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							- #include "StdInc.h"
 
- #include "NetPacks.h"
 
- #include "CGeneralTextHandler.h"
 
- #include "mapObjects/CObjectClassesHandler.h"
 
- #include "CArtHandler.h"
 
- #include "CHeroHandler.h"
 
- #include "mapObjects/CObjectHandler.h"
 
- #include "CModHandler.h"
 
- #include "VCMI_Lib.h"
 
- #include "mapping/CMap.h"
 
- #include "spells/CSpellHandler.h"
 
- #include "CCreatureHandler.h"
 
- #include "CGameState.h"
 
- #include "CStack.h"
 
- #include "BattleInfo.h"
 
- #include "CTownHandler.h"
 
- #include "mapping/CMapInfo.h"
 
- #include "StartInfo.h"
 
- #include "CPlayerState.h"
 
- /*
 
-  * NetPacksLib.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
 
-  *
 
-  */
 
- #undef min
 
- #undef max
 
- std::ostream & operator<<(std::ostream & out, const CPack * pack)
 
- {
 
- 	return out << (pack? pack->toString() : "<nullptr>");
 
- }
 
- DLL_LINKAGE void SetResources::applyGs(CGameState *gs)
 
- {
 
- 	assert(player < PlayerColor::PLAYER_LIMIT);
 
- 	if(abs)
 
- 		gs->getPlayer(player)->resources = res;
 
- 	else
 
- 		gs->getPlayer(player)->resources += res;
 
- 	//just ensure that player resources are not negative
 
- 	//server is responsible to check if player can afford deal
 
- 	//but events on server side are allowed to take more than player have
 
- 	gs->getPlayer(player)->resources.positive();
 
- }
 
- DLL_LINKAGE void SetPrimSkill::applyGs(CGameState *gs)
 
- {
 
- 	CGHeroInstance * hero = gs->getHero(id);
 
- 	assert(hero);
 
- 	hero->setPrimarySkill(which, val, abs);
 
- }
 
- DLL_LINKAGE void SetSecSkill::applyGs(CGameState *gs)
 
- {
 
- 	CGHeroInstance *hero = gs->getHero(id);
 
- 	hero->setSecSkillLevel(which, val, abs);
 
- }
 
- DLL_LINKAGE SelectMap::SelectMap(const CMapInfo &src)
 
- {
 
- 	mapInfo = &src;
 
- 	free = false;
 
- }
 
- DLL_LINKAGE SelectMap::SelectMap()
 
- {
 
- 	mapInfo = nullptr;
 
- 	free = true;
 
- }
 
- DLL_LINKAGE SelectMap::~SelectMap()
 
- {
 
- 	if(free)
 
- 		delete mapInfo;
 
- }
 
- DLL_LINKAGE  UpdateStartOptions::UpdateStartOptions(StartInfo &src)
 
- {
 
- 	options = &src;
 
- 	free = false;
 
- }
 
- DLL_LINKAGE  UpdateStartOptions::UpdateStartOptions()
 
- {
 
- 	options = nullptr;
 
- 	free = true;
 
- }
 
- DLL_LINKAGE UpdateStartOptions::~UpdateStartOptions()
 
- {
 
- 	if(free)
 
- 		delete options;
 
- }
 
- DLL_LINKAGE void SetCommanderProperty::applyGs(CGameState *gs)
 
- {
 
- 	CCommanderInstance * commander = gs->getHero(heroid)->commander;
 
- 	assert (commander);
 
- 	switch (which)
 
- 	{
 
- 		case BONUS:
 
- 			commander->accumulateBonus (std::make_shared<Bonus>(accumulatedBonus));
 
- 			break;
 
- 		case SPECIAL_SKILL:
 
- 			commander->accumulateBonus (std::make_shared<Bonus>(accumulatedBonus));
 
- 			commander->specialSKills.insert (additionalInfo);
 
- 			break;
 
- 		case SECONDARY_SKILL:
 
- 			commander->secondarySkills[additionalInfo] = amount;
 
- 			break;
 
- 		case ALIVE:
 
- 			if (amount)
 
- 				commander->setAlive(true);
 
- 			else
 
- 				commander->setAlive(false);
 
- 			break;
 
- 		case EXPERIENCE:
 
- 			commander->giveStackExp(amount); //TODO: allow setting exp for stacks via netpacks
 
- 			break;
 
- 	}
 
- }
 
- DLL_LINKAGE void AddQuest::applyGs(CGameState *gs)
 
- {
 
- 	assert (vstd::contains(gs->players, player));
 
- 	auto vec = &gs->players[player].quests;
 
- 	if (!vstd::contains(*vec, quest))
 
- 		vec->push_back (quest);
 
- 	else
 
- 		logNetwork->warnStream() << "Warning! Attempt to add duplicated quest";
 
- }
 
- DLL_LINKAGE void UpdateArtHandlerLists::applyGs(CGameState *gs)
 
- {
 
- 	VLC->arth->minors = minors;
 
- 	VLC->arth->majors = majors;
 
- 	VLC->arth->treasures = treasures;
 
- 	VLC->arth->relics = relics;
 
- }
 
- DLL_LINKAGE void UpdateMapEvents::applyGs(CGameState *gs)
 
- {
 
- 	gs->map->events = events;
 
- }
 
- DLL_LINKAGE void UpdateCastleEvents::applyGs(CGameState *gs)
 
- {
 
- 	auto t = gs->getTown(town);
 
- 	t->events = events;
 
- }
 
- DLL_LINKAGE void ChangeFormation::applyGs(CGameState *gs)
 
- {
 
- 	gs->getHero(hid)->setFormation(formation);
 
- }
 
- DLL_LINKAGE void HeroVisitCastle::applyGs(CGameState *gs)
 
- {
 
- 	CGHeroInstance *h = gs->getHero(hid);
 
- 	CGTownInstance *t = gs->getTown(tid);
 
- 	assert(h);
 
- 	assert(t);
 
- 	if(start())
 
- 		t->setVisitingHero(h);
 
- 	else
 
- 		t->setVisitingHero(nullptr);
 
- }
 
- DLL_LINKAGE void ChangeSpells::applyGs(CGameState *gs)
 
- {
 
- 	CGHeroInstance *hero = gs->getHero(hid);
 
- 	if(learn)
 
- 		for(auto sid : spells)
 
- 			hero->spells.insert(sid);
 
- 	else
 
- 		for(auto sid : spells)
 
- 			hero->spells.erase(sid);
 
- }
 
- DLL_LINKAGE void SetMana::applyGs(CGameState *gs)
 
- {
 
- 	CGHeroInstance * hero = gs->getHero(hid);
 
- 	assert(hero);
 
- 	if(absolute)
 
- 		hero->mana = val;
 
- 	else
 
- 		hero->mana += val;
 
- 	vstd::amax(hero->mana, 0); //not less than 0
 
- }
 
- DLL_LINKAGE void SetMovePoints::applyGs(CGameState *gs)
 
- {
 
- 	CGHeroInstance *hero = gs->getHero(hid);
 
- 	assert(hero);
 
- 	if(absolute)
 
- 		hero->movement = val;
 
- 	else
 
- 		hero->movement += val;
 
- 	vstd::amax(hero->movement, 0); //not less than 0
 
- }
 
- DLL_LINKAGE void FoWChange::applyGs(CGameState *gs)
 
- {
 
- 	TeamState * team = gs->getPlayerTeam(player);
 
- 	for(int3 t : tiles)
 
- 		team->fogOfWarMap[t.x][t.y][t.z] = mode;
 
- 	if (mode == 0) //do not hide too much
 
- 	{
 
- 		std::unordered_set<int3, ShashInt3> tilesRevealed;
 
- 		for (auto & elem : gs->map->objects)
 
- 		{
 
- 			const CGObjectInstance *o = elem;
 
- 			if (o)
 
- 			{
 
- 				switch(o->ID)
 
- 				{
 
- 				case Obj::HERO:
 
- 				case Obj::MINE:
 
- 				case Obj::TOWN:
 
- 				case Obj::ABANDONED_MINE:
 
- 					if(vstd::contains(team->players, o->tempOwner)) //check owned observators
 
- 						gs->getTilesInRange(tilesRevealed, o->getSightCenter(), o->getSightRadius(), o->tempOwner, 1);
 
- 					break;
 
- 				}
 
- 			}
 
- 		}
 
- 		for(int3 t : tilesRevealed) //probably not the most optimal solution ever
 
- 			team->fogOfWarMap[t.x][t.y][t.z] = 1;
 
- 	}
 
- }
 
- DLL_LINKAGE void SetAvailableHeroes::applyGs(CGameState *gs)
 
- {
 
- 	PlayerState *p = gs->getPlayer(player);
 
- 	p->availableHeroes.clear();
 
- 	for (int i = 0; i < GameConstants::AVAILABLE_HEROES_PER_PLAYER; i++)
 
- 	{
 
- 		CGHeroInstance *h = (hid[i]>=0 ?  gs->hpool.heroesPool[hid[i]].get() : nullptr);
 
- 		if(h && army[i])
 
- 			h->setToArmy(army[i]);
 
- 		p->availableHeroes.push_back(h);
 
- 	}
 
- }
 
- DLL_LINKAGE void GiveBonus::applyGs(CGameState *gs)
 
- {
 
- 	CBonusSystemNode *cbsn = nullptr;
 
- 	switch(who)
 
- 	{
 
- 	case HERO:
 
