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							- /*
 
-  * CGameHandler.cpp, part of VCMI engine
 
-  *
 
-  * Authors: listed in file AUTHORS in main folder
 
-  *
 
-  * License: GNU General Public License v2.0 or later
 
-  * Full text of license available in license.txt file, in main folder
 
-  *
 
-  */
 
- #include "StdInc.h"
 
- #include "../lib/filesystem/Filesystem.h"
 
- #include "../lib/filesystem/FileInfo.h"
 
- #include "../lib/int3.h"
 
- #include "../lib/mapping/CCampaignHandler.h"
 
- #include "../lib/StartInfo.h"
 
- #include "../lib/CModHandler.h"
 
- #include "../lib/CArtHandler.h"
 
- #include "../lib/CBuildingHandler.h"
 
- #include "../lib/CHeroHandler.h"
 
- #include "../lib/spells/AbilityCaster.h"
 
- #include "../lib/spells/BonusCaster.h"
 
- #include "../lib/spells/CSpellHandler.h"
 
- #include "../lib/spells/ISpellMechanics.h"
 
- #include "../lib/spells/Problem.h"
 
- #include "../lib/CGeneralTextHandler.h"
 
- #include "../lib/CTownHandler.h"
 
- #include "../lib/CCreatureHandler.h"
 
- #include "../lib/CGameState.h"
 
- #include "../lib/CStack.h"
 
- #include "../lib/battle/BattleInfo.h"
 
- #include "../lib/CondSh.h"
 
- #include "../lib/NetPacks.h"
 
- #include "../lib/VCMI_Lib.h"
 
- #include "../lib/mapping/CMap.h"
 
- #include "../lib/mapping/CMapService.h"
 
- #include "../lib/rmg/CMapGenOptions.h"
 
- #include "../lib/VCMIDirs.h"
 
- #include "../lib/ScopeGuard.h"
 
- #include "../lib/CSoundBase.h"
 
- #include "CGameHandler.h"
 
- #include "CVCMIServer.h"
 
- #include "../lib/CCreatureSet.h"
 
- #include "../lib/CThreadHelper.h"
 
- #include "../lib/GameConstants.h"
 
- #include "../lib/registerTypes/RegisterTypes.h"
 
- #include "../lib/serializer/CTypeList.h"
 
- #include "../lib/serializer/Connection.h"
 
- #include "../lib/serializer/Cast.h"
 
- #include "../lib/serializer/JsonSerializer.h"
 
- #include "../lib/ScriptHandler.h"
 
- #include <vcmi/events/EventBus.h>
 
- #include <vcmi/events/GenericEvents.h>
 
- #include <vcmi/events/AdventureEvents.h>
 
- #ifndef _MSC_VER
 
- #include <boost/thread/xtime.hpp>
 
- #endif
 
- #define COMPLAIN_RET_IF(cond, txt) do {if (cond){complain(txt); return;}} while(0)
 
- #define COMPLAIN_RET_FALSE_IF(cond, txt) do {if (cond){complain(txt); return false;}} while(0)
 
- #define COMPLAIN_RET(txt) {complain(txt); return false;}
 
- #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
 
- class ServerSpellCastEnvironment : public SpellCastEnvironment
 
- {
 
- public:
 
- 	ServerSpellCastEnvironment(CGameHandler * gh);
 
- 	~ServerSpellCastEnvironment() = default;
 
- 	void complain(const std::string & problem) override;
 
- 	bool describeChanges() const override;
 
- 	vstd::RNG * getRNG() override;
 
- 	void apply(CPackForClient * pack) override;
 
- 	void apply(BattleLogMessage * pack) override;
 
- 	void apply(BattleStackMoved * pack) override;
 
- 	void apply(BattleUnitsChanged * pack) override;
 
- 	void apply(SetStackEffect * pack) override;
 
- 	void apply(StacksInjured * pack) override;
 
- 	void apply(BattleObstaclesChanged * pack) override;
 
- 	void apply(CatapultAttack * pack) override;
 
- 	const CMap * getMap() const override;
 
- 	const CGameInfoCallback * getCb() const override;
 
- 	bool moveHero(ObjectInstanceID hid, int3 dst, bool teleporting) override;
 
- 	void genericQuery(Query * request, PlayerColor color, std::function<void(const JsonNode &)> callback) override;
 
- private:
 
- 	CGameHandler * gh;
 
- };
 
- VCMI_LIB_NAMESPACE_BEGIN
 
- namespace spells
 
- {
 
- class ObstacleCasterProxy : public Caster
 
- {
 
- public:
 
- 	ObstacleCasterProxy(const PlayerColor owner_, const CGHeroInstance * hero_, const SpellCreatedObstacle * obs_)
 
- 		: owner(owner_),
 
- 		hero(hero_),
 
- 		obs(obs_)
 
- 	{
 
- 	};
 
- 	~ObstacleCasterProxy() = default;
 
- 	int32_t getCasterUnitId() const override
 
- 	{
 
- 		if(hero)
 
- 			return hero->getCasterUnitId();
 
- 		else
 
- 			return -1;
 
- 	}
 
- 	int32_t getSpellSchoolLevel(const Spell * spell, int32_t * outSelectedSchool = nullptr) const override
 
- 	{
 
- 		return obs->spellLevel;
 
- 	}
 
- 	int32_t getEffectLevel(const Spell * spell) const override
 
- 	{
 
- 		return obs->spellLevel;
 
- 	}
 
- 	int64_t getSpellBonus(const Spell * spell, int64_t base, const battle::Unit * affectedStack) const override
 
- 	{
 
- 		if(hero)
 
- 			return hero->getSpellBonus(spell, base, affectedStack);
 
- 		else
 
- 			return base;
 
- 	}
 
- 	int64_t getSpecificSpellBonus(const Spell * spell, int64_t base) const override
 
- 	{
 
- 		if(hero)
 
- 			return hero->getSpecificSpellBonus(spell, base);
 
- 		else
 
- 			return base;
 
- 	}
 
- 	int32_t getEffectPower(const Spell * spell) const override
 
- 	{
 
- 		return obs->casterSpellPower;
 
- 	}
 
- 	int32_t getEnchantPower(const Spell * spell) const override
 
- 	{
 
- 		return obs->casterSpellPower;
 
- 	}
 
- 	int64_t getEffectValue(const Spell * spell) const override
 
- 	{
 
- 		if(hero)
 
- 			return hero->getEffectValue(spell);
 
- 		else
 
- 			return 0;
 
- 	}
 
- 	PlayerColor getCasterOwner() const override
 
- 	{
 
- 		return owner;
 
- 	}
 
- 	void getCasterName(MetaString & text) const override
 
- 	{
 
- 		logGlobal->error("Unexpected call to ObstacleCasterProxy::getCasterName");
 
- 	}
 
- 	void getCastDescription(const Spell * spell, const std::vector<const battle::Unit *> & attacked, MetaString & text) const override
 
- 	{
 
- 		logGlobal->error("Unexpected call to ObstacleCasterProxy::getCastDescription");
 
- 	}
 
- 	void spendMana(ServerCallback * server, const int spellCost) const override
 
- 	{
 
- 		logGlobal->error("Unexpected call to ObstacleCasterProxy::spendMana");
 
- 	}
 
- private:
 
- 	const CGHeroInstance * hero;
 
- 	const PlayerColor owner;
 
- 	const SpellCreatedObstacle * obs;
 
- };
 
- }//
 
- VCMI_LIB_NAMESPACE_END
 
- CondSh<bool> battleMadeAction(false);
 
- CondSh<BattleResult *> battleResult(nullptr);
 
- template <typename T> class CApplyOnGH;
 
- class CBaseForGHApply
 
- {
 
- public:
 
- 	virtual bool applyOnGH(CGameHandler * gh, void * pack) const =0;
 
- 	virtual ~CBaseForGHApply(){}
 
- 	template<typename U> static CBaseForGHApply *getApplier(const U * t=nullptr)
 
- 	{
 
- 		return new CApplyOnGH<U>();
 
- 	}
 
- };
 
- template <typename T> class CApplyOnGH : public CBaseForGHApply
 
- {
 
- public:
 
- 	bool applyOnGH(CGameHandler * gh, void * pack) const override
 
- 	{
 
- 		T *ptr = static_cast<T*>(pack);
 
- 		try
 
- 		{
 
- 			return ptr->applyGh(gh);
 
- 		}
 
- 		catch(ExceptionNotAllowedAction & e)
 
- 		{
 
-             (void)e;
 
- 			return false;
 
- 		}
 
- 		catch(...)
 
- 		{
 
- 			throw;
 
- 		}
 
- 	}
 
- };
 
- template <>
 
- class CApplyOnGH<CPack> : public CBaseForGHApply
 
- {
 
- public:
 
- 	bool applyOnGH(CGameHandler * gh, void * pack) const override
 
- 	{
 
- 		logGlobal->error("Cannot apply on GH plain CPack!");
 
- 		assert(0);
 
- 		return false;
 
- 	}
 
- };
 
- static inline double distance(int3 a, int3 b)
 
- {
 
- 	return std::sqrt((double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y));
 
- }
 
- static void giveExp(BattleResult &r)
 
- {
 
- 	if (r.winner > 1)
 
- 	{
 
- 		// draw
 
- 		return;
 
- 	}
 
- 	r.exp[0] = 0;
 
- 	r.exp[1] = 0;
 
- 	for (auto i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
 
- 	{
 
- 		r.exp[r.winner] += VLC->creh->objects.at(i->first)->valOfBonuses(Bonus::STACK_HEALTH) * i->second;
 
- 	}
 
- }
 
- static void summonGuardiansHelper(std::vector<BattleHex> & output, const BattleHex & targetPosition, ui8 side, bool targetIsTwoHex) //return hexes for summoning two hex monsters in output, target = unit to guard
 
- {
 
- 	int x = targetPosition.getX();
 
- 	int y = targetPosition.getY();
 
- 	const bool targetIsAttacker = side == BattleSide::ATTACKER;
 
- 	if (targetIsAttacker) //handle front guardians, TODO: should we handle situation when units start battle near opposite side of the battlefield? Cannot happen in normal H3...
 
- 		BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
 
- 	else
 
- 		BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
 
- 	//guardian spawn locations for four default position cases for attacker and defender, non-default starting location for att and def is handled in first two if's
 
- 	if (targetIsAttacker && ((y % 2 == 0) || (x > 1)))
 
- 	{
 
- 		if (targetIsTwoHex && (y % 2 == 1) && (x == 2)) //handle exceptional case
 
- 		{
 
- 			BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
 
- 			BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
 
- 		}
 
- 		else
 
- 		{	//add back-side guardians for two-hex target, side guardians for one-hex
 
- 			BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_LEFT : BattleHex::EDir::TOP_RIGHT, false), output);
 
- 			BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_LEFT : BattleHex::EDir::BOTTOM_RIGHT, false), output);
 
- 			if (!targetIsTwoHex && x > 2) //back guard for one-hex
 
- 				BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false), output);
 
- 			else if (targetIsTwoHex)//front-side guardians for two-hex target
 
- 			{
 
- 				BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
 
- 				BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
 
- 				if (x > 3) //back guard for two-hex
 
- 					BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
 
- 			}
 
- 		}
 
- 	}
 
- 	else if (!targetIsAttacker && ((y % 2 == 1) || (x < GameConstants::BFIELD_WIDTH - 2)))
 
- 	{
 
- 		if (targetIsTwoHex && (y % 2 == 0) && (x == GameConstants::BFIELD_WIDTH - 3)) //handle exceptional case... equivalent for above for defender side
 
- 		{
 
- 			BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
 
- 			BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
 
- 		}
 
- 		else
 
- 		{
 
- 			BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_RIGHT : BattleHex::EDir::TOP_LEFT, false), output);
 
- 			BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_RIGHT : BattleHex::EDir::BOTTOM_LEFT, false), output);
 
- 			if (!targetIsTwoHex && x < GameConstants::BFIELD_WIDTH - 3)
 
- 				BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false), output);
 
- 			else if (targetIsTwoHex)
 
- 			{
 
- 				BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
 
- 				BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
 
- 				if (x < GameConstants::BFIELD_WIDTH - 4)
 
- 					BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
 
- 			}
 
- 		}
 
- 	}
 
- 	else if (!targetIsAttacker && y % 2 == 0)
 
- 	{
 
- 		BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
 
- 		BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
 
- 	}
 
- 	else if (targetIsAttacker && y % 2 == 1)
 
- 	{
 
- 		BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
 
- 		BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
 
- 	}
 
- }
 
- PlayerStatus PlayerStatuses::operator[](PlayerColor player)
 
- {
 
- 	boost::unique_lock<boost::mutex> l(mx);
 
- 	if (players.find(player) != players.end())
 
- 	{
 
- 		return players.at(player);
 
- 	}
 
- 	else
 
- 	{
 
- 		throw std::runtime_error("No such player!");
 
- 	}
 
- }
 
- void PlayerStatuses::addPlayer(PlayerColor player)
 
- {
 
- 	boost::unique_lock<boost::mutex> l(mx);
 
- 	players[player];
 
- }
 
- bool PlayerStatuses::checkFlag(PlayerColor player, bool PlayerStatus::*flag)
 
- {
 
- 	boost::unique_lock<boost::mutex> l(mx);
 
- 	if (players.find(player) != players.end())
 
- 	{
 
- 		return players[player].*flag;
 
- 	}
 
- 	else
 
- 	{
 
- 		throw std::runtime_error("No such player!");
 
- 	}
 
- }
 
- void PlayerStatuses::setFlag(PlayerColor player, bool PlayerStatus::*flag, bool val)
 
- {
 
- 	boost::unique_lock<boost::mutex> l(mx);
 
- 	if (players.find(player) != players.end())
 
- 	{
 
- 		players[player].*flag = val;
 
- 	}
 
- 	else
 
- 	{
 
- 		throw std::runtime_error("No such player!");
 
- 	}
 
- 	cv.notify_all();
 
- }
 
- template <typename T>
 
- void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
 
- {
 
- 	fun(args[which]);
 
- }
 
- const Services * CGameHandler::services() const
 
- {
 
- 	return VLC;
 
- }
 
- const CGameHandler::BattleCb * CGameHandler::battle() const
 
- {
 
- 	return this;
 
- }
 
- const CGameHandler::GameCb * CGameHandler::game() const
 
- {
 
- 	return this;
 
- }
 
- vstd::CLoggerBase * CGameHandler::logger() const
 
- {
 
- 	return logGlobal;
 
- }
 
- events::EventBus * CGameHandler::eventBus() const
 
- {
 
- 	return serverEventBus.get();
 
- }
 
- void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
 
- {
 
- 	changeSecSkill(hero, skill, 1, 0);
 
- 	expGiven(hero);
 
- }
 
- void CGameHandler::levelUpHero(const CGHeroInstance * hero)
 
- {
 
- 	// required exp for at least 1 lvl-up hasn't been reached
 
- 	if (!hero->gainsLevel())
 
- 	{
 
- 		return;
 
- 	}
 
- 	// give primary skill
 
- 	logGlobal->trace("%s got level %d", hero->name, hero->level);
 
- 	auto primarySkill = hero->nextPrimarySkill(getRandomGenerator());
 
- 	SetPrimSkill sps;
 
- 	sps.id = hero->id;
 
- 	sps.which = primarySkill;
 
- 	sps.abs = false;
 
- 	sps.val = 1;
 
- 	sendAndApply(&sps);
 
- 	PrepareHeroLevelUp pre;
 
- 	pre.heroId = hero->id;
 
- 	sendAndApply(&pre);
 
- 	HeroLevelUp hlu;
 
- 	hlu.player = hero->tempOwner;
 
- 	hlu.heroId = hero->id;
 
- 	hlu.primskill = primarySkill;
 
- 	hlu.skills = pre.skills;
 
- 	if (hlu.skills.size() == 0)
 
- 	{
 
- 		sendAndApply(&hlu);
 
- 		levelUpHero(hero);
 
- 	}
 
- 	else if (hlu.skills.size() == 1)
 
- 	{
 
- 		sendAndApply(&hlu);
 
- 		levelUpHero(hero, pre.skills.front());
 
- 	}
 
- 	else if (hlu.skills.size() > 1)
 
- 	{
 
- 		auto levelUpQuery = std::make_shared<CHeroLevelUpDialogQuery>(this, hlu, hero);
 
- 		hlu.queryID = levelUpQuery->queryID;
 
- 		queries.addQuery(levelUpQuery);
 
- 		sendAndApply(&hlu);
 
- 		//level up will be called on query reply
 
- 	}
 
- }
 
- void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
 
- {
 
- 	SetCommanderProperty scp;
 
- 	auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
 
- 	if (hero)
 
- 		scp.heroid = hero->id;
 
- 	else
 
- 	{
 
- 		complain ("Commander is not led by hero!");
 
- 		return;
 
- 	}
 
- 	scp.accumulatedBonus.subtype = 0;
 
- 	scp.accumulatedBonus.additionalInfo = 0;
 
- 	scp.accumulatedBonus.duration = Bonus::PERMANENT;
 
- 	scp.accumulatedBonus.turnsRemain = 0;
 
- 	scp.accumulatedBonus.source = Bonus::COMMANDER;
 
- 	scp.accumulatedBonus.valType = Bonus::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 = Bonus::PRIMARY_SKILL;
 
- 				scp.accumulatedBonus.subtype = PrimarySkill::ATTACK;
 
- 				break;
 
- 			case ECommander::DEFENSE:
 
- 				scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
 
- 				scp.accumulatedBonus.subtype = PrimarySkill::DEFENSE;
 
- 				break;
 
- 			case ECommander::HEALTH:
 
- 				scp.accumulatedBonus.type = Bonus::STACK_HEALTH;
 
- 				scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
 
- 				break;
 
- 			case ECommander::DAMAGE:
 
- 				scp.accumulatedBonus.type = Bonus::CREATURE_DAMAGE;
 
- 				scp.accumulatedBonus.subtype = 0;
 
- 				scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
 
- 				break;
 
- 			case ECommander::SPEED:
 
- 				scp.accumulatedBonus.type = Bonus::STACKS_SPEED;
 
- 				break;
 
- 			case ECommander::SPELL_POWER:
 
- 				scp.accumulatedBonus.type = Bonus::MAGIC_RESISTANCE;
 
- 				scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
 
- 				sendAndApply (&scp); //additional pack
 
- 				scp.accumulatedBonus.type = Bonus::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 = Bonus::CASTS;
 
- 				scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
 
- 				sendAndApply (&scp); //additional pack
 
- 				scp.accumulatedBonus.type = Bonus::CREATURE_ENCHANT_POWER; //send normally
 
- 				break;
 
- 		}
 
- 		scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
 
- 		sendAndApply (&scp);
 
- 		scp.which = SetCommanderProperty::SECONDARY_SKILL;
 
- 		scp.additionalInfo = skill;
 
- 		scp.amount = c->secondarySkills.at(skill) + 1;
 
- 		sendAndApply (&scp);
 
- 	}
 
- 	else if (skill >= 100)
 
- 	{
 
- 		scp.which = SetCommanderProperty::SPECIAL_SKILL;
 
- 		scp.accumulatedBonus = *VLC->creh->skillRequirements.at(skill-100).first;
 
- 		scp.additionalInfo = skill; //unnormalized
 
- 		sendAndApply (&scp);
 
- 	}
 
- 	expGiven(hero);
 
- }
 
- void CGameHandler::levelUpCommander(const CCommanderInstance * c)
 
- {
 
- 	if (!c->gainsLevel())
 
- 	{
 
- 		return;
 
- 	}
 
- 	CommanderLevelUp clu;
 
- 	auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
 
- 	if(hero)
 
- 	{
 
- 		clu.heroId = hero->id;
 
- 		clu.player = hero->tempOwner;
 
- 	}
 
- 	else
 
- 	{
 
- 		complain ("Commander is not led by hero!");
 
- 		return;
 
- 	}
 
- 	//picking sec. skills for choice
 
- 	for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
 
- 	{
 
- 		if (c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL)
 
- 			clu.skills.push_back(i);
 
- 	}
 
- 	int i = 100;
 
- 	for (auto specialSkill : VLC->creh->skillRequirements)
 
- 	{
 
- 		if (c->secondarySkills.at(specialSkill.second.first) == ECommander::MAX_SKILL_LEVEL
 
- 			&&  c->secondarySkills.at(specialSkill.second.second) == ECommander::MAX_SKILL_LEVEL
 
- 			&&  !vstd::contains (c->specialSKills, i))
 
- 			clu.skills.push_back (i);
 
- 		++i;
 
- 	}
 
- 	int skillAmount = static_cast<int>(clu.skills.size());
 
- 	if (!skillAmount)
 
- 	{
 
- 		sendAndApply(&clu);
 
- 		levelUpCommander(c);
 
- 	}
 
- 	else if (skillAmount == 1  ||  hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
 
- 	{
 
- 		sendAndApply(&clu);
 
- 		levelUpCommander(c, *RandomGeneratorUtil::nextItem(clu.skills, getRandomGenerator()));
 
- 	}
 
- 	else if (skillAmount > 1) //apply and ask for secondary skill
 
- 	{
 
- 		auto commanderLevelUp = std::make_shared<CCommanderLevelUpDialogQuery>(this, clu, hero);
 
- 		clu.queryID = commanderLevelUp->queryID;
 
- 		queries.addQuery(commanderLevelUp);
 
- 		sendAndApply(&clu);
 
- 	}
 
- }
 
- void CGameHandler::expGiven(const CGHeroInstance *hero)
 
- {
 
- 	if (hero->gainsLevel())
 
- 		levelUpHero(hero);
 
- 	else if (hero->commander && hero->commander->gainsLevel())
 
- 		levelUpCommander(hero->commander);
 
- 	//if (hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())
 
- // 		levelUpCommander(hero->commander);
 
- // 	else
 
- // 		levelUpHero(hero);
 
- }
 
- void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs)
 
- {
 
- 	if (which == PrimarySkill::EXPERIENCE) // Check if scenario limit reached
 
- 	{
 
- 		if (gs->map->levelLimit != 0)
 
- 		{
 
- 			TExpType expLimit = VLC->heroh->reqExp(gs->map->levelLimit);
 
- 			TExpType resultingExp = abs ? val : hero->exp + val;
 
- 			if (resultingExp > expLimit)
 
- 			{
 
- 				// set given experience to max possible, but don't decrease if hero already over top
 
- 				abs = true;
 
- 				val = std::max(expLimit, hero->exp);
 
- 				InfoWindow iw;
 
- 				iw.player = hero->tempOwner;
 
- 				iw.text.addTxt(MetaString::GENERAL_TXT, 1); //can gain no more XP
 
- 				iw.text.addReplacement(hero->name);
 
- 				sendAndApply(&iw);
 
- 			}
 
- 		}
 
- 	}
 
- 	SetPrimSkill sps;
 
- 	sps.id = hero->id;
 
- 	sps.which = which;
 
- 	sps.abs = abs;
 
- 	sps.val = val;
 
- 	sendAndApply(&sps);
 
- 	//only for exp - hero may level up
 
- 	if (which == PrimarySkill::EXPERIENCE)
 
- 	{
 
- 		if (hero->commander && hero->commander->alive)
 
- 		{
 
- 			//FIXME: trim experience according to map limit?
 
