildings -= b;		for(auto autoBuilding : remainingAutoBuildings)		{			auto actualRequirements = t->genBuildingRequirements(autoBuilding->bid);			if(actualRequirements.test(areRequirementsFulfilled))				buildingsToAdd.push(autoBuilding);		}	}	// FIXME: it's done before NewStructures applied because otherwise town window wont be properly updated on client. That should be actually fixed on client and not on server.	for(auto builtID : ns.bid)		processBeforeBuiltStructure(builtID);	//Take cost	if(!force)	{		giveResources(t->tempOwner, -requestedBuilding->resources);		gs->statistic.accumulatedValues[t->tempOwner].spentResourcesForBuildings += requestedBuilding->resources;	}	//We know what has been built, apply changes. Do this as final step to properly update town window	sendAndApply(&ns);	//Other post-built events. To some logic like giving spells to work gamestate changes for new building must be already in place!	for(auto builtID : ns.bid)		processAfterBuiltStructure(builtID);	// now when everything is built - reveal tiles for lookout tower	changeFogOfWar(t->getSightCenter(), t->getSightRadius(), t->getOwner(), ETileVisibility::REVEALED);	if(t->garrisonHero) //garrison hero first - consistent with original H3 Mana Vortex and Battle Scholar Academy levelup windows order		objectVisited(t, t->garrisonHero);	if(t->visitingHero)		objectVisited(t, t->visitingHero);	checkVictoryLossConditionsForPlayer(t->tempOwner);	return true;}bool CGameHandler::triggerTownSpecialBuildingAction(ObjectInstanceID tid, BuildingSubID::EBuildingSubID sid){	const CGTownInstance * t = getTown(tid);	if(t->town->getBuildingType(sid) == BuildingID::NONE)		return false;	if(sid == BuildingSubID::EBuildingSubID::BANK)	{		TResources res;		res[EGameResID::GOLD] = 2500;		giveResources(t->getOwner(), res);		setObjPropertyValue(t->id, ObjProperty::BONUS_VALUE_SECOND, 2500);	}	return true;}bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid){///incomplete, simply erases target building	const CGTownInstance * t = getTown(tid);	if(!t->hasBuilt(bid))		return false;	RazeStructures rs;	rs.tid = tid;	rs.bid.insert(bid);	rs.destroyed = t->destroyed + 1;	sendAndApply(&rs);//TODO: Remove dwellers// 	if (t->subID == 4 && bid == 17) //Veil of Darkness// 	{// 		RemoveBonus rb(RemoveBonus::TOWN);// 		rb.whoID = t->id;// 		rb.source = BonusSource::TOWN_STRUCTURE;// 		rb.id = 17;// 		sendAndApply(&rb);// 	}	return true;}bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl, PlayerColor player){	const CGDwelling * dwelling = dynamic_cast<const CGDwelling *>(getObj(objid));	const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(getObj(objid));	const CArmedInstance * army = dynamic_cast<const CArmedInstance *>(getObj(dstid));	const CGHeroInstance * hero = dynamic_cast<const CGHeroInstance *>(getObj(dstid));	const CCreature * c = crid.toCreature();	const bool warMachine = c->warMachine != ArtifactID::NONE;	//TODO: check if hero is actually visiting object	COMPLAIN_RET_FALSE_IF(!dwelling || !army, "Cannot recruit: invalid object!");	COMPLAIN_RET_FALSE_IF(dwelling->getOwner() != player && dwelling->getOwner() != PlayerColor::UNFLAGGABLE, "Cannot recruit: dwelling not owned!");	if (town)	{		COMPLAIN_RET_FALSE_IF(town != army && !hero, "Cannot recruit: invalid destination!");		COMPLAIN_RET_FALSE_IF(hero != town->garrisonHero && hero != town->visitingHero, "Cannot recruit: can only recruit to town or hero in town!!");	}	else	{		COMPLAIN_RET_FALSE_IF(getVisitingHero(dwelling) != hero, "Cannot recruit: can only recruit by visiting hero!");		COMPLAIN_RET_FALSE_IF(!hero || hero->getOwner() != player, "Cannot recruit: can only recruit to owned hero!");	}	//verify	bool found = false;	int level = 0;	for (; level < dwelling->creatures.size(); level++) //iterate through all levels	{		if ((fromLvl != -1) && (level !=fromLvl))			continue;		const auto &cur = dwelling->creatures.at(level); //current level info <amount, list of cr. ids>		int i = 0;		for (; i < cur.second.size(); i++) //look for crid among available creatures list on current level			if (cur.second.at(i) == crid)				break;		if (i < cur.second.size())		{			found = true;			cram = std::min(cram, cur.first); //reduce recruited amount up to available amount			break;		}	}	SlotID slot = army->getSlotFor(crid);	if ((!found && complain("Cannot recruit: no such creatures!"))		|| ((si32)cram  >  VLC->creh->objects.at(crid)->maxAmount(getPlayerState(army->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))		|| (cram<=0  &&  complain("Cannot recruit: cram <= 0!"))		|| (!slot.validSlot()  && !warMachine && complain("Cannot recruit: no available slot!")))	{		return false;	}	//recruit	TResources cost = (c->getFullRecruitCost() * cram);	giveResources(army->tempOwner, -cost);	gs->statistic.accumulatedValues[army->tempOwner].spentResourcesForArmy += cost;	SetAvailableCreatures sac;	sac.tid = objid;	sac.creatures = dwelling->creatures;	sac.creatures[level].first -= cram;	sendAndApply(&sac);	if (warMachine)	{		ArtifactID artId = c->warMachine;		const CArtifact * art = artId.toArtifact();		COMPLAIN_RET_FALSE_IF(!hero, "Only hero can buy war machines");		COMPLAIN_RET_FALSE_IF(artId == ArtifactID::CATAPULT, "Catapult cannot be recruited!");		COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid war machine artifact");		return giveHeroNewArtifact(hero, art);	}	else	{		addToSlot(StackLocation(army, slot), c, cram);	}	return true;}bool CGameHandler::upgradeCreature(ObjectInstanceID objid, SlotID pos, CreatureID upgID){	const CArmedInstance * obj = static_cast<const CArmedInstance *>(getObjInstance(objid));	if (!obj->hasStackAtSlot(pos))	{		COMPLAIN_RET("Cannot upgrade, no stack at slot " + std::to_string(pos));	}	UpgradeInfo ui;	fillUpgradeInfo(obj, pos, ui);	PlayerColor player = obj->tempOwner;	const PlayerState *p = getPlayerState(player);	int crQuantity = obj->stacks.at(pos)->count;	int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo	//check if upgrade is possible	if ((ui.oldID == CreatureID::NONE || newIDpos == -1) && complain("That upgrade is not possible!"))	{		return false;	}	TResources totalCost = ui.cost.at(newIDpos) * crQuantity;	//check if player has enough resources	if (!p->resources.canAfford(totalCost))		COMPLAIN_RET("Cannot upgrade, not enough resources!");	//take resources	giveResources(player, -totalCost);	gs->statistic.accumulatedValues[player].spentResourcesForArmy += totalCost;	//upgrade creature	changeStackType(StackLocation(obj, pos), upgID.toCreature());	return true;}bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c){	if (!sl.army->hasStackAtSlot(sl.slot))		COMPLAIN_RET("Cannot find a stack to change type");	SetStackType sst;	sst.army = sl.army->id;	sst.slot = sl.slot;	sst.type = c->getId();	sendAndApply(&sst);	return true;}void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging){	assert(src->canBeMergedWith(*dst, allowMerging));	while(src->stacksCount())//while there are unmoved creatures	{		auto i = src->Slots().begin(); //iterator to stack to move		StackLocation sl(src, i->first); //location of stack to move		SlotID pos = dst->getSlotFor(i->second->type);		if (!pos.validSlot())		{			//try to merge two other