- 		cbsn = gs->getHero(ObjectInstanceID(id));
 
- 		break;
 
- 	case PLAYER:
 
- 		cbsn = gs->getPlayer(PlayerColor(id));
 
- 		break;
 
- 	case TOWN:
 
- 		cbsn = gs->getTown(ObjectInstanceID(id));
 
- 		break;
 
- 	}
 
- 	assert(cbsn);
 
- 	if(Bonus::OneWeek(&bonus))
 
- 		bonus.turnsRemain = 8 - gs->getDate(Date::DAY_OF_WEEK); // set correct number of days before adding bonus
 
- 	auto b = std::make_shared<Bonus>(bonus);
 
- 	cbsn->addNewBonus(b);
 
- 	std::string &descr = b->description;
 
- 	if(!bdescr.message.size()
 
- 		&& bonus.source == Bonus::OBJECT
 
- 		&& (bonus.type == Bonus::LUCK || bonus.type == Bonus::MORALE))
 
- 	{
 
- 		descr = VLC->generaltexth->arraytxt[bonus.val > 0 ? 110 : 109]; //+/-%d Temporary until next battle"
 
- 	}
 
- 	else
 
- 	{
 
- 		bdescr.toString(descr);
 
- 	}
 
- 	// Some of(?) versions of H3 use %s here instead of %d. Try to replace both of them
 
- 	boost::replace_first(descr,"%d",boost::lexical_cast<std::string>(std::abs(bonus.val)));
 
- 	boost::replace_first(descr,"%s",boost::lexical_cast<std::string>(std::abs(bonus.val)));
 
- }
 
- DLL_LINKAGE void ChangeObjPos::applyGs(CGameState *gs)
 
- {
 
- 	CGObjectInstance *obj = gs->getObjInstance(objid);
 
- 	if(!obj)
 
- 	{
 
- 		logNetwork->errorStream() << "Wrong ChangeObjPos: object " << objid.getNum() << " doesn't exist!";
 
- 		return;
 
- 	}
 
- 	gs->map->removeBlockVisTiles(obj);
 
- 	obj->pos = nPos;
 
- 	gs->map->addBlockVisTiles(obj);
 
- }
 
- DLL_LINKAGE void ChangeObjectVisitors::applyGs(CGameState *gs)
 
- {
 
- 	switch (mode) {
 
- 		case VISITOR_ADD:
 
- 			gs->getHero(hero)->visitedObjects.insert(object);
 
- 			gs->getPlayer(gs->getHero(hero)->tempOwner)->visitedObjects.insert(object);
 
- 			break;
 
- 		case VISITOR_ADD_TEAM:
 
- 			{
 
- 				TeamState *ts = gs->getPlayerTeam(gs->getHero(hero)->tempOwner);
 
- 				for (auto & color : ts->players)
 
- 				{
 
- 					gs->getPlayer(color)->visitedObjects.insert(object);
 
- 				}
 
- 			}
 
- 			break;
 
- 		case VISITOR_CLEAR:
 
- 			for (CGHeroInstance * hero : gs->map->allHeroes)
 
- 			{
 
- 				if (hero)
 
- 				{
 
- 					hero->visitedObjects.erase(object); // remove visit info from all heroes, including those that are not present on map
 
- 				}
 
- 			}
 
- 			for(auto &elem : gs->players)
 
- 			{
 
- 				elem.second.visitedObjects.erase(object);
 
- 			}
 
- 			break;
 
- 		case VISITOR_REMOVE:
 
- 			gs->getHero(hero)->visitedObjects.erase(object);
 
- 			break;
 
- 	}
 
- }
 
- DLL_LINKAGE void PlayerEndsGame::applyGs(CGameState *gs)
 
- {
 
- 	PlayerState *p = gs->getPlayer(player);
 
- 	if(victoryLossCheckResult.victory()) p->status = EPlayerStatus::WINNER;
 
- 	else p->status = EPlayerStatus::LOSER;
 
- }
 
- DLL_LINKAGE void RemoveBonus::applyGs(CGameState *gs)
 
- {
 
- 	CBonusSystemNode *node;
 
- 	if (who == HERO)
 
- 		node = gs->getHero(ObjectInstanceID(whoID));
 
- 	else
 
- 		node = gs->getPlayer(PlayerColor(whoID));
 
- 	BonusList &bonuses = node->getExportedBonusList();
 
- 	for (int i = 0; i < bonuses.size(); i++)
 
- 	{
 
- 		auto b = bonuses[i];
 
- 		if(b->source == source && b->sid == id)
 
- 		{
 
- 			bonus = *b; //backup bonus (to show to interfaces later)
 
- 			node->removeBonus(b);
 
- 			break;
 
- 		}
 
- 	}
 
- }
 
- DLL_LINKAGE void RemoveObject::applyGs(CGameState *gs)
 
- {
 
- 	CGObjectInstance *obj = gs->getObjInstance(id);
 
- 	logGlobal->debugStream() << "removing object id=" << id << "; address=" << (intptr_t)obj << "; name=" << obj->getObjectName();
 
- 	//unblock tiles
 
- 	gs->map->removeBlockVisTiles(obj);
 
- 	if(obj->ID==Obj::HERO)
 
- 	{
 
- 		CGHeroInstance *h = static_cast<CGHeroInstance*>(obj);
 
- 		PlayerState *p = gs->getPlayer(h->tempOwner);
 
- 		gs->map->heroesOnMap -= h;
 
- 		p->heroes -= h;
 
- 		h->detachFrom(h->whereShouldBeAttached(gs));
 
- 		h->tempOwner = PlayerColor::NEUTRAL; //no one owns beaten hero
 
- 		vstd::erase_if(h->artifactsInBackpack, [](const ArtSlotInfo& asi)
 
- 		{
 
- 			return asi.artifact->artType->id == ArtifactID::GRAIL;
 
- 		});
 
- 		if(h->visitedTown)
 
- 		{
 
- 			if(h->inTownGarrison)
 
- 				h->visitedTown->garrisonHero = nullptr;
 
- 			else
 
- 				h->visitedTown->visitingHero = nullptr;
 
- 			h->visitedTown = nullptr;
 
- 		}
 
- 		//return hero to the pool, so he may reappear in tavern
 
- 		gs->hpool.heroesPool[h->subID] = h;
 
- 		if(!vstd::contains(gs->hpool.pavailable, h->subID))
 
- 			gs->hpool.pavailable[h->subID] = 0xff;
 
- 		gs->map->objects[id.getNum()] = nullptr;
 
- 		//If hero on Boat is removed, the Boat disappears
 
- 		if(h->boat)
 
- 		{
 
- 			gs->map->instanceNames.erase(h->boat->instanceName);
 
- 			gs->map->objects[h->boat->id.getNum()].dellNull();
 
- 			h->boat = nullptr;
 
- 		}
 
- 		return;
 
- 	}
 
- 	auto quest = dynamic_cast<const IQuestObject *>(obj);
 
- 	if (quest)
 
- 	{
 
- 		gs->map->quests[quest->quest->qid] = nullptr;
 
- 		for (auto &player : gs->players)
 
- 		{
 
- 			for (auto &q : player.second.quests)
 
- 			{
 
- 				if (q.obj == obj)
 
- 				{
 
- 					q.obj = nullptr;
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- 	for (TriggeredEvent & event : gs->map->triggeredEvents)
 
- 	{
 
- 		auto patcher = [&](EventCondition cond) -> EventExpression::Variant
 
- 		{
 
- 			if (cond.object == obj)
 
- 			{
 
- 				if (cond.condition == EventCondition::DESTROY || cond.condition == EventCondition::DESTROY_0)
 
- 				{
 
- 					cond.condition = EventCondition::CONST_VALUE;
 
- 					cond.value = 1; // destroyed object, from now on always fulfilled
 
- 				}
 
- 				else if (cond.condition == EventCondition::CONTROL || cond.condition == EventCondition::HAVE_0)
 
- 				{
 
- 					cond.condition = EventCondition::CONST_VALUE;
 
- 					cond.value = 0; // destroyed object, from now on can not be fulfilled
 
- 				}
 
- 			}
 
- 			return cond;
 
- 		};
 
- 		event.trigger = event.trigger.morph(patcher);
 
- 	}
 
- 	gs->map->instanceNames.erase(obj->instanceName);
 
- 	gs->map->objects[id.getNum()].dellNull();
 
- 	gs->map->calculateGuardingGreaturePositions();
 
- }
 
- static int getDir(int3 src, int3 dst)
 
- {
 
- 	int ret = -1;
 
- 	if(dst.x+1 == src.x && dst.y+1 == src.y) //tl
 
- 	{
 
- 		ret = 1;
 
- 	}
 
- 	else if(dst.x == src.x && dst.y+1 == src.y) //t
 
- 	{
 
- 		ret = 2;
 
- 	}
 
- 	else if(dst.x-1 == src.x && dst.y+1 == src.y) //tr
 
- 	{
 
- 		ret = 3;
 
- 	}
 
- 	else if(dst.x-1 == src.x && dst.y == src.y) //r
 
- 	{
 
- 		ret = 4;
 
- 	}
 
- 	else if(dst.x-1 == src.x && dst.y-1 == src.y) //br
 
- 	{
 
- 		ret = 5;
 
- 	}
 
- 	else if(dst.x == src.x && dst.y-1 == src.y) //b
 
- 	{
 
- 		ret = 6;
 