- 			SetCommanderProperty scp;
 
- 			scp.heroid = hero->id;
 
- 			scp.which = SetCommanderProperty::EXPERIENCE;
 
- 			scp.amount = val;
 
- 			sendAndApply (&scp);
 
- 			CBonusSystemNode::treeHasChanged();
 
- 		}
 
- 		expGiven(hero);
 
- 	}
 
- }
 
- void CGameHandler::changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs)
 
- {
 
- 	if(!hero)
 
- 	{
 
- 		logGlobal->error("changeSecSkill provided no hero");
 
- 		return;
 
- 	}
 
- 	SetSecSkill sss;
 
- 	sss.id = hero->id;
 
- 	sss.which = which;
 
- 	sss.val = val;
 
- 	sss.abs = abs;
 
- 	sendAndApply(&sss);
 
- 	if (which == SecondarySkill::WISDOM)
 
- 	{
 
- 		if (hero->visitedTown)
 
- 			giveSpells(hero->visitedTown, hero);
 
- 	}
 
- }
 
- void CGameHandler::endBattle(int3 tile, const CGHeroInstance * heroAttacker, const CGHeroInstance * heroDefender)
 
- {
 
- 	LOG_TRACE(logGlobal);
 
- 	//Fill BattleResult structure with exp info
 
- 	giveExp(*battleResult.data);
 
- 	if (battleResult.get()->result == BattleResult::NORMAL) // give 500 exp for defeating hero, unless he escaped
 
- 	{
 
- 		if(heroAttacker)
 
- 			battleResult.data->exp[1] += 500;
 
- 		if(heroDefender)
 
- 			battleResult.data->exp[0] += 500;
 
- 	}
 
- 	if(heroAttacker)
 
- 		battleResult.data->exp[0] = heroAttacker->calculateXp(battleResult.data->exp[0]);//scholar skill
 
- 	if(heroDefender)
 
- 		battleResult.data->exp[1] = heroDefender->calculateXp(battleResult.data->exp[1]);
 
- 	const CArmedInstance *bEndArmy1 = gs->curB->sides.at(0).armyObject;
 
- 	const CArmedInstance *bEndArmy2 = gs->curB->sides.at(1).armyObject;
 
- 	const BattleResult::EResult result = battleResult.get()->result;
 
- 	auto findBattleQuery = [this]() -> std::shared_ptr<CBattleQuery>
 
- 	{
 
- 		for (auto &q : queries.allQueries())
 
- 		{
 
- 			if (auto bq = std::dynamic_pointer_cast<CBattleQuery>(q))
 
- 				if (bq->bi == gs->curB)
 
- 					return bq;
 
- 		}
 
- 		return std::shared_ptr<CBattleQuery>();
 
- 	};
 
- 	auto battleQuery = findBattleQuery();
 
- 	if (!battleQuery)
 
- 	{
 
- 		logGlobal->error("Cannot find battle query!");
 
- 	}
 
- 	if (battleQuery != queries.topQuery(gs->curB->sides[0].color))
 
- 		complain("Player " + boost::lexical_cast<std::string>(gs->curB->sides[0].color) + " although in battle has no battle query at the top!");
 
- 	battleQuery->result = boost::make_optional(*battleResult.data);
 
- 	//Check how many battle queries were created (number of players blocked by battle)
 
- 	const int queriedPlayers = battleQuery ? (int)boost::count(queries.allQueries(), battleQuery) : 0;
 
- 	finishingBattle = make_unique<FinishingBattleHelper>(battleQuery, queriedPlayers);
 
- 	CasualtiesAfterBattle cab1(bEndArmy1, gs->curB), cab2(bEndArmy2, gs->curB); //calculate casualties before deleting battle
 
- 	ChangeSpells cs; //for Eagle Eye
 
- 	if (finishingBattle->winnerHero)
 
- 	{
 
- 		if (int eagleEyeLevel = finishingBattle->winnerHero->valOfBonuses(Bonus::SECONDARY_SKILL_VAL2, SecondarySkill::EAGLE_EYE))
 
- 		{
 
- 			double eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::EAGLE_EYE);
 
- 			for(auto & spellId : gs->curB->sides.at(!battleResult.data->winner).usedSpellsHistory)
 
- 			{
 
- 				auto spell = spellId.toSpell(VLC->spells());
 
- 				if(spell && spell->getLevel() <= eagleEyeLevel && !finishingBattle->winnerHero->spellbookContainsSpell(spell->getId()) && getRandomGenerator().nextInt(99) < eagleEyeChance)
 
- 					cs.spells.insert(spell->getId());
 
- 			}
 
- 		}
 
- 	}
 
- 	std::vector<const CArtifactInstance *> arts; //display them in window
 
- 	if (result == BattleResult::NORMAL && finishingBattle->winnerHero)
 
- 	{
 
- 		auto sendMoveArtifact = [&](const CArtifactInstance *art, MoveArtifact *ma)
 
- 		{
 
- 			arts.push_back(art);
 
- 			ma->dst = ArtifactLocation(finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
 
- 			sendAndApply(ma);
 
- 		};
 
- 		if (finishingBattle->loserHero)
 
- 		{
 
- 			//TODO: wrap it into a function, somehow (boost::variant -_-)
 
- 			auto artifactsWorn = finishingBattle->loserHero->artifactsWorn;
 
- 			for (auto artSlot : artifactsWorn)
 
- 			{
 
- 				MoveArtifact ma;
 
- 				ma.src = ArtifactLocation(finishingBattle->loserHero, artSlot.first);
 
- 				const CArtifactInstance * art =  ma.src.getArt();
 
- 				if (art && !art->artType->isBig() &&
 
- 				    art->artType->id != ArtifactID::SPELLBOOK)
 
- 						// don't move war machines or locked arts (spellbook)
 
- 				{
 
- 					sendMoveArtifact(art, &ma);
 
- 				}
 
- 			}
 
- 			while(!finishingBattle->loserHero->artifactsInBackpack.empty())
 
- 			{
 
- 				//we assume that no big artifacts can be found
 
- 				MoveArtifact ma;
 
- 				ma.src = ArtifactLocation(finishingBattle->loserHero,
 
- 					ArtifactPosition(GameConstants::BACKPACK_START)); //backpack automatically shifts arts to beginning
 
- 				const CArtifactInstance * art =  ma.src.getArt();
 
- 				if (art->artType->id != ArtifactID::GRAIL) //grail may not be won
 
- 				{
 
- 					sendMoveArtifact(art, &ma);
 
- 				}
 
- 			}
 
- 			if (finishingBattle->loserHero->commander) //TODO: what if commanders belong to no hero?
 
- 			{
 
- 				artifactsWorn = finishingBattle->loserHero->commander->artifactsWorn;
 
- 				for (auto artSlot : artifactsWorn)
 
- 				{
 
- 					MoveArtifact ma;
 
- 					ma.src = ArtifactLocation(finishingBattle->loserHero->commander.get(), artSlot.first);
 
- 					const CArtifactInstance * art =  ma.src.getArt();
 
- 					if (art && !art->artType->isBig())
 
- 					{
 
- 						sendMoveArtifact(art, &ma);
 
- 					}
 
- 				}
 
- 			}
 
- 		}
 
- 		for (auto armySlot : gs->curB->battleGetArmyObject(!battleResult.data->winner)->stacks)
 
- 		{
 
- 			auto artifactsWorn = armySlot.second->artifactsWorn;
 
- 			for (auto artSlot : artifactsWorn)
 
- 			{
 
- 				MoveArtifact ma;
 
- 				ma.src = ArtifactLocation(armySlot.second, artSlot.first);
 
- 				const CArtifactInstance * art =  ma.src.getArt();
 
- 				if (art && !art->artType->isBig())
 
- 				{
 
- 					sendMoveArtifact(art, &ma);
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- 	sendAndApply(battleResult.data); //after this point casualties objects are destroyed
 
- 	if (arts.size()) //display loot
 
- 	{
 
- 		InfoWindow iw;
 
- 		iw.player = finishingBattle->winnerHero->tempOwner;
 
- 		iw.text.addTxt (MetaString::GENERAL_TXT, 30); //You have captured enemy artifact
 
- 		for (auto art : arts) //TODO; separate function to display loot for various ojects?
 
- 		{
 
- 			iw.components.push_back(Component(
 
- 				Component::ARTIFACT, art->artType->id,
 
- 				art->artType->id == ArtifactID::SPELL_SCROLL? art->getGivenSpellID() : 0, 0));
 
- 			if (iw.components.size() >= 14)
 
- 			{
 
- 				sendAndApply(&iw);
 
- 				iw.components.clear();
 
- 			}
 
- 		}
 
- 		if (iw.components.size())
 
- 		{
 
- 			sendAndApply(&iw);
 
- 		}
 
- 	}
 
- 	//Eagle Eye secondary skill handling
 
- 	if (!cs.spells.empty())
 
- 	{
 
- 		cs.learn = 1;
 
- 		cs.hid = finishingBattle->winnerHero->id;
 
- 		InfoWindow iw;
 
- 		iw.player = finishingBattle->winnerHero->tempOwner;
 
- 		iw.text.addTxt(MetaString::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
 
- 		iw.text.addReplacement(finishingBattle->winnerHero->name);
 
- 		std::ostringstream names;
 
- 		for (int i = 0; i < cs.spells.size(); i++)
 
- 		{
 
- 			names << "%s";
 
- 			if (i < cs.spells.size() - 2)
 
- 				names << ", ";
 
- 			else if (i < cs.spells.size() - 1)
 
- 				names << "%s";
 
- 		}
 
- 		names << ".";
 
- 		iw.text.addReplacement(names.str());
 
- 		auto it = cs.spells.begin();
 
- 		for (int i = 0; i < cs.spells.size(); i++, it++)
 
- 		{
 
- 			iw.text.addReplacement(MetaString::SPELL_NAME, it->toEnum());
 
- 			if (i == cs.spells.size() - 2) //we just added pre-last name
 
- 				iw.text.addReplacement(MetaString::GENERAL_TXT, 141); // " and "
 
- 			iw.components.push_back(Component(Component::SPELL, *it, 0, 0));
 
- 		}
 
- 		sendAndApply(&iw);
 
- 		sendAndApply(&cs);
 
- 	}
 
- 	cab1.updateArmy(this);
 
- 	cab2.updateArmy(this); //take casualties after battle is deleted
 
- 	if(battleResult.data->winner != BattleSide::ATTACKER && heroAttacker) //remove beaten Attacker
 
- 	{
 
- 		RemoveObject ro(heroAttacker->id);
 
- 		sendAndApply(&ro);
 
- 	}
 
- 	if(battleResult.data->winner != BattleSide::DEFENDER && heroDefender) //remove beaten Defender
 
- 	{
 
- 		RemoveObject ro(heroDefender->id);
 
- 		sendAndApply(&ro);
 
- 	}
 
- 	if(battleResult.data->winner == BattleSide::DEFENDER 
 
- 		&& heroDefender 
 
- 		&& heroDefender->visitedTown
 
- 		&& !heroDefender->inTownGarrison
 
- 		&& heroDefender->visitedTown->garrisonHero == heroDefender)
 
- 	{
 
- 		swapGarrisonOnSiege(heroDefender->visitedTown->id); //return defending visitor from garrison to its rightful place
 
- 	}
 
- 	//give exp
 
- 	if(battleResult.data->exp[0] && heroAttacker && battleResult.get()->winner == BattleSide::ATTACKER)
 
- 		changePrimSkill(heroAttacker, PrimarySkill::EXPERIENCE, battleResult.data->exp[0]);
 
- 	else if(battleResult.data->exp[1] && heroDefender && battleResult.get()->winner == BattleSide::DEFENDER)
 
- 		changePrimSkill(heroDefender, PrimarySkill::EXPERIENCE, battleResult.data->exp[1]);
 
- 	queries.popIfTop(battleQuery);
 
- 	//--> continuation (battleAfterLevelUp) occurs after level-up queries are handled or on removing query (above)
 
- }
 
- void CGameHandler::battleAfterLevelUp(const BattleResult &result)
 
- {
 
- 	LOG_TRACE(logGlobal);
 
- 	finishingBattle->remainingBattleQueriesCount--;
 
- 	logGlobal->trace("Decremented queries count to %d", finishingBattle->remainingBattleQueriesCount);
 
- 	if (finishingBattle->remainingBattleQueriesCount > 0)
 
- 		//Battle results will be handled when all battle queries are closed
 
- 		return;
 
- 	//TODO consider if we really want it to work like above. ATM each player as unblocked as soon as possible
 
- 	// but the battle consequences are applied after final player is unblocked. Hard to abuse...
 
- 	// Still, it looks like a hole.
 
- 	// Necromancy if applicable.
 
- 	const CStackBasicDescriptor raisedStack = finishingBattle->winnerHero ? finishingBattle->winnerHero->calculateNecromancy(*battleResult.data) : CStackBasicDescriptor();
 
- 	// Give raised units to winner and show dialog, if any were raised,
 
- 	// units will be given after casualties are taken
 
- 	const SlotID necroSlot = raisedStack.type ? finishingBattle->winnerHero->getSlotFor(raisedStack.type) : SlotID();
 
- 	if (necroSlot != SlotID())
 
- 	{
 
- 		finishingBattle->winnerHero->showNecromancyDialog(raisedStack, getRandomGenerator());
 
- 		addToSlot(StackLocation(finishingBattle->winnerHero, necroSlot), raisedStack.type, raisedStack.count);
 
- 	}
 
- 	BattleResultsApplied resultsApplied;
 
- 	resultsApplied.player1 = finishingBattle->victor;
 
- 	resultsApplied.player2 = finishingBattle->loser;
 
- 	sendAndApply(&resultsApplied);
 
- 	setBattle(nullptr);
 
- 	if (visitObjectAfterVictory && result.winner==0 && !finishingBattle->winnerHero->stacks.empty())
 
- 	{
 
- 		logGlobal->trace("post-victory visit");
 
- 		visitObjectOnTile(*getTile(finishingBattle->winnerHero->getPosition()), finishingBattle->winnerHero);
 
- 	}
 
- 	visitObjectAfterVictory = false;
 
- 	//handle victory/loss of engaged players
 
- 	std::set<PlayerColor> playerColors = {finishingBattle->loser, finishingBattle->victor};
 
- 	checkVictoryLossConditions(playerColors);
 
- 	if (result.result == BattleResult::SURRENDER || result.result == BattleResult::ESCAPE) //loser has escaped or surrendered
 
- 	{
 
- 		SetAvailableHeroes sah;
 
- 		sah.player = finishingBattle->loser;
 
- 		sah.hid[0] = finishingBattle->loserHero->subID;
 
- 		if (result.result == BattleResult::ESCAPE) //retreat
 
- 		{
 
- 			sah.army[0].clear();
 
- 			sah.army[0].setCreature(SlotID(0), finishingBattle->loserHero->type->initialArmy.at(0).creature, 1);
 
- 		}
 
- 		if (const CGHeroInstance *another = getPlayerState(finishingBattle->loser)->availableHeroes.at(0))
 
- 			sah.hid[1] = another->subID;
 
- 		else
 
- 			sah.hid[1] = -1;
 
- 		sendAndApply(&sah);
 
- 	}
 
- 	if (result.winner != 2 && finishingBattle->winnerHero && finishingBattle->winnerHero->stacks.empty()
 
- 		&& (!finishingBattle->winnerHero->commander || !finishingBattle->winnerHero->commander->alive))
 
- 	{
 
- 		RemoveObject ro(finishingBattle->winnerHero->id);
 
- 		sendAndApply(&ro);
 
- 		if (VLC->modh->settings.WINNING_HERO_WITH_NO_TROOPS_RETREATS)
 
- 		{
 
- 			SetAvailableHeroes sah;
 
- 			sah.player = finishingBattle->victor;
 
- 			sah.hid[0] = finishingBattle->winnerHero->subID;
 
- 			sah.army[0].clear();
 
- 			sah.army[0].setCreature(SlotID(0), finishingBattle->winnerHero->type->initialArmy.at(0).creature, 1);
 
- 			if (const CGHeroInstance *another = getPlayerState(finishingBattle->victor)->availableHeroes.at(0))
 
- 				sah.hid[1] = another->subID;
 
- 			else
 
- 				sah.hid[1] = -1;
 
- 			sendAndApply(&sah);
 
- 		}
 
- 	}
 
- }
 
- void CGameHandler::makeAttack(const CStack * attacker, const CStack * defender, int distance, BattleHex targetHex, bool first, bool ranged, bool counter)
 
- {
 
- 	if(first && !counter)
 
- 		handleAttackBeforeCasting(ranged, attacker, defender);
 
- 	FireShieldInfo fireShield;
 
- 	BattleAttack bat;
 
- 	BattleLogMessage blm;
 
- 	bat.stackAttacking = attacker->unitId();
 
- 	std::shared_ptr<battle::CUnitState> attackerState = attacker->acquireState();
 
- 	if(ranged)
 
- 		bat.flags |= BattleAttack::SHOT;
 
- 	if(counter)
 
- 		bat.flags |= BattleAttack::COUNTER;
 
- 	const int attackerLuck = attacker->LuckVal();
 
- 	auto sideHeroBlocksLuck = [](const SideInBattle &side){ return NBonus::hasOfType(side.hero, Bonus::BLOCK_LUCK); };
 
- 	if (!vstd::contains_if (gs->curB->sides, sideHeroBlocksLuck))
 
- 	{
 
- 		if (attackerLuck > 0  && getRandomGenerator().nextInt(23) < attackerLuck)
 
- 		{
 
- 			bat.flags |= BattleAttack::LUCKY;
 
- 		}
 
- 		if (VLC->modh->settings.data["hardcodedFeatures"]["NEGATIVE_LUCK"].Bool()) // negative luck enabled
 
- 		{
 
- 			if (attackerLuck < 0 && getRandomGenerator().nextInt(23) < abs(attackerLuck))
 
- 			{
 
- 				bat.flags |= BattleAttack::UNLUCKY;
 
- 			}
 
- 		}
 
- 	}
 
- 	if (getRandomGenerator().nextInt(99) < attacker->valOfBonuses(Bonus::DOUBLE_DAMAGE_CHANCE))
 
- 	{
 
- 		bat.flags |= BattleAttack::DEATH_BLOW;
 
- 	}
 
- 	if (attacker->getCreature()->idNumber == CreatureID::BALLISTA)
 
- 	{
 
- 		const CGHeroInstance * owner = gs->curB->getHero(attacker->owner);
 
- 		int chance = owner->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ARTILLERY);
 
- 		if (chance > getRandomGenerator().nextInt(99))
 
- 		{
 
- 			bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG;
 
- 		}
 
- 	}
 
- 	int64_t drainedLife = 0;
 
- 	// only primary target
 
- 	if(defender->alive())
 
- 		drainedLife += applyBattleEffects(bat, attackerState, fireShield, defender, distance, false);
 
- 	//multiple-hex normal attack
 
- 	std::set<const CStack*> attackedCreatures = gs->curB->getAttackedCreatures(attacker, targetHex, bat.shot()); //creatures other than primary target
 
- 	for(const CStack * stack : attackedCreatures)
 
- 	{
 
- 		if(stack != defender && stack->alive()) //do not hit same stack twice
 
- 			drainedLife += applyBattleEffects(bat, attackerState, fireShield, stack, distance, true);
 
- 	}
 
- 	std::shared_ptr<const Bonus> bonus = attacker->getBonusLocalFirst(Selector::type()(Bonus::SPELL_LIKE_ATTACK));
 
- 	if(bonus && ranged) //TODO: make it work in melee?
 
- 	{
 
- 		//this is need for displaying hit animation
 
- 		bat.flags |= BattleAttack::SPELL_LIKE;
 
- 		bat.spellID = SpellID(bonus->subtype);
 
- 		//TODO: should spell override creature`s projectile?
 