stacks to make place			std::pair<SlotID, SlotID> toMerge;			if (dst->mergeableStacks(toMerge, i->first) && allowMerging)			{				moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second				assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot				moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot			}			else			{				complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");				return;			}		}		else		{			moveStack(sl, StackLocation(dst, pos));		}	}}bool CGameHandler::swapGarrisonOnSiege(ObjectInstanceID tid){	const CGTownInstance * town = getTown(tid);	if(!town->garrisonHero == !town->visitingHero)		return false;	SetHeroesInTown intown;	intown.tid = tid;	if(town->garrisonHero) //garrison -> vising	{		intown.garrison = ObjectInstanceID();		intown.visiting = town->garrisonHero->id;	}	else //visiting -> garrison	{		if(town->armedGarrison())			town->mergeGarrisonOnSiege();		intown.visiting = ObjectInstanceID();		intown.garrison = town->visitingHero->id;	}	sendAndApply(&intown);	return true;}bool CGameHandler::garrisonSwap(ObjectInstanceID tid){	const CGTownInstance * town = getTown(tid);	if (!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army	{		if (!town->visitingHero->canBeMergedWith(*town))		{			complain("Cannot make garrison swap, not enough free slots!");			return false;		}		moveArmy(town, town->visitingHero, true);		SetHeroesInTown intown;		intown.tid = tid;		intown.visiting = ObjectInstanceID();		intown.garrison = town->visitingHero->id;		sendAndApply(&intown);		return true;	}	else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison	{		int mapCap = VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_ON_MAP_CAP);		//check if moving hero out of town will break wandering heroes limit		if (getHeroCount(town->garrisonHero->tempOwner,false) >= mapCap)		{			complain("Cannot move hero out of the garrison, there are already " + std::to_string(mapCap) + " wandering heroes!");			return false;		}		SetHeroesInTown intown;		intown.tid = tid;		intown.garrison = ObjectInstanceID();		intown.visiting =  town->garrisonHero->id;		sendAndApply(&intown);		return true;	}	else if (!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero	{		SetHeroesInTown intown;		intown.tid = tid;		intown.garrison = town->visitingHero->id;		intown.visiting =  town->garrisonHero->id;		sendAndApply(&intown);		return true;	}	else	{		complain("Cannot swap garrison hero!");		return false;	}}// With the amount of changes done to the function, it's more like transferArtifacts.// Function moves artifact from src to dst. If dst is not a backpack and is already occupied, old dst art goes to backpack and is replaced.bool CGameHandler::moveArtifact(const PlayerColor & player, const ArtifactLocation & src, const ArtifactLocation & dst){	const auto srcArtSet = getArtSet(src);	const auto dstArtSet = getArtSet(dst);	assert(srcArtSet);	assert(dstArtSet);	// Make sure exchange is even possible between the two heroes.	if(!isAllowedExchange(src.artHolder, dst.artHolder))		COMPLAIN_RET("That heroes cannot make any exchange!");	COMPLAIN_RET_FALSE_IF(!ArtifactUtils::checkIfSlotValid(*srcArtSet, src.slot), "moveArtifact: wrong artifact source slot");	const auto srcArtifact = srcArtSet->getArt(src.slot);	auto dstSlot = dst.slot;	if(dstSlot == ArtifactPosition::FIRST_AVAILABLE)		dstSlot = ArtifactUtils::getArtAnyPosition(dstArtSet, srcArtifact->getTypeId());	if(!ArtifactUtils::checkIfSlotValid(*dstArtSet, dstSlot))		return true;	const auto dstArtifact = dstArtSet->getArt(dstSlot);	const bool isDstSlotOccupied = dstArtSet->bearerType() == ArtBearer::ALTAR ? false : dstArtifact != nullptr;	const bool isDstSlotBackpack = dstArtSet->bearerType() == ArtBearer::HERO ? ArtifactUtils::isSlotBackpack(dstSlot) : false;	if(srcArtifact == nullptr)		COMPLAIN_RET("No artifact to move!");	if(isDstSlotOccupied && getOwner(src.artHolder) != getOwner(dst.artHolder) && !isDstSlotBackpack)		COMPLAIN_RET("Can't touch artifact on hero of another player!");	// Check if src/dest slots are appropriate for the artifacts exchanged.	// Moving to the backpack is always allowed.	if((!srcArtifact || !isDstSlotBackpack) && !srcArtifact->canBePutAt(dstArtSet, dstSlot, true))		COMPLAIN_RET("Cannot move artifact!");	auto srcSlotInfo = srcArtSet->getSlot(src.slot);	auto dstSlotInfo = dstArtSet->getSlot(dstSlot);	if((srcSlotInfo && srcSlotInfo->locked) || (dstSlotInfo && dstSlotInfo->locked))		COMPLAIN_RET("Cannot move artifact locks.");	if(isDstSlotBackpack && srcArtifact->artType->isBig())		COMPLAIN_RET("Cannot put big artifacts in backpack!");	if(src.slot == ArtifactPosition::MACH4 || dstSlot == ArtifactPosition::MACH4)		COMPLAIN_RET("Cannot move catapult!");	if(isDstSlotBackpack && !ArtifactUtils::isBackpackFreeSlots(dstArtSet))		COMPLAIN_RET("Backpack is full!");	dstSlot = std::min(dstSlot, ArtifactPosition(ArtifactPosition::BACKPACK_START + dstArtSet->artifactsInBackpack.size()));	if(src.slot == dstSlot && src.artHolder == dst.artHolder)		COMPLAIN_RET("Won't move artifact: Dest same as source!");		BulkMoveArtifacts ma(player, src.artHolder, dst.artHolder, false);	ma.srcCreature = src.creature;	ma.dstCreature = dst.creature;		// Check if dst slot is occupied	if(!isDstSlotBackpack && isDstSlotOccupied)	{		// Previous artifact must be swapped		COMPLAIN_RET_FALSE_IF(!dstArtifact->canBePutAt(srcArtSet, src.slot, true), "Cannot swap artifacts!");		ma.artsPack1.push_back(BulkMoveArtifacts::LinkedSlots(dstSlot, src.slot));	}	auto hero = getHero(dst.artHolder);	if(ArtifactUtils::checkSpellbookIsNeeded(hero, srcArtifact->artType->getId(), dstSlot))		giveHeroNewArtifact(hero, ArtifactID(ArtifactID::SPELLBOOK).toArtifact(), ArtifactPosition::SPELLBOOK);	ma.artsPack0.push_back(BulkMoveArtifacts::LinkedSlots(src.slot, dstSlot));	if(src.artHolder != dst.artHolder)		ma.artsPack0.back().askAssemble = true;	sendAndApply(&ma);	return true;}bool CGameHandler::bulkMoveArtifacts(const PlayerColor & player, ObjectInstanceID srcId, ObjectInstanceID dstId, bool swap, bool equipped, bool backpack){	// Make sure exchange is even possible between the two heroes.	if(!isAllowedExchange(srcId, dstId))		COMPLAIN_RET("That heroes cannot make any exchange!");	auto psrcSet = getArtSet(srcId);	auto pdstSet = getArtSet(dstId);	if((!psrcSet) || (!pdstSet))		COMPLAIN_RET("bulkMoveArtifacts: wrong hero's ID");	BulkMoveArtifacts ma(player, srcId, dstId, swap);	auto & slotsSrcDst = ma.artsPack0;	auto & slotsDstSrc = ma.artsPack1;	// Temporary fitting set for artifacts. Used to select available slots before sending data.	