- 	}
 
- 	else if(dst.x+1 == src.x && dst.y-1 == src.y) //bl
 
- 	{
 
- 		ret = 7;
 
- 	}
 
- 	else if(dst.x+1 == src.x && dst.y == src.y) //l
 
- 	{
 
- 		ret = 8;
 
- 	}
 
- 	return ret;
 
- }
 
- void TryMoveHero::applyGs(CGameState *gs)
 
- {
 
- 	CGHeroInstance *h = gs->getHero(id);
 
- 	if (!h)
 
- 	{
 
- 		logGlobal->errorStream() << "Attempt ot move unavailable hero " << id;
 
- 		return;
 
- 	}
 
- 	h->movement = movePoints;
 
- 	if((result == SUCCESS || result == BLOCKING_VISIT || result == EMBARK || result == DISEMBARK) && start != end)
 
- 	{
 
- 		auto dir = getDir(start,end);
 
- 		if(dir > 0  &&  dir <= 8)
 
- 			h->moveDir = dir;
 
- 		//else don`t change move direction - hero might have traversed the subterranean gate, direction should be kept
 
- 	}
 
- 	if(result == EMBARK) //hero enters boat at destination tile
 
- 	{
 
- 		const TerrainTile &tt = gs->map->getTile(CGHeroInstance::convertPosition(end, false));
 
- 		assert(tt.visitableObjects.size() >= 1  &&  tt.visitableObjects.back()->ID == Obj::BOAT); //the only visitable object at destination is Boat
 
- 		CGBoat *boat = static_cast<CGBoat*>(tt.visitableObjects.back());
 
- 		gs->map->removeBlockVisTiles(boat); //hero blockvis mask will be used, we don't need to duplicate it with boat
 
- 		h->boat = boat;
 
- 		boat->hero = h;
 
- 	}
 
- 	else if(result == DISEMBARK) //hero leaves boat to destination tile
 
- 	{
 
- 		CGBoat *b = const_cast<CGBoat *>(h->boat);
 
- 		b->direction = h->moveDir;
 
- 		b->pos = start;
 
- 		b->hero = nullptr;
 
- 		gs->map->addBlockVisTiles(b);
 
- 		h->boat = nullptr;
 
- 	}
 
- 	if(start!=end && (result == SUCCESS || result == TELEPORTATION || result == EMBARK || result == DISEMBARK))
 
- 	{
 
- 		gs->map->removeBlockVisTiles(h);
 
- 		h->pos = end;
 
- 		if(CGBoat *b = const_cast<CGBoat *>(h->boat))
 
- 			b->pos = end;
 
- 		gs->map->addBlockVisTiles(h);
 
- 	}
 
- 	for(int3 t : fowRevealed)
 
- 		gs->getPlayerTeam(h->getOwner())->fogOfWarMap[t.x][t.y][t.z] = 1;
 
- }
 
- DLL_LINKAGE void NewStructures::applyGs(CGameState *gs)
 
- {
 
- 	CGTownInstance *t = gs->getTown(tid);
 
- 	for(const auto & id : bid)
 
- 	{
 
- 		assert(t->town->buildings.at(id) != nullptr);
 
- 		t->builtBuildings.insert(id);
 
- 		t->updateAppearance();
 
- 	}
 
- 	t->builded = builded;
 
- 	t->recreateBuildingsBonuses();
 
- }
 
- DLL_LINKAGE void RazeStructures::applyGs(CGameState *gs)
 
- {
 
- 	CGTownInstance *t = gs->getTown(tid);
 
- 	for(const auto & id : bid)
 
- 	{
 
- 		t->builtBuildings.erase(id);
 
- 		t->updateAppearance();
 
- 	}
 
- 	t->destroyed = destroyed; //yeaha
 
- 	t->recreateBuildingsBonuses();
 
- }
 
- DLL_LINKAGE void SetAvailableCreatures::applyGs(CGameState *gs)
 
- {
 
- 	CGDwelling *dw = dynamic_cast<CGDwelling*>(gs->getObjInstance(tid));
 
- 	assert(dw);
 
- 	dw->creatures = creatures;
 
- }
 
- DLL_LINKAGE void SetHeroesInTown::applyGs(CGameState *gs)
 
- {
 
- 	CGTownInstance *t = gs->getTown(tid);
 
- 	CGHeroInstance *v  = gs->getHero(visiting),
 
- 		*g = gs->getHero(garrison);
 
- 	bool newVisitorComesFromGarrison = v && v == t->garrisonHero;
 
- 	bool newGarrisonComesFromVisiting = g && g == t->visitingHero;
 
- 	if(newVisitorComesFromGarrison)
 
- 		t->setGarrisonedHero(nullptr);
 
- 	if(newGarrisonComesFromVisiting)
 
- 		t->setVisitingHero(nullptr);
 
- 	if(!newGarrisonComesFromVisiting || v)
 
- 		t->setVisitingHero(v);
 
- 	if(!newVisitorComesFromGarrison || g)
 
- 		t->setGarrisonedHero(g);
 
- 	if(v)
 
- 	{
 
- 		gs->map->addBlockVisTiles(v);
 
- 	}
 
- 	if(g)
 
- 	{
 
- 		gs->map->removeBlockVisTiles(g);
 
- 	}
 
- }
 
- DLL_LINKAGE void HeroRecruited::applyGs(CGameState *gs)
 
- {
 
- 	assert(vstd::contains(gs->hpool.heroesPool, hid));
 
- 	CGHeroInstance *h = gs->hpool.heroesPool[hid];
 
- 	CGTownInstance *t = gs->getTown(tid);
 
- 	PlayerState *p = gs->getPlayer(player);
 
- 	assert(!h->boat);
 
- 	h->setOwner(player);
 
- 	h->pos = tile;
 
- 	bool fresh = !h->isInitialized();
 
- 	if(fresh)
 
- 	{ // this is a fresh hero who hasn't appeared yet
 
- 		h->movement = h->maxMovePoints(true);
 
- 	}
 
- 	gs->hpool.heroesPool.erase(hid);
 
- 	if(h->id == ObjectInstanceID())
 
- 	{
 
- 		h->id = ObjectInstanceID(gs->map->objects.size());
 
- 		gs->map->objects.push_back(h);
 
- 	}
 
- 	else
 
- 		gs->map->objects[h->id.getNum()] = h;
 
- 	gs->map->heroesOnMap.push_back(h);
 
- 	p->heroes.push_back(h);
 
- 	h->attachTo(p);
 
- 	if(fresh)
 
- 	{
 
- 		h->initObj(gs->getRandomGenerator());
 
- 	}
 
- 	gs->map->addBlockVisTiles(h);
 
- 	if(t)
 
- 	{
 
- 		t->setVisitingHero(h);
 
- 	}
 
- }
 
- DLL_LINKAGE void GiveHero::applyGs(CGameState *gs)
 
- {
 
- 	CGHeroInstance *h = gs->getHero(id);
 
- 	//bonus system
 
- 	h->detachFrom(&gs->globalEffects);
 
- 	h->attachTo(gs->getPlayer(player));
 
- 	h->appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, h->type->heroClass->id)->getTemplates().front();
 
- 	gs->map->removeBlockVisTiles(h,true);
 
- 	h->setOwner(player);
 
- 	h->movement =  h->maxMovePoints(true);
 
- 	gs->map->heroesOnMap.push_back(h);
 
- 	gs->getPlayer(h->getOwner())->heroes.push_back(h);
 
- 	gs->map->addBlockVisTiles(h);
 
- 	h->inTownGarrison = false;
 
- }
 
- DLL_LINKAGE void NewObject::applyGs(CGameState *gs)
 
- {
 
- 	const TerrainTile &t = gs->map->getTile(pos);
 
- 	ETerrainType terrainType = t.terType;
 
- 	CGObjectInstance *o = nullptr;
 
- 	switch(ID)
 
- 	{
 
- 	case Obj::BOAT:
 
- 		o = new CGBoat();
 
- 		terrainType = ETerrainType::WATER; //TODO: either boat should only spawn on water, or all water objects should be handled this way
 
- 		break;
 
- 	case Obj::MONSTER: //probably more options will be needed
 
- 		o = new CGCreature();
 
- 		{
 
- 			//CStackInstance hlp;
 
- 			CGCreature *cre = static_cast<CGCreature*>(o);
 
- 			//cre->slots[0] = hlp;
 
- 			cre->notGrowingTeam = cre->neverFlees = 0;
 
- 			cre->character = 2;
 
- 			cre->gainedArtifact = ArtifactID::NONE;
 
- 			cre->identifier = -1;
 
- 			cre->addToSlot(SlotID(0), new CStackInstance(CreatureID(subID), -1)); //add placeholder stack
 
- 		}
 
- 		break;
 
- 	default:
 
- 		o = new CGObjectInstance();
 
- 		break;
 
- 	}
 
- 	o->ID = ID;
 
- 	o->subID = subID;
 
- 	o->pos = pos;
 
- 	o->appearance = VLC->objtypeh->getHandlerFor(o->ID, o->subID)->getTemplates(terrainType).front();
 
- 	id = o->id = ObjectInstanceID(gs->map->objects.size());
 
- 	gs->map->objects.push_back(o);
 
- 	gs->map->addBlockVisTiles(o);
 
- 	o->initObj(gs->getRandomGenerator());
 
- 	gs->map->calculateGuardingGreaturePositions();
 