- 		auto spell = bat.spellID.toSpell();
 
- 		battle::Target target;
 
- 		target.emplace_back(defender);
 
- 		spells::BattleCast event(gs->curB, attacker, spells::Mode::SPELL_LIKE_ATTACK, spell);
 
- 		event.setSpellLevel(bonus->val);
 
- 		auto attackedCreatures = spell->battleMechanics(&event)->getAffectedStacks(target);
 
- 		//TODO: get exact attacked hex for defender
 
- 		for(const CStack * stack : attackedCreatures)
 
- 		{
 
- 			if(stack != defender && stack->alive()) //do not hit same stack twice
 
- 			{
 
- 				drainedLife += applyBattleEffects(bat, attackerState, fireShield, stack, distance, true);
 
- 			}
 
- 		}
 
- 		//now add effect info for all attacked stacks
 
- 		for (BattleStackAttacked & bsa : bat.bsa)
 
- 		{
 
- 			if (bsa.attackerID == attacker->ID) //this is our attack and not f.e. fire shield
 
- 			{
 
- 				//this is need for displaying affect animation
 
- 				bsa.flags |= BattleStackAttacked::SPELL_EFFECT;
 
- 				bsa.spellID = SpellID(bonus->subtype);
 
- 			}
 
- 		}
 
- 	}
 
- 	attackerState->afterAttack(ranged, counter);
 
- 	{
 
- 		UnitChanges info(attackerState->unitId(), UnitChanges::EOperation::RESET_STATE);
 
- 		attackerState->save(info.data);
 
- 		bat.attackerChanges.changedStacks.push_back(info);
 
- 	}
 
- 	sendAndApply(&bat);
 
- 	{
 
- 		const bool multipleTargets = bat.bsa.size() > 1;
 
- 		int64_t totalDamage = 0;
 
- 		int32_t totalKills = 0;
 
- 		for(const BattleStackAttacked & bsa : bat.bsa)
 
- 		{
 
- 			totalDamage += bsa.damageAmount;
 
- 			totalKills += bsa.killedAmount;
 
- 		}
 
- 		{
 
- 			MetaString text;
 
- 			attacker->addText(text, MetaString::GENERAL_TXT, 376);
 
- 			attacker->addNameReplacement(text);
 
- 			text.addReplacement(totalDamage);
 
- 			blm.lines.push_back(text);
 
- 		}
 
- 		addGenericKilledLog(blm, defender, totalKills, multipleTargets);
 
- 	}
 
- 	// drain life effect (as well as log entry) must be applied after the attack
 
- 	if(drainedLife > 0)
 
- 	{
 
- 		BattleAttack bat;
 
- 		bat.stackAttacking = attacker->unitId();
 
- 		{
 
- 			CustomEffectInfo customEffect;
 
- 			customEffect.sound = soundBase::DRAINLIF;
 
- 			customEffect.effect = 52;
 
- 			customEffect.stack = attackerState->unitId();
 
- 			bat.customEffects.push_back(std::move(customEffect));
 
- 		}
 
- 		sendAndApply(&bat);
 
- 		MetaString text;
 
- 		attackerState->addText(text, MetaString::GENERAL_TXT, 361);
 
- 		attackerState->addNameReplacement(text, false);
 
- 		text.addReplacement(drainedLife);
 
- 		defender->addNameReplacement(text, true);
 
- 		blm.lines.push_back(std::move(text));
 
- 	}
 
- 	if(!fireShield.empty())
 
- 	{
 
- 		//todo: this should be "virtual" spell instead, we only need fire spell school bonus here
 
- 		const CSpell * fireShieldSpell = SpellID(SpellID::FIRE_SHIELD).toSpell();
 
- 		int64_t totalDamage = 0;
 
- 		for(const auto & item : fireShield)
 
- 		{
 
- 			const CStack * actor = item.first;
 
- 			int64_t rawDamage = item.second;
 
- 			const CGHeroInstance * actorOwner = gs->curB->getHero(actor->owner);
 
- 			if(actorOwner)
 
- 			{
 
- 				rawDamage = fireShieldSpell->adjustRawDamage(actorOwner, attacker, rawDamage);
 
- 			}
 
- 			else
 
- 			{
 
- 				rawDamage = fireShieldSpell->adjustRawDamage(actor, attacker, rawDamage);
 
- 			}
 
- 			totalDamage+=rawDamage;
 
- 			//FIXME: add custom effect on actor
 
- 		}
 
- 		BattleStackAttacked bsa;
 
- 		bsa.stackAttacked = attacker->ID; //invert
 
- 		bsa.attackerID = uint32_t(-1);
 
- 		bsa.flags |= BattleStackAttacked::EFFECT;
 
- 		bsa.effect = 11;
 
- 		bsa.damageAmount = totalDamage;
 
- 		attacker->prepareAttacked(bsa, getRandomGenerator());
 
- 		StacksInjured pack;
 
- 		pack.stacks.push_back(bsa);
 
- 		sendAndApply(&pack);
 
- 		// TODO: this is already implemented in Damage::describeEffect()
 
- 		{
 
- 			MetaString text;
 
- 			text.addTxt(MetaString::GENERAL_TXT, 376);
 
- 			text.addReplacement(MetaString::SPELL_NAME, SpellID::FIRE_SHIELD);
 
- 			text.addReplacement(totalDamage);
 
- 			blm.lines.push_back(std::move(text));
 
- 		}
 
- 		addGenericKilledLog(blm, attacker, bsa.killedAmount, false);
 
- 	}
 
- 	sendAndApply(&blm);
 
- 	handleAfterAttackCasting(ranged, attacker, defender);
 
- }
 
- int64_t CGameHandler::applyBattleEffects(BattleAttack & bat, std::shared_ptr<battle::CUnitState> attackerState, FireShieldInfo & fireShield, const CStack * def, int distance, bool secondary)
 
- {
 
- 	BattleStackAttacked bsa;
 
- 	if(secondary)
 
- 		bsa.flags |= BattleStackAttacked::SECONDARY; //all other targets do not suffer from spells & spell-like abilities
 
- 	bsa.attackerID = attackerState->unitId();
 
- 	bsa.stackAttacked = def->unitId();
 
- 	{
 
- 		BattleAttackInfo bai(attackerState.get(), def, bat.shot());
 
- 		bai.chargedFields = distance;
 
- 		if(bat.deathBlow())
 
- 			bai.additiveBonus += 1.0;
 
- 		if(bat.ballistaDoubleDmg())
 
- 			bai.additiveBonus += 1.0;
 
- 		if(bat.lucky())
 
- 			bai.additiveBonus += 1.0;
 
- 		//unlucky hit, used only if negative luck is enabled
 
- 		if(bat.unlucky())
 
- 			bai.additiveBonus -= 0.5; // FIXME: how bad (and luck in general) should work with following bonuses?
 
- 		auto range = gs->curB->calculateDmgRange(bai);
 
- 		bsa.damageAmount = gs->curB->getActualDamage(range, attackerState->getCount(), getRandomGenerator());
 
- 		CStack::prepareAttacked(bsa, getRandomGenerator(), bai.defender->acquireState()); //calculate casualties
 
- 	}
 
- 	int64_t drainedLife = 0;
 
- 	//life drain handling
 
- 	if(attackerState->hasBonusOfType(Bonus::LIFE_DRAIN) && def->isLiving())
 
- 	{
 
- 		int64_t toHeal = bsa.damageAmount * attackerState->valOfBonuses(Bonus::LIFE_DRAIN) / 100;
 
- 		attackerState->heal(toHeal, EHealLevel::RESURRECT, EHealPower::PERMANENT);
 
- 		drainedLife += toHeal;
 
- 	}
 
- 	//soul steal handling
 
- 	if(attackerState->hasBonusOfType(Bonus::SOUL_STEAL) && def->isLiving())
 
- 	{
 
- 		//we can have two bonuses - one with subtype 0 and another with subtype 1
 
- 		//try to use permanent first, use only one of two
 
- 		for(si32 subtype = 1; subtype >= 0; subtype--)
 
- 		{
 
- 			if(attackerState->hasBonusOfType(Bonus::SOUL_STEAL, subtype))
 
- 			{
 
- 				int64_t toHeal = bsa.killedAmount * attackerState->valOfBonuses(Bonus::SOUL_STEAL, subtype) * attackerState->MaxHealth();
 
- 				attackerState->heal(toHeal, EHealLevel::OVERHEAL, ((subtype == 0) ? EHealPower::ONE_BATTLE : EHealPower::PERMANENT));
 
- 				drainedLife += toHeal;
 
- 				break;
 
- 			}
 
- 		}
 
- 	}
 
- 	bat.bsa.push_back(bsa); //add this stack to the list of victims after drain life has been calculated
 
- 	//fire shield handling
 
- 	if(!bat.shot() && !def->isClone() &&
 
- 		def->hasBonusOfType(Bonus::FIRE_SHIELD) && !attackerState->hasBonusOfType(Bonus::FIRE_IMMUNITY))
 
- 	{
 
- 		//TODO: use damage with bonus but without penalties
 
- 		auto fireShieldDamage = (std::min<int64_t>(def->getAvailableHealth(), bsa.damageAmount) * def->valOfBonuses(Bonus::FIRE_SHIELD)) / 100;
 
- 		fireShield.push_back(std::make_pair(def, fireShieldDamage));
 
- 	}
 
- 	return drainedLife;
 
- }
 
- void CGameHandler::sendGenericKilledLog(const CStack * defender, int32_t killed, bool multiple)
 
- {
 
- 	if(killed > 0)
 
- 	{
 
- 		BattleLogMessage blm;
 
- 		addGenericKilledLog(blm, defender, killed, multiple);
 
- 		sendAndApply(&blm);
 
- 	}
 
- }
 
- void CGameHandler::addGenericKilledLog(BattleLogMessage & blm, const CStack * defender, int32_t killed, bool multiple)
 
- {
 
- 	if(killed > 0)
 
- 	{
 
- 		const int32_t txtIndex = (killed > 1) ? 379 : 378;
 
- 		std::string formatString = VLC->generaltexth->allTexts.at(txtIndex);
 
- 		// these default h3 texts have unnecessary new lines, so get rid of them before displaying (and trim just in case, trimming newlines does not works for some reason)
 
- 		formatString.erase(std::remove(formatString.begin(), formatString.end(), '\n'), formatString.end());
 
- 		formatString.erase(std::remove(formatString.begin(), formatString.end(), '\r'), formatString.end());
 
- 		boost::algorithm::trim(formatString);
 
- 		boost::format txt(formatString);
 
- 		if(killed > 1)
 
- 		{
 
- 			txt % killed % (multiple ? VLC->generaltexth->allTexts[43] : defender->getCreature()->namePl); // creatures perish
 
- 		}
 
- 		else //killed == 1
 
- 		{
 
- 			txt % (multiple ? VLC->generaltexth->allTexts[42] : defender->getCreature()->nameSing); // creature perishes
 
- 		}
 
- 		MetaString line;
 
- 		line << txt.str();
 
- 		blm.lines.push_back(std::move(line));
 
- 	}
 
- }
 
- void CGameHandler::handleClientDisconnection(std::shared_ptr<CConnection> c)
 
- {
 
- 	if(lobby->state == EServerState::SHUTDOWN || !gs || !gs->scenarioOps)
 
- 		return;
 
- 	
 
- 	for(auto & playerConnections : connections)
 
- 	{
 
- 		PlayerColor playerId = playerConnections.first;
 
- 		auto * playerSettings = gs->scenarioOps->getPlayersSettings(playerId.getNum());
 
- 		if(!playerSettings)
 
- 			continue;
 
- 		
 
- 		auto playerConnection = vstd::find(playerConnections.second, c);
 
- 		if(playerConnection != playerConnections.second.end())
 
- 		{
 
- 			std::string messageText = boost::str(boost::format("%s (cid %d) was disconnected") % playerSettings->name % c->connectionID);
 
- 			playerMessage(playerId, messageText, ObjectInstanceID{});
 
- 		}
 
- 	}
 
- }
 
- void CGameHandler::handleReceivedPack(CPackForServer * pack)
 
- {
 
- 	//prepare struct informing that action was applied
 
- 	auto sendPackageResponse = [&](bool succesfullyApplied)
 
- 	{
 
- 		PackageApplied applied;
 
- 		applied.player = pack->player;
 
- 		applied.result = succesfullyApplied;
 
- 		applied.packType = typeList.getTypeID(pack);
 
- 		applied.requestID = pack->requestID;
 
- 		pack->c->sendPack(&applied);
 
- 	};
 
- 	CBaseForGHApply * apply = applier->getApplier(typeList.getTypeID(pack)); //and appropriate applier object
 
- 	if(isBlockedByQueries(pack, pack->player))
 
- 	{
 
- 		sendPackageResponse(false);
 
- 	}
 
- 	else if(apply)
 
- 	{
 
- 		const bool result = apply->applyOnGH(this, pack);
 
- 		if(result)
 
- 			logGlobal->trace("Message %s successfully applied!", typeid(*pack).name());
 
- 		else
 
- 			complain((boost::format("Got false in applying %s... that request must have been fishy!")
 
- 				% typeid(*pack).name()).str());
 
- 		sendPackageResponse(true);
 
- 	}
 
- 	else
 
- 	{
 
- 		logGlobal->error("Message cannot be applied, cannot find applier (unregistered type)!");
 
- 		sendPackageResponse(false);
 
- 	}
 
- 	vstd::clear_pointer(pack);
 
- }
 
- int CGameHandler::moveStack(int stack, BattleHex dest)
 
- {
 
- 	int ret = 0;
 
- 	const CStack *curStack = gs->curB->battleGetStackByID(stack),
 
- 		*stackAtEnd = gs->curB->battleGetStackByPos(dest);
 
- 	assert(curStack);
 
- 	assert(dest < GameConstants::BFIELD_SIZE);
 
- 	if (gs->curB->tacticDistance)
 
- 	{
 
- 		assert(gs->curB->isInTacticRange(dest));
 
- 	}
 
- 	auto start = curStack->getPosition();
 
- 	if (start == dest)
 
- 		return 0;
 
- 	//initing necessary tables
 
- 	auto accessibility = getAccesibility(curStack);
 
- 	//shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
 
- 	if(!stackAtEnd && curStack->doubleWide() && !accessibility.accessible(dest, curStack))
 
- 	{
 
- 		BattleHex shifted = dest.cloneInDirection(curStack->destShiftDir(), false);
 
- 		if(accessibility.accessible(shifted, curStack))
 
- 			dest = shifted;
 
- 	}
 
- 	if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility.accessible(dest, curStack))
 
- 	{
 
- 		complain("Given destination is not accessible!");
 
- 		return 0;
 
- 	}
 
- 	bool canUseGate = false;
 
- 	auto dbState = gs->curB->si.gateState;
 
- 	if(battleGetSiegeLevel() > 0 && curStack->side == BattleSide::DEFENDER &&
 
- 		dbState != EGateState::DESTROYED &&
 
- 		dbState != EGateState::BLOCKED)
 
- 	{
 
- 		canUseGate = true;
 
- 	}
 
- 	std::pair< std::vector<BattleHex>, int > path = gs->curB->getPath(start, dest, curStack);
 
- 	ret = path.second;
 
- 	int creSpeed = gs->curB->tacticDistance ? GameConstants::BFIELD_SIZE : curStack->Speed(0, true);
 
- 	auto isGateDrawbridgeHex = [&](BattleHex hex) -> bool
 
- 	{
 
- 		if (gs->curB->town->subID == ETownType::FORTRESS && hex == ESiegeHex::GATE_BRIDGE)
 
- 			return true;
 
- 		if (hex == ESiegeHex::GATE_OUTER)
 
- 			return true;
 
- 		if (hex == ESiegeHex::GATE_INNER)
 
- 			return true;
 
- 		return false;
 
- 	};
 
- 	auto occupyGateDrawbridgeHex = [&](BattleHex hex) -> bool
 
- 	{
 
- 		if (isGateDrawbridgeHex(hex))
 
- 			return true;
 
- 		if (curStack->doubleWide())
 
- 		{
 
- 			BattleHex otherHex = curStack->occupiedHex(hex);
 
- 			if (otherHex.isValid() && isGateDrawbridgeHex(otherHex))
 
- 				return true;
 
- 		}
 
- 		return false;
 
- 	};
 
- 	if (curStack->hasBonusOfType(Bonus::FLYING))
 
- 	{
 
- 		if (path.second <= creSpeed && path.first.size() > 0)
 
- 		{
 
- 			if (canUseGate && dbState != EGateState::OPENED &&
 
- 				occupyGateDrawbridgeHex(dest))
 
- 			{
 
- 				BattleUpdateGateState db;
 
- 				db.state = EGateState::OPENED;
 
- 				sendAndApply(&db);
 
- 			}
 
- 			//inform clients about move
 
- 			BattleStackMoved sm;
 
- 			sm.stack = curStack->ID;
 
- 			std::vector<BattleHex> tiles;
 
- 			tiles.push_back(path.first[0]);
 
- 			sm.tilesToMove = tiles;
 
- 			sm.distance = path.second;
 
- 			sm.teleporting = false;
 
- 			sendAndApply(&sm);
 
- 		}
 
- 	}
 
- 	else //for non-flying creatures
 
- 	{
 
- 		std::vector<BattleHex> tiles;
 
- 		const int tilesToMove = std::max((int)(path.first.size() - creSpeed), 0);
 
- 		int v = (int)path.first.size()-1;
 
- 		path.first.push_back(start);
 
- 		// check if gate need to be open or closed at some point
 
- 		BattleHex openGateAtHex, gateMayCloseAtHex;
 
- 		if (canUseGate)
 
- 		{
 
- 			for (int i = (int)path.first.size()-1; i >= 0; i--)
 
- 			{
 
- 				auto needOpenGates = [&](BattleHex hex) -> bool
 
- 				{
 
- 					if (gs->curB->town->subID == ETownType::FORTRESS && hex == ESiegeHex::GATE_BRIDGE)
 
- 						return true;
 
- 					if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] == ESiegeHex::GATE_OUTER)
 
- 						return true;
 
- 					else if (hex == ESiegeHex::GATE_OUTER || hex == ESiegeHex::GATE_INNER)
 
- 						return true;
 
- 					return false;
 
- 				};
 
- 				auto hex = path.first[i];
 
- 				if (!openGateAtHex.isValid() && dbState != EGateState::OPENED)
 
- 				{
 
- 					if (needOpenGates(hex))
 
- 						openGateAtHex = path.first[i+1];
 
- 					//TODO we need find batter way to handle double-wide stacks
 
- 					//currently if only second occupied stack part is standing on gate / bridge hex then stack will start to wait for bridge to lower before it's needed. Though this is just a visual bug.
 
- 					if (curStack->doubleWide())
 
- 					{
 
- 						BattleHex otherHex = curStack->occupiedHex(hex);
 
- 						if (otherHex.isValid() && needOpenGates(otherHex))
 
- 							openGateAtHex = path.first[i+2];
 
- 					}
 
- 					//gate may be opened and then closed during stack movement, but not other way around
 
- 					if (openGateAtHex.isValid())
 
- 						dbState = EGateState::OPENED;
 
- 				}
 
- 				if (!gateMayCloseAtHex.isValid() && dbState != EGateState::CLOSED)
 
- 				{
 
- 					if (hex == ESiegeHex::GATE_INNER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
 
- 					{
 
- 						gateMayCloseAtHex = path.first[i-1];
 
- 					}
 
- 					if (gs->curB->town->subID == ETownType::FORTRESS)
 
- 					{
 
- 						if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
 
- 						{
 
- 							gateMayCloseAtHex = path.first[i-1];
 
- 						}
 
- 						else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 &&
 
- 							path.first[i-1] != ESiegeHex::GATE_INNER &&
 
- 							path.first[i-1] != ESiegeHex::GATE_BRIDGE)
 
- 						{
 
- 							gateMayCloseAtHex = path.first[i-1];
 
- 						}
 
- 					}
 
- 					else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_INNER)
 
- 					{
 
- 						gateMayCloseAtHex = path.first[i-1];
 
- 					}
 
- 				}
 
- 			}
 
- 		}
 
- 		bool stackIsMoving = true;
 
- 		while(stackIsMoving)
 
- 		{
 
- 			if (v<tilesToMove)
 
- 			{
 
- 				logGlobal->error("Movement terminated abnormally");
 
- 				break;
 
- 			}
 
- 			bool gateStateChanging = false;
 
- 			//special handling for opening gate on from starting hex
 
- 			if (openGateAtHex.isValid() && openGateAtHex == start)
 
- 				gateStateChanging = true;
 
- 			else
 
- 			{
 
- 				for (bool obstacleHit = false; (!obstacleHit) && (!gateStateChanging) && (v >= tilesToMove); --v)
 
- 				{
 
- 					BattleHex hex = path.first[v];
 
- 					tiles.push_back(hex);
 
- 					if ((openGateAtHex.isValid() && openGateAtHex == hex) ||
 
- 						(gateMayCloseAtHex.isValid() && gateMayCloseAtHex == hex))
 
- 					{
 
- 						gateStateChanging = true;
 
- 					}
 
- 					//if we walked onto something, finalize this portion of stack movement check into obstacle
 
- 					if(!battleGetAllObstaclesOnPos(hex, false).empty())
 
- 						obstacleHit = true;
 
- 					if (curStack->doubleWide())
 
- 					{
 
- 						BattleHex otherHex = curStack->occupiedHex(hex);
 
- 						//two hex creature hit obstacle by backside
 
- 						auto obstacle2 = battleGetAllObstaclesOnPos(otherHex, false);
 
- 						if(otherHex.isValid() && !obstacle2.empty())
 
- 							obstacleHit = true;
 
- 					}
 
- 				}
 
- 			}
 
- 			if (tiles.size() > 0)
 
- 			{
 
- 				//commit movement
 
- 				BattleStackMoved sm;
 
- 				sm.stack = curStack->ID;
 
- 				sm.distance = path.second;
 
- 				sm.teleporting = false;
 
- 				sm.tilesToMove = tiles;
 
- 				sendAndApply(&sm);
 
- 				tiles.clear();
 
- 			}
 
- 			//we don't handle obstacle at the destination tile -> it's handled separately in the if at the end
 
- 			if (curStack->getPosition() != dest)
 
- 			{
 
- 				if(stackIsMoving && start != curStack->getPosition())
 
- 					stackIsMoving = handleDamageFromObstacle(curStack, stackIsMoving);
 
- 				if (gateStateChanging)
 
- 				{
 
- 					if (curStack->getPosition() == openGateAtHex)
 
- 					{
 
- 						openGateAtHex = BattleHex();
 
- 						//only open gate if stack is still alive
 
- 						if (curStack->alive())
 
- 						{
 
- 							BattleUpdateGateState db;
 
- 							db.state = EGateState::OPENED;
 
- 							sendAndApply(&db);
 
- 						}
 
- 					}
 
- 					else if (curStack->getPosition() == gateMayCloseAtHex)
 
- 					{
 
- 						gateMayCloseAtHex = BattleHex();
 
- 						updateGateState();
 
- 					}
 
- 				}
 
- 			}
 
- 			else
 
- 				//movement finished normally: we reached destination
 
- 				stackIsMoving = false;
 
- 		}
 
- 	}
 
- 	//handling obstacle on the final field (separate, because it affects both flying and walking stacks)
 
- 	handleDamageFromObstacle(curStack);
 
- 	return ret;
 
- }
 
- CGameHandler::CGameHandler(CVCMIServer * lobby)
 
- 	: lobby(lobby)
 
- 	, complainNoCreatures("No creatures to split")
 
- 	, complainNotEnoughCreatures("Cannot split that stack, not enough creatures!")
 
- 	, complainInvalidSlot("Invalid slot accessed!")
 