CArtifactFittingSet artFittingSet(pdstSet->bearerType());	auto moveArtifact = [this, &artFittingSet, dstId](const CArtifactInstance * artifact,		ArtifactPosition srcSlot, std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void	{		assert(artifact);		auto dstSlot = ArtifactUtils::getArtAnyPosition(&artFittingSet, artifact->getTypeId());		if(dstSlot != ArtifactPosition::PRE_FIRST)		{			artFittingSet.putArtifact(dstSlot, static_cast<ConstTransitivePtr<CArtifactInstance>>(artifact));			slots.push_back(BulkMoveArtifacts::LinkedSlots(srcSlot, dstSlot));			// TODO Shouldn't be here. Possibly in callback after equipping the artifact			if(auto dstHero = getHero(dstId))			{				if(ArtifactUtils::checkSpellbookIsNeeded(dstHero, artifact->getTypeId(), dstSlot))					giveHeroNewArtifact(dstHero, ArtifactID(ArtifactID::SPELLBOOK).toArtifact(), ArtifactPosition::SPELLBOOK);			}		}	};	if(swap)	{		auto moveArtsWorn = [moveArtifact](const CArtifactSet * srcArtSet, std::vector<BulkMoveArtifacts::LinkedSlots> & slots)		{			for(auto & artifact : srcArtSet->artifactsWorn)			{				if(ArtifactUtils::isArtRemovable(artifact))					moveArtifact(artifact.second.getArt(), artifact.first, slots);			}		};		auto moveArtsInBackpack = [](const CArtifactSet * artSet,			std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void		{			for(auto & slotInfo : artSet->artifactsInBackpack)			{				auto slot = artSet->getArtPos(slotInfo.artifact);				slots.push_back(BulkMoveArtifacts::LinkedSlots(slot, slot));			}		};		if(equipped)		{			// Move over artifacts that are worn srcHero -> dstHero			moveArtsWorn(psrcSet, slotsSrcDst);			artFittingSet.artifactsWorn.clear();			// Move over artifacts that are worn dstHero -> srcHero			moveArtsWorn(pdstSet, slotsDstSrc);		}		if(backpack)		{			// Move over artifacts that are in backpack srcHero -> dstHero			moveArtsInBackpack(psrcSet, slotsSrcDst);			// Move over artifacts that are in backpack dstHero -> srcHero			moveArtsInBackpack(pdstSet, slotsDstSrc);		}	}	else	{		artFittingSet.artifactsInBackpack = pdstSet->artifactsInBackpack;		artFittingSet.artifactsWorn = pdstSet->artifactsWorn;		if(equipped)		{			// Move over artifacts that are worn			for(auto & artInfo : psrcSet->artifactsWorn)			{				if(ArtifactUtils::isArtRemovable(artInfo))				{					moveArtifact(psrcSet->getArt(artInfo.first), artInfo.first, slotsSrcDst);				}			}		}		if(backpack)		{			// Move over artifacts that are in backpack			for(auto & slotInfo : psrcSet->artifactsInBackpack)			{				moveArtifact(psrcSet->getArt(psrcSet->getArtPos(slotInfo.artifact)),					psrcSet->getArtPos(slotInfo.artifact), slotsSrcDst);			}		}	}	sendAndApply(&ma);	return true;}bool CGameHandler::scrollBackpackArtifacts(const PlayerColor & player, const ObjectInstanceID heroID, bool left){	const auto artSet = getArtSet(heroID);	COMPLAIN_RET_FALSE_IF(artSet == nullptr, "scrollBackpackArtifacts: wrong hero's ID");	BulkMoveArtifacts bma(player, heroID, heroID, false);	const auto backpackEnd = ArtifactPosition(ArtifactPosition::BACKPACK_START + artSet->artifactsInBackpack.size() - 1);	if(backpackEnd > ArtifactPosition::BACKPACK_START)	{		if(left)			bma.artsPack0.push_back(BulkMoveArtifacts::LinkedSlots(backpackEnd, ArtifactPosition::BACKPACK_START));		else			bma.artsPack0.push_back(BulkMoveArtifacts::LinkedSlots(ArtifactPosition::BACKPACK_START, backpackEnd));		sendAndApply(&bma);	}	return true;}bool CGameHandler::saveArtifactsCostume(const PlayerColor & player, const ObjectInstanceID heroID, uint32_t costumeIdx){	auto artSet = getArtSet(heroID);	COMPLAIN_RET_FALSE_IF(artSet == nullptr, "saveArtifactsCostume: wrong hero's ID");	ChangeArtifactsCostume costume(player, costumeIdx);	for(const auto & slot : ArtifactUtils::commonWornSlots())	{		if(const auto slotInfo = artSet->getSlot(slot); slotInfo != nullptr && !slotInfo->locked)			costume.costumeSet.emplace(slot, slotInfo->getArt()->getTypeId());	}	sendAndApply(&costume);	return true;}bool CGameHandler::switchArtifactsCostume(const PlayerColor & player, const ObjectInstanceID heroID, uint32_t costumeIdx){	const auto artSet = getArtSet(heroID);	COMPLAIN_RET_FALSE_IF(artSet == nullptr, "switchArtifactsCostume: wrong hero's ID");	const auto playerState = getPlayerState(player);	COMPLAIN_RET_FALSE_IF(playerState == nullptr, "switchArtifactsCostume: wrong player");	if(auto costume = playerState->costumesArtifacts.find(costumeIdx); costume != playerState->costumesArtifacts.end())	{		CArtifactFittingSet artFittingSet(*artSet);		BulkMoveArtifacts bma(player, heroID, heroID, false);		auto costumeArtMap = costume->second;		auto estimateBackpackSize = artSet->artifactsInBackpack.size();		// First, find those artifacts that are already in place		for(const auto & slot : ArtifactUtils::commonWornSlots())		{			if(const auto * slotInfo = artFittingSet.getSlot(slot); slotInfo != nullptr && !slotInfo->locked)				if(const auto artPos = costumeArtMap.find(slot); artPos != costumeArtMap.end() && artPos->second == slotInfo->getArt()->getTypeId())				{					costumeArtMap.erase(artPos);					artFittingSet.removeArtifact(slot);				}		}				// Second, find the necessary artifacts for the costume		for(const auto & artPos : costumeArtMap)		{			if(const auto availableArts = artFittingSet.getAllArtPositions(artPos.second, false, false, false); !availableArts.empty())			{				bma.artsPack0.emplace_back(BulkMoveArtifacts::LinkedSlots					{						artSet->getArtPos(artFittingSet.getArt(availableArts.front())),						artPos.first					});				artFittingSet.removeArtifact(availableArts.front());				if(ArtifactUtils::isSlotBackpack(availableArts.front()))					estimateBackpackSize--;			}		}		// Third, put unnecessary artifacts into backpack		for(const auto & slot : ArtifactUtils::commonWornSlots())			if(artFittingSet.getArt(slot))			{				bma.artsPack0.emplace_back(BulkMoveArtifacts::LinkedSlots{slot, ArtifactPosition::BACKPACK_START});				estimateBackpackSize++;			}				const auto backpackCap = VLC->settings()->getInteger(EGameSettings::HEROES_BACKPACK_CAP);		if((backpackCap < 0 || estimateBackpackSize <= backpackCap) && !bma.artsPack0.empty())			sendAndApply(&bma);	}	return true;}/** * Assembles or disassembles a combination artifact. * @param heroID ID of hero holding the artifact(s). * @param artifactSlot The worn slot ID of the combination- or constituent artifact. * @param assemble True for assembly operation, false for disassembly. * @param assembleTo If assemble is true, this represents the artifact ID of the combination * artifact to assemble to. Otherwise it's not used. */bool CGameHandler::assembleArtifacts(ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo){	const CGHeroInstance * hero = getHero(heroID);	const CArtifactInstance * destArtifact = hero->getArt(artifactSlot);	if(!destArtifact)		COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");	const auto dstLoc = ArtifactLocation(hero->id, artifactSlot);	if(assemble)	{		const CArtifact * combinedArt = assembleTo.toArtifact();		if(!combinedArt->isCombined())			COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");		if(!vstd::contains(ArtifactUtils::assemblyPossibilities(hero, destArtifact->getTypeId()), combinedArt))		{			COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");		}		if(!destArtifact->canBePutAt(hero, artifactSlot, true)			&& !destArtifact->canBePutAt(hero, ArtifactPosition::BACKPACK_START, true))		{			COMPLAIN_RET("assembleArtifacts: It's impossible to give the artholder requested artifact!");		}				if(ArtifactUtils::checkSpellbookIsNeeded(hero, assembleTo, artifactSlot))			giveHeroNewArtifact(hero, ArtifactID(ArtifactID::SPELLBOOK).toArtifact(), ArtifactPosition::SPELLBOOK);		AssembledArtifact aa;		aa.al = dstLoc;		aa.builtArt = combinedArt;		sendAndApply(&aa);	}	else	{		if(!destArtifact->isCombined())			COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");		if(ArtifactUtils::isSlotBackpack(artifactSlot)			&& !ArtifactUtils::isBackpackFreeSlots(hero, destArtifact->artType->getConstituents().size() - 1))			COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble but backpack is full!");		DisassembledArtifact da;		da.al = dstLoc;		sendAndApply(&da);	}	return true;}bool CGameHandler::eraseArtifactByClient(const ArtifactLocation & al){	const auto * hero = getHero(al.artHolder);	if(hero == nullptr)		COMPLAIN_RET("eraseArtifactByClient: wrong hero's ID");	const auto * art = hero->getArt(al.slot);	if(art == nullptr)		COMPLAIN_RET("Cannot remove artifact!");	if(art->canBePutAt(hero) || al.slot != ArtifactPosition::TRANSITION_POS)		COMPLAIN_RET("Illegal artifact removal request");	removeArtifact(al);	return true;}bool CGameHandler::buyArtifact(ObjectInstanceID hid, ArtifactID aid){	const CGHeroInstance * hero = getHero(hid);	COMPLAIN_RET_FALSE_IF(nullptr == hero, "Invalid hero index");	const CGTownInstance * town = hero->visitedTown;	COMPLAIN_RET_FALSE_IF(nullptr == town, "Hero not in town");	if (aid==ArtifactID::SPELLBOOK)	{		if ((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))		    || (getResource(hero->getOwner(), EGameResID::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!"))		    || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))		   )			return false;		giveResource(hero->getOwner(),EGameResID::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);		giveHeroNewArtifact(hero, ArtifactID(ArtifactID::SPELLBOOK).toArtifact(), ArtifactPosition::SPELLBOOK);		assert(hero->getArt(ArtifactPosition::SPELLBOOK));		giveSpells(town,hero);		return true;	}	else	{		const CArtifact * art = aid.toArtifact();		COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid artifact index to buy");		COMPLAIN_RET_FALSE_IF(art->getWarMachine() == CreatureID::NONE, "War machine artifact required");		COMPLAIN_RET_FALSE_IF(hero->hasArt(aid),"Hero already has this machine!");		const int price = art->getPrice();		COMPLAIN_RET_FALSE_IF(getPlayerState(hero->getOwner())->resources[EGameResID::GOLD] < price, "Not enough gold!");		if(town->isWarMachineAvailable(aid))		{			bool hasFreeSlot = false;			for(auto slot : art->getPossibleSlots().at(ArtBearer::HERO))				if (hero->getArt(slot) == nullptr)					hasFreeSlot = true;			if (!hasFreeSlot)			{				auto slot = art->getPossibleSlots().at(ArtBearer::HERO).front();				removeArtifact(ArtifactLocation(hero->id, slot));			}			giveResource(hero->getOwner(),EGameResID::GOLD,-price);			return giveHeroNewArtifact(hero, art);		}		else			COMPLAIN_RET("This machine is unavailable here!");	}}bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, GameResID rid, ArtifactID aid){	if(!h)		COMPLAIN_RET("Only hero can buy artifacts!");	if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))		COMPLAIN_RET("That artifact is unavailable!");	int b1;	int b2;	m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);	if (getResource(h->tempOwner, rid) < b1)		COMPLAIN_RET("You can't afford to buy this artifact!");	giveResource(h->tempOwner, rid, -b1);	SetAvailableArtifacts saa;	if(dynamic_cast<const CGTownInstance *>(m))	{		saa.id = ObjectInstanceID::NONE;		saa.arts = gs->map->townMerchantArtifacts;	}	else if(const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m)) //black market	{		saa.id = bm->id;		saa.arts = bm->artifacts;	}	else		COMPLAIN_RET("Wrong marktet...");	bool found = false;	for (const CArtifact *&art : saa.arts)	{		if (art && art->getId() == aid)		{			art = nullptr;			found = true;			break;		}	}	if (!found)		COMPLAIN_RET("Cannot find selected artifact on the list");	sendAndApply(&saa);	giveHeroNewArtifact(h, aid.toArtifact(), ArtifactPosition::FIRST_AVAILABLE);	return true;}bool CGameHandler::sellArtifact(const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, GameResID rid){	COMPLAIN_RET_FALSE_IF((!h), "Only hero can sell artifacts!");	const CArtifactInstance *art = h->getArtByInstanceId(aid);	COMPLAIN_RET_FALSE_IF((!art), "There is no artifact to sell!");	COMPLAIN_RET_FALSE_IF((!art->artType->isTradable()), "Cannot sell a war machine or spellbook!");	int resVal = 0;	int dump = 1;	m->getOffer(art->artType->getId(), rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);	removeArtifact(ArtifactLocation(h->id, h->getArtPos(art)));	giveResource(h->tempOwner, rid, resVal);	return true;}bool CGameHandler::buySecSkill(const IMarket *m, const CGHeroInstance *h, SecondarySkill skill){	if (!h)		COMPLAIN_RET("You need hero to buy a skill!");	if (h->getSecSkillLevel(SecondarySkill(skill)))		COMPLAIN_RET("Hero already know this skill");	if (!h->canLearnSkill())		COMPLAIN_RET("Hero can't learn any more skills");	if (!h->canLearnSkill(skill))		COMPLAIN_RET("The hero can't learn this skill!");	if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))		COMPLAIN_RET("That skill is unavailable!");	if (getResource(h->tempOwner, EGameResID::GOLD) < GameConstants::SKILL_GOLD_COST)//TODO: remove hardcoded resource\summ?		COMPLAIN_RET("You can't afford to buy this skill");	giveResource(h->tempOwner, EGameResID::GOLD, -GameConstants::SKILL_GOLD_COST);	changeSecSkill(h, skill, 1, true);	return true;}bool CGameHandler::tradeResources(const IMarket *market, ui32 amountToSell, PlayerColor player, GameResID toSell, GameResID toBuy){	TResourceCap haveToSell = getPlayerState(player)->resources[toSell];	vstd::amin(amountToSell, haveToSell); //can't trade more resources than have	int b1; //base quantities for trade	int b2;	market->getOffer(toSell, toBuy, b1, b2, EMarketMode::RESOURCE_RESOURCE);	int amountToBoy = amountToSell / b1; //how many base quantities we trade	if (amountToSell % b1 != 0) //all offered units of resource should be used, if not -> somewhere in calculations must be an error	{		COMPLAIN_RET("Invalid deal, not all offered units of resource were used.");	}	giveResource(player, toSell, -b1 * amountToBoy);	giveResource(player, toBuy, b2 * amountToBoy);	gs->statistic.accumulatedValues[player].tradeVolume[toSell] += -b1 * amountToBoy;	gs->statistic.accumulatedValues[player].tradeVolume[toBuy] += b2 * amountToBoy;	return true;}bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, GameResID resourceID){	if(!hero)		COMPLAIN_RET("Only hero can sell creatures!");	if (!vstd::contains(hero->Slots(), slot))		COMPLAIN_RET("Hero doesn't have any creature in that slot!");	const CStackInstance &s = hero->getStack(slot);	if (s.count < (TQuantity)count //can't sell more creatures than have		|| (hero->stacksCount() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack	{		COMPLAIN_RET("Not enough creatures in army!");	}	int b1; //base quantities for trade	int b2;	market->getOffer(s.type->getId(), resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);	int units = count / b1; //how many base quantities we trade	if (count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error	{		//TODO: complain?		