- 	logGlobal->debugStream() << "added object id=" << id << "; address=" << (intptr_t)o << "; name=" << o->getObjectName();
 
- }
 
- DLL_LINKAGE void NewArtifact::applyGs(CGameState *gs)
 
- {
 
- 	assert(!vstd::contains(gs->map->artInstances, art));
 
- 	gs->map->addNewArtifactInstance(art);
 
- 	assert(!art->getParentNodes().size());
 
- 	art->setType(art->artType);
 
- 	if (CCombinedArtifactInstance* cart = dynamic_cast<CCombinedArtifactInstance*>(art.get()))
 
- 		cart->createConstituents();
 
- }
 
- DLL_LINKAGE const CStackInstance * StackLocation::getStack()
 
- {
 
- 	if(!army->hasStackAtSlot(slot))
 
- 	{
 
- 		logNetwork->warnStream() << "Warning: " << army->nodeName() << " don't have a stack at slot " << slot;
 
- 		return nullptr;
 
- 	}
 
- 	return &army->getStack(slot);
 
- }
 
- struct ObjectRetriever : boost::static_visitor<const CArmedInstance *>
 
- {
 
- 	const CArmedInstance * operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
 
- 	{
 
- 		return h;
 
- 	}
 
- 	const CArmedInstance * operator()(const ConstTransitivePtr<CStackInstance> &s) const
 
- 	{
 
- 		return s->armyObj;
 
- 	}
 
- };
 
- template <typename T>
 
- struct GetBase : boost::static_visitor<T*>
 
- {
 
- 	template <typename TArg>
 
- 	T * operator()(TArg &arg) const
 
- 	{
 
- 		return arg;
 
- 	}
 
- };
 
- DLL_LINKAGE void ArtifactLocation::removeArtifact()
 
- {
 
- 	CArtifactInstance *a = getArt();
 
- 	assert(a);
 
- 	a->removeFrom(*this);
 
- }
 
- DLL_LINKAGE const CArmedInstance * ArtifactLocation::relatedObj() const
 
- {
 
- 	return boost::apply_visitor(ObjectRetriever(), artHolder);
 
- }
 
- DLL_LINKAGE PlayerColor ArtifactLocation::owningPlayer() const
 
- {
 
- 	auto obj = relatedObj();
 
- 	return obj ? obj->tempOwner : PlayerColor::NEUTRAL;
 
- }
 
- DLL_LINKAGE CArtifactSet *ArtifactLocation::getHolderArtSet()
 
- {
 
- 	return boost::apply_visitor(GetBase<CArtifactSet>(), artHolder);
 
- }
 
- DLL_LINKAGE CBonusSystemNode *ArtifactLocation::getHolderNode()
 
- {
 
- 	return boost::apply_visitor(GetBase<CBonusSystemNode>(), artHolder);
 
- }
 
- DLL_LINKAGE const CArtifactInstance *ArtifactLocation::getArt() const
 
- {
 
- 	const ArtSlotInfo *s = getSlot();
 
- 	if(s && s->artifact)
 
- 	{
 
- 		if(!s->locked)
 
- 			return s->artifact;
 
- 		else
 
- 		{
 
- 			logNetwork->warnStream() << "ArtifactLocation::getArt: This location is locked!";
 
- 			return nullptr;
 
- 		}
 
- 	}
 
- 	return nullptr;
 
- }
 
- DLL_LINKAGE const CArtifactSet * ArtifactLocation::getHolderArtSet() const
 
- {
 
- 	ArtifactLocation *t = const_cast<ArtifactLocation*>(this);
 
- 	return t->getHolderArtSet();
 
- }
 
- DLL_LINKAGE const CBonusSystemNode * ArtifactLocation::getHolderNode() const
 
- {
 
- 	ArtifactLocation *t = const_cast<ArtifactLocation*>(this);
 
- 	return t->getHolderNode();
 
- }
 
- DLL_LINKAGE CArtifactInstance *ArtifactLocation::getArt()
 
- {
 
- 	const ArtifactLocation *t = this;
 
- 	return const_cast<CArtifactInstance*>(t->getArt());
 
- }
 
- DLL_LINKAGE const ArtSlotInfo *ArtifactLocation::getSlot() const
 
- {
 
- 	return getHolderArtSet()->getSlot(slot);
 
- }
 
- DLL_LINKAGE void ChangeStackCount::applyGs(CGameState *gs)
 
- {
 
- 	if(absoluteValue)
 
- 		sl.army->setStackCount(sl.slot, count);
 
- 	else
 
- 		sl.army->changeStackCount(sl.slot, count);
 
- }
 
- DLL_LINKAGE void SetStackType::applyGs(CGameState *gs)
 
- {
 
- 	sl.army->setStackType(sl.slot, type);
 
- }
 
- DLL_LINKAGE void EraseStack::applyGs(CGameState *gs)
 
- {
 
- 	sl.army->eraseStack(sl.slot);
 
- }
 
- DLL_LINKAGE void SwapStacks::applyGs(CGameState *gs)
 
- {
 
- 	CStackInstance *s1 = sl1.army->detachStack(sl1.slot),
 
- 		*s2 = sl2.army->detachStack(sl2.slot);
 
- 	sl2.army->putStack(sl2.slot, s1);
 
- 	sl1.army->putStack(sl1.slot, s2);
 
- }
 
- DLL_LINKAGE void InsertNewStack::applyGs(CGameState *gs)
 
- {
 
- 	auto s = new CStackInstance(stack.type, stack.count);
 
- 	sl.army->putStack(sl.slot, s);
 
- }
 
- DLL_LINKAGE void RebalanceStacks::applyGs(CGameState *gs)
 
- {
 
- 	const CCreature *srcType = src.army->getCreature(src.slot);
 
- 	TQuantity srcCount = src.army->getStackCount(src.slot);
 
- 	bool stackExp = VLC->modh->modules.STACK_EXP;
 
- 	if(srcCount == count) //moving whole stack
 
- 	{
 
- 		if(const CCreature *c = dst.army->getCreature(dst.slot)) //stack at dest -> merge
 
- 		{
 
- 			assert(c == srcType);
 
- 			UNUSED(c);
 
- 			auto alHere = ArtifactLocation (src.getStack(), ArtifactPosition::CREATURE_SLOT);
 
- 			auto alDest = ArtifactLocation (dst.getStack(), ArtifactPosition::CREATURE_SLOT);
 
- 			auto artHere = alHere.getArt();
 
- 			auto artDest = alDest.getArt();
 
- 			if (artHere)
 
- 			{
 
- 				if (alDest.getArt())
 
- 				{
 
- 					auto hero = dynamic_cast <CGHeroInstance *>(src.army.get());
 
- 					if (hero)
 
- 					{
 
- 						artDest->move (alDest, ArtifactLocation (hero, alDest.getArt()->firstBackpackSlot (hero)));
 
- 					}
 
- 					//else - artifact cna be lost :/
 
- 					else
 
- 					{
 
- 						logNetwork->warnStream() << "Artifact is present at destination slot!";
 
- 					}
 
- 					artHere->move (alHere, alDest);
 
- 					//TODO: choose from dialog
 
- 				}
 
- 				else //just move to the other slot before stack gets erased
 
- 				{
 
- 					artHere->move (alHere, alDest);
 
- 				}
 
- 			}
 
- 			if (stackExp)
 
- 			{
 
- 				ui64 totalExp = srcCount * src.army->getStackExperience(src.slot) + dst.army->getStackCount(dst.slot) * dst.army->getStackExperience(dst.slot);
 
- 				src.army->eraseStack(src.slot);
 
- 				dst.army->changeStackCount(dst.slot, count);
 
- 				dst.army->setStackExp(dst.slot, totalExp /(dst.army->getStackCount(dst.slot))); //mean
 
- 			}
 
- 			else
 
- 			{
 
- 				src.army->eraseStack(src.slot);
 
- 				dst.army->changeStackCount(dst.slot, count);
 
- 			}
 
- 		}
 
- 		else //move stack to an empty slot, no exp change needed
 
- 		{
 
- 			CStackInstance *stackDetached = src.army->detachStack(src.slot);
 
- 			dst.army->putStack(dst.slot, stackDetached);
 
- 		}
 
- 	}
 
- 	else
 
- 	{
 
- 		if(const CCreature *c = dst.army->getCreature(dst.slot)) //stack at dest -> rebalance
 
- 		{
 
- 			assert(c == srcType);
 
- 			UNUSED(c);
 
- 			if (stackExp)
 
- 			{
 
- 				ui64 totalExp = srcCount * src.army->getStackExperience(src.slot) + dst.army->getStackCount(dst.slot) * dst.army->getStackExperience(dst.slot);
 
- 				src.army->changeStackCount(src.slot, -count);
 
- 				dst.army->changeStackCount(dst.slot, count);
 
- 				dst.army->setStackExp(dst.slot, totalExp /(src.army->getStackCount(src.slot) + dst.army->getStackCount(dst.slot))); //mean
 
- 			}
 
- 			else
 
- 			{
 
- 				src.army->changeStackCount(src.slot, -count);
 
- 				dst.army->changeStackCount(dst.slot, count);
 
- 			}
 
- 		}
 
- 		else //split stack to an empty slot
 
- 		{
 
- 			src.army->changeStackCount(src.slot, -count);
 
- 			dst.army->addToSlot(dst.slot, srcType->idNumber, count, false);
 
- 			if (stackExp)
 