- {
 
- 	QID = 1;
 
- 	IObjectInterface::cb = this;
 
- 	applier = std::make_shared<CApplier<CBaseForGHApply>>();
 
- 	registerTypesServerPacks(*applier);
 
- 	visitObjectAfterVictory = false;
 
- 	spellEnv = new ServerSpellCastEnvironment(this);
 
- }
 
- CGameHandler::~CGameHandler()
 
- {
 
- 	delete spellEnv;
 
- 	delete gs;
 
- }
 
- void CGameHandler::reinitScripting()
 
- {
 
- 	serverEventBus = make_unique<events::EventBus>();
 
- #if SCRIPTING_ENABLED
 
- 	serverScripts.reset(new scripting::PoolImpl(this, spellEnv));
 
- #endif
 
- }
 
- void CGameHandler::init(StartInfo *si)
 
- {
 
- 	if (si->seedToBeUsed == 0)
 
- 	{
 
- 		si->seedToBeUsed = static_cast<ui32>(std::time(nullptr));
 
- 	}
 
- 	CMapService mapService;
 
- 	gs = new CGameState();
 
- 	gs->preInit(VLC);
 
- 	logGlobal->info("Gamestate created!");
 
- 	gs->init(&mapService, si);
 
- 	logGlobal->info("Gamestate initialized!");
 
- 	// reset seed, so that clients can't predict any following random values
 
- 	getRandomGenerator().resetSeed();
 
- 	for (auto & elem : gs->players)
 
- 	{
 
- 		states.addPlayer(elem.first);
 
- 	}
 
- 	reinitScripting();
 
- }
 
- static bool evntCmp(const CMapEvent &a, const CMapEvent &b)
 
- {
 
- 	return a.earlierThan(b);
 
- }
 
- void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
 
- {// bool forced = true - if creature should be replaced, if false - only if no creature was set
 
- 	const PlayerState * p = getPlayerState(town->tempOwner);
 
- 	if (!p)
 
- 	{
 
- 		logGlobal->warn("There is no player owner of town %s at %s", town->name, town->pos.toString());
 
- 		return;
 
- 	}
 
- 	if (forced || town->creatures.at(GameConstants::CREATURES_PER_TOWN).second.empty())//we need to change creature
 
- 		{
 
- 			SetAvailableCreatures ssi;
 
- 			ssi.tid = town->id;
 
- 			ssi.creatures = town->creatures;
 
- 			ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear();//remove old one
 
- 			const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
 
- 			if (dwellings.empty())//no dwellings - just remove
 
- 			{
 
- 				sendAndApply(&ssi);
 
- 				return;
 
- 			}
 
- 			auto dwelling = *RandomGeneratorUtil::nextItem(dwellings, getRandomGenerator());
 
- 			// for multi-creature dwellings like Golem Factory
 
- 			auto creatureId = RandomGeneratorUtil::nextItem(dwelling->creatures, getRandomGenerator())->second[0];
 
- 			if (clear)
 
- 			{
 
- 				ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max((ui32)1, (VLC->creh->objects.at(creatureId)->growth)/2);
 
- 			}
 
- 			else
 
- 			{
 
- 				ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->objects.at(creatureId)->growth;
 
- 			}
 
- 			ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creatureId);
 
- 			sendAndApply(&ssi);
 
- 		}
 
- }
 
- void CGameHandler::newTurn()
 
- {
 
- 	logGlobal->trace("Turn %d", gs->day+1);
 
- 	NewTurn n;
 
- 	n.specialWeek = NewTurn::NO_ACTION;
 
- 	n.creatureid = CreatureID::NONE;
 
- 	n.day = gs->day + 1;
 
- 	bool firstTurn = !getDate(Date::DAY);
 
- 	bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
 
- 	bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
 
- 	std::map<PlayerColor, si32> hadGold;//starting gold - for buildings like dwarven treasury
 
- 	if (firstTurn)
 
- 	{
 
- 		for (auto obj : gs->map->objects)
 
- 		{
 
- 			if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
 
- 			{
 
- 				changePrimSkill (getHero(obj->id), PrimarySkill::EXPERIENCE, 0);
 
- 			}
 
- 		}
 
- 	}
 
- 	if (newWeek && !firstTurn)
 
- 	{
 
- 		n.specialWeek = NewTurn::NORMAL;
 
- 		bool deityOfFireBuilt = false;
 
- 		for (const CGTownInstance *t : gs->map->towns)
 
- 		{
 
- 			if (t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
 
- 			{
 
- 				deityOfFireBuilt = true;
 
- 				break;
 
- 			}
 
- 		}
 
- 		if (deityOfFireBuilt)
 
- 		{
 
- 			n.specialWeek = NewTurn::DEITYOFFIRE;
 
- 			n.creatureid = CreatureID::IMP;
 
- 		}
 
- 		else if(!VLC->modh->settings.NO_RANDOM_SPECIAL_WEEKS_AND_MONTHS)
 
- 		{
 
- 			int monthType = getRandomGenerator().nextInt(99);
 
- 			if (newMonth) //new month
 
- 			{
 
- 				if (monthType < 40) //double growth
 
- 				{
 
- 					n.specialWeek = NewTurn::DOUBLE_GROWTH;
 
- 					if (VLC->modh->settings.ALL_CREATURES_GET_DOUBLE_MONTHS)
 
- 					{
 
- 						std::pair<int, CreatureID> newMonster(54, VLC->creh->pickRandomMonster(getRandomGenerator()));
 
- 						n.creatureid = newMonster.second;
 
- 					}
 
- 					else if (VLC->creh->doubledCreatures.size())
 
- 					{
 
- 						const std::vector<CreatureID> doubledCreatures (VLC->creh->doubledCreatures.begin(), VLC->creh->doubledCreatures.end());
 
- 						n.creatureid = *RandomGeneratorUtil::nextItem(doubledCreatures, getRandomGenerator());
 
- 					}
 
- 					else
 
- 					{
 
- 						complain("Cannot find creature that can be spawned!");
 
- 						n.specialWeek = NewTurn::NORMAL;
 
- 					}
 
- 				}
 
- 				else if (monthType < 50)
 
- 					n.specialWeek = NewTurn::PLAGUE;
 
- 			}
 
- 			else //it's a week, but not full month
 
- 			{
 
- 				if (monthType < 25)
 
- 				{
 
- 					n.specialWeek = NewTurn::BONUS_GROWTH; //+5
 
- 					std::pair<int, CreatureID> newMonster(54, CreatureID());
 
- 					do
 
- 					{
 
- 						newMonster.second = VLC->creh->pickRandomMonster(getRandomGenerator());
 
- 					} while (VLC->creh->objects[newMonster.second] &&
 
- 						(*VLC->townh)[(*VLC->creh)[newMonster.second]->faction]->town == nullptr); // find first non neutral creature
 
- 					n.creatureid = newMonster.second;
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- 	std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->hpool.heroesPool;
 
- 	for (auto& hp : pool)
 
- 	{
 
- 		auto hero = hp.second;
 
- 		if (hero->isInitialized() && hero->stacks.size())
 
- 		{
 
- 			// reset retreated or surrendered heroes
 
- 			auto maxmove = hero->maxMovePoints(true);
 
- 			// if movement is greater than maxmove, we should decrease it
 
- 			if (hero->movement != maxmove || hero->mana < hero->manaLimit())
 
- 			{
 
- 				NewTurn::Hero hth;
 
- 				hth.id = hero->id;
 
- 				hth.move = maxmove;
 
- 				hth.mana = hero->getManaNewTurn();
 
- 				n.heroes.insert(hth);
 
- 			}
 
- 		}
 
- 	}
 
- 	for (auto & elem : gs->players)
 
- 	{
 
- 		if (elem.first == PlayerColor::NEUTRAL)
 
- 			continue;
 
- 		else if (elem.first >= PlayerColor::PLAYER_LIMIT)
 
- 			assert(0); //illegal player number!
 
- 		std::pair<PlayerColor, si32> playerGold(elem.first, elem.second.resources.at(Res::GOLD));
 
- 		hadGold.insert(playerGold);
 
- 		if (newWeek) //new heroes in tavern
 
- 		{
 
- 			SetAvailableHeroes sah;
 
- 			sah.player = elem.first;
 
- 			//pick heroes and their armies
 
- 			CHeroClass *banned = nullptr;
 
- 			for (int j = 0; j < GameConstants::AVAILABLE_HEROES_PER_PLAYER; j++)
 
- 			{
 
- 				//first hero - native if possible, second hero -> any other class
 
- 				if (CGHeroInstance *h = gs->hpool.pickHeroFor(j == 0, elem.first, getNativeTown(elem.first), pool, getRandomGenerator(), banned))
 
- 				{
 
- 					sah.hid[j] = h->subID;
 
- 					h->initArmy(getRandomGenerator(), &sah.army[j]);
 
- 					banned = h->type->heroClass;
 
- 				}
 
- 				else
 
- 				{
 
- 					sah.hid[j] = -1;
 
- 				}
 
- 			}
 
- 			sendAndApply(&sah);
 
- 		}
 
- 		n.res[elem.first] = elem.second.resources;
 
- 		if(!firstTurn && newWeek) //weekly crystal generation if 1 or more crystal dragons in any hero army or town garrison
 
- 		{
 
- 			bool hasCrystalGenCreature = false;
 
- 			for(CGHeroInstance * hero : elem.second.heroes)
 
- 			{
 
- 				for(auto stack : hero->stacks)
 
- 				{
 
- 					if(stack.second->hasBonusOfType(Bonus::SPECIAL_CRYSTAL_GENERATION))
 
- 					{
 
- 						hasCrystalGenCreature = true;
 
- 						break;
 
- 					}
 
- 				}
 
- 			}
 
- 			if(!hasCrystalGenCreature) //not found in armies, check towns
 
- 			{
 
- 				for(CGTownInstance * town : elem.second.towns)
 
- 				{
 
- 					for(auto stack : town->stacks)
 
- 					{
 
- 						if(stack.second->hasBonusOfType(Bonus::SPECIAL_CRYSTAL_GENERATION))
 
- 						{
 
- 							hasCrystalGenCreature = true;
 
- 							break;
 
- 						}
 
- 					}
 
- 				}
 
- 			}
 
- 			if(hasCrystalGenCreature)
 
- 				n.res[elem.first][Res::CRYSTAL] += 3;
 
- 		}
 
- 		for (CGHeroInstance *h : (elem).second.heroes)
 
- 		{
 
- 			if (h->visitedTown)
 
- 				giveSpells(h->visitedTown, h);
 
- 			NewTurn::Hero hth;
 
- 			hth.id = h->id;
 
- 			auto ti = make_unique<TurnInfo>(h, 1);
 
- 			// TODO: this code executed when bonuses of previous day not yet updated (this happen in NewTurn::applyGs). See issue 2356
 
- 			hth.move = h->maxMovePointsCached(gs->map->getTile(h->getPosition(false)).terType->isLand(), ti.get());
 
- 			hth.mana = h->getManaNewTurn();
 
- 			n.heroes.insert(hth);
 
- 			if (!firstTurn) //not first day
 
- 			{
 
- 				n.res[elem.first][Res::GOLD] += h->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ESTATES)); //estates
 
- 				for (int k = 0; k < GameConstants::RESOURCE_QUANTITY; k++)
 
- 				{
 
- 					n.res[elem.first][k] += h->valOfBonuses(Bonus::GENERATE_RESOURCE, k);
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- 	for (CGTownInstance *t : gs->map->towns)
 
- 	{
 
- 		PlayerColor player = t->tempOwner;
 
- 		handleTownEvents(t, n);
 
- 		if (newWeek) //first day of week
 
- 		{
 
- 			if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
 
- 				setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
 
- 			if (!firstTurn)
 
- 				if (t->hasBuilt(BuildingSubID::TREASURY) && player < PlayerColor::PLAYER_LIMIT)
 
- 						n.res[player][Res::GOLD] += hadGold.at(player)/10; //give 10% of starting gold
 
- 			if (!vstd::contains(n.cres, t->id))
 
- 			{
 
- 				n.cres[t->id].tid = t->id;
 
- 				n.cres[t->id].creatures = t->creatures;
 
- 			}
 
- 			auto & sac = n.cres.at(t->id);
 
- 			for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths
 
- 			{
 
- 				if (!t->creatures.at(k).second.empty()) // there are creatures at this level
 
- 				{
 
- 					ui32 &availableCount = sac.creatures.at(k).first;
 
- 					const CCreature *cre = VLC->creh->objects.at(t->creatures.at(k).second.back());
 
- 					if (n.specialWeek == NewTurn::PLAGUE)
 
- 						availableCount = t->creatures.at(k).first / 2; //halve their number, no growth
 
- 					else
 
- 					{
 
- 						if (firstTurn) //first day of game: use only basic growths
 
- 							availableCount = cre->growth;
 
- 						else
 
- 							availableCount += t->creatureGrowth(k);
 
- 						//Deity of fire week - upgrade both imps and upgrades
 
- 						if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures.at(k).second, n.creatureid))
 
- 							availableCount += 15;
 
- 						if (cre->idNumber == n.creatureid) //bonus week, effect applies only to identical creatures
 
- 						{
 
- 							if (n.specialWeek == NewTurn::DOUBLE_GROWTH)
 
- 								availableCount *= 2;
 
- 							else if (n.specialWeek == NewTurn::BONUS_GROWTH)
 
- 								availableCount += 5;
 
- 						}
 
- 					}
 
- 				}
 
- 			}
 
- 		}
 
- 		if (!firstTurn  &&  player < PlayerColor::PLAYER_LIMIT)//not the first day and town not neutral
 
- 		{
 
- 			n.res[player] = n.res[player] + t->dailyIncome();
 
- 		}
 
- 		if(t->hasBuilt(BuildingID::GRAIL)
 
- 			&& t->town->buildings.at(BuildingID::GRAIL)->height == CBuilding::HEIGHT_SKYSHIP)
 
- 		{
 
- 			// Skyship, probably easier to handle same as Veil of darkness
 
- 			//do it every new day after veils apply
 
- 			if (player != PlayerColor::NEUTRAL) //do not reveal fow for neutral player
 
- 			{
 
- 				FoWChange fw;
 
- 				fw.mode = 1;
 
- 				fw.player = player;
 
- 				// find all hidden tiles
 
- 				const auto fow = getPlayerTeam(player)->fogOfWarMap;
 
- 				auto shape = fow->shape();
 
- 				for(size_t z = 0; z < shape[0]; z++)
 
- 					for(size_t x = 0; x < shape[1]; x++)
 
- 						for(size_t y = 0; y < shape[2]; y++)
 
- 							if (!(*fow)[z][x][y])
 
- 								fw.tiles.insert(int3(x, y, z));
 
- 				sendAndApply (&fw);
 
- 			}
 
- 		}
 
- 		if (t->hasBonusOfType (Bonus::DARKNESS))
 
- 		{
 
- 			for (auto & player : gs->players)
 
- 			{
 
- 				if (getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
 
- 					getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES)
 
- 					changeFogOfWar(t->visitablePos(), t->getBonusLocalFirst(Selector::type()(Bonus::DARKNESS))->val, player.first, true);
 
- 			}
 
- 		}
 
- 	}
 
- 	if (newMonth)
 
- 	{
 
- 		SetAvailableArtifacts saa;
 
- 		saa.id = -1;
 
- 		pickAllowedArtsSet(saa.arts, getRandomGenerator());
 
- 		sendAndApply(&saa);
 
- 	}
 
- 	sendAndApply(&n);
 
- 	if (newWeek)
 
- 	{
 
- 		//spawn wandering monsters
 
- 		if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
 
- 		{
 
- 			spawnWanderingMonsters(n.creatureid);
 
- 		}
 
- 		//new week info popup
 
- 		if (!firstTurn)
 
- 		{
 
- 			InfoWindow iw;
 
- 			switch (n.specialWeek)
 
- 			{
 
- 				case NewTurn::DOUBLE_GROWTH:
 
- 					iw.text.addTxt(MetaString::ARRAY_TXT, 131);
 
- 					iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
 
- 					iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
 
- 					break;
 
- 				case NewTurn::PLAGUE:
 
- 					iw.text.addTxt(MetaString::ARRAY_TXT, 132);
 
- 					break;
 
- 				case NewTurn::BONUS_GROWTH:
 
- 					iw.text.addTxt(MetaString::ARRAY_TXT, 134);
 
- 					iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
 
- 					iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
 
- 					break;
 
- 				case NewTurn::DEITYOFFIRE:
 
- 					iw.text.addTxt(MetaString::ARRAY_TXT, 135);
 
- 					iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
 
- 					iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
 
- 					iw.text.addReplacement2(15);							//%+d 15
 
- 					iw.text.addReplacement(MetaString::CRE_SING_NAMES, 43); //%s familiar
 
- 					iw.text.addReplacement2(15);							//%+d 15
 
- 					break;
 
- 				default:
 
- 					if (newMonth)
 
- 					{
 
- 						iw.text.addTxt(MetaString::ARRAY_TXT, (130));
 
- 						iw.text.addReplacement(MetaString::ARRAY_TXT, getRandomGenerator().nextInt(32, 41));
 
- 					}
 
- 					else
 
- 					{
 
- 						iw.text.addTxt(MetaString::ARRAY_TXT, (133));
 
- 						iw.text.addReplacement(MetaString::ARRAY_TXT, getRandomGenerator().nextInt(43, 57));
 
- 					}
 
- 			}
 
- 			for (auto & elem : gs->players)
 
- 			{
 
- 				iw.player = elem.first;
 
- 				sendAndApply(&iw);
 
- 			}
 
- 		}
 
- 	}
 
- 	logGlobal->trace("Info about turn %d has been sent!", n.day);
 
- 	handleTimeEvents();
 
- 	//call objects
 
- 	for (auto & elem : gs->map->objects)
 
- 	{
 
- 		if (elem)
 
- 			elem->newTurn(getRandomGenerator());
 
- 	}
 
- 	synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
 
- }
 
- void CGameHandler::run(bool resume)
 
- {
 
- 	LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
 
- 	using namespace boost::posix_time;
 
- 	for (auto cc : lobby->connections)
 
- 	{
 
- 		auto players = lobby->getAllClientPlayers(cc->connectionID);
 
- 		std::stringstream sbuffer;
 
- 		sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
 
- 		for (PlayerColor color : players)
 
- 		{
 
- 			sbuffer << color << " ";
 
- 			{
 
- 				boost::unique_lock<boost::recursive_mutex> lock(gsm);
 
- 				connections[color].insert(cc);
 
- 			}
 
- 		}
 
- 		logGlobal->info(sbuffer.str());
 
- 	}
 
- #if SCRIPTING_ENABLED
 
- 	services()->scripts()->run(serverScripts);
 
- #endif
 
- 	if(resume)
 
- 		events::GameResumed::defaultExecute(serverEventBus.get());
 
- 	auto playerTurnOrder = generatePlayerTurnOrder();
 
- 	while(lobby->state == EServerState::GAMEPLAY)
 
- 	{
 
- 		if(!resume)
 
- 		{
 
- 			newTurn();
 
- 			events::TurnStarted::defaultExecute(serverEventBus.get());
 
- 		}
 
- 		std::list<PlayerColor>::iterator it;
 
- 		if (resume)
 
- 		{
 
- 			it = std::find(playerTurnOrder.begin(), playerTurnOrder.end(), gs->currentPlayer);
 
- 		}
 
- 		else
 
- 		{
 
- 			it = playerTurnOrder.begin();
 
- 		}
 
- 		resume = false;
 
- 		for (; (it != playerTurnOrder.end()) && (lobby->state == EServerState::GAMEPLAY) ; it++)
 
- 		{
 
- 			auto playerColor = *it;
 
- 			auto onGetTurn = [&](events::PlayerGotTurn & event)
 
- 			{
 
- 				//if player runs out of time, he shouldn't get the turn (especially AI)
 
- 				//pre-trigger may change anything, should check before each player
 
- 				//TODO: is it enough to check only one player?
 
- 				checkVictoryLossConditionsForAll();
 
- 				auto player = event.getPlayer();
 
- 				const PlayerState * playerState = &gs->players[player];
 
- 				if(playerState->status != EPlayerStatus::INGAME)
 
- 				{
 
- 					event.setPlayer(PlayerColor::CANNOT_DETERMINE);
 
- 				}
 
- 				else
 
- 				{
 
- 					states.setFlag(player, &PlayerStatus::makingTurn, true);
 
- 					YourTurn yt;
 
- 					yt.player = player;
 
- 					//Change local daysWithoutCastle counter for local interface message //TODO: needed?
 
- 					yt.daysWithoutCastle = playerState->daysWithoutCastle;
 
- 					applyAndSend(&yt);
 
- 				}
 
- 			};
 
- 			events::PlayerGotTurn::defaultExecute(serverEventBus.get(), onGetTurn, playerColor);
 
- 			if(playerColor != PlayerColor::CANNOT_DETERMINE)
 
- 			{
 
- 				//wait till turn is done
 
- 				boost::unique_lock<boost::mutex> lock(states.mx);
 
- 				while(states.players.at(playerColor).makingTurn && lobby->state == EServerState::GAMEPLAY)
 
- 				{
 
- 					static time_duration p = milliseconds(100);
 
- 					states.cv.timed_wait(lock, p);
 
- 				}
 
- 			}
 
- 		}
 
- 		//additional check that game is not finished
 
- 		bool activePlayer = false;
 
- 		for (auto player : playerTurnOrder)
 
- 		{
 
- 			if (gs->players[player].status == EPlayerStatus::INGAME)
 
- 					activePlayer = true;
 
- 		}
 
- 		if(!activePlayer)
 
- 			lobby->state = EServerState::GAMEPLAY_ENDED;
 
- 	}
 
- }
 
- std::list<PlayerColor> CGameHandler::generatePlayerTurnOrder() const
 
- {
 
- 	// Generate player turn order
 
- 	std::list<PlayerColor> playerTurnOrder;
 
- 	for (const auto & player : gs->players) // add human players first
 
- 	{
 
- 		if (player.second.human)
 
- 			playerTurnOrder.push_back(player.first);
 
- 	}
 
- 	for (const auto & player : gs->players) // then add non-human players
 
- 	{
 
- 		if (!player.second.human)
 
- 			playerTurnOrder.push_back(player.first);
 
- 	}
 
- 	return playerTurnOrder;
 
- }
 
- void CGameHandler::setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town)
 
- {
 
- 	battleResult.set(nullptr);
 
- 	const auto & t = *getTile(tile);
 
- 	TerrainId terrain = t.terType->id;
 
- 	if (gs->map->isCoastalTile(tile)) //coastal tile is always ground
 
- 		terrain = Terrain::SAND;
 
- 	BattleField terType = gs->battleGetBattlefieldType(tile, getRandomGenerator());
 
- 	if (heroes[0] && heroes[0]->boat && heroes[1] && heroes[1]->boat)
 
- 		terType = BattleField::fromString("ship_to_ship");
 
- 	//send info about battles
 
- 	BattleStart bs;
 
- 	bs.info = BattleInfo::setupBattle(tile, terrain, terType, armies, heroes, creatureBank, town);
 
- 	sendAndApply(&bs);
 
- }
 
- void CGameHandler::checkBattleStateChanges()
 
- {
 
- 	//check if drawbridge state need to be changes
 
- 	if (battleGetSiegeLevel() > 0)
 
- 		updateGateState();
 
- 	//check if battle ended
 
- 	if (auto result = battleIsFinished())
 
- 	{
 
- 		setBattleResult(BattleResult::NORMAL, *result);
 
- 	}
 
- }
 
- void CGameHandler::giveSpells(const CGTownInstance *t, const CGHeroInstance *h)
 
- {
 
- 	if (!h->hasSpellbook())
 
- 		return; //hero hasn't spellbook
 
- 	ChangeSpells cs;
 
- 	cs.hid = h->id;
 
- 	cs.learn = true;
 
- 	if (t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX) && t->hasBuilt(BuildingID::MAGES_GUILD_1))
 
- 	{
 
- 		// Aurora Borealis give spells of all levels even if only level 1 mages guild built
 
- 		for (int i = 0; i < h->maxSpellLevel(); i++)
 
- 		{
 
- 			std::vector<SpellID> spells;
 
- 			getAllowedSpells(spells, i+1);
 
- 			for (auto & spell : spells)
 
- 				cs.spells.insert(spell);
 
- 		}
 
- 	}
 
- 	else
 
- 	{
 
- 		for (int i = 0; i < std::min(t->mageGuildLevel(), h->maxSpellLevel()); i++)
 
- 		{
 
- 			for (int j = 0; j < t->spellsAtLevel(i+1, true) && j < t->spells.at(i).size(); j++)
 
- 			{
 
- 				if (!h->spellbookContainsSpell(t->spells.at(i).at(j)))
 
- 					cs.spells.insert(t->spells.at(i).at(j));
 
- 			}
 
- 		}
 
- 	}
 
- 	if (!cs.spells.empty())
 
- 		sendAndApply(&cs);
 
- }
 
- bool CGameHandler::removeObject(const CGObjectInstance * obj)
 
- {
 
- 	if (!obj || !getObj(obj->id))
 
- 	{
 
- 		logGlobal->error("Something wrong, that object already has been removed or hasn't existed!");
 
- 		return false;
 
- 	}
 
- 	RemoveObject ro;
 
- 	ro.id = obj->id;
 
- 	sendAndApply(&ro);
 
- 	checkVictoryLossConditionsForAll(); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
 
- 	return true;
 
- }
 
- bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit, PlayerColor asker)
 
- {
 
- 	const CGHeroInstance *h = getHero(hid);
 
- 	// not turn of that hero or player can't simply teleport hero (at least not with this function)
 
- 	if (!h  || (asker != PlayerColor::NEUTRAL && (teleporting || h->getOwner() != gs->currentPlayer)))
 
- 	{
 
- 		logGlobal->error("Illegal call to move hero!");
 
- 		return false;
 
- 	}
 
- 	logGlobal->trace("Player %d (%s) wants to move hero %d from %s to %s", asker, asker.getStr(), hid.getNum(), h->pos.toString(), dst.toString());
 
- 	const int3 hmpos = CGHeroInstance::convertPosition(dst, false);
 
- 	if (!gs->map->isInTheMap(hmpos))
 
- 	{
 
- 		logGlobal->error("Destination tile is outside the map!");
 
- 		return false;
 
- 	}
 
- 	const TerrainTile t = *getTile(hmpos);
 
- 	const int3 guardPos = gs->guardingCreaturePosition(hmpos);
 
- 	const bool embarking = !h->boat && !t.visitableObjects.empty() && t.visitableObjects.back()->ID == Obj::BOAT;
 
- 	const bool disembarking = h->boat && t.terType->isLand() && !t.blocked;
 
- 	//result structure for start - movement failed, no move points used
 
- 	TryMoveHero tmh;
 
- 	tmh.id = hid;
 
- 	tmh.start = h->pos;
 
- 	tmh.end = dst;
 
- 	tmh.result = TryMoveHero::FAILED;
 
- 	tmh.movePoints = h->movement;
 
- 	//check if destination tile is available
 
- 	auto pathfinderHelper = make_unique<CPathfinderHelper>(gs, h, PathfinderOptions());
 
- 	pathfinderHelper->updateTurnInfo(0);
 
- 	auto ti = pathfinderHelper->getTurnInfo();
 
- 	const bool canFly = pathfinderHelper->hasBonusOfType(Bonus::FLYING_MOVEMENT);
 
- 	const bool canWalkOnSea = pathfinderHelper->hasBonusOfType(Bonus::WATER_WALKING);
 
- 	const int cost = pathfinderHelper->getMovementCost(h->getPosition(), hmpos, nullptr, nullptr, h->movement);
 
- 	//it's a rock or blocked and not visitable tile
 
- 	//OR hero is on land and dest is water and (there is not present only one object - boat)
 
- 	if (((!t.terType->isPassable()  ||  (t.blocked && !t.visitable && !canFly))
 
- 			&& complain("Cannot move hero, destination tile is blocked!"))
 