assert(0);	}	changeStackCount(StackLocation(hero, slot), -(TQuantity)count);	giveResource(hero->tempOwner, resourceID, b2 * units);	return true;}bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot){	const CArmedInstance *army = nullptr;	if (hero)		army = hero;	else		army = dynamic_cast<const CGTownInstance *>(market);	if (!army)		COMPLAIN_RET("Incorrect call to transform in undead!");	if (!army->hasStackAtSlot(slot))		COMPLAIN_RET("Army doesn't have any creature in that slot!");	const CStackInstance &s = army->getStack(slot);	//resulting creature - bone dragons or skeletons	CreatureID resCreature = CreatureID::SKELETON;	if ((s.hasBonusOfType(BonusType::DRAGON_NATURE)			&& !(s.hasBonusOfType(BonusType::UNDEAD)))			|| (s.getCreatureID() == CreatureID::HYDRA)			|| (s.getCreatureID() == CreatureID::CHAOS_HYDRA))		resCreature = CreatureID::BONE_DRAGON;	changeStackType(StackLocation(army, slot), resCreature.toCreature());	return true;}bool CGameHandler::sendResources(ui32 val, PlayerColor player, GameResID r1, PlayerColor r2){	const PlayerState *p2 = getPlayerState(r2, false);	if (!p2  ||  p2->status != EPlayerStatus::INGAME)	{		complain("Dest player must be in game!");		return false;	}	TResourceCap curRes1 = getPlayerState(player)->resources[r1];	vstd::amin(val, curRes1);	giveResource(player, r1, -(int)val);	giveResource(r2, r1, val);	return true;}bool CGameHandler::setFormation(ObjectInstanceID hid, EArmyFormation formation){	const CGHeroInstance *h = getHero(hid);	if (!h)	{		logGlobal->error("Hero doesn't exist!");		return false;	}	ChangeFormation cf;	cf.hid = hid;	cf.formation = formation;	sendAndApply(&cf);	return true;}bool CGameHandler::queryReply(QueryID qid, std::optional<int32_t> answer, PlayerColor player){	logGlobal->trace("Player %s attempts answering query %d with answer:", player, qid);	if (answer)		logGlobal->trace("%d", *answer);	auto topQuery = queries->topQuery(player);	COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");	if(topQuery->queryID != qid)	{		auto currentQuery = queries->getQuery(qid);		if(currentQuery != nullptr && currentQuery->endsByPlayerAnswer())			currentQuery->setReply(answer);		COMPLAIN_RET("This player top query has different ID!"); //topQuery->queryID != qid	}	COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");	topQuery->setReply(answer);	queries->popQuery(topQuery);	return true;}bool CGameHandler::complain(const std::string &problem){#ifndef ENABLE_GOLDMASTER	playerMessages->broadcastSystemMessage("Server encountered a problem: " + problem);#endif	logGlobal->error(problem);	return true;}void CGameHandler::showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits){	//PlayerColor player = getOwner(hid);	auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));	auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));	assert(lowerArmy);	assert(upperArmy);	auto garrisonQuery = std::make_shared<CGarrisonDialogQuery>(this, upperArmy, lowerArmy);	queries->addQuery(garrisonQuery);	GarrisonDialog gd;	gd.hid = hid;	gd.objid = upobj;	gd.removableUnits = removableUnits;	gd.queryID = garrisonQuery->queryID;	sendAndApply(&gd);}void CGameHandler::showObjectWindow(const CGObjectInstance * object, EOpenWindowMode window, const CGHeroInstance * visitor, bool addQuery){	OpenWindow pack;	pack.window = window;	pack.object = object->id;	pack.visitor = visitor->id;	if (addQuery)	{		auto windowQuery = std::make_shared<OpenWindowQuery>(this, visitor, window);		pack.queryID = windowQuery->queryID;		queries->addQuery(windowQuery);	}	sendAndApply(&pack);}bool CGameHandler::isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2){	if (id1 == id2)		return true;	const CGObjectInstance *o1 = getObj(id1);	const CGObjectInstance *o2 = getObj(id2);	if (!o1 || !o2)		return true; //arranging stacks within an object should be always allowed	if (o1 && o2)	{		if (o1->ID == Obj::TOWN)		{			const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);			if (t->visitingHero == o2  ||  t->garrisonHero == o2)				return true;		}		if (o2->ID == Obj::TOWN)		{			const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);			if (t->visitingHero == o1  ||  t->garrisonHero == o1)				return true;		}		auto market = getMarket(id1);		if(market == nullptr)			market = getMarket(id2);		if(market)			return market->allowsTrade(EMarketMode::ARTIFACT_EXP);		if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)		{			const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);			const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);			// two heroes in same town (garrisoned and visiting)			if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)				return true;		}		//Ongoing garrison exchange - usually picking from top garison (from o1 to o2), but who knows		auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries->topQuery(o1->tempOwner));		if (!dialog)		{			dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries->topQuery(o2->tempOwner));		}		if (dialog)		{			auto topArmy = dialog->exchangingArmies.at(0);			auto bottomArmy = dialog->exchangingArmies.at(1);			if ((topArmy == o1 && bottomArmy == o2) || (bottomArmy == o1 && topArmy == o2))				return true;		}	}	return false;}void CGameHandler::objectVisited(const CGObjectInstance * obj, const CGHeroInstance * h){	using events::ObjectVisitStarted;	logGlobal->debug("%s visits %s (%d)", h->nodeName(), obj->getObjectName(), obj->ID);	if (getVisitingHero(obj) != nullptr)	{		logGlobal->error("Attempt to visit object that is being visited by another hero!");		throw std::runtime_error("Can not visit object that is being visited");	}	std::shared_ptr<CObjectVisitQuery> visitQuery;	auto startVisit = [&](ObjectVisitStarted & event)	{		auto visitedObject = obj;		if(obj->ID == Obj::HERO)		{			auto visitedHero = static_cast<const CGHeroInstance *>(obj);			const auto visitedTown = visitedHero->visitedTown;			if(visitedTown)			{				const bool isEnemy = visitedHero->getOwner() != h->getOwner();				if(isEnemy && !visitedTown->isBattleOutsideTown(visitedHero))					visitedObject = visitedTown;			}		}		visitQuery = std::make_shared<CObjectVisitQuery>(this, visitedObject, h, visitedObject->visitablePos());		queries->addQuery(visitQuery); //TODO real visit pos		HeroVisit hv;		hv.objId = obj->id;		hv.heroId = h->id;		hv.player = h->tempOwner;		hv.starting = true;		sendAndApply(&hv);		obj->onHeroVisit(h);	};	ObjectVisitStarted::defaultExecute(serverEventBus.get(), startVisit, h->tempOwner, h->id, obj->id);	if(visitQuery)		queries->popIfTop(visitQuery); //visit ends here if no queries were created}void CGameHandler::objectVisitEnded(const CObjectVisitQuery & query){	using events::ObjectVisitEnded;	logGlobal->debug("%s visit ends.