- 				dst.army->setStackExp(dst.slot, src.army->getStackExperience(src.slot));
 
- 		}
 
- 	}
 
- 	CBonusSystemNode::treeHasChanged();
 
- }
 
- DLL_LINKAGE void PutArtifact::applyGs(CGameState *gs)
 
- {
 
- 	assert(art->canBePutAt(al));
 
- 	art->putAt(al);
 
- 	//al.hero->putArtifact(al.slot, art);
 
- }
 
- DLL_LINKAGE void EraseArtifact::applyGs(CGameState *gs)
 
- {
 
- 	auto slot = al.getSlot();
 
- 	if(slot->locked)
 
- 	{
 
- 		logGlobal->debugStream() << "Erasing locked artifact: " << slot->artifact->artType->Name();
 
- 		DisassembledArtifact dis;
 
- 		dis.al.artHolder = al.artHolder;
 
- 		auto aset = al.getHolderArtSet();
 
- 		#ifndef NDEBUG
 
- 		bool found = false;
 
-         #endif
 
- 		for(auto& p : aset->artifactsWorn)
 
- 		{
 
- 			auto art = p.second.artifact;
 
- 			if(art->canBeDisassembled() && art->isPart(slot->artifact))
 
- 			{
 
- 				dis.al.slot = aset->getArtPos(art);
 
- 				#ifndef NDEBUG
 
- 				found = true;
 
-                 #endif
 
- 				break;
 
- 			}
 
- 		}
 
- 		assert(found && "Failed to determine the assembly this locked artifact belongs to");
 
- 		logGlobal->debugStream() << "Found the corresponding assembly: " << dis.al.getSlot()->artifact->artType->Name();
 
- 		dis.applyGs(gs);
 
- 	}
 
- 	else
 
- 	{
 
- 		logGlobal->debugStream() << "Erasing artifact " << slot->artifact->artType->Name();
 
- 	}
 
- 	al.removeArtifact();
 
- }
 
- DLL_LINKAGE void MoveArtifact::applyGs(CGameState *gs)
 
- {
 
- 	CArtifactInstance *a = src.getArt();
 
- 	if(dst.slot < GameConstants::BACKPACK_START)
 
- 		assert(!dst.getArt());
 
- 	a->move(src, dst);
 
- 	//TODO what'll happen if Titan's thunder is equipped by pickin git up or the start of game?
 
- 	if (a->artType->id == ArtifactID::TITANS_THUNDER && dst.slot == ArtifactPosition::RIGHT_HAND) //Titan's Thunder creates new spellbook on equip
 
- 	{
 
- 		auto hPtr = boost::get<ConstTransitivePtr<CGHeroInstance> >(&dst.artHolder);
 
- 		if(hPtr)
 
- 		{
 
- 			CGHeroInstance *h = *hPtr;
 
- 			if(h && !h->hasSpellbook())
 
- 				gs->giveHeroArtifact(h, ArtifactID::SPELLBOOK);
 
- 		}
 
- 	}
 
- }
 
- DLL_LINKAGE void AssembledArtifact::applyGs(CGameState *gs)
 
- {
 
- 	CArtifactSet *artSet = al.getHolderArtSet();
 
- 	const CArtifactInstance *transformedArt = al.getArt();
 
- 	assert(transformedArt);
 
- 	assert(vstd::contains(transformedArt->assemblyPossibilities(artSet), builtArt));
 
- 	UNUSED(transformedArt);
 
- 	auto combinedArt = new CCombinedArtifactInstance(builtArt);
 
- 	gs->map->addNewArtifactInstance(combinedArt);
 
- 	//retrieve all constituents
 
- 	for(const CArtifact * constituent : *builtArt->constituents)
 
- 	{
 
- 		ArtifactPosition pos = artSet->getArtPos(constituent->id);
 
- 		assert(pos >= 0);
 
- 		CArtifactInstance *constituentInstance = artSet->getArt(pos);
 
- 		//move constituent from hero to be part of new, combined artifact
 
- 		constituentInstance->removeFrom(ArtifactLocation(al.artHolder, pos));
 
- 		combinedArt->addAsConstituent(constituentInstance, pos);
 
- 		if(!vstd::contains(combinedArt->artType->possibleSlots[artSet->bearerType()], al.slot) && vstd::contains(combinedArt->artType->possibleSlots[artSet->bearerType()], pos))
 
- 			al.slot = pos;
 
- 	}
 
- 	//put new combined artifacts
 
- 	combinedArt->putAt(al);
 
- }
 
- DLL_LINKAGE void DisassembledArtifact::applyGs(CGameState *gs)
 
- {
 
- 	CCombinedArtifactInstance *disassembled = dynamic_cast<CCombinedArtifactInstance*>(al.getArt());
 
- 	assert(disassembled);
 
- 	std::vector<CCombinedArtifactInstance::ConstituentInfo> constituents = disassembled->constituentsInfo;
 
- 	disassembled->removeFrom(al);
 
- 	for(CCombinedArtifactInstance::ConstituentInfo &ci : constituents)
 
- 	{
 
- 		ArtifactLocation constituentLoc = al;
 
- 		constituentLoc.slot = (ci.slot >= 0 ? ci.slot : al.slot); //-1 is slot of main constituent -> it'll replace combined artifact in its pos
 
- 		disassembled->detachFrom(ci.art);
 
- 		ci.art->putAt(constituentLoc);
 
- 	}
 
- 	gs->map->eraseArtifactInstance(disassembled);
 
- }
 
- DLL_LINKAGE void HeroVisit::applyGs(CGameState *gs)
 
- {
 
- }
 
- DLL_LINKAGE void SetAvailableArtifacts::applyGs(CGameState *gs)
 
- {
 
- 	if(id >= 0)
 
- 	{
 
- 		if(CGBlackMarket *bm = dynamic_cast<CGBlackMarket*>(gs->map->objects[id].get()))
 
- 		{
 
- 			bm->artifacts = arts;
 
- 		}
 
- 		else
 
- 		{
 
- 			logNetwork->errorStream() << "Wrong black market id!";
 
- 		}
 
- 	}
 
- 	else
 
- 	{
 
- 		CGTownInstance::merchantArtifacts = arts;
 
- 	}
 
- }
 
- DLL_LINKAGE void NewTurn::applyGs(CGameState *gs)
 
- {
 
- 	gs->day = day;
 
- 	// Update bonuses before doing anything else so hero don't get more MP than needed
 
- 	gs->globalEffects.popBonuses(Bonus::OneDay); //works for children -> all game objs
 
- 	gs->globalEffects.updateBonuses(Bonus::NDays);
 
- 	gs->globalEffects.updateBonuses(Bonus::OneWeek);
 
- 	//TODO not really a single root hierarchy, what about bonuses placed elsewhere? [not an issue with H3 mechanics but in the future...]
 
- 	for(NewTurn::Hero h : heroes) //give mana/movement point
 
- 	{
 
- 		CGHeroInstance *hero = gs->getHero(h.id);
 
- 		if(!hero)
 
- 		{
 
- 			// retreated or surrendered hero who has not been reset yet
 
- 			for(auto& hp : gs->hpool.heroesPool)
 
- 			{
 
- 				if(hp.second->id == h.id)
 
- 				{
 
- 					hero = hp.second;
 
- 					break;
 
- 				}
 
- 			}
 
- 		}
 
- 		if(!hero)
 
- 		{
 
- 			logGlobal->errorStream() << "Hero " << h.id << " not found in NewTurn::applyGs";
 
- 			continue;
 
- 		}
 
- 		hero->movement = h.move;
 
- 		hero->mana = h.mana;
 
- 	}
 
- 	for(auto i = res.cbegin(); i != res.cend(); i++)
 
- 	{
 
- 		assert(i->first < PlayerColor::PLAYER_LIMIT);
 
- 		gs->getPlayer(i->first)->resources = i->second;
 
- 	}
 
- 	for(auto creatureSet : cres) //set available creatures in towns
 
- 		creatureSet.second.applyGs(gs);
 
- 	for(CGTownInstance* t : gs->map->towns)
 
- 		t->builded = 0;
 
- 	if(gs->getDate(Date::DAY_OF_WEEK) == 1)
 
- 		gs->updateRumor();
 
- 	//count days without town for all players, regardless of their turn order
 
- 	for (auto &p : gs->players)
 
- 	{
 
- 		PlayerState & playerState = p.second;
 
- 		if (playerState.status == EPlayerStatus::INGAME)
 
- 		{
 
- 			if (playerState.towns.empty())
 
- 			{
 
- 				if (playerState.daysWithoutCastle)
 
- 					++(*playerState.daysWithoutCastle);
 
- 				else playerState.daysWithoutCastle = 0;
 
- 			}
 
- 			else
 
- 			{
 
- 				playerState.daysWithoutCastle = boost::none;
 
- 			}
 
- 		}
 
- 	}
 
- }
 
- DLL_LINKAGE void SetObjectProperty::applyGs(CGameState *gs)
 
- {
 
- 	CGObjectInstance *obj = gs->getObjInstance(id);
 
- 	if(!obj)
 
- 	{
 
- 		logNetwork->errorStream() << "Wrong object ID - property cannot be set!";
 
- 		return;
 
- 	}
 
- 	CArmedInstance *cai = dynamic_cast<CArmedInstance *>(obj);
 
- 	if(what == ObjProperty::OWNER && cai)
 
- 	{
 
- 		if(obj->ID == Obj::TOWN)
 