- 		|| ((!h->boat && !canWalkOnSea && !canFly && t.terType->isWater() && (t.visitableObjects.size() < 1 ||  (t.visitableObjects.back()->ID != Obj::BOAT && t.visitableObjects.back()->ID != Obj::HERO)))  //hero is not on boat/water walking and dst water tile doesn't contain boat/hero (objs visitable from land) -> we test back cause boat may be on top of another object (#276)
 
- 			&& complain("Cannot move hero, destination tile is on water!"))
 
- 		|| ((h->boat && t.terType->isLand() && t.blocked)
 
- 			&& complain("Cannot disembark hero, tile is blocked!"))
 
- 		|| ((distance(h->pos, dst) >= 1.5 && !teleporting)
 
- 			&& complain("Tiles are not neighboring!"))
 
- 		|| ((h->inTownGarrison)
 
- 			&& complain("Can not move garrisoned hero!"))
 
- 		|| (((int)h->movement < cost  &&  dst != h->pos  &&  !teleporting)
 
- 			&& complain("Hero doesn't have any movement points left!"))
 
- 		|| ((transit && !canFly && !CGTeleport::isTeleport(t.topVisitableObj()))
 
- 			&& complain("Hero cannot transit over this tile!"))
 
- 		/*|| (states.checkFlag(h->tempOwner, &PlayerStatus::engagedIntoBattle)
 
- 			&& complain("Cannot move hero during the battle"))*/)
 
- 	{
 
- 		//send info about movement failure
 
- 		sendAndApply(&tmh);
 
- 		return false;
 
- 	}
 
- 	//several generic blocks of code
 
- 	// should be called if hero changes tile but before applying TryMoveHero package
 
- 	auto leaveTile = [&]()
 
- 	{
 
- 		for (CGObjectInstance *obj : gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects)
 
- 		{
 
- 			obj->onHeroLeave(h);
 
- 		}
 
- 		this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadius(), h->tempOwner, 1);
 
- 	};
 
- 	auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
 
- 								EVisitDest visitDest, ELEaveTile leavingTile) -> bool
 
- 	{
 
- 		LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->name % tmh.start.toString() % tmh.end.toString());
 
- 		auto moveQuery = std::make_shared<CHeroMovementQuery>(this, tmh, h);
 
- 		queries.addQuery(moveQuery);
 
- 		if (leavingTile == LEAVING_TILE)
 
- 			leaveTile();
 
- 		tmh.result = result;
 
- 		sendAndApply(&tmh);
 
- 		if (visitDest == VISIT_DEST && t.topVisitableObj() && t.topVisitableObj()->id == h->id)
 
- 		{ // Hero should be always able to visit any object he staying on even if there guards around
 
- 			visitObjectOnTile(t, h);
 
- 		}
 
- 		else if (lookForGuards == CHECK_FOR_GUARDS && this->isInTheMap(guardPos))
 
- 		{
 
- 			tmh.attackedFrom = boost::make_optional(guardPos);
 
- 			const TerrainTile &guardTile = *gs->getTile(guardPos);
 
- 			objectVisited(guardTile.visitableObjects.back(), h);
 
- 			moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
 
- 		}
 
- 		else if (visitDest == VISIT_DEST)
 
- 		{
 
- 			visitObjectOnTile(t, h);
 
- 		}
 
- 		queries.popIfTop(moveQuery);
 
- 		logGlobal->trace("Hero %s ends movement", h->name);
 
- 		return result != TryMoveHero::FAILED;
 
- 	};
 
- 	//interaction with blocking object (like resources)
 
- 	auto blockingVisit = [&]() -> bool
 
- 	{
 
- 		for (CGObjectInstance *obj : t.visitableObjects)
 
- 		{
 
- 			if (obj != h  &&  obj->blockVisit  &&  !obj->passableFor(h->tempOwner))
 
- 			{
 
- 				return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, VISIT_DEST, REMAINING_ON_TILE);
 
- 				//this-> is needed for MVS2010 to recognize scope (?)
 
- 			}
 
- 		}
 
- 		return false;
 
- 	};
 
- 	if (!transit && embarking)
 
- 	{
 
- 		tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, false, ti);
 
- 		return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
 
- 		// In H3 embark ignore guards
 
- 	}
 
- 	if (disembarking)
 
- 	{
 
- 		tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, true, ti);
 
- 		return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
 
- 	}
 
- 	if (teleporting)
 
- 	{
 
- 		if (blockingVisit()) // e.g. hero on the other side of teleporter
 
- 			return true;
 
- 		doMove(TryMoveHero::TELEPORTATION, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
 
- 		// visit town for town portal \ castle gates
 
- 		// do not use generic visitObjectOnTile to avoid double-teleporting
 
- 		// if this moveHero call was triggered by teleporter
 
- 		if (!t.visitableObjects.empty())
 
- 		{
 
- 			if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(t.visitableObjects.back()))
 
- 				town->onHeroVisit(h);
 
- 		}
 
- 		return true;
 
- 	}
 
- 	//still here? it is standard movement!
 
- 	{
 
- 		tmh.movePoints = (int)h->movement >= cost
 
- 						? h->movement - cost
 
- 						: 0;
 
- 		EGuardLook lookForGuards = CHECK_FOR_GUARDS;
 
- 		EVisitDest visitDest = VISIT_DEST;
 
- 		if (transit)
 
- 		{
 
- 			if (CGTeleport::isTeleport(t.topVisitableObj()))
 
- 				visitDest = DONT_VISIT_DEST;
 
- 			if (canFly)
 
- 			{
 
- 				lookForGuards = IGNORE_GUARDS;
 
- 				visitDest = DONT_VISIT_DEST;
 
- 			}
 
- 		}
 
- 		else if (blockingVisit())
 
- 			return true;
 
- 		doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);
 
- 		return true;
 
- 	}
 
- }
 
- bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker)
 
- {
 
- 	const CGHeroInstance *h = getHero(hid);
 
- 	const CGTownInstance *t = getTown(dstid);
 
- 	if (!h || !t || h->getOwner() != gs->currentPlayer)
 
- 		COMPLAIN_RET("Invalid call to teleportHero!");
 
- 	const CGTownInstance *from = h->visitedTown;
 
- 	if (((h->getOwner() != t->getOwner())
 
- 		&& complain("Cannot teleport hero to another player"))
 
- 	|| (from->town->faction->index != t->town->faction->index
 
- 		&& 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 = t->visitablePos();
 
- 	pos += h->getVisitableOffset();
 
- 	moveHero(hid,pos,1);
 
- 	return true;
 
- }
 
- void CGameHandler::setOwner(const CGObjectInstance * obj, const PlayerColor owner)
 
- {
 
- 	PlayerColor oldOwner = getOwner(obj->id);
 
- 	SetObjectProperty sop(obj->id, ObjProperty::OWNER, owner.getNum());
 
- 	sendAndApply(&sop);
 
- 	std::set<PlayerColor> playerColors = {owner, oldOwner};
 
- 	checkVictoryLossConditions(playerColors);
 
- 	const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
 
- 	if (town) //town captured
 
- 	{
 
- 		if (owner < PlayerColor::PLAYER_LIMIT) //new owner is real player
 
- 		{
 
- 			if (town->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
 
- 				setPortalDwelling(town, true, false);
 
- 		}
 
- 		if (oldOwner < PlayerColor::PLAYER_LIMIT) //old owner is real player
 
- 		{
 
- 			if (getPlayerState(oldOwner)->towns.empty() && getPlayerState(oldOwner)->status != EPlayerStatus::LOSER) //previous player lost last last town
 
- 			{
 
- 				InfoWindow iw;
 
- 				iw.player = oldOwner;
 
- 				iw.text.addTxt(MetaString::GENERAL_TXT, 6); //%s, you have lost your last town. If you do not conquer another town in the next week, you will be eliminated.
 
- 				iw.text.addReplacement(MetaString::COLOR, oldOwner.getNum());
 
- 				sendAndApply(&iw);
 
- 			}
 
- 		}
 
- 	}
 
- 	const PlayerState * p = getPlayerState(owner);
 
- 	if ((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4) && p && p->dwellings.size()==1)//first dwelling captured
 
- 	{
 
- 		for (const CGTownInstance * t : getPlayerState(owner)->towns)
 
- 		{
 
- 			if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
 
- 				setPortalDwelling(t);//set initial creatures for all portals of summoning
 
- 		}
 
- 	}
 
- }
 
- void CGameHandler::showBlockingDialog(BlockingDialog *iw)
 
- {
 
- 	auto dialogQuery = std::make_shared<CBlockingDialogQuery>(this, *iw);
 
- 	queries.addQuery(dialogQuery);
 
- 	iw->queryID = dialogQuery->queryID;
 
- 	sendToAllClients(iw);
 
- }
 
- void CGameHandler::showTeleportDialog(TeleportDialog *iw)
 
- {
 
- 	auto dialogQuery = std::make_shared<CTeleportDialogQuery>(this, *iw);
 
- 	queries.addQuery(dialogQuery);
 
- 	iw->queryID = dialogQuery->queryID;
 
- 	sendToAllClients(iw);
 
- }
 
- void CGameHandler::giveResource(PlayerColor player, Res::ERes which, int val) //TODO: cap according to Bersy's suggestion
 
- {
 
- 	if (!val) return; //don't waste time on empty call
 
- 	TResources resources;
 
- 	resources.at(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::showCompInfo(ShowInInfobox * comp)
 
- {
 
- 	sendToAllClients(comp);
 
- }
 
- void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
 
- {
 
- 	HeroVisitCastle vc;
 
- 	vc.hid = hero->id;
 
- 	vc.tid = obj->id;
 
- 	vc.flags |= 1;
 
- 	sendAndApply(&vc);
 
- 	visitCastleObjects(obj, hero);
 
- 	giveSpells (obj, hero);
 
- 	checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
 
- }
 
- void CGameHandler::visitCastleObjects(const CGTownInstance * t, const CGHeroInstance * h)
 
- {
 
- 	for (auto building : t->bonusingBuildings)
 
- 		building->onHeroVisit(h);
 
- }
 
- void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
 
- {
 
- 	HeroVisitCastle vc;
 
- 	vc.hid = hero->id;
 
- 	vc.tid = obj->id;
 
- 	sendAndApply(&vc);
 
- }
 
- void CGameHandler::removeArtifact(const ArtifactLocation &al)
 
- {
 
- 	EraseArtifact ea;
 
- 	ea.al = al;
 
- 	sendAndApply(&ea);
 
- }
 
- void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
 
- 								const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank,
 
- 								const CGTownInstance *town) //use hero=nullptr for no hero
 
- {
 
- 	engageIntoBattle(army1->tempOwner);
 
- 	engageIntoBattle(army2->tempOwner);
 
- 	static const CArmedInstance *armies[2];
 
- 	armies[0] = army1;
 
- 	armies[1] = army2;
 
- 	static const CGHeroInstance*heroes[2];
 
- 	heroes[0] = hero1;
 
- 	heroes[1] = hero2;
 
- 	setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
 
- 	auto battleQuery = std::make_shared<CBattleQuery>(this, gs->curB);
 
- 	queries.addQuery(battleQuery);
 
- 	boost::thread(&CGameHandler::runBattle, this);
 
- }
 
- void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank)
 
- {
 
- 	startBattlePrimary(army1, army2, tile,
 
- 		army1->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army1) : nullptr,
 
- 		army2->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army2) : nullptr,
 
- 		creatureBank);
 
- }
 
- void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank)
 
- {
 
- 	startBattleI(army1, army2, army2->visitablePos(), creatureBank);
 
- }
 
- void CGameHandler::changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells)
 
- {
 
- 	ChangeSpells cs;
 
- 	cs.hid = hero->id;
 
- 	cs.spells = spells;
 
- 	cs.learn = give;
 
- 	sendAndApply(&cs);
 
- }
 
- void CGameHandler::sendMessageTo(std::shared_ptr<CConnection> c, const std::string &message)
 
- {
 
- 	SystemMessage sm;
 
- 	sm.text = message;
 
- 	boost::unique_lock<boost::mutex> lock(*c->mutexWrite);
 
- 	*(c.get()) << &sm;
 
- }
 
- void CGameHandler::giveHeroBonus(GiveBonus * bonus)
 
- {
 
- 	sendAndApply(bonus);
 
- }
 
- void CGameHandler::setMovePoints(SetMovePoints * smp)
 
- {
 
- 	sendAndApply(smp);
 
- }
 
- void CGameHandler::setManaPoints(ObjectInstanceID hid, int val)
 
- {
 
- 	SetMana sm;
 
- 	sm.hid = hid;
 
- 	sm.val = val;
 
- 	sm.absolute = true;
 
- 	sendAndApply(&sm);
 
- }
 
- void CGameHandler::giveHero(ObjectInstanceID id, PlayerColor player)
 
- {
 
- 	GiveHero gh;
 
- 	gh.id = id;
 
- 	gh.player = player;
 
- 	sendAndApply(&gh);
 
- }
 
- void CGameHandler::changeObjPos(ObjectInstanceID objid, int3 newPos, ui8 flags)
 
- {
 
- 	ChangeObjPos cop;
 
- 	cop.objid = objid;
 
- 	cop.nPos = newPos;
 
- 	cop.flags = flags;
 
- 	sendAndApply(&cop);
 
- }
 
- void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
 
- {
 
- 	const CGHeroInstance * h1 = getHero(fromHero);
 
- 	const CGHeroInstance * h2 = getHero(toHero);
 
- 	int h1_scholarSpellLevel = h1->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::SCHOLAR);
 
- 	int h2_scholarSpellLevel = h2->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::SCHOLAR);
 
- 	if (h1_scholarSpellLevel < h2_scholarSpellLevel)
 
- 	{
 
- 		std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
 
- 		std::swap(fromHero, toHero);
 
- 	}
 
- 	int ScholarSpellLevel = std::max(h1_scholarSpellLevel, h2_scholarSpellLevel);//heroes can trade up to this level
 
- 	if (!ScholarSpellLevel || !h1->hasSpellbook() || !h2->hasSpellbook())
 
- 		return;//no scholar skill or no spellbook
 
- 	int h1Lvl = std::min(ScholarSpellLevel, h1->maxSpellLevel()),
 
- 	    h2Lvl = std::min(ScholarSpellLevel, h2->maxSpellLevel());//heroes can receive this levels
 
- 	ChangeSpells cs1;
 
- 	cs1.learn = true;
 
- 	cs1.hid = toHero;//giving spells to first hero
 
- 	for (auto it : h1->getSpellsInSpellbook())
 
- 		if (h2Lvl >= it.toSpell()->level && !h2->spellbookContainsSpell(it))//hero can learn it and don't have it yet
 
- 			cs1.spells.insert(it);//spell to learn
 
- 	ChangeSpells cs2;
 
- 	cs2.learn = true;
 
- 	cs2.hid = fromHero;
 
- 	for (auto it : h2->getSpellsInSpellbook())
 
- 		if (h1Lvl >= it.toSpell()->level && !h1->spellbookContainsSpell(it))
 
- 			cs2.spells.insert(it);
 
- 	if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
 
- 	{
 
- 		int ScholarSkillLevel = std::max(h1->getSecSkillLevel(SecondarySkill::SCHOLAR),
 
- 		                                 h2->getSecSkillLevel(SecondarySkill::SCHOLAR));
 
- 		InfoWindow iw;
 
- 		iw.player = h1->tempOwner;
 
- 		iw.components.push_back(Component(Component::SEC_SKILL, 18, ScholarSkillLevel, 0));
 
- 		iw.text.addTxt(MetaString::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
 
- 		iw.text.addReplacement(h1->name);
 
- 		if (!cs2.spells.empty())//if found new spell - apply
 
- 		{
 
- 			iw.text.addTxt(MetaString::GENERAL_TXT, 140);//learns
 
- 			int size = static_cast<int>(cs2.spells.size());
 
- 			for (auto it : cs2.spells)
 
- 			{
 
- 				iw.components.push_back(Component(Component::SPELL, it, 1, 0));
 
- 				iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
 
- 				switch (size--)
 
- 				{
 
- 					case 2:	iw.text.addTxt(MetaString::GENERAL_TXT, 141);
 
- 					case 1:	break;
 
- 					default:	iw.text << ", ";
 
- 				}
 
- 			}
 
- 			iw.text.addTxt(MetaString::GENERAL_TXT, 142);//from %s
 
- 			iw.text.addReplacement(h2->name);
 
- 			sendAndApply(&cs2);
 
- 		}
 
- 		if (!cs1.spells.empty() && !cs2.spells.empty())
 
- 		{
 
- 			iw.text.addTxt(MetaString::GENERAL_TXT, 141);//and
 
- 		}
 
- 		if (!cs1.spells.empty())
 
- 		{
 
- 			iw.text.addTxt(MetaString::GENERAL_TXT, 147);//teaches
 
- 			int size = static_cast<int>(cs1.spells.size());
 
- 			for (auto it : cs1.spells)
 
- 			{
 
- 				iw.components.push_back(Component(Component::SPELL, it, 1, 0));
 
- 				iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
 
- 				switch (size--)
 
- 				{
 
- 					case 2:	iw.text.addTxt(MetaString::GENERAL_TXT, 141);
 
- 					case 1:	break;
 
- 					default:	iw.text << ", ";
 
- 				}			}
 
- 			iw.text.addTxt(MetaString::GENERAL_TXT, 148);//from %s
 
- 			iw.text.addReplacement(h2->name);
 
- 			sendAndApply(&cs1);
 
- 		}
 
- 		sendAndApply(&iw);
 
- 	}
 
- }
 
- void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
 
- {
 
- 	auto h1 = getHero(hero1), h2 = getHero(hero2);
 
- 	if (getPlayerRelations(h1->getOwner(), h2->getOwner()))
 
- 	{
 
- 		auto exchange = std::make_shared<CGarrisonDialogQuery>(this, h1, h2);
 
- 		ExchangeDialog hex;
 
- 		hex.queryID = exchange->queryID;
 
- 		hex.player = h1->getOwner();
 
- 		hex.hero1 = hero1;
 
- 		hex.hero2 = hero2;
 
- 		sendAndApply(&hex);
 
- 		useScholarSkill(hero1,hero2);
 
- 		queries.addQuery(exchange);
 
- 	}
 
- }
 
- void CGameHandler::sendToAllClients(CPackForClient * pack)
 
- {
 
- 	logNetwork->trace("\tSending to all clients: %s", typeid(*pack).name());
 
- 	for (auto c : lobby->connections)
 
- 	{
 
- 		if(!c->isOpen())
 
- 			continue;
 
- 		c->sendPack(pack);
 
- 	}
 
- }
 
- void CGameHandler::sendAndApply(CPackForClient * pack)
 
- {
 
- 	sendToAllClients(pack);
 
- 	gs->apply(pack);
 
- 	logNetwork->trace("\tApplied on gs: %s", typeid(*pack).name());
 
- }
 
- void CGameHandler::applyAndSend(CPackForClient * pack)
 
- {
 
- 	gs->apply(pack);
 
- 	sendToAllClients(pack);
 
- }
 
- void CGameHandler::sendAndApply(CGarrisonOperationPack * pack)
 
- {
 
- 	sendAndApply(static_cast<CPackForClient *>(pack));
 
- 	checkVictoryLossConditionsForAll();
 
- }
 
- void CGameHandler::sendAndApply(SetResources * pack)
 
- {
 
- 	sendAndApply(static_cast<CPackForClient *>(pack));
 
- 	checkVictoryLossConditionsForPlayer(pack->player);
 
- }
 
- void CGameHandler::sendAndApply(NewStructures * pack)
 
- {
 
- 	sendAndApply(static_cast<CPackForClient *>(pack));
 
- 	checkVictoryLossConditionsForPlayer(getTown(pack->tid)->tempOwner);
 
- }
 
- void CGameHandler::save(const std::string & filename)
 
- {
 
- 	logGlobal->info("Saving to %s", filename);
 
- 	const auto stem	= FileInfo::GetPathStem(filename);
 
- 	const auto savefname = stem.to_string() + ".vsgm1";
 
- 	CResourceHandler::get("local")->createResource(savefname);
 
- 	{
 
- 		logGlobal->info("Ordering clients to serialize...");
 
- 		SaveGameClient sg(savefname);
 
- 		sendToAllClients(&sg);
 
- 	}
 
- 	try
 
- 	{
 
- 		{
 
- 			CSaveFile save(*CResourceHandler::get("local")->getResourceName(ResourceID(stem.to_string(), EResType::SERVER_SAVEGAME)));
 
- 			saveCommonState(save);
 
- 			logGlobal->info("Saving server state");
 
- 			save << *this;
 
- 		}
 
- 		logGlobal->info("Game has been successfully saved!");
 
- 	}
 
- 	catch(std::exception &e)
 
- 	{
 
- 		logGlobal->error("Failed to save game: %s", e.what());
 
- 	}
 
- }
 
- bool CGameHandler::load(const std::string & filename)
 
- {
 
- 	logGlobal->info("Loading from %s", filename);
 
- 	const auto stem	= FileInfo::GetPathStem(filename);
 
- 	reinitScripting();
 
- 	try
 
- 	{
 
- 		{
 
- 			CLoadFile lf(*CResourceHandler::get("local")->getResourceName(ResourceID(stem.to_string(), EResType::SERVER_SAVEGAME)), MINIMAL_SERIALIZATION_VERSION);
 
- 			loadCommonState(lf);
 
- 			logGlobal->info("Loading server state");
 
- 			lf >> *this;
 
- 		}
 
- 		logGlobal->info("Game has been successfully loaded!");
 
- 	}
 
- 	catch(const CModHandler::Incompatibility & e)
 
- 	{
 
- 		logGlobal->error("Failed to load game: %s", e.what());
 
- 		auto errorMsg = VLC->generaltexth->localizedTexts["server"]["errors"]["modsIncompatibility"].String() + '\n';
 
- 		errorMsg += e.what();
 
- 		lobby->announceMessage(errorMsg);
 
- 		return false;
 
- 	}
 
- 	catch(const std::exception & e)
 
- 	{
 
- 		logGlobal->error("Failed to load game: %s", e.what());
 
- 		return false;
 
- 	}
 
- 	gs->preInit(VLC);
 
- 	gs->updateOnLoad(lobby->si.get());
 
- 	return true;
 
- }
 
- bool CGameHandler::bulkSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner, si32 howMany)
 
- {
 
- 	if(!slotSrc.validSlot() && complain(complainInvalidSlot))
 
- 		return false;
 
- 	const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
 
- 	const CCreatureSet & creatureSet = *army;
 
- 	if((!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
 
- 		|| (howMany < 1 && complain("Invalid split parameter!")))
 