\n", query.visitingHero->nodeName());	auto endVisit = [&](ObjectVisitEnded & event)	{		HeroVisit hv;		hv.player = event.getPlayer();		hv.heroId = event.getHero();		hv.starting = false;		sendAndApply(&hv);	};	//TODO: ObjectVisitEnded should also have id of visited object,	//but this requires object being deleted only by `removeAfterVisit()` but not `removeObject()`	ObjectVisitEnded::defaultExecute(serverEventBus.get(), endVisit, query.players.front(), query.visitingHero->id);}bool CGameHandler::buildBoat(ObjectInstanceID objid, PlayerColor playerID){	const auto *obj = dynamic_cast<const IShipyard *>(getObj(objid));	if (obj->shipyardStatus() != IBoatGenerator::GOOD)	{		complain("Cannot build boat in this shipyard!");		return false;	}	TResources boatCost;	obj->getBoatCost(boatCost);	TResources available = getPlayerState(playerID)->resources;	if (!available.canAfford(boatCost))	{		complain("Not enough resources to build a boat!");		return false;	}	int3 tile = obj->bestLocation();	if (!gs->map->isInTheMap(tile))	{		complain("Cannot find appropriate tile for a boat!");		return false;	}	giveResources(playerID, -boatCost);	createBoat(tile, obj->getBoatType(), playerID);	return true;}void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors){	for (auto playerColor : playerColors)	{		if (getPlayerState(playerColor, false))			checkVictoryLossConditionsForPlayer(playerColor);	}}void CGameHandler::checkVictoryLossConditionsForAll(){	std::set<PlayerColor> playerColors;	for (int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)	{		playerColors.insert(PlayerColor(i));	}	checkVictoryLossConditions(playerColors);}void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player){	const PlayerState * p = getPlayerState(player);	if(!p || p->status != EPlayerStatus::INGAME) return;	auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player);	if (victoryLossCheckResult.victory() || victoryLossCheckResult.loss())	{		InfoWindow iw;		getVictoryLossMessage(player, victoryLossCheckResult, iw);		sendAndApply(&iw);		PlayerEndsGame peg;		peg.player = player;		peg.victoryLossCheckResult = victoryLossCheckResult;		peg.statistic = StatisticDataSet(gameState()->statistic);		addStatistics(peg.statistic); // add last turn befor win / loss		sendAndApply(&peg);		turnOrder->onPlayerEndsGame(player);		if (victoryLossCheckResult.victory())		{			//one player won -> all enemies lost			for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)			{				if (i->first != player && getPlayerState(i->first)->status == EPlayerStatus::INGAME)				{					peg.player = i->first;					peg.victoryLossCheckResult = getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ?								victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner					InfoWindow iw;					getVictoryLossMessage(player, peg.victoryLossCheckResult, iw);					iw.player = i->first;					sendAndApply(&iw);					sendAndApply(&peg);				}			}			if(p->human)			{				lobby->setState(EServerState::SHUTDOWN);			}		}		else		{			//copy heroes vector to avoid iterator invalidation as removal change PlayerState			auto hlp = p->getHeroes();			for (auto h : hlp) //eliminate heroes			{				if (h)					removeObject(h, player);			}			//player lost -> all his objects become unflagged (neutral)			for (auto obj : gs->map->objects) //unflag objs			{				if (obj.get() && obj->tempOwner == player)					setOwner(obj, PlayerColor::NEUTRAL);			}			//eliminating one player may cause victory of another:			std::set<PlayerColor> playerColors;			//do not copy player state (CBonusSystemNode) by value			for (auto &p : gs->players) //players may have different colors, iterate over players and not integers			{				if (p.first != player)					playerColors.insert(p.first);			}			//notify all players			for (auto pc : playerColors)			{				if (getPlayerState(pc)->status == EPlayerStatus::INGAME)				{					InfoWindow iw;					getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw);					iw.player = pc;					sendAndApply(&iw);				}			}			checkVictoryLossConditions(playerColors);		}	}}void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const{	out.player = player;	out.text = victoryLossCheckResult.messageToSelf;	out.text.replaceName(player);	out.components.emplace_back(ComponentType::FLAG, player);}bool CGameHandler::dig(const CGHeroInstance *h){	if (h->diggingStatus() != EDiggingStatus::CAN_DIG) //checks for terrain and movement		COMPLAIN_RETF("Hero cannot dig (error code %d)!", static_cast<int>(h->diggingStatus()));	createHole(h->visitablePos(), h->getOwner());	//take MPs	SetMovePoints smp;	smp.hid = h->id;	smp.val = 0;	sendAndApply(&smp);	InfoWindow iw;	iw.type = EInfoWindowMode::AUTO;	iw.player = h->tempOwner;	if (gs->map->grailPos == h->visitablePos())	{		ArtifactID grail = ArtifactID::GRAIL;		iw.text.appendLocalString(EMetaText::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the " ...		iw.text.appendName(grail); // ... " The Grail"		iw.soundID = soundBase::ULTIMATEARTIFACT;		giveHeroNewArtifact(h, grail.toArtifact(), ArtifactPosition::FIRST_AVAILABLE); //give grail		sendAndApply(&iw);		iw.soundID = soundBase::invalid;		iw.components.emplace_back(ComponentType::ARTIFACT, grail);		iw.text.clear();		iw.text.appendTextID(grail.toArtifact()->getDescriptionTextID());		sendAndApply(&iw);	}	else	{		iw.text.appendLocalString(EMetaText::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"		iw.soundID = soundBase::Dig;		sendAndApply(&iw);	}	return true;}void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h){	if (!t.visitableObjects.empty())	{		//to prevent self-visiting heroes on space press		if (t.visitableObjects.back() != h)			objectVisited(t.visitableObjects.back(), h);		else if (t.visitableObjects.size() > 1)			objectVisited(*(t.visitableObjects.end()-2),h);	}}bool CGameHandler::sacrificeCreatures(const IMarket * market, const CGHeroInstance * hero, const std::vector<SlotID> & slot, const std::vector<ui32> & count){	if (!hero)		COMPLAIN_RET("You need hero to sacrifice creature!");	int expSum = 0;	auto finish = [this, &hero, &expSum]()	{		giveExperience(hero, hero->calculateXp(expSum));	};	for(int i = 0; i < slot.size(); ++i)	{		int oldCount = hero->getStackCount(slot[i]);		if(oldCount < (int)count[i])		{			finish();			COMPLAIN_RET("Not enough creatures to sacrifice!")		}		else if(oldCount == count[i] && hero->stacksCount() == 1 && hero->needsLastStack())		{			finish();			COMPLAIN_RET("Cannot sacrifice last creature!");		}		int crid = hero->getStack(slot[i]).type->getId();		changeStackCount(StackLocation(hero, slot[i]), -(TQuantity)count[i]);		int dump;		int exp;		market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);		exp *= count[i];		expSum += exp;	}	finish();	return true;}bool CGameHandler::sacrificeArtifact(const IMarket * market, const CGHeroInstance * hero, const std::vector<ArtifactInstanceID> & arts){	if (!hero)		COMPLAIN_RET("You need hero to sacrifice artifact!");	if(hero->getAlignment() == EAlignment::EVIL)		COMPLAIN_RET("Evil hero can't sacrifice artifact!");	assert(market);	const auto artSet = market->getArtifactsStorage();	int expSum = 0;	std::vector<ArtifactPosition> artPack;	auto finish = [this, &hero, &expSum, &artPack, market]()	{		removeArtifact(market->getObjInstanceID(), artPack);		giveExperience(hero, hero->calculateXp(expSum));	};	for(const auto & artInstId : arts)	{		if(auto art = artSet->getArtByInstanceId(artInstId))		{			if(art->artType->isTradable())			{				int dmp;				int expToGive;				market->getOffer(art->getTypeId(), 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);				expSum += expToGive;				artPack.push_back(artSet->getArtPos(art));			}			else			{				COMPLAIN_RET("Cannot sacrifice not tradable artifact!");			}		}		else		{			finish();			COMPLAIN_RET("Cannot find artifact to sacrifice!");		}	}	finish();	return true;}bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count){	if (sl.army->hasStackAtSlot(sl.slot))		