- 		{
 
- 			CGTownInstance *t = static_cast<CGTownInstance*>(obj);
 
- 			if(t->tempOwner < PlayerColor::PLAYER_LIMIT)
 
- 				gs->getPlayer(t->tempOwner)->towns -= t;
 
- 			if(val < PlayerColor::PLAYER_LIMIT_I)
 
- 			{
 
- 				PlayerState * p = gs->getPlayer(PlayerColor(val));
 
- 				p->towns.push_back(t);
 
- 				//reset counter before NewTurn to avoid no town message if game loaded at turn when one already captured
 
- 				if(p->daysWithoutCastle)
 
- 					p->daysWithoutCastle = boost::none;
 
- 			}
 
- 		}
 
- 		CBonusSystemNode *nodeToMove = cai->whatShouldBeAttached();
 
- 		nodeToMove->detachFrom(cai->whereShouldBeAttached(gs));
 
- 		obj->setProperty(what,val);
 
- 		nodeToMove->attachTo(cai->whereShouldBeAttached(gs));
 
- 	}
 
- 	else //not an armed instance
 
- 	{
 
- 		obj->setProperty(what,val);
 
- 	}
 
- }
 
- DLL_LINKAGE void PrepareHeroLevelUp::applyGs(CGameState *gs)
 
- {
 
- 	CGHeroInstance * h = gs->getHero(hero->id);
 
- 	auto proposedSkills = h->getLevelUpProposedSecondarySkills();
 
- 	if(skills.size() == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
 
- 	{
 
- 		skills.push_back(*RandomGeneratorUtil::nextItem(proposedSkills, h->skillsInfo.rand));
 
- 	}
 
- 	else
 
- 	{
 
- 		skills = proposedSkills;
 
- 	}
 
- }
 
- DLL_LINKAGE void HeroLevelUp::applyGs(CGameState *gs)
 
- {
 
- 	CGHeroInstance * h = gs->getHero(hero->id);
 
- 	h->levelUp(skills);
 
- }
 
- DLL_LINKAGE void CommanderLevelUp::applyGs (CGameState *gs)
 
- {
 
- 	CCommanderInstance * commander = gs->getHero(hero->id)->commander;
 
- 	assert (commander);
 
- 	commander->levelUp();
 
- }
 
- DLL_LINKAGE void BattleStart::applyGs(CGameState *gs)
 
- {
 
- 	gs->curB = info;
 
- 	gs->curB->localInit();
 
- }
 
- DLL_LINKAGE void BattleNextRound::applyGs(CGameState *gs)
 
- {
 
- 	for (int i = 0; i < 2; ++i)
 
- 	{
 
- 		gs->curB->sides[i].castSpellsCount = 0;
 
- 		vstd::amax(--gs->curB->sides[i].enchanterCounter, 0);
 
- 	}
 
- 	gs->curB->round = round;
 
- 	for(CStack *s : gs->curB->stacks)
 
- 	{
 
- 		s->state -= EBattleStackState::DEFENDING;
 
- 		s->state -= EBattleStackState::WAITING;
 
- 		s->state -= EBattleStackState::MOVED;
 
- 		s->state -= EBattleStackState::HAD_MORALE;
 
- 		s->state -= EBattleStackState::FEAR;
 
- 		s->state -= EBattleStackState::DRAINED_MANA;
 
- 		s->counterAttacksPerformed = 0;
 
- 		s->counterAttacksTotalCache = 0;
 
- 		// new turn effects
 
- 		s->updateBonuses(Bonus::NTurns);
 
- 		if(s->alive() && vstd::contains(s->state, EBattleStackState::CLONED))
 
- 		{
 
- 			//cloned stack has special lifetime marker
 
- 			//check it after bonuses updated in battleTurnPassed()
 
- 			if(!s->hasBonus(Selector::type(Bonus::NONE).And(Selector::source(Bonus::SPELL_EFFECT, SpellID::CLONE))))
 
- 				s->makeGhost();
 
- 		}
 
- 	}
 
- 	for(auto &obst : gs->curB->obstacles)
 
- 		obst->battleTurnPassed();
 
- }
 
- DLL_LINKAGE void BattleSetActiveStack::applyGs(CGameState *gs)
 
- {
 
- 	gs->curB->activeStack = stack;
 
- 	CStack *st = gs->curB->getStack(stack);
 
- 	//remove bonuses that last until when stack gets new turn
 
- 	st->popBonuses(Bonus::UntilGetsTurn);
 
- 	if(vstd::contains(st->state,EBattleStackState::MOVED)) //if stack is moving second time this turn it must had a high morale bonus
 
- 		st->state.insert(EBattleStackState::HAD_MORALE);
 
- }
 
- DLL_LINKAGE void BattleTriggerEffect::applyGs(CGameState *gs)
 
- {
 
- 	CStack *st = gs->curB->getStack(stackID);
 
- 	switch (effect)
 
- 	{
 
- 		case Bonus::HP_REGENERATION:
 
- 			st->firstHPleft += val;
 
- 			vstd::amin (st->firstHPleft, (ui32)st->MaxHealth());
 
- 			break;
 
- 		case Bonus::MANA_DRAIN:
 
- 		{
 
- 			CGHeroInstance * h = gs->getHero(ObjectInstanceID(additionalInfo));
 
- 			st->state.insert (EBattleStackState::DRAINED_MANA);
 
- 			h->mana -= val;
 
- 			vstd::amax(h->mana, 0);
 
- 			break;
 
- 		}
 
- 		case Bonus::POISON:
 
- 		{
 
- 			auto b = st->getBonusLocalFirst(Selector::source(Bonus::SPELL_EFFECT, SpellID::POISON)
 
- 					.And(Selector::type(Bonus::STACK_HEALTH)));
 
- 			if (b)
 
- 				b->val = val;
 
- 			break;
 
- 		}
 
- 		case Bonus::ENCHANTER:
 
- 			break;
 
- 		case Bonus::FEAR:
 
- 			st->state.insert(EBattleStackState::FEAR);
 
- 			break;
 
- 		default:
 
- 			logNetwork->warnStream() << "Unrecognized trigger effect type "<< effect;
 
- 	}
 
- }
 
- DLL_LINKAGE void BattleObstaclePlaced::applyGs(CGameState *gs)
 
- {
 
- 	gs->curB->obstacles.push_back(obstacle);
 
- }
 
- DLL_LINKAGE void BattleUpdateGateState::applyGs(CGameState *gs)
 
- {
 
- 	if(gs->curB)
 
- 		gs->curB->si.gateState = state;
 
- }
 
- void BattleResult::applyGs(CGameState *gs)
 
- {
 
- 	for (CStack *s : gs->curB->stacks)
 
- 	{
 
- 		if (s->base && s->base->armyObj && vstd::contains(s->state, EBattleStackState::SUMMONED))
 
- 		{
 
- 			//stack with SUMMONED flag but coming from garrison -> most likely resurrected, needs to be removed
 
- 			assert(&s->base->armyObj->getStack(s->slot) == s->base);
 
- 			const_cast<CArmedInstance*>(s->base->armyObj)->eraseStack(s->slot);
 
- 		}
 
- 	}
 
- 	for (auto & elem : gs->curB->stacks)
 
- 		delete elem;
 
- 	for(int i = 0; i < 2; ++i)
 
- 	{
 
- 		if(auto h = gs->curB->battleGetFightingHero(i))
 
- 		{
 
- 			h->popBonuses(Bonus::OneBattle); 	//remove any "until next battle" bonuses
 
- 			if (h->commander && h->commander->alive)
 
- 			{
 
- 				for (auto art : h->commander->artifactsWorn) //increment bonuses for commander artifacts
 
- 				{
 
- 					art.second.artifact->artType->levelUpArtifact (art.second.artifact);
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- 	if(VLC->modh->modules.STACK_EXP)
 
- 	{
 
- 		for(int i = 0; i < 2; i++)
 
- 			if(exp[i])
 
- 				gs->curB->battleGetArmyObject(i)->giveStackExp(exp[i]);
 
- 		CBonusSystemNode::treeHasChanged();
 
- 	}
 
- 	for(int i = 0; i < 2; i++)
 
- 		gs->curB->battleGetArmyObject(i)->battle = nullptr;
 
- 	gs->curB.dellNull();
 
- }
 
- void BattleStackMoved::applyGs(CGameState *gs)
 
- {
 
- 	CStack *s = gs->curB->getStack(stack);
 
- 	assert(s);
 
- 	BattleHex dest = tilesToMove.back();
 
- 	//if unit ended movement on quicksands that were created by enemy, that quicksand patch becomes visible for owner
 
- 	for(auto &oi : gs->curB->obstacles)
 
- 	{
 
- 		if(oi->obstacleType == CObstacleInstance::QUICKSAND
 
- 		&& vstd::contains(oi->getAffectedTiles(), tilesToMove.back()))
 
- 		{
 
- 			SpellCreatedObstacle *sands = dynamic_cast<SpellCreatedObstacle*>(oi.get());
 
- 			assert(sands);
 
- 			if(sands->casterSide != !s->attackerOwned)
 
- 				sands->visibleForAnotherSide = true;
 
- 		}
 
- 	}
 
- 	s->position = dest;
 
- }
 
- DLL_LINKAGE void BattleStackAttacked::applyGs(CGameState *gs)
 
- {
 
- 	CStack *at = gs->curB->getStack(stackAttacked);
 
- 	assert(at);
 
- 	at->popBonuses(Bonus::UntilBeingAttacked);
 
- 	at->count = newAmount;
 
- 	at->firstHPleft = newHP;
 
- 	if(killed())
 
- 	{
 
- 		at->state -= EBattleStackState::ALIVE;
 
- 		if(at->cloneID >= 0)
 
- 		{
 
- 			//remove clone as well
 
- 			CStack * clone = gs->curB->getStack(at->cloneID);
 
- 			if(clone)
 
- 				clone->makeGhost();
 
- 			at->cloneID = -1;
 
- 		}
 
- 	}
 
- 	//life drain handling
 
- 	for (auto & elem : healedStacks)
 
- 	{
 
- 		elem.applyGs(gs);
 
- 	}
 
- 	if (willRebirth())
 
- 	{
 
- 		at->casts--;
 
- 		at->state.insert(EBattleStackState::ALIVE); //hmm?
 