- 	{
 
- 		return false;
 
- 	}
 
- 	auto actualAmount = army->getStackCount(slotSrc);
 
- 	if(actualAmount <= howMany && complain(complainNotEnoughCreatures)) // '<=' because it's not intended just for moving a stack
 
- 		return false;
 
- 	auto freeSlots = creatureSet.getFreeSlots();
 
- 	if(freeSlots.empty() && complain("No empty stacks"))
 
- 		return false;
 
- 	BulkRebalanceStacks bulkRS;
 
- 	for(auto slot : freeSlots)
 
- 	{
 
- 		RebalanceStacks rs;
 
- 		rs.srcArmy = army->id;
 
- 		rs.dstArmy = army->id;
 
- 		rs.srcSlot = slotSrc;
 
- 		rs.dstSlot = slot;
 
- 		rs.count = howMany;
 
- 		bulkRS.moves.push_back(rs);
 
- 		actualAmount -= howMany;
 
- 		if(actualAmount <= howMany)
 
- 			break;
 
- 	}
 
- 	sendAndApply(&bulkRS);
 
- 	return true;
 
- }
 
- bool CGameHandler::bulkMergeStacks(SlotID slotSrc, ObjectInstanceID srcOwner)
 
- {
 
- 	if(!slotSrc.validSlot() && complain(complainInvalidSlot))
 
- 		return false;
 
- 	const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
 
- 	const CCreatureSet & creatureSet = *army;
 
- 	if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
 
- 		return false;
 
- 	auto actualAmount = creatureSet.getStackCount(slotSrc);
 
- 	if(actualAmount < 1 && complain(complainNoCreatures))
 
- 		return false;
 
- 	auto currentCreature = creatureSet.getCreature(slotSrc);
 
- 	if(!currentCreature && complain(complainNoCreatures))
 
- 		return false;
 
- 	auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, slotSrc);
 
- 	if(!creatureSlots.size())
 
- 		return false;
 
- 	BulkRebalanceStacks bulkRS;
 
- 	for(auto slot : creatureSlots)
 
- 	{
 
- 		RebalanceStacks rs;
 
- 		rs.srcArmy = army->id;
 
- 		rs.dstArmy = army->id;
 
- 		rs.srcSlot = slot;
 
- 		rs.dstSlot = slotSrc;
 
- 		rs.count = creatureSet.getStackCount(slot);
 
- 		bulkRS.moves.push_back(rs);
 
- 	}
 
- 	sendAndApply(&bulkRS);
 
- 	return true;
 
- }
 
- bool CGameHandler::bulkMoveArmy(ObjectInstanceID srcArmy, ObjectInstanceID destArmy, SlotID srcSlot)
 
- {
 
- 	if(!srcSlot.validSlot() && complain(complainInvalidSlot))
 
- 		return false;
 
- 	const CArmedInstance * armySrc = static_cast<const CArmedInstance*>(getObjInstance(srcArmy));
 
- 	const CCreatureSet & setSrc = *armySrc;
 
- 	if(!vstd::contains(setSrc.stacks, srcSlot) && complain(complainNoCreatures))
 
- 		return false;
 
- 	const CArmedInstance * armyDest = static_cast<const CArmedInstance*>(getObjInstance(destArmy));
 
- 	const CCreatureSet & setDest = *armyDest;
 
- 	auto freeSlots = setDest.getFreeSlotsQueue();
 
- 	typedef std::map<SlotID, std::pair<SlotID, TQuantity>> TRebalanceMap;
 
- 	TRebalanceMap moves;
 
- 	auto srcQueue = setSrc.getCreatureQueue(srcSlot); // Exclude srcSlot, it should be moved last
 
- 	auto slotsLeft = setSrc.stacksCount();
 
- 	auto destMap = setDest.getCreatureMap();
 
- 	TMapCreatureSlot::key_compare keyComp = destMap.key_comp();
 
- 	while(!srcQueue.empty())
 
- 	{
 
- 		auto pair = srcQueue.top();
 
- 		srcQueue.pop();
 
- 		auto currCreature = pair.first;
 
- 		auto currSlot = pair.second;
 
- 		const auto quantity = setSrc.getStackCount(currSlot);
 
- 		TMapCreatureSlot::iterator lb = destMap.lower_bound(currCreature);
 
- 		const bool alreadyExists = (lb != destMap.end() && !(keyComp(currCreature, lb->first)));
 
- 		if(!alreadyExists)
 
- 		{
 
- 			if(freeSlots.empty())
 
- 				continue;
 
- 			auto currFreeSlot = freeSlots.front();
 
- 			freeSlots.pop();
 
- 			destMap.insert(lb, TMapCreatureSlot::value_type(currCreature, currFreeSlot));
 
- 		}
 
- 		moves.insert(std::make_pair(currSlot, std::make_pair(destMap[currCreature], quantity)));
 
- 		slotsLeft--;
 
- 	}
 
- 	if(slotsLeft == 1)
 
- 	{
 
- 		auto lastCreature = setSrc.getCreature(srcSlot);
 
- 		auto slotToMove = SlotID();
 
- 		// Try to find a slot for last creature
 
- 		if(destMap.find(lastCreature) == destMap.end())
 
- 		{
 
- 			if(!freeSlots.empty())
 
- 				slotToMove = freeSlots.front();
 
- 		}
 
- 		else
 
- 		{
 
- 			slotToMove = destMap[lastCreature];
 
- 		}
 
- 		if(slotToMove != SlotID())
 
- 		{
 
- 			const bool needsLastStack = armySrc->needsLastStack();
 
- 			const auto quantity = setSrc.getStackCount(srcSlot) - (needsLastStack ? 1 : 0);
 
- 			moves.insert(std::make_pair(srcSlot, std::make_pair(slotToMove, quantity)));
 
- 		}
 
- 	}
 
- 	BulkRebalanceStacks bulkRS;
 
- 	for(auto & move : moves)
 
- 	{
 
- 		RebalanceStacks rs;
 
- 		rs.srcArmy = armySrc->id;
 
- 		rs.dstArmy = armyDest->id;
 
- 		rs.srcSlot = move.first;
 
- 		rs.dstSlot = move.second.first;
 
- 		rs.count = move.second.second;
 
- 		bulkRS.moves.push_back(rs);
 
- 	}
 
- 	sendAndApply(&bulkRS);
 
- 	return true;
 
- }
 
- bool CGameHandler::bulkSmartSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner)
 
- {
 
- 	if(!slotSrc.validSlot() && complain(complainInvalidSlot))
 
- 		return false;
 
- 	const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
 
- 	const CCreatureSet & creatureSet = *army;
 
- 	if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
 
- 		return false;
 
- 	auto actualAmount = creatureSet.getStackCount(slotSrc);
 
- 	if(actualAmount <= 1 && complain(complainNoCreatures))
 
- 		return false;
 
- 	auto freeSlot = creatureSet.getFreeSlot();
 
- 	auto currentCreature = creatureSet.getCreature(slotSrc);
 
- 	if(freeSlot == SlotID() && creatureSet.isCreatureBalanced(currentCreature))
 
- 		return true;
 
- 	auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, SlotID(-1), 1); // Ignore slots where's only 1 creature, don't ignore slotSrc
 
- 	TQuantity totalCreatures = 0;
 
- 	for(auto slot : creatureSlots)
 
- 		totalCreatures += creatureSet.getStackCount(slot);
 
- 	if(totalCreatures <= 1 && complain("Total creatures number is invalid"))
 
- 		return false;
 
- 	if(freeSlot != SlotID())
 
- 		creatureSlots.push_back(freeSlot);
 
- 	if(creatureSlots.empty() && complain("No available slots for smart rebalancing"))
 
- 		return false;
 
- 	const auto totalCreatureSlots = creatureSlots.size();
 
- 	const auto rem = totalCreatures % totalCreatureSlots;
 
- 	const auto quotient = totalCreatures / totalCreatureSlots;
 
- 	// totalCreatures == rem * (quotient + 1) + (totalCreatureSlots - rem) * quotient;
 
- 	// Proof: r(q+1)+(s-r)q = rq+r+qs-rq = r+qs = total, where total/s = q+r/s
 
- 	BulkSmartRebalanceStacks bulkSRS;
 
- 	if(freeSlot != SlotID())
 
- 	{
 
- 		RebalanceStacks rs;
 
- 		rs.srcArmy = rs.dstArmy = army->id;
 
- 		rs.srcSlot = slotSrc;
 
- 		rs.dstSlot = freeSlot;
 
- 		rs.count = 1;
 
- 		bulkSRS.moves.push_back(rs);
 
- 	}
 
- 	auto currSlot = 0;
 
- 	auto check = 0;
 
- 	for(auto slot : creatureSlots)
 
- 	{
 
- 		ChangeStackCount csc;
 
- 		csc.army = army->id;
 
- 		csc.slot = slot;
 
- 		csc.count = (currSlot < rem)
 
- 			? quotient + 1
 
- 			: quotient;
 
- 		csc.absoluteValue = true;
 
- 		bulkSRS.changes.push_back(csc);
 
- 		currSlot++;
 
- 		check += csc.count;
 
- 	}
 
- 	if(check != totalCreatures)
 
- 	{
 
- 		complain((boost::format("Failure: totalCreatures=%d but check=%d") % totalCreatures % check).str());
 
- 		return false;
 
- 	}
 
- 	sendAndApply(&bulkSRS);
 
- 	return true;
 
- }
 
- bool CGameHandler::arrangeStacks(ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player)
 
- {
 
- 	const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id1)),
 
- 		* s2 = static_cast<const CArmedInstance *>(getObjInstance(id2));
 
- 	const CCreatureSet &S1 = *s1, &S2 = *s2;
 
- 	StackLocation sl1(s1, p1), sl2(s2, p2);
 
- 	if (!sl1.slot.validSlot()  ||  !sl2.slot.validSlot())
 
- 	{
 
- 		complain(complainInvalidSlot);
 
- 		return false;
 
- 	}
 
- 	if (!isAllowedExchange(id1,id2))
 
- 	{
 
- 		complain("Cannot exchange stacks between these two objects!\n");
 
- 		return false;
 
- 	}
 
- 	// We can always put stacks into locked garrison, but not take them out of it
 
- 	auto notRemovable = [&](const CArmedInstance * army)
 
- 	{
 
- 		if (id1 != id2) // Stack arrangement inside locked garrison is allowed
 
- 		{
 
- 			auto g = dynamic_cast<const CGGarrison *>(army);
 
- 			if (g && !g->removableUnits)
 
- 			{
 
- 				complain("Stacks in this garrison are not removable!\n");
 
- 				return true;
 
- 			}
 
- 		}
 
- 		return false;
 
- 	};
 
- 	if (what==1) //swap
 
- 	{
 
- 		if (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1))
 
- 		  || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
 
- 		{
 
- 			complain("Can't take troops from another player!");
 
- 			return false;
 
- 		}
 
- 		if (sl1.army == sl2.army && sl1.slot == sl2.slot)
 
- 		{
 
- 			complain("Cannot swap stacks - slots are the same!");
 
- 			return false;
 
- 		}
 
- 		if (!s1->slotEmpty(p1) && !s2->slotEmpty(p2))
 
- 		{
 
- 			if (notRemovable(sl1.army) || notRemovable(sl2.army))
 
- 				return false;
 
- 		}
 
- 		if (s1->slotEmpty(p1) && notRemovable(sl2.army))
 
- 			return false;
 
- 		else if (s2->slotEmpty(p2) && notRemovable(sl1.army))
 
- 			return false;
 
- 		swapStacks(sl1, sl2);
 
- 	}
 
- 	else if (what==2)//merge
 
- 	{
 
- 		if ((s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
 
- 		|| (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
 
- 			return false;
 
- 		if (s1->slotEmpty(p1) || s2->slotEmpty(p2))
 
- 		{
 
- 			complain("Cannot merge empty stack!");
 
- 			return false;
 
- 		}
 
- 		else if (notRemovable(sl1.army))
 
- 			return false;
 
- 		moveStack(sl1, sl2);
 
- 	}
 
- 	else if (what==3) //split
 
- 	{
 
- 		const int countToMove = val - s2->getStackCount(p2);
 
- 		const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;
 
- 		if (  (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1))
 
- 			|| (s2->tempOwner != player && val < s2->getStackCount(p2)))
 
- 		{
 
- 			complain("Can't move troops of another player!");
 
- 			return false;
 
- 		}
 
- 		//general conditions checking
 
- 		if ((!vstd::contains(S1.stacks,p1) && complain(complainNoCreatures))
 
- 			|| (val<1  && complain(complainNoCreatures)) )
 
- 		{
 
- 			return false;
 
- 		}
 
- 		if (vstd::contains(S2.stacks,p2))	 //dest. slot not free - it must be "rebalancing"...
 
- 		{
 
- 			int total = s1->getStackCount(p1) + s2->getStackCount(p2);
 
- 			if ((total < val   &&   complain("Cannot split that stack, not enough creatures!"))
 
- 				|| (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
 
- 			)
 
- 			{
 
- 				return false;
 
- 			}
 
- 			if (notRemovable(sl1.army))
 
- 			{
 
- 				if (s1->getStackCount(p1) > countLeftOnSrc)
 
- 					return false;
 
- 			}
 
- 			else if (notRemovable(sl2.army))
 
- 			{
 
- 				if (s2->getStackCount(p1) < countLeftOnSrc)
 
- 					return false;
 
- 			}
 
- 			moveStack(sl1, sl2, countToMove);
 
- 			//S2.slots[p2]->count = val;
 
- 			//S1.slots[p1]->count = total - val;
 
- 		}
 
- 		else //split one stack to the two
 
- 		{
 
- 			if (s1->getStackCount(p1) < val)//not enough creatures
 
- 			{
 
- 				complain(complainNotEnoughCreatures);
 
- 				return false;
 
- 			}
 
- 			if (notRemovable(sl1.army))
 
- 				return false;
 
- 			moveStack(sl1, sl2, val);
 
- 		}
 
- 	}
 
- 	return true;
 
- }
 
- bool CGameHandler::hasPlayerAt(PlayerColor player, std::shared_ptr<CConnection> c) const
 
- {
 
- 	return connections.at(player).count(c);
 
- }
 
- PlayerColor CGameHandler::getPlayerAt(std::shared_ptr<CConnection> c) const
 
- {
 
- 	std::set<PlayerColor> all;
 
- 	for (auto i=connections.cbegin(); i!=connections.cend(); i++)
 
- 		if(vstd::contains(i->second, c))
 
- 			all.insert(i->first);
 
- 	switch(all.size())
 
- 	{
 
- 	case 0:
 
- 		return PlayerColor::NEUTRAL;
 
- 	case 1:
 
- 		return *all.begin();
 
- 	default:
 
- 		{
 
- 			//if we have more than one player at this connection, try to pick active one
 
- 			if (vstd::contains(all, gs->currentPlayer))
 
- 				return gs->currentPlayer;
 
- 			else
 
- 				return PlayerColor::CANNOT_DETERMINE; //cannot say which player is it
 
- 		}
 
- 	}
 
- }
 
- bool CGameHandler::disbandCreature(ObjectInstanceID id, SlotID pos)
 
- {
 
- 	const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id));
 
- 	if (!vstd::contains(s1->stacks,pos))
 
- 	{
 
- 		complain("Illegal call to disbandCreature - no such stack in army!");
 
- 		return false;
 
- 	}
 
- 	eraseStack(StackLocation(s1, pos));
 
- 	return true;
 
- }
 
- bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID, bool force)
 
- {
 
- 	const CGTownInstance * t = getTown(tid);
 
- 	if(!t)
 
- 		COMPLAIN_RETF("No such town (ID=%s)!", tid);
 
- 	if(!t->town->buildings.count(requestedID))
 
- 		COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->name % requestedID);
 
- 	if(t->hasBuilt(requestedID))
 
- 		COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->Name() % t->name);
 
- 	const CBuilding * requestedBuilding = t->town->buildings.at(requestedID);
 
- 	//Vector with future list of built building and buildings in auto-mode that are not yet built.
 
- 	std::vector<const CBuilding*> remainingAutoBuildings;
 
- 	std::set<BuildingID> buildingsThatWillBe;
 
- 	//Check validity of request
 
- 	if(!force)
 
- 	{
 
- 		switch(requestedBuilding->mode)
 
- 		{
 
- 		case CBuilding::BUILD_NORMAL :
 
- 			if (canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
 
- 				COMPLAIN_RET("Cannot build that building!");
 
- 			break;
 
- 		case CBuilding::BUILD_AUTO   :
 
- 		case CBuilding::BUILD_SPECIAL:
 
- 			COMPLAIN_RET("This building can not be constructed normally!");
 
- 		case CBuilding::BUILD_GRAIL  :
 
- 			if(requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
 
- 			{
 
- 				if(!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
 
- 					COMPLAIN_RET("Cannot build this without grail!")
 
- 				else
 
- 					removeArtifact(ArtifactLocation(t->visitingHero, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
 
- 			}
 
- 			break;
 
- 		}
 
- 	}
 
- 	//Performs stuff that has to be done before new building is built
 
- 	auto processBeforeBuiltStructure = [t, this](const BuildingID buildingID)
 
- 	{
 
- 		if(buildingID >= BuildingID::DWELL_FIRST) //dwelling
 
- 		{
 
- 			int level = (buildingID - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
 
- 			int upgradeNumber = (buildingID - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
 
- 			if(upgradeNumber >= t->town->creatures.at(level).size())
 
- 			{
 
- 				complain(boost::str(boost::format("Error ecountered when building dwelling (bid=%s):"
 
- 													"no creature found (upgrade number %d, level %d!")
 
- 												% buildingID % upgradeNumber % level));
 
- 				return;
 
- 			}
 
- 			CCreature * crea = VLC->creh->objects.at(t->town->creatures.at(level).at(upgradeNumber));
 
- 			SetAvailableCreatures ssi;
 
- 			ssi.tid = t->id;
 
- 			ssi.creatures = t->creatures;
 
- 			if (ssi.creatures[level].second.empty()) // first creature in a dwelling
 
- 				ssi.creatures[level].first = crea->growth;
 
- 			ssi.creatures[level].second.push_back(crea->idNumber);
 
- 			sendAndApply(&ssi);
 
- 		}
 
- 		if(t->town->buildings.at(buildingID)->subId == BuildingSubID::PORTAL_OF_SUMMONING)
 
- 		{
 
- 			setPortalDwelling(t);
 
- 		}
 
- 	};
 
- 	//Performs stuff that has to be done after new building is built
 
- 	auto processAfterBuiltStructure = [t, this](const BuildingID buildingID)
 
- 	{
 
- 		auto isMageGuild = (buildingID <= BuildingID::MAGES_GUILD_5 && buildingID >= BuildingID::MAGES_GUILD_1);
 
- 		auto isLibrary = isMageGuild ? false
 
- 			: t->town->buildings.at(buildingID)->subId == BuildingSubID::EBuildingSubID::LIBRARY;
 
- 		if(isMageGuild || isLibrary || (t->subID == ETownType::CONFLUX && buildingID == BuildingID::GRAIL))
 
- 		{
 
- 			if(t->visitingHero)
 
- 				giveSpells(t,t->visitingHero);
 
- 			if(t->garrisonHero)
 
- 				giveSpells(t,t->garrisonHero);
 
- 		}
 
- 	};
 
- 	//Checks if all requirements will be met with expected building list "buildingsThatWillBe"
 
- 	auto areRequirementsFullfilled = [&](const BuildingID & buildID)
 
- 	{
 
- 		return buildingsThatWillBe.count(buildID);
 
- 	};
 
- 	//Init the vectors
 
- 	for(auto & build : t->town->buildings)
 
- 	{
 
- 		if(t->hasBuilt(build.first))
 
- 		{
 
- 			buildingsThatWillBe.insert(build.first);
 
- 		}
 
- 		else
 
- 		{
 
- 			if(build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
 
- 				remainingAutoBuildings.push_back(build.second);
 
- 		}
 
- 	}
 
- 	//Prepare structure (list of building ids will be filled later)
 
- 	NewStructures ns;
 
- 	ns.tid = tid;
 
- 	ns.builded = force ? t->builded : (t->builded+1);
 
- 	std::queue<const CBuilding*> buildingsToAdd;
 
- 	buildingsToAdd.push(requestedBuilding);
 
- 	while(!buildingsToAdd.empty())
 
- 	{
 
- 		auto b = buildingsToAdd.front();
 
- 		buildingsToAdd.pop();
 
- 		ns.bid.insert(b->bid);
 
- 		buildingsThatWillBe.insert(b->bid);
 
- 		remainingAutoBuildings -= b;
 
- 		for(auto autoBuilding : remainingAutoBuildings)
 
- 		{
 
- 			auto actualRequirements = t->genBuildingRequirements(autoBuilding->bid);
 
- 			if(actualRequirements.test(areRequirementsFullfilled))
 
- 				buildingsToAdd.push(autoBuilding);
 
- 		}
 
- 	}
 
- 	// FIXME: it's done before NewStructures applied because otherwise town window wont be properly updated on client. That should be actually fixed on client and not on server.
 