COMPLAIN_RET("Slot is already taken!");	if (!sl.slot.validSlot())		COMPLAIN_RET("Cannot insert stack to that slot!");	InsertNewStack ins;	ins.army = sl.army->id;	ins.slot = sl.slot;	ins.type = c->getId();	ins.count = count;	sendAndApply(&ins);	return true;}bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval){	if (!sl.army->hasStackAtSlot(sl.slot))		COMPLAIN_RET("Cannot find a stack to erase");	if (sl.army->stacksCount() == 1 //from the last stack		&& sl.army->needsLastStack() //that must be left		&& !forceRemoval) //ignore above conditions if we are forcing removal	{		COMPLAIN_RET("Cannot erase the last stack!");	}	EraseStack es;	es.army = sl.army->id;	es.slot = sl.slot;	sendAndApply(&es);	return true;}bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue){	TQuantity currentCount = sl.army->getStackCount(sl.slot);	if ((absoluteValue && count < 0)		|| (!absoluteValue && -count > currentCount))	{		COMPLAIN_RET("Cannot take more stacks than present!");	}	if ((currentCount == -count  &&  !absoluteValue)	   || (!count && absoluteValue))	{		eraseStack(sl);	}	else	{		ChangeStackCount csc;		csc.army = sl.army->id;		csc.slot = sl.slot;		csc.count = count;		csc.absoluteValue = absoluteValue;		sendAndApply(&csc);	}	return true;}bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count){	const CCreature *slotC = sl.army->getCreature(sl.slot);	if (!slotC) //slot is empty		insertNewStack(sl, c, count);	else if (c == slotC)		changeStackCount(sl, count);	else	{		COMPLAIN_RET("Cannot add " + c->getNamePluralTranslated() + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");	}	return true;}void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging){	if (removeObjWhenFinished)		removeAfterVisit(src);	if (!src->canBeMergedWith(*dst, allowMerging))	{		if (allowMerging) //do that, add all matching creatures.		{			bool cont = true;			while (cont)			{				for (auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures				{					SlotID pos = dst->getSlotFor(i->second->type);					if (pos.validSlot())					{						moveStack(StackLocation(src, i->first), StackLocation(dst, pos));						cont = true;						break; //or iterator crashes					}					cont = false;				}			}		}		showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends	}	else //merge	{		moveArmy(src, dst, allowMerging);	}}bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count){	if (!src.army->hasStackAtSlot(src.slot))		COMPLAIN_RET("No stack to move!");	if (dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))		COMPLAIN_RET("Cannot move: stack of different type at destination pos!");	if (!dst.slot.validSlot())		COMPLAIN_RET("Cannot move stack to that slot!");	if (count == -1)	{		count = src.army->getStackCount(src.slot);	}	if (src.army != dst.army  //moving away		&&  count == src.army->getStackCount(src.slot) //all creatures		&& src.army->stacksCount() == 1 //from the last stack		&& src.army->needsLastStack()) //that must be left	{		COMPLAIN_RET("Cannot move away the last creature!");	}	RebalanceStacks rs;	rs.srcArmy = src.army->id;	rs.dstArmy = dst.army->id;	rs.srcSlot = src.slot;	rs.dstSlot = dst.slot;	rs.count = count;	sendAndApply(&rs);	return true;}void CGameHandler::castSpell(const spells::Caster * caster, SpellID spellID, const int3 &pos){	if (!spellID.hasValue())		return;	AdventureSpellCastParameters p;	p.caster = caster;	p.pos = pos;	const CSpell * s = spellID.toSpell();	s->adventureCast(spellEnv, p);}bool CGameHandler::swapStacks(const StackLocation & sl1, const StackLocation & sl2){	if(!sl1.army->hasStackAtSlot(sl1.slot))	{		return moveStack(sl2, sl1);	}	else if(!sl2.army->hasStackAtSlot(sl2.slot))	{		return moveStack(sl1, sl2);	}	else	{		SwapStacks ss;		ss.srcArmy = sl1.army->id;		ss.dstArmy = sl2.army->id;		ss.srcSlot = sl1.slot;		ss.dstSlot = sl2.slot;		sendAndApply(&ss);		return true;	}}bool CGameHandler::putArtifact(const ArtifactLocation & al, const CArtifactInstance * art, std::optional<bool> askAssemble){	assert(art && art->artType);	ArtifactLocation dst(al.artHolder, ArtifactPosition::PRE_FIRST);	dst.creature = al.creature;	auto putTo = getArtSet(al);	assert(putTo);	if(al.slot == ArtifactPosition::FIRST_AVAILABLE)	{		dst.slot = ArtifactUtils::getArtAnyPosition(putTo, art->getTypeId());	}	else if(ArtifactUtils::isSlotBackpack(al.slot) && !al.creature.has_value())	{		dst.slot = ArtifactUtils::getArtBackpackPosition(putTo, art->getTypeId());	}	else	{		dst.slot = al.slot;	}	if(!askAssemble.has_value())	{		if(!dst.creature.has_value() && ArtifactUtils::isSlotEquipment(dst.slot))			askAssemble = true;		else			askAssemble = false;	}	if(art->canBePutAt(putTo, dst.slot))	{		PutArtifact pa(dst, askAssemble.value());		pa.art = art;		sendAndApply(&pa);		return true;	}	else	{		return false;	}}bool CGameHandler::giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * artType, ArtifactPosition pos){	assert(artType);	if(pos == ArtifactPosition::FIRST_AVAILABLE)	{		if(!artType->canBePutAt(h, ArtifactUtils::getArtAnyPosition(h, artType->getId())))			COMPLAIN_RET("Cannot put artifact in that slot!");	}	else if(ArtifactUtils::isSlotBackpack(pos))	{		if(!artType->canBePutAt(h, ArtifactUtils::getArtBackpackPosition(h, artType->getId())))			COMPLAIN_RET("Cannot put artifact in that slot!");	}	else	{		COMPLAIN_RET_FALSE_IF(!artType->canBePutAt(h, pos, false), "Cannot put artifact in that slot!");	}	auto * newArtInst = new CArtifactInstance();	newArtInst->artType = artType; // *NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply	NewArtifact na;	na.art = newArtInst;	sendAndApply(&na); // -> updates newArtInst!!!	if(putArtifact(ArtifactLocation(h->id, pos), newArtInst, false))		return true;	else		return false;}void CGameHandler::spawnWanderingMonsters(CreatureID creatureID){	std::vector<int3>::iterator tile;	std::vector<int3> tiles;	getFreeTiles(tiles);	ui32 amount = (ui32)tiles.size() / 200; //Chance is 0.5% for each tile	RandomGeneratorUtil::randomShuffle(tiles, getRandomGenerator());	logGlobal->trace("Spawning wandering monsters. Found %d free tiles. Creature type: %d", tiles.size(), creatureID.num);	const CCreature *cre = creatureID.toCreature();	for (int i = 0; i < (int)amount; ++i)	{		tile = tiles.begin();		logGlobal->trace("\tSpawning monster at %s", tile->toString());		{			auto count = cre->getRandomAmount(std::rand);			createWanderingMonster(*tile, creatureID);			auto monsterId = getTopObj(*tile)->id;			setObjPropertyValue(monsterId, ObjProperty::MONSTER_COUNT, count);			setObjPropertyValue(monsterId, ObjProperty::MONSTER_POWER, (si64)1000*count);		}		tiles.erase(tile); //not use it again	}}void CGameHandler::synchronizeArtifactHandlerLists(){	UpdateArtHandlerLists uahl;	uahl.allocatedArtifacts = gs->allocatedArtifacts;	sendAndApply(&uahl);}bool CGameHandler::isValidObject(const CGObjectInstance *obj) const{	return vstd::contains(gs->map->objects, obj);}bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player){	if (!strcmp(typeid(*pack).name(), typeid(PlayerMessage).name()))		return false;	auto query = queries->topQuery(player);	if (query && query->blocksPack(pack))	{		complain(boost::str(boost::format(			"\r\n| Player \"%s\" has to answer queries before attempting any further actions.