- 	}
 
- 	if (cloneKilled())
 
- 	{
 
- 		//"hide" killed creatures instead so we keep info about it
 
- 		at->makeGhost();
 
- 		for(CStack * s : gs->curB->stacks)
 
- 		{
 
- 			if(s->cloneID == at->ID)
 
- 				s->cloneID = -1;
 
- 		}
 
- 	}
 
- 	//killed summoned creature should be removed like clone
 
- 	if(killed() && vstd::contains(at->state, EBattleStackState::SUMMONED))
 
- 	{
 
- 		at->makeGhost();
 
- 	}
 
- }
 
- DLL_LINKAGE void BattleAttack::applyGs(CGameState *gs)
 
- {
 
- 	CStack *attacker = gs->curB->getStack(stackAttacking);
 
- 	if(counter())
 
- 		attacker->counterAttacksPerformed++;
 
- 	if(shot())
 
- 	{
 
- 		//don't remove ammo if we have a working ammo cart
 
- 		bool hasAmmoCart = false;
 
- 		for(const CStack * st : gs->curB->stacks)
 
- 		{
 
- 			if(st->owner == attacker->owner && st->getCreature()->idNumber == CreatureID::AMMO_CART && st->alive())
 
- 			{
 
- 				hasAmmoCart = true;
 
- 				break;
 
- 			}
 
- 		}
 
- 		if (!hasAmmoCart)
 
- 		{
 
- 			attacker->shots--;
 
- 		}
 
- 	}
 
- 	for(BattleStackAttacked & stackAttacked : bsa)
 
- 		stackAttacked.applyGs(gs);
 
- 	attacker->popBonuses(Bonus::UntilAttack);
 
- }
 
- DLL_LINKAGE void StartAction::applyGs(CGameState *gs)
 
- {
 
- 	CStack *st = gs->curB->getStack(ba.stackNumber);
 
- 	if(ba.actionType == Battle::END_TACTIC_PHASE)
 
- 	{
 
- 		gs->curB->tacticDistance = 0;
 
- 		return;
 
- 	}
 
- 	if(gs->curB->tacticDistance)
 
- 	{
 
- 		// moves in tactics phase do not affect creature status
 
- 		// (tactics stack queue is managed by client)
 
- 		return;
 
- 	}
 
- 	if(ba.actionType != Battle::HERO_SPELL) //don't check for stack if it's custom action by hero
 
- 	{
 
- 		assert(st);
 
- 	}
 
- 	else
 
- 	{
 
- 		gs->curB->sides[ba.side].usedSpellsHistory.push_back(SpellID(ba.additionalInfo).toSpell());
 
- 	}
 
- 	switch(ba.actionType)
 
- 	{
 
- 	case Battle::DEFEND:
 
- 		st->state -= EBattleStackState::DEFENDING_ANIM;
 
- 		st->state.insert(EBattleStackState::DEFENDING);
 
- 		st->state.insert(EBattleStackState::DEFENDING_ANIM);
 
- 		break;
 
- 	case Battle::WAIT:
 
- 		st->state -= EBattleStackState::DEFENDING_ANIM;
 
- 		st->state.insert(EBattleStackState::WAITING);
 
- 		return;
 
- 	case Battle::HERO_SPELL: //no change in current stack state
 
- 		return;
 
- 	default: //any active stack action - attack, catapult, heal, spell...
 
- 		st->state -= EBattleStackState::DEFENDING_ANIM;
 
- 		st->state.insert(EBattleStackState::MOVED);
 
- 		break;
 
- 	}
 
- 	if(st)
 
- 		st->state -= EBattleStackState::WAITING; //if stack was waiting it has made move, so it won't be "waiting" anymore (if the action was WAIT, then we have returned)
 
- }
 
- DLL_LINKAGE void BattleSpellCast::applyGs(CGameState *gs)
 
- {
 
- 	assert(gs->curB);
 
- 	const CSpell * spell = SpellID(id).toSpell();
 
- 	spell->applyBattle(gs->curB, this);
 
- }
 
- void actualizeEffect(CStack * s, const Bonus & ef)
 
- {
 
- 	for(auto stackBonus : s->getBonusList()) //TODO: optimize
 
- 	{
 
- 		if(stackBonus->source == Bonus::SPELL_EFFECT && stackBonus->type == ef.type && stackBonus->subtype == ef.subtype)
 
- 		{
 
- 			stackBonus->turnsRemain = std::max(stackBonus->turnsRemain, ef.turnsRemain);
 
- 		}
 
- 	}
 
- 	CBonusSystemNode::treeHasChanged();
 
- }
 
- void actualizeEffect(CStack * s, const std::vector<Bonus> & ef)
 
- {
 
- 	//actualizing features vector
 
- 	for(const Bonus &fromEffect : ef)
 
- 	{
 
- 		actualizeEffect(s, fromEffect);
 
- 	}
 
- }
 
- DLL_LINKAGE void SetStackEffect::applyGs(CGameState *gs)
 
- {
 
- 	if(effect.empty() && cumulativeEffects.empty())
 
- 	{
 
- 		logGlobal->errorStream() << "Trying to apply SetStackEffect with no effects";
 
- 		return;
 
- 	}
 
- 	si32 spellid = effect.empty() ? cumulativeEffects.begin()->sid : effect.begin()->sid; //effects' source ID
 
- 	auto processEffect = [spellid, this](CStack * sta, const Bonus & effect, bool cumulative)
 
- 	{
 
- 		if(cumulative || !sta->hasBonus(Selector::source(Bonus::SPELL_EFFECT, spellid).And(Selector::typeSubtype(effect.type, effect.subtype))))
 
- 		{
 
- 			//no such effect or cumulative - add new
 
- 			logBonus->traceStream() << sta->nodeName() << " receives a new bonus: " << effect.Description();
 
- 			sta->addNewBonus(std::make_shared<Bonus>(effect));
 
- 		}
 
- 		else
 
- 		{
 
- 			logBonus->traceStream() << sta->nodeName() << " updated bonus: " << effect.Description();
 
- 			actualizeEffect(sta, effect);
 
- 		}
 
- 	};
 
- 	for(ui32 id : stacks)
 
- 	{
 
- 		CStack *s = gs->curB->getStack(id);
 
- 		if(s)
 
- 		{
 
- 			for(const Bonus & fromEffect : effect)
 
- 				processEffect(s, fromEffect, false);
 
- 			for(const Bonus & fromEffect : cumulativeEffects)
 
- 				processEffect(s, fromEffect, true);
 
- 		}
 
- 		else
 
- 			logNetwork->errorStream() << "Cannot find stack " << id;
 
- 	}
 
- 	for(auto & para : uniqueBonuses)
 
- 	{
 
- 		CStack *s = gs->curB->getStack(para.first);
 
- 		if(s)
 
- 			processEffect(s, para.second, false);
 
- 		else
 
- 			logNetwork->errorStream() << "Cannot find stack " << para.first;
 
- 	}
 
- 	for(auto & para : cumulativeUniqueBonuses)
 
- 	{
 
- 		CStack *s = gs->curB->getStack(para.first);
 
- 		if(s)
 
- 			processEffect(s, para.second, true);
 
- 		else
 
- 			logNetwork->errorStream() << "Cannot find stack " << para.first;
 
- 	}
 
- }
 
- DLL_LINKAGE void StacksInjured::applyGs(CGameState *gs)
 
- {
 
- 	for(BattleStackAttacked stackAttacked : stacks)
 
- 		stackAttacked.applyGs(gs);
 
- }
 
- DLL_LINKAGE void StacksHealedOrResurrected::applyGs(CGameState *gs)
 
- {
 
- 	for(auto & elem : healedStacks)
 
- 	{
 
- 		CStack * changedStack = gs->curB->getStack(elem.stackID, false);
 
- 		//checking if we resurrect a stack that is under a living stack
 
- 		auto accessibility = gs->curB->getAccesibility();
 
- 		if(!changedStack->alive() && !accessibility.accessible(changedStack->position, changedStack))
 
- 		{
 
- 			logNetwork->errorStream() << "Cannot resurrect " << changedStack->nodeName() << " because hex " << changedStack->position << " is occupied!";
 
- 			return; //position is already occupied
 
- 		}
 
- 		//applying changes
 
- 		bool resurrected = !changedStack->alive(); //indicates if stack is resurrected or just healed
 
- 		if(resurrected)
 
- 		{
 
- 			if(changedStack->count > 0 || changedStack->firstHPleft > 0)
 