- 	for(auto builtID : ns.bid)
 
- 		processBeforeBuiltStructure(builtID);
 
- 	//Take cost
 
- 	if(!force)
 
- 		giveResources(t->tempOwner, -requestedBuilding->resources);
 
- 	//We know what has been built, apply changes. Do this as final step to properly update town window
 
- 	sendAndApply(&ns);
 
- 	//Other post-built events. To some logic like giving spells to work gamestate changes for new building must be already in place!
 
- 	for(auto builtID : ns.bid)
 
- 		processAfterBuiltStructure(builtID);
 
- 	// now when everything is built - reveal tiles for lookout tower
 
- 	FoWChange fw;
 
- 	fw.player = t->tempOwner;
 
- 	fw.mode = 1;
 
- 	getTilesInRange(fw.tiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, 1);
 
- 	sendAndApply(&fw);
 
- 	if(t->visitingHero)
 
- 		visitCastleObjects(t, t->visitingHero);
 
- 	if(t->garrisonHero)
 
- 		visitCastleObjects(t, t->garrisonHero);
 
- 	checkVictoryLossConditionsForPlayer(t->tempOwner);
 
- 	return true;
 
- }
 
- bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
 
- {
 
- ///incomplete, simply erases target building
 
- 	const CGTownInstance * t = getTown(tid);
 
- 	if (!vstd::contains(t->builtBuildings, bid))
 
- 		return false;
 
- 	RazeStructures rs;
 
- 	rs.tid = tid;
 
- 	rs.bid.insert(bid);
 
- 	rs.destroyed = t->destroyed + 1;
 
- 	sendAndApply(&rs);
 
- //TODO: Remove dwellers
 
- // 	if (t->subID == 4 && bid == 17) //Veil of Darkness
 
- // 	{
 
- // 		RemoveBonus rb(RemoveBonus::TOWN);
 
- // 		rb.whoID = t->id;
 
- // 		rb.source = Bonus::TOWN_STRUCTURE;
 
- // 		rb.id = 17;
 
- // 		sendAndApply(&rb);
 
- // 	}
 
- 	return true;
 
- }
 
- void CGameHandler::sendMessageToAll(const std::string &message)
 
- {
 
- 	SystemMessage sm;
 
- 	sm.text = message;
 
- 	sendToAllClients(&sm);
 
- }
 
- bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl)
 
- {
 
- 	const CGDwelling * dw = static_cast<const CGDwelling *>(getObj(objid));
 
- 	const CArmedInstance *dst = nullptr;
 
- 	const CCreature *c = VLC->creh->objects.at(crid);
 
- 	const bool warMachine = c->warMachine != ArtifactID::NONE;
 
- 	//TODO: test for owning
 
- 	//TODO: check if dst can recruit objects (e.g. hero is actually visiting object, town and source are same, etc)
 
- 	dst = dynamic_cast<const CArmedInstance*>(getObj(dstid));
 
- 	assert(dw && dst);
 
- 	//verify
 
- 	bool found = false;
 
- 	int level = 0;
 
- 	for (; level < dw->creatures.size(); level++) //iterate through all levels
 
- 	{
 
- 		if ((fromLvl != -1) && (level !=fromLvl))
 
- 			continue;
 
- 		const auto &cur = dw->creatures.at(level); //current level info <amount, list of cr. ids>
 
- 		int i = 0;
 
- 		for (; i < cur.second.size(); i++) //look for crid among available creatures list on current level
 
- 			if (cur.second.at(i) == crid)
 
- 				break;
 
- 		if (i < cur.second.size())
 
- 		{
 
- 			found = true;
 
- 			cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
 
- 			break;
 
- 		}
 
- 	}
 
- 	SlotID slot = dst->getSlotFor(crid);
 
- 	if ((!found && complain("Cannot recruit: no such creatures!"))
 
- 		|| ((si32)cram  >  VLC->creh->objects.at(crid)->maxAmount(getPlayerState(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
 
- 		|| (cram<=0  &&  complain("Cannot recruit: cram <= 0!"))
 
- 		|| (!slot.validSlot()  && !warMachine && complain("Cannot recruit: no available slot!")))
 
- 	{
 
- 		return false;
 
- 	}
 
- 	//recruit
 
- 	giveResources(dst->tempOwner, -(c->cost * cram));
 
- 	SetAvailableCreatures sac;
 
- 	sac.tid = objid;
 
- 	sac.creatures = dw->creatures;
 
- 	sac.creatures[level].first -= cram;
 
- 	sendAndApply(&sac);
 
- 	if (warMachine)
 
- 	{
 
- 		const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(dst);
 
- 		COMPLAIN_RET_FALSE_IF(!h, "Only hero can buy war machines");
 
- 		ArtifactID artId = c->warMachine;
 
- 		COMPLAIN_RET_FALSE_IF(artId == ArtifactID::CATAPULT, "Catapult cannot be recruited!");
 
- 		const CArtifact * art = artId.toArtifact();
 
- 		COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid war machine artifact");
 
- 		return giveHeroNewArtifact(h, art);
 
- 	}
 
- 	else
 
- 	{
 
- 		addToSlot(StackLocation(dst, slot), c, cram);
 
- 	}
 
- 	return true;
 
- }
 
- bool CGameHandler::upgradeCreature(ObjectInstanceID objid, SlotID pos, CreatureID upgID)
 
- {
 
- 	const CArmedInstance * obj = static_cast<const CArmedInstance *>(getObjInstance(objid));
 
- 	if (!obj->hasStackAtSlot(pos))
 
- 	{
 
- 		COMPLAIN_RET("Cannot upgrade, no stack at slot " + boost::to_string(pos));
 
- 	}
 
- 	UpgradeInfo ui;
 
- 	getUpgradeInfo(obj, pos, ui);
 
- 	PlayerColor player = obj->tempOwner;
 
- 	const PlayerState *p = getPlayerState(player);
 
- 	int crQuantity = obj->stacks.at(pos)->count;
 
- 	int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
 
- 	//check if upgrade is possible
 
- 	if ((ui.oldID<0 || newIDpos == -1) && complain("That upgrade is not possible!"))
 
- 	{
 
- 		return false;
 
- 	}
 
- 	TResources totalCost = ui.cost.at(newIDpos) * crQuantity;
 
- 	//check if player has enough resources
 
- 	if (!p->resources.canAfford(totalCost))
 
- 		COMPLAIN_RET("Cannot upgrade, not enough resources!");
 
- 	//take resources
 
- 	giveResources(player, -totalCost);
 
- 	//upgrade creature
 
- 	changeStackType(StackLocation(obj, pos), VLC->creh->objects.at(upgID));
 
- 	return true;
 
- }
 
- bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c)
 
- {
 
- 	if (!sl.army->hasStackAtSlot(sl.slot))
 
- 		COMPLAIN_RET("Cannot find a stack to change type");
 
- 	SetStackType sst;
 
- 	sst.army = sl.army->id;
 
- 	sst.slot = sl.slot;
 
- 	sst.type = c->idNumber;
 
- 	sendAndApply(&sst);
 
- 	return true;
 
- }
 
- void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
 
- {
 
- 	assert(src->canBeMergedWith(*dst, allowMerging));
 
- 	while(src->stacksCount())//while there are unmoved creatures
 
- 	{
 
- 		auto i = src->Slots().begin(); //iterator to stack to move
 
- 		StackLocation sl(src, i->first); //location of stack to move
 
- 		SlotID pos = dst->getSlotFor(i->second->type);
 
- 		if (!pos.validSlot())
 
- 		{
 
- 			//try to merge two other stacks to make place
 
- 			std::pair<SlotID, SlotID> toMerge;
 
- 			if (dst->mergableStacks(toMerge, i->first) && allowMerging)
 
- 			{
 
- 				moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
 
- 				assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
 
- 				moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
 
- 			}
 
- 			else
 
- 			{
 
- 				complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
 
- 				return;
 
- 			}
 
- 		}
 
- 		else
 
- 		{
 
- 			moveStack(sl, StackLocation(dst, pos));
 
- 		}
 
- 	}
 
- }
 
- bool CGameHandler::swapGarrisonOnSiege(ObjectInstanceID tid)
 
- {
 
- 	const CGTownInstance * town = getTown(tid);
 
- 	if(!town->garrisonHero == !town->visitingHero)
 
- 		return false;
 
- 	SetHeroesInTown intown;
 
- 	intown.tid = tid;
 
- 	if(town->garrisonHero) //garrison -> vising
 
- 	{
 
- 		intown.garrison = ObjectInstanceID();
 
- 		intown.visiting = town->garrisonHero->id;
 
- 	}
 
- 	else //visiting -> garrison
 
- 	{
 
- 		if(town->armedGarrison())
 
- 			town->mergeGarrisonOnSiege();
 
- 		intown.visiting = ObjectInstanceID();
 
- 		intown.garrison = town->visitingHero->id;
 
- 	}
 
- 	sendAndApply(&intown);
 
- 	return true;
 
- }
 
- bool CGameHandler::garrisonSwap(ObjectInstanceID tid)
 
- {
 
- 	const CGTownInstance * town = getTown(tid);
 
- 	if (!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
 
- 	{
 
- 		if (!town->visitingHero->canBeMergedWith(*town))
 
- 		{
 
- 			complain("Cannot make garrison swap, not enough free slots!");
 
- 			return false;
 
- 		}
 
- 		moveArmy(town, town->visitingHero, true);
 
- 		SetHeroesInTown intown;
 
- 		intown.tid = tid;
 
- 		intown.visiting = ObjectInstanceID();
 
- 		intown.garrison = town->visitingHero->id;
 
- 		sendAndApply(&intown);
 
- 		return true;
 
- 	}
 
- 	else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
 
- 	{
 
- 		//check if moving hero out of town will break 8 wandering heroes limit
 
- 		if (getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
 
- 		{
 
- 			complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
 
- 			return false;
 
- 		}
 
- 		SetHeroesInTown intown;
 
- 		intown.tid = tid;
 
- 		intown.garrison = ObjectInstanceID();
 
- 		intown.visiting =  town->garrisonHero->id;
 
- 		sendAndApply(&intown);
 
- 		return true;
 
- 	}
 
- 	else if (!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
 
- 	{
 
- 		SetHeroesInTown intown;
 
- 		intown.tid = tid;
 
- 		intown.garrison = town->visitingHero->id;
 
- 		intown.visiting =  town->garrisonHero->id;
 
- 		sendAndApply(&intown);
 
- 		return true;
 
- 	}
 
- 	else
 
- 	{
 
- 		complain("Cannot swap garrison hero!");
 
- 		return false;
 
- 	}
 
- }
 
- // With the amount of changes done to the function, it's more like transferArtifacts.
 
- // Function moves artifact from src to dst. If dst is not a backpack and is already occupied, old dst art goes to backpack and is replaced.
 
- bool CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2)
 
- {
 
- 	ArtifactLocation src = al1, dst = al2;
 
- 	const PlayerColor srcPlayer = src.owningPlayer(), dstPlayer = dst.owningPlayer();
 
- 	const CArmedInstance *srcObj = src.relatedObj(), *dstObj = dst.relatedObj();
 
- 	// Make sure exchange is even possible between the two heroes.
 
- 	if (!isAllowedExchange(srcObj->id, dstObj->id))
 
- 		COMPLAIN_RET("That heroes cannot make any exchange!");
 
- 	const CArtifactInstance *srcArtifact = src.getArt();
 
- 	const CArtifactInstance *destArtifact = dst.getArt();
 
- 	if (srcArtifact == nullptr)
 
- 		COMPLAIN_RET("No artifact to move!");
 
- 	if (destArtifact && srcPlayer != dstPlayer)
 
- 		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 || dst.slot < GameConstants::BACKPACK_START)
 
- 		&& srcArtifact && !srcArtifact->canBePutAt(dst, true))
 
- 		COMPLAIN_RET("Cannot move artifact!");
 
- 	auto srcSlot = src.getSlot();
 
- 	auto dstSlot = dst.getSlot();
 
- 	if ((srcSlot && srcSlot->locked) || (dstSlot && dstSlot->locked))
 
- 		COMPLAIN_RET("Cannot move artifact locks.");
 
- 	if (dst.slot >= GameConstants::BACKPACK_START && srcArtifact->artType->isBig())
 
- 		COMPLAIN_RET("Cannot put big artifacts in backpack!");
 
- 	if (src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)
 
- 		COMPLAIN_RET("Cannot move catapult!");
 
- 	if (dst.slot >= GameConstants::BACKPACK_START)
 
- 		vstd::amin(dst.slot, ArtifactPosition(GameConstants::BACKPACK_START + (si32)dst.getHolderArtSet()->artifactsInBackpack.size()));
 
- 	if (src.slot == dst.slot  &&  src.artHolder == dst.artHolder)
 
- 		COMPLAIN_RET("Won't move artifact: Dest same as source!");
 
- 	if (dst.slot < GameConstants::BACKPACK_START  &&  destArtifact) //moving art to another slot
 
- 	{
 
- 		//old artifact must be removed first
 
- 		moveArtifact(dst, ArtifactLocation(dst.artHolder, ArtifactPosition(
 
- 			(si32)dst.getHolderArtSet()->artifactsInBackpack.size() + GameConstants::BACKPACK_START)));
 
- 	}
 
- 	auto hero = boost::get<ConstTransitivePtr<CGHeroInstance>>(dst.artHolder);
 
- 	if (ArtifactUtils::checkSpellbookIsNeeded(hero, srcArtifact->artType->id, dst.slot))
 
- 		giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
 
- 	MoveArtifact ma(&src, &dst);
 
- 	sendAndApply(&ma);
 
- 	return true;
 
- }
 
- bool CGameHandler::bulkMoveArtifacts(ObjectInstanceID srcHero, ObjectInstanceID dstHero)
 
- {
 
- 	// Make sure exchange is even possible between the two heroes.
 
- 	if (!isAllowedExchange(srcHero, dstHero))
 
- 		COMPLAIN_RET("That heroes cannot make any exchange!");
 
- 	auto psrcHero = getHero(srcHero);
 
- 	auto pdstHero = getHero(dstHero);
 
- 	BulkMoveArtifacts ma(static_cast<ConstTransitivePtr<CGHeroInstance>>(psrcHero), 
 
- 		static_cast<ConstTransitivePtr<CGHeroInstance>>(pdstHero), false);
 
- 	auto slots = &ma.artsPack0;
 
- 	// Temporary fitting set for artifacts. Used to select available slots before sending data.
 
- 	CArtifactFittingSet ArtFittingSet(pdstHero->bearerType());
 
- 	ArtFittingSet.artifactsInBackpack = pdstHero->artifactsInBackpack;
 
- 	ArtFittingSet.artifactsWorn = pdstHero->artifactsWorn;
 
- 	// Move over artifacts that are worn
 
- 	for (auto & artInfo : psrcHero->artifactsWorn)
 
- 	{
 
- 		if (ArtifactUtils::isArtRemovable(artInfo))
 
- 		{
 
- 			auto artifact = psrcHero->getArt(artInfo.first);
 
- 			auto dstSlot = ArtifactUtils::getArtifactDstPosition(artifact, &ArtFittingSet, pdstHero->bearerType());
 
- 			ArtFittingSet.putArtifact(dstSlot,
 
- 				static_cast<ConstTransitivePtr<CArtifactInstance>>(psrcHero->getArt(artInfo.first)));
 
- 			slots->push_back(BulkMoveArtifacts::LinkedSlots(artInfo.first, dstSlot));
 
- 			
 
- 			if (ArtifactUtils::checkSpellbookIsNeeded(pdstHero, artifact->artType->id, dstSlot))
 
- 				giveHeroNewArtifact(pdstHero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
 
- 		}
 
- 	}
 
- 	// Move over artifacts that are in backpack
 
- 	for (auto & slotInfo : psrcHero->artifactsInBackpack)
 
- 	{
 
- 		auto artifact = psrcHero->getArt(psrcHero->getArtPos(slotInfo.artifact));
 
- 		auto dstSlot = ArtifactUtils::getArtifactDstPosition(artifact, &ArtFittingSet, pdstHero->bearerType());
 
- 		ArtFittingSet.putArtifact(dstSlot, static_cast<ConstTransitivePtr<CArtifactInstance>>(slotInfo.artifact));
 
- 		slots->push_back(BulkMoveArtifacts::LinkedSlots(psrcHero->getArtPos(slotInfo.artifact), dstSlot));
 
- 		
 
- 		if (ArtifactUtils::checkSpellbookIsNeeded(pdstHero, artifact->artType->id, dstSlot))
 
- 			giveHeroNewArtifact(pdstHero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
 
- 	}
 
- 	sendAndApply(&ma);
 
- 	return true;
 
- }
 
- bool CGameHandler::bulkSwapArtifacts(ObjectInstanceID leftHero, ObjectInstanceID rightHero)
 
- {
 
- 	// Make sure exchange is even possible between the two heroes.
 
- 	if (!isAllowedExchange(leftHero, rightHero))
 
- 		COMPLAIN_RET("That heroes cannot make any exchange!");
 
- 	auto pleftHero = getHero(leftHero);
 
- 	auto prightHero = getHero(rightHero);
 
- 	BulkMoveArtifacts ma(static_cast<ConstTransitivePtr<CGHeroInstance>>(pleftHero),
 
- 		static_cast<ConstTransitivePtr<CGHeroInstance>>(prightHero), true);
 
- 	ma.srcArtHolder = static_cast<ConstTransitivePtr<CGHeroInstance>>(prightHero);
 
- 	ma.dstArtHolder = static_cast<ConstTransitivePtr<CGHeroInstance>>(pleftHero);
 
- 	auto & slotsLeftRight = ma.artsPack0;
 
- 	auto & slotsRightLeft = ma.artsPack1;
 
- 	auto moveArtsWorn = [this](const CGHeroInstance * srcHero, const CGHeroInstance * dstHero,
 
- 		std::vector<BulkMoveArtifacts::LinkedSlots> * slots) -> void
 
- 	{
 
- 		for (auto & artifact : srcHero->artifactsWorn)
 
- 		{
 
- 			if (artifact.second.locked)
 
- 				continue;
 
- 			if (!ArtifactUtils::isArtRemovable(artifact))
 
- 				continue;
 
- 			slots->push_back(BulkMoveArtifacts::LinkedSlots(artifact.first, artifact.first));
 
- 			
 
- 			if (ArtifactUtils::checkSpellbookIsNeeded(dstHero, artifact.second.getArt()->artType->id, artifact.first))
 
- 				giveHeroNewArtifact(dstHero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
 
- 		}
 
- 	};
 
- 	// Move over artifacts that are worn leftHero -> rightHero
 
- 	moveArtsWorn(pleftHero, prightHero, slotsLeftRight);
 
- 	// Move over artifacts that are worn rightHero -> leftHero
 
- 	moveArtsWorn(prightHero, pleftHero, slotsRightLeft);
 
- 	// Move over artifacts that are in backpack leftHero -> rightHero
 
- 	for (auto & slotInfo : pleftHero->artifactsInBackpack)
 
- 	{
 
- 		auto slot = pleftHero->getArtPos(slotInfo.artifact);
 
- 		slotsLeftRight->push_back(BulkMoveArtifacts::LinkedSlots(slot, slot));
 
- 	}
 
- 	// Move over artifacts that are in backpack rightHero -> leftHero
 
- 	for (auto & slotInfo : prightHero->artifactsInBackpack)
 
- 	{
 
- 		auto slot = prightHero->getArtPos(slotInfo.artifact);
 
- 		slotsRightLeft->push_back(BulkMoveArtifacts::LinkedSlots(slot, slot));
 
- 	}
 
- 	sendAndApply(&ma);
 
- 	return true;
 
- }
 
- /**
 
-  * Assembles or disassembles a combination artifact.
 
-  * @param heroID ID of hero holding the artifact(s).
 
-  * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
 
-  * @param assemble True for assembly operation, false for disassembly.
 
-  * @param assembleTo If assemble is true, this represents the artifact ID of the combination
 
-  * artifact to assemble to. Otherwise it's not used.
 
-  */
 
- bool CGameHandler::assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
 
- {
 
- 	const CGHeroInstance * hero = getHero(heroID);
 
- 	const CArtifactInstance *destArtifact = hero->getArt(artifactSlot);
 
- 	if (!destArtifact)
 
- 		COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
 
- 	if (assemble)
 
- 	{
 
- 		CArtifact *combinedArt = VLC->arth->objects[assembleTo];
 
- 		if (!combinedArt->constituents)
 
- 			COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
 
- 		if (!vstd::contains(destArtifact->assemblyPossibilities(hero), combinedArt))
 
- 			COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
 
- 		
 
- 		if (ArtifactUtils::checkSpellbookIsNeeded(hero, assembleTo, artifactSlot))
 
- 			giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
 
- 		AssembledArtifact aa;
 
- 		aa.al = ArtifactLocation(hero, artifactSlot);
 
- 		aa.builtArt = combinedArt;
 
- 		sendAndApply(&aa);
 
- 	}
 
- 	else
 
- 	{
 
- 		if (!destArtifact->artType->constituents)
 
- 			COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
 
- 		DisassembledArtifact da;
 
- 		da.al = ArtifactLocation(hero, artifactSlot);
 
- 		sendAndApply(&da);
 
- 	}
 
- 	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(), Res::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(),Res::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
 
- 		giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
 
- 		assert(hero->getArt(ArtifactPosition::SPELLBOOK));
 
- 		giveSpells(town,hero);
 
- 		return true;
 
- 	}
 
- 	else
 
- 	{
 
- 		const CArtifact * art = aid.toArtifact();
 
- 		COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid artifact index to buy");
 
- 		COMPLAIN_RET_FALSE_IF(art->warMachine == CreatureID::NONE, "War machine artifact required");
 
- 		COMPLAIN_RET_FALSE_IF(hero->hasArt(aid),"Hero already has this machine!");
 
- 		const int price = art->price;
 
- 		COMPLAIN_RET_FALSE_IF(getPlayerState(hero->getOwner())->resources.at(Res::GOLD) < price, "Not enough gold!");
 
- 		if  ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid)
 
- 		 || (town->hasBuilt(BuildingSubID::BALLISTA_YARD) && aid == ArtifactID::BALLISTA))
 
- 		{
 
- 			giveResource(hero->getOwner(),Res::GOLD,-price);
 
- 			return giveHeroNewArtifact(hero, art);
 
- 		}
 
- 		else
 
- 			COMPLAIN_RET("This machine is unavailable here!");
 
- 	}
 
- }
 
- bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, Res::ERes rid, ArtifactID aid)
 
- {
 
- 	if(!h)
 
- 		COMPLAIN_RET("Only hero can buy artifacts!");
 
- 	if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
 
- 		COMPLAIN_RET("That artifact is unavailable!");
 
- 	int b1, b2;
 
- 	m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
 
- 	if (getResource(h->tempOwner, rid) < b1)
 
- 		COMPLAIN_RET("You can't afford to buy this artifact!");
 
- 	giveResource(h->tempOwner, rid, -b1);
 
- 	SetAvailableArtifacts saa;
 
- 	if (m->o->ID == Obj::TOWN)
 
- 	{
 
- 		saa.id = -1;
 
- 		saa.arts = CGTownInstance::merchantArtifacts;
 
- 	}
 
- 	else if (const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m->o)) //black market
 
- 	{
 
- 		saa.id = bm->id.getNum();
 
- 		saa.arts = bm->artifacts;
 
- 	}
 
- 	else
 
- 		COMPLAIN_RET("Wrong marktet...");
 
- 	bool found = false;
 
- 	for (const CArtifact *&art : saa.arts)
 
- 	{
 
- 		if (art && art->id == aid)
 
- 		{
 
- 			art = nullptr;
 
- 			found = true;
 
- 			break;
 
- 		}
 
- 	}
 
- 	if (!found)
 
- 		COMPLAIN_RET("Cannot find selected artifact on the list");
 
- 	sendAndApply(&saa);
 
- 	giveHeroNewArtifact(h, VLC->arth->objects[aid], ArtifactPosition::FIRST_AVAILABLE);
 
- 	return true;
 
- }
 
- bool CGameHandler::sellArtifact(const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, Res::ERes rid)
 
- {
 
- 	COMPLAIN_RET_FALSE_IF((!h), "Only hero can sell artifacts!");
 
- 	const CArtifactInstance *art = h->getArtByInstanceId(aid);
 
- 	COMPLAIN_RET_FALSE_IF((!art), "There is no artifact to sell!");
 
- 	COMPLAIN_RET_FALSE_IF((!art->artType->isTradable()), "Cannot sell a war machine or spellbook!");
 
- 	int resVal = 0, dump = 1;
 
- 	m->getOffer(art->artType->id, rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
 
- 	removeArtifact(ArtifactLocation(h, h->getArtPos(art)));
 
- 	giveResource(h->tempOwner, rid, resVal);
 
- 	return true;
 
- }
 
- bool CGameHandler::buySecSkill(const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
 
- {
 
- 	if (!h)
 
- 		COMPLAIN_RET("You need hero to buy a skill!");
 
- 	if (h->getSecSkillLevel(SecondarySkill(skill)))
 
- 		COMPLAIN_RET("Hero already know this skill");
 
- 	if (!h->canLearnSkill())
 
- 		COMPLAIN_RET("Hero can't learn any more skills");
 
- 	if (h->type->heroClass->secSkillProbability.at(skill)==0)//can't learn this skill (like necromancy for most of non-necros)
 
- 		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, Res::GOLD) < GameConstants::SKILL_GOLD_COST)//TODO: remove hardcoded resource\summ?
 