\r\n| Top Query: \"%s\"\r\n")			% boost::to_upper_copy<std::string>(player.toString())			% query->toString()		));		return true;	}	return false;}void CGameHandler::removeAfterVisit(const CGObjectInstance *object){	//If the object is being visited, there must be a matching query	for (const auto &query : queries->allQueries())	{		if (auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))		{			if (someVistQuery->visitedObject == object)			{				someVistQuery->removeObjectAfterVisit = true;				return;			}		}	}	//If we haven't returned so far, there is no query and no visit, call was wrong	assert("This function needs to be called during the object visit!");}void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, ETileVisibility mode){	std::unordered_set<int3> tiles;	if (mode == ETileVisibility::HIDDEN)	{		getTilesInRange(tiles, center, radius, ETileVisibility::REVEALED, player);	}	else	{		getTilesInRange(tiles, center, radius, ETileVisibility::HIDDEN, player);	}	changeFogOfWar(tiles, player, mode);}void CGameHandler::changeFogOfWar(const std::unordered_set<int3> &tiles, PlayerColor player, ETileVisibility mode){	if (tiles.empty())		return;	FoWChange fow;	fow.tiles = tiles;	fow.player = player;	fow.mode = mode;	if (mode == ETileVisibility::HIDDEN)	{		// do not hide tiles observed by owned objects. May lead to disastrous AI problems		// FIXME: this leads to a bug - shroud of darkness from Necropolis does can not override Skyship from Tower		std::unordered_set<int3> observedTiles;		auto p = getPlayerState(player);		for (auto obj : p->getOwnedObjects())			getTilesInRange(observedTiles, obj->getSightCenter(), obj->getSightRadius(), ETileVisibility::REVEALED, obj->getOwner());		for (auto tile : observedTiles)			vstd::erase_if_present (fow.tiles, tile);		if (fow.tiles.empty())			return;	}	sendAndApply(&fow);}const CGHeroInstance * CGameHandler::getVisitingHero(const CGObjectInstance *obj){	assert(obj);	for(const auto & query : queries->allQueries())	{		auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(query);		if (visit && visit->visitedObject == obj)			return visit->visitingHero;	}	return nullptr;}const CGObjectInstance * CGameHandler::getVisitingObject(const CGHeroInstance *hero){	assert(hero);	for(const auto & query : queries->allQueries())	{		auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(query);		if (visit && visit->visitingHero == hero)			return visit->visitedObject;	}	return nullptr;}bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero){	assert(obj);	assert(hero);	assert(getVisitingHero(obj) == hero);	// Check top query of targeted player:	// If top query is NOT visit to targeted object then we assume that	// visitation query is covered by other query that must be answered first	if (auto topQuery = queries->topQuery(hero->getOwner()))		if (auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))			return !(visit->visitedObject == obj && visit->visitingHero == hero);	return true;}void CGameHandler::setObjPropertyValue(ObjectInstanceID objid, ObjProperty prop, int32_t value){	SetObjectProperty sob;	sob.id = objid;	sob.what = prop;	sob.identifier = NumericID(value);	sendAndApply(&sob);}void CGameHandler::setObjPropertyID(ObjectInstanceID objid, ObjProperty prop, ObjPropertyID identifier){	SetObjectProperty sob;	sob.id = objid;	sob.what = prop;	sob.identifier = identifier;	sendAndApply(&sob);}void CGameHandler::setBankObjectConfiguration(ObjectInstanceID objid, const BankConfig & configuration){	SetBankConfiguration srb;	srb.objectID = objid;	srb.configuration = configuration;	sendAndApply(&srb);}void CGameHandler::setRewardableObjectConfiguration(ObjectInstanceID objid, const Rewardable::Configuration & configuration){	SetRewardableConfiguration srb;	srb.objectID = objid;	srb.configuration = configuration;	sendAndApply(&srb);}void CGameHandler::setRewardableObjectConfiguration(ObjectInstanceID townInstanceID, BuildingID buildingID, const Rewardable::Configuration & configuration){	SetRewardableConfiguration srb;	srb.objectID = townInstanceID;	srb.buildingID = buildingID;	srb.configuration = configuration;	sendAndApply(&srb);}void CGameHandler::showInfoDialog(InfoWindow * iw){	sendAndApply(iw);}vstd::RNG & CGameHandler::getRandomGenerator(){	return *randomNumberGenerator;}#if SCRIPTING_ENABLEDscripting::Pool * CGameHandler::getGlobalContextPool() const{	return serverScripts.get();}//scripting::Pool * CGameHandler::getContextPool() const//{//	return serverScripts.get();//}#endifCGObjectInstance * CGameHandler::createNewObject(const int3 & visitablePosition, MapObjectID objectID, MapObjectSubID subID){	TerrainId terrainType = ETerrainId::NONE;	if (!gs->isInTheMap(visitablePosition))		throw std::runtime_error("Attempt to create object outside map at " + visitablePosition.toString());	const TerrainTile & t = gs->map->getTile(visitablePosition);	terrainType = t.terType->getId();	auto handler = VLC->objtypeh->getHandlerFor(objectID, subID);	CGObjectInstance * o = handler->create(gs->callback, nullptr);	handler->configureObject(o, getRandomGenerator());	assert(o->ID == objectID);	assert(!handler->getTemplates(terrainType).empty());	if (handler->getTemplates().empty())		throw std::runtime_error("Attempt to create object (" + std::to_string(objectID) + ", " + std::to_string(subID.getNum()) + ") with no templates!");	if (!handler->getTemplates(terrainType).empty())		o->appearance = handler->getTemplates(terrainType).front();	else		o->appearance = handler->getTemplates().front();	o->pos = visitablePosition + o->getVisitableOffset();	return o;}void CGameHandler::createWanderingMonster(const int3 & visitablePosition, CreatureID creature){	auto createdObject = createNewObject(visitablePosition, Obj::MONSTER, creature);	auto * cre = dynamic_cast<CGCreature *>(createdObject);	assert(cre);	cre->notGrowingTeam = cre->neverFlees = false;	cre->character = 2;	cre->gainedArtifact = ArtifactID::NONE;	cre->identifier = -1;	cre->addToSlot(SlotID(0), new CStackInstance(creature, -1)); //add placeholder stack	newObject(createdObject, PlayerColor::NEUTRAL);}void CGameHandler::createBoat(const int3 & visitablePosition, BoatId type, PlayerColor initiator){	auto createdObject = createNewObject(visitablePosition, Obj::BOAT, type);	newObject(createdObject, initiator);}void CGameHandler::createHole(const int3 & visitablePosition, PlayerColor initiator){	auto createdObject = createNewObject(visitablePosition, Obj::HOLE, 0);	newObject(createdObject, initiator);}void CGameHandler::newObject(CGObjectInstance * object, PlayerColor initiator){	object->initObj(gs->getRandomGenerator());	NewObject no;	no.newObject = object;	no.initiator = initiator;	sendAndApply(&no);}void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank, const CGTownInstance *town){	battles->startBattlePrimary(army1, army2, tile, hero1, hero2, creatureBank, town);}void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank ){	battles->startBattleI(army1, army2, tile, creatureBank);}void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank ){	battles->startBattleI(army1, army2, creatureBank);}
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