- 				logGlobal->warn("Dead stack %s with positive total HP %d", changedStack->nodeName(), changedStack->totalHealth());
 
- 			changedStack->state.insert(EBattleStackState::ALIVE);
 
- 		}
 
- 		int res;
 
- 		if(canOverheal) //for example WoG ghost soul steal ability allows getting more units than before battle
 
- 			res = elem.healedHP / changedStack->MaxHealth();
 
- 		else
 
- 			res = std::min(elem.healedHP / changedStack->MaxHealth() , changedStack->baseAmount - changedStack->count);
 
- 		changedStack->count += res;
 
- 		if(elem.lowLevelResurrection)
 
- 			changedStack->resurrected += res;
 
- 		changedStack->firstHPleft += elem.healedHP - res * changedStack->MaxHealth();
 
- 		if(changedStack->firstHPleft > changedStack->MaxHealth())
 
- 		{
 
- 			changedStack->firstHPleft -= changedStack->MaxHealth();
 
- 			if(changedStack->baseAmount > changedStack->count)
 
- 			{
 
- 				changedStack->count += 1;
 
- 			}
 
- 		}
 
- 		vstd::amin(changedStack->firstHPleft, changedStack->MaxHealth());
 
- 		if(resurrected)
 
- 		{
 
- 			//removing all spells effects
 
- 			auto selector = [](const Bonus * b)
 
- 			{
 
- 				//Special case: DISRUPTING_RAY is "immune" to dispell
 
- 				//Other even PERMANENT effects can be removed
 
- 				if(b->source == Bonus::SPELL_EFFECT)
 
- 					return b->sid != SpellID::DISRUPTING_RAY;
 
- 				else
 
- 					return false;
 
- 			};
 
- 			changedStack->popBonuses(selector);
 
- 		}
 
- 		else if(cure)
 
- 		{
 
- 			//removing all effects from negative spells
 
- 			auto selector = [](const Bonus* b)
 
- 			{
 
- 				//Special case: DISRUPTING_RAY is "immune" to dispell
 
- 				//Other even PERMANENT effects can be removed
 
- 				if(b->source == Bonus::SPELL_EFFECT)
 
- 				{
 
- 					const CSpell * sourceSpell = SpellID(b->sid).toSpell();
 
- 					if(!sourceSpell)
 
- 						return false;
 
- 					return sourceSpell->id != SpellID::DISRUPTING_RAY && sourceSpell->isNegative();
 
- 				}
 
- 				else
 
- 					return false;
 
- 			};
 
- 			changedStack->popBonuses(selector);
 
- 		}
 
- 	}
 
- }
 
- DLL_LINKAGE void ObstaclesRemoved::applyGs(CGameState *gs)
 
- {
 
- 	if(gs->curB) //if there is a battle
 
- 	{
 
- 		for(const si32 rem_obst :obstacles)
 
- 		{
 
- 			for(int i=0; i<gs->curB->obstacles.size(); ++i)
 
- 			{
 
- 				if(gs->curB->obstacles[i]->uniqueID == rem_obst) //remove this obstacle
 
- 				{
 
- 					gs->curB->obstacles.erase(gs->curB->obstacles.begin() + i);
 
- 					break;
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- }
 
- DLL_LINKAGE CatapultAttack::CatapultAttack()
 
- {
 
- 	attacker = -1;
 
- }
 
- DLL_LINKAGE CatapultAttack::~CatapultAttack()
 
- {
 
- }
 
- DLL_LINKAGE void CatapultAttack::applyGs(CGameState *gs)
 
- {
 
- 	if(gs->curB && gs->curB->town && gs->curB->town->fortLevel() != CGTownInstance::NONE) //if there is a battle and it's a siege
 
- 	{
 
- 		for(const auto &it :attackedParts)
 
- 		{
 
- 			gs->curB->si.wallState[it.attackedPart] =
 
- 			        SiegeInfo::applyDamage(EWallState::EWallState(gs->curB->si.wallState[it.attackedPart]), it.damageDealt);
 
- 		}
 
- 	}
 
- }
 
- DLL_LINKAGE std::string CatapultAttack::AttackInfo::toString() const
 
- {
 
- 	return boost::str(boost::format("{AttackInfo: destinationTile '%d', attackedPart '%d', damageDealt '%d'}")
 
- 					  % destinationTile % static_cast<int>(attackedPart) % static_cast<int>(damageDealt));
 
- }
 
- DLL_LINKAGE std::ostream & operator<<(std::ostream & out, const CatapultAttack::AttackInfo & attackInfo)
 
- {
 
- 	return out << attackInfo.toString();
 
- }
 
- DLL_LINKAGE std::string CatapultAttack::toString() const
 
- {
 
- 	return boost::str(boost::format("{CatapultAttack: attackedParts '%s', attacker '%d'}") % attackedParts % attacker);
 
- }
 
- DLL_LINKAGE void BattleStacksRemoved::applyGs(CGameState *gs)
 
- {
 
- 	if(!gs->curB)
 
- 		return;
 
- 	while(!stackIDs.empty())
 
- 	{
 
- 		ui32 rem_stack = *stackIDs.begin();
 
- 		for(int b=0; b<gs->curB->stacks.size(); ++b) //find it in vector of stacks
 
- 		{
 
- 			if(gs->curB->stacks[b]->ID == rem_stack) //if found
 
- 			{
 
- 				CStack * toRemove = gs->curB->stacks[b];
 
- 				toRemove->state.erase(EBattleStackState::ALIVE);
 
- 				toRemove->state.erase(EBattleStackState::GHOST_PENDING);
 
- 				toRemove->state.insert(EBattleStackState::GHOST);
 
- 				toRemove->detachFromAll();//TODO: may be some bonuses should remain
 
- 				//stack may be removed instantly (not being killed first)
 
- 				//handle clone remove also here
 
- 				if(toRemove->cloneID >= 0)
 
- 				{
 
- 					stackIDs.insert(toRemove->cloneID);
 
- 					toRemove->cloneID = -1;
 
- 				}
 
- 				//cleanup remaining clone links if any
 
- 				for(CStack * s : gs->curB->stacks)
 
- 				{
 
- 					if(s->cloneID == toRemove->ID)
 
- 						s->cloneID = -1;
 
- 				}
 
- 				break;
 
- 			}
 
- 		}
 
- 		stackIDs.erase(rem_stack);
 
- 	}
 
- }
 
- DLL_LINKAGE void BattleStackAdded::applyGs(CGameState *gs)
 
- {
 
- 	newStackID = 0;
 
- 	if (!BattleHex(pos).isValid())
 
- 	{
 
- 		logNetwork->warnStream() << "No place found for new stack!";
 
- 		return;
 
- 	}
 
- 	CStackBasicDescriptor csbd(creID, amount);
 
- 	CStack * addedStack = gs->curB->generateNewStack(csbd, attacker, SlotID::SUMMONED_SLOT_PLACEHOLDER, pos); //TODO: netpacks?
 
- 	if (summoned)
 
- 		addedStack->state.insert(EBattleStackState::SUMMONED);
 
- 	gs->curB->localInitStack(addedStack);
 
- 	gs->curB->stacks.push_back(addedStack); //the stack is not "SUMMONED", it is permanent
 
- 	newStackID = addedStack->ID;
 
- }
 
- DLL_LINKAGE void BattleSetStackProperty::applyGs(CGameState *gs)
 
- {
 
- 	CStack * stack = gs->curB->getStack(stackID);
 
- 	switch (which)
 
- 	{
 
- 		case CASTS:
 
- 		{
 
- 			if (absolute)
 
- 				stack->casts = val;
 
- 			else
 
- 				stack->casts += val;
 
- 			vstd::amax(stack->casts, 0);
 
- 			break;
 
- 		}
 
- 		case ENCHANTER_COUNTER:
 
- 		{
 
- 			auto & counter = gs->curB->sides[gs->curB->whatSide(stack->owner)].enchanterCounter;
 
- 			if (absolute)
 
- 				counter = val;
 
- 			else
 
- 				counter += val;
 
- 			vstd::amax(counter, 0);
 
- 			break;
 
- 		}
 
- 		case UNBIND:
 
- 		{
 
- 			stack->popBonuses(Selector::type(Bonus::BIND_EFFECT));
 
- 			break;
 
- 		}
 
- 		case CLONED:
 
- 		{
 
- 			stack->state.insert(EBattleStackState::CLONED);
 
- 			break;
 
- 		}
 
- 		case HAS_CLONE:
 
- 		{
 
- 			stack->cloneID = val;
 
- 			break;
 
- 		}
 
- 	}
 
- }
 
- DLL_LINKAGE void PlayerCheated::applyGs(CGameState *gs)
 
- {
 
- 	if(!player.isValidPlayer())
 
- 		return;
 
- 	gs->getPlayer(player)->enteredLosingCheatCode = losingCheatCode;
 
- 	gs->getPlayer(player)->enteredWinningCheatCode = winningCheatCode;
 
- }
 
- DLL_LINKAGE void YourTurn::applyGs(CGameState *gs)
 
- {
 
- 	gs->currentPlayer = player;
 
- 	auto & playerState = gs->players[player];
 
- 	playerState.daysWithoutCastle = daysWithoutCastle;
 
- }
 
- DLL_LINKAGE Component::Component(const CStackBasicDescriptor &stack)
 
- 	: id(CREATURE), subtype(stack.type->idNumber), val(stack.count), when(0)
 
- {
 
- }
 
 
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