- 		COMPLAIN_RET("You can't afford to buy this skill");
 
- 	giveResource(h->tempOwner, Res::GOLD, -GameConstants::SKILL_GOLD_COST);
 
- 	changeSecSkill(h, skill, 1, true);
 
- 	return true;
 
- }
 
- bool CGameHandler::tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2)
 
- {
 
- 	TResourceCap r1 = getPlayerState(player)->resources.at(id1);
 
- 	vstd::amin(val, r1); //can't trade more resources than have
 
- 	int b1, b2; //base quantities for trade
 
- 	market->getOffer(id1, id2, b1, b2, EMarketMode::RESOURCE_RESOURCE);
 
- 	int units = val / b1; //how many base quantities we trade
 
- 	if (val%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
 
- 	{
 
- 		COMPLAIN_RET("Invalid deal, not all offered units of resource were used.");
 
- 	}
 
- 	giveResource(player, static_cast<Res::ERes>(id1), - b1 * units);
 
- 	giveResource(player, static_cast<Res::ERes>(id2), b2 * units);
 
- 	return true;
 
- }
 
- bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, Res::ERes resourceID)
 
- {
 
- 	if(!hero)
 
- 		COMPLAIN_RET("Only hero can sell creatures!");
 
- 	if (!vstd::contains(hero->Slots(), slot))
 
- 		COMPLAIN_RET("Hero doesn't have any creature in that slot!");
 
- 	const CStackInstance &s = hero->getStack(slot);
 
- 	if (s.count < (TQuantity)count //can't sell more creatures than have
 
- 		|| (hero->stacksCount() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
 
- 	{
 
- 		COMPLAIN_RET("Not enough creatures in army!");
 
- 	}
 
- 	int b1, b2; //base quantities for trade
 
- 	market->getOffer(s.type->idNumber, 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->o);
 
- 	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(Bonus::DRAGON_NATURE)
 
- 			&& !(s.hasBonusOfType(Bonus::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, Res::ERes 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.at(r1);
 
- 	vstd::amin(val, curRes1);
 
- 	giveResource(player, r1, -(int)val);
 
- 	giveResource(r2, r1, val);
 
- 	return true;
 
- }
 
- bool CGameHandler::setFormation(ObjectInstanceID hid, ui8 formation)
 
- {
 
- 	const CGHeroInstance *h = getHero(hid);
 
- 	if (!h)
 
- 	{
 
- 		logGlobal->error("Hero doesn't exist!");
 
- 		return false;
 
- 	}
 
- 	ChangeFormation cf;
 
- 	cf.hid = hid;
 
- 	cf.formation = formation;
 
- 	sendAndApply(&cf);
 
- 	return true;
 
- }
 
- bool CGameHandler::hireHero(const CGObjectInstance *obj, ui8 hid, PlayerColor player)
 
- {
 
- 	const PlayerState * p = getPlayerState(player);
 
- 	const CGTownInstance * t = getTown(obj->id);
 
- 	//common preconditions
 
- //	if ((p->resources.at(Res::GOLD)<GOLD_NEEDED  && complain("Not enough gold for buying hero!"))
 
- //		|| (getHeroCount(player, false) >= GameConstants::MAX_HEROES_PER_PLAYER && complain("Cannot hire hero, only 8 wandering heroes are allowed!")))
 
- 	if ((p->resources.at(Res::GOLD) < GameConstants::HERO_GOLD_COST && complain("Not enough gold for buying hero!"))
 
- 		|| ((getHeroCount(player, false) >= VLC->modh->settings.MAX_HEROES_ON_MAP_PER_PLAYER && complain("Cannot hire hero, too many wandering heroes already!")))
 
- 		|| ((getHeroCount(player, true) >= VLC->modh->settings.MAX_HEROES_AVAILABLE_PER_PLAYER && complain("Cannot hire hero, too many heroes garrizoned and wandering already!"))))
 
- 	{
 
- 		return false;
 
- 	}
 
- 	if (t) //tavern in town
 
- 	{
 
- 		if ((!t->hasBuilt(BuildingID::TAVERN) && complain("No tavern!"))
 
- 			 || (t->visitingHero  && complain("There is visiting hero - no place!")))
 
- 		{
 
- 			return false;
 
- 		}
 
- 	}
 
- 	else if (obj->ID == Obj::TAVERN)
 
- 	{
 
- 		if (getTile(obj->visitablePos())->visitableObjects.back() != obj && complain("Tavern entry must be unoccupied!"))
 
- 		{
 
- 			return false;
 
- 		}
 
- 	}
 
- 	const CGHeroInstance *nh = p->availableHeroes.at(hid);
 
- 	if (!nh)
 
- 	{
 
- 		complain ("Hero is not available for hiring!");
 
- 		return false;
 
- 	}
 
- 	HeroRecruited hr;
 
- 	hr.tid = obj->id;
 
- 	hr.hid = nh->subID;
 
- 	hr.player = player;
 
- 	hr.tile = obj->visitablePos() + nh->getVisitableOffset();
 
- 	sendAndApply(&hr);
 
- 	std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->unusedHeroesFromPool();
 
- 	const CGHeroInstance *theOtherHero = p->availableHeroes.at(!hid);
 
- 	const CGHeroInstance *newHero = nullptr;
 
- 	if (theOtherHero) //on XXL maps all heroes can be imprisoned :(
 
- 	{
 
- 		newHero = gs->hpool.pickHeroFor(false, player, getNativeTown(player), pool, getRandomGenerator(), theOtherHero->type->heroClass);
 
- 	}
 
- 	SetAvailableHeroes sah;
 
- 	sah.player = player;
 
- 	if (newHero)
 
- 	{
 
- 		sah.hid[hid] = newHero->subID;
 
- 		sah.army[hid].clear();
 
- 		sah.army[hid].setCreature(SlotID(0), newHero->type->initialArmy[0].creature, 1);
 
- 	}
 
- 	else
 
- 	{
 
- 		sah.hid[hid] = -1;
 
- 	}
 
- 	sah.hid[!hid] = theOtherHero ? theOtherHero->subID : -1;
 
- 	sendAndApply(&sah);
 
- 	giveResource(player, Res::GOLD, -GameConstants::HERO_GOLD_COST);
 
- 	if (t)
 
- 	{
 
- 		visitCastleObjects(t, nh);
 
- 		giveSpells (t,nh);
 
- 	}
 
- 	return true;
 
- }
 
- bool CGameHandler::queryReply(QueryID qid, const JsonNode & answer, PlayerColor player)
 
- {
 
- 	boost::unique_lock<boost::recursive_mutex> lock(gsm);
 
- 	logGlobal->trace("Player %s attempts answering query %d with answer:", player, qid);
 
- 	logGlobal->trace(answer.toJson());
 
- 	auto topQuery = queries.topQuery(player);
 
- 	COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
 
- 	if(topQuery->queryID != qid)
 
- 	{
 
- 		auto currentQuery = queries.getQuery(qid);
 
- 		if(currentQuery != nullptr && currentQuery->endsByPlayerAnswer())
 
- 			currentQuery->setReply(answer);
 
- 		COMPLAIN_RET("This player top query has different ID!"); //topQuery->queryID != qid
 
- 	}
 
- 	COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
 
- 	topQuery->setReply(answer);
 
- 	queries.popQuery(topQuery);
 
- 	return true;
 
- }
 
- static EndAction end_action;
 
- void CGameHandler::updateGateState()
 
- {
 
- 	BattleUpdateGateState db;
 
- 	db.state = gs->curB->si.gateState;
 
- 	if (gs->curB->si.wallState[EWallPart::GATE] == EWallState::DESTROYED)
 
- 	{
 
- 		db.state = EGateState::DESTROYED;
 
- 	}
 
- 	else if (db.state == EGateState::OPENED)
 
- 	{
 
- 		if (!gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_OUTER), false) &&
 
- 			!gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_INNER), false))
 
- 		{
 
- 			if (gs->curB->town->subID == ETownType::FORTRESS)
 
- 			{
 
- 				if (!gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false))
 
- 					db.state = EGateState::CLOSED;
 
- 			}
 
- 			else if (gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE)))
 
- 				db.state = EGateState::BLOCKED;
 
- 			else
 
- 				db.state = EGateState::CLOSED;
 
- 		}
 
- 	}
 
- 	else if (gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false))
 
- 		db.state = EGateState::BLOCKED;
 
- 	else
 
- 		db.state = EGateState::CLOSED;
 
- 	if (db.state != gs->curB->si.gateState)
 
- 		sendAndApply(&db);
 
- }
 
- bool CGameHandler::makeBattleAction(BattleAction &ba)
 
- {
 
- 	bool ok = true;
 
- 	battle::Target target = ba.getTarget(gs->curB);
 
- 	const CStack * stack = battleGetStackByID(ba.stackNumber); //may be nullptr if action is not about stack
 
- 	const bool isAboutActiveStack = stack && (ba.stackNumber == gs->curB->getActiveStackID());
 
- 	logGlobal->trace("Making action: %s", ba.toString());
 
- 	switch(ba.actionType)
 
- 	{
 
- 	case EActionType::WALK: //walk
 
- 	case EActionType::DEFEND: //defend
 
- 	case EActionType::WAIT: //wait
 
- 	case EActionType::WALK_AND_ATTACK: //walk or attack
 
- 	case EActionType::SHOOT: //shoot
 
- 	case EActionType::CATAPULT: //catapult
 
- 	case EActionType::STACK_HEAL: //healing with First Aid Tent
 
- 	case EActionType::DAEMON_SUMMONING:
 
- 	case EActionType::MONSTER_SPELL:
 
- 		if (!stack)
 
- 		{
 
- 			complain("No such stack!");
 
- 			return false;
 
- 		}
 
- 		if (!stack->alive())
 
- 		{
 
- 			complain("This stack is dead: " + stack->nodeName());
 
- 			return false;
 
- 		}
 
- 		if (battleTacticDist())
 
- 		{
 
- 			if (stack && stack->side != battleGetTacticsSide())
 
- 			{
 
- 				complain("This is not a stack of side that has tactics!");
 
- 				return false;
 
- 			}
 
- 		}
 
- 		else if (!isAboutActiveStack)
 
- 		{
 
- 			complain("Action has to be about active stack!");
 
- 			return false;
 
- 		}
 
- 	}
 
- 	auto wrapAction = [this](BattleAction &ba)
 
- 	{
 
- 		StartAction startAction(ba);
 
- 		sendAndApply(&startAction);
 
- 		return vstd::makeScopeGuard([&]()
 
- 		{
 
- 			sendAndApply(&end_action);
 
- 		});
 
- 	};
 
- 	switch(ba.actionType)
 
- 	{
 
- 	case EActionType::END_TACTIC_PHASE: //wait
 
- 	case EActionType::BAD_MORALE:
 
- 	case EActionType::NO_ACTION:
 
- 		{
 
- 			auto wrapper = wrapAction(ba);
 
- 			break;
 
- 		}
 
- 	case EActionType::WALK:
 
- 		{
 
- 			auto wrapper = wrapAction(ba);
 
- 			if(target.size() < 1)
 
- 			{
 
- 				complain("Destination required for move action.");
 
- 				ok = false;
 
- 				break;
 
- 			}
 
- 			int walkedTiles = moveStack(ba.stackNumber, target.at(0).hexValue); //move
 
- 			if (!walkedTiles)
 
- 				complain("Stack failed movement!");
 
- 			break;
 
- 		}
 
- 	case EActionType::DEFEND:
 
- 		{
 
- 			//defensive stance, TODO: filter out spell boosts from bonus (stone skin etc.)
 
- 			SetStackEffect sse;
 
- 			Bonus defenseBonusToAdd(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 20, -1, PrimarySkill::DEFENSE, Bonus::PERCENT_TO_ALL);
 
- 			Bonus bonus2(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, stack->valOfBonuses(Bonus::DEFENSIVE_STANCE),
 
- 				 -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE);
 
- 			Bonus alternativeWeakCreatureBonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 1, -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE);
 
- 			BonusList defence = *stack->getBonuses(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE));
 
- 			int oldDefenceValue = defence.totalValue();
 
- 			defence.push_back(std::make_shared<Bonus>(defenseBonusToAdd));
 
- 			defence.push_back(std::make_shared<Bonus>(bonus2));
 
- 			int difference = defence.totalValue() - oldDefenceValue;
 
- 			std::vector<Bonus> buffer;
 
- 			if(difference == 0) //give replacement bonus for creatures not reaching 5 defense points (20% of def becomes 0)
 
- 			{
 
- 				difference = 1;
 
- 				buffer.push_back(alternativeWeakCreatureBonus);
 
- 			}
 
- 			else
 
- 			{
 
- 				buffer.push_back(defenseBonusToAdd);
 
- 			}
 
- 			buffer.push_back(bonus2);
 
- 			sse.toUpdate.push_back(std::make_pair(ba.stackNumber, buffer));
 
- 			sendAndApply(&sse);
 
- 			BattleLogMessage message;
 
- 			MetaString text;
 
- 			stack->addText(text, MetaString::GENERAL_TXT, 120);
 
- 			stack->addNameReplacement(text);
 
- 			text.addReplacement(difference);
 
- 			message.lines.push_back(text);
 
- 			sendAndApply(&message);
 
- 			//don't break - we share code with next case
 
- 		}
 
- 		FALLTHROUGH
 
- 	case EActionType::WAIT:
 
- 		{
 
- 			auto wrapper = wrapAction(ba);
 
- 			break;
 
- 		}
 
- 	case EActionType::RETREAT: //retreat/flee
 
- 		{
 
- 			if (!gs->curB->battleCanFlee(gs->curB->sides.at(ba.side).color))
 
- 				complain("Cannot retreat!");
 
- 			else
 
- 				setBattleResult(BattleResult::ESCAPE, !ba.side); //surrendering side loses
 
- 			break;
 
- 		}
 
- 	case EActionType::SURRENDER:
 
- 		{
 
- 			PlayerColor player = gs->curB->sides.at(ba.side).color;
 
- 			int cost = gs->curB->battleGetSurrenderCost(player);
 
- 			if (cost < 0)
 
- 				complain("Cannot surrender!");
 
- 			else if (getResource(player, Res::GOLD) < cost)
 
- 				complain("Not enough gold to surrender!");
 
- 			else
 
- 			{
 
- 				giveResource(player, Res::GOLD, -cost);
 
- 				setBattleResult(BattleResult::SURRENDER, !ba.side); //surrendering side loses
 
- 			}
 
- 			break;
 
- 		}
 
- 	case EActionType::WALK_AND_ATTACK: //walk or attack
 
- 		{
 
- 			auto wrapper = wrapAction(ba);
 
- 			if(!stack)
 
- 			{
 
- 				complain("No attacker");
 
- 				ok = false;
 
- 				break;
 
- 			}
 
- 			if(target.size() < 2)
 
- 			{
 
- 				complain("Two destinations required for attack action.");
 
- 				ok = false;
 
- 				break;
 
- 			}
 
- 			BattleHex attackPos = target.at(0).hexValue;
 
- 			BattleHex destinationTile = target.at(1).hexValue;
 
- 			const CStack * destinationStack = gs->curB->battleGetStackByPos(destinationTile, true);
 
- 			if(!destinationStack)
 
- 			{
 
- 				complain("Invalid target to attack");
 
- 				ok = false;
 
- 				break;
 
- 			}
 
- 			BattleHex startingPos = stack->getPosition();
 
- 			int distance = moveStack(ba.stackNumber, attackPos);
 
- 			logGlobal->trace("%s will attack %s", stack->nodeName(), destinationStack->nodeName());
 
- 			if(stack->getPosition() != attackPos //we wasn't able to reach destination tile
 
- 				&& !(stack->doubleWide() && (stack->getPosition() == attackPos.cloneInDirection(stack->destShiftDir(), false))) //nor occupy specified hex
 
- 				)
 
- 			{
 
- 				complain("We cannot move this stack to its destination " + stack->getCreature()->namePl);
 
- 				ok = false;
 
- 				break;
 
- 			}
 
- 			if(destinationStack && stack->ID == destinationStack->ID) //we should just move, it will be handled by following check
 
- 			{
 
- 				destinationStack = nullptr;
 
- 			}
 
- 			if(!destinationStack)
 
- 			{
 
- 				complain("Unit can not attack itself");
 
- 				ok = false;
 
- 				break;
 
- 			}
 
- 			if(!CStack::isMeleeAttackPossible(stack, destinationStack))
 
- 			{
 
- 				complain("Attack cannot be performed!");
 
- 				ok = false;
 
- 				break;
 
- 			}
 
- 			//attack
 
- 			int totalAttacks = stack->totalAttacks.getMeleeValue();
 
- 			const bool firstStrike = destinationStack->hasBonusOfType(Bonus::FIRST_STRIKE);
 
- 			const bool retaliation = destinationStack->ableToRetaliate();
 
- 			for (int i = 0; i < totalAttacks; ++i)
 
- 			{
 
- 				//first strike
 
- 				if(i == 0 && firstStrike && retaliation)
 
- 				{
 
- 					makeAttack(destinationStack, stack, 0, stack->getPosition(), true, false, true);
 
- 				}
 
- 				//move can cause death, eg. by walking into the moat, first strike can cause death as well
 
- 				if(stack->alive() && destinationStack->alive())
 
- 				{
 
- 					makeAttack(stack, destinationStack, (i ? 0 : distance), destinationTile, i==0, false, false);//no distance travelled on second attack
 
- 				}
 
- 				//counterattack
 
- 				//we check retaliation twice, so if it unblocked during attack it will work only on next attack
 
- 				if(stack->alive()
 
- 					&& !stack->hasBonusOfType(Bonus::BLOCKS_RETALIATION)
 
- 					&& (i == 0 && !firstStrike)
 
- 					&& retaliation && destinationStack->ableToRetaliate())
 
- 				{
 
- 					makeAttack(destinationStack, stack, 0, stack->getPosition(), true, false, true);
 
- 				}
 
- 			}
 
- 			//return
 
- 			if(stack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE)
 
- 				&& target.size() == 3
 
- 				&& startingPos != stack->getPosition()
 
- 				&& startingPos == target.at(2).hexValue
 
- 				&& stack->alive())
 
- 			{
 
- 				moveStack(ba.stackNumber, startingPos);
 
- 				//NOTE: curStack->ID == ba.stackNumber (rev 1431)
 
- 			}
 
- 			break;
 
- 		}
 
- 	case EActionType::SHOOT:
 
- 		{
 
- 			if(target.size() < 1)
 
- 			{
 
- 				complain("Destination required for shot action.");
 
- 				ok = false;
 
- 				break;
 
- 			}
 
- 			auto destination = target.at(0).hexValue;
 
- 			const CStack * destinationStack = gs->curB->battleGetStackByPos(destination);
 
- 			if (!gs->curB->battleCanShoot(stack, destination))
 
- 			{
 
- 				complain("Cannot shoot!");
 
- 				break;
 
- 			}
 
- 			if (!destinationStack)
 
- 			{
 
- 				complain("No target to shoot!");
 
- 				break;
 
- 			}
 
- 			auto wrapper = wrapAction(ba);
 
- 			makeAttack(stack, destinationStack, 0, destination, true, true, false);
 
- 			//ranged counterattack
 
- 			if (destinationStack->hasBonusOfType(Bonus::RANGED_RETALIATION)
 
- 				&& !stack->hasBonusOfType(Bonus::BLOCKS_RANGED_RETALIATION)
 
- 				&& destinationStack->ableToRetaliate()
 
- 				&& gs->curB->battleCanShoot(destinationStack, stack->getPosition())
 
- 				&& stack->alive()) //attacker may have died (fire shield)
 
- 			{
 
- 				makeAttack(destinationStack, stack, 0, stack->getPosition(), true, true, true);
 
- 			}
 
- 			//TODO: move to CUnitState
 
- 			//extra shot(s) for ballista, based on artillery skill
 
- 			if(stack->creatureIndex() == CreatureID::BALLISTA)
 
- 			{
 
- 				const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
 
- 				if(attackingHero)
 
- 				{
 
- 					int ballistaBonusAttacks = attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_VAL2, SecondarySkill::ARTILLERY);
 
- 					while(destinationStack->alive() && ballistaBonusAttacks-- > 0)
 
- 					{
 
- 						makeAttack(stack, destinationStack, 0, destination, false, true, false);
 
- 					}
 
- 				}
 
- 			}
 
- 			//allow more than one additional attack
 
- 			int totalRangedAttacks = stack->totalAttacks.getRangedValue();
 
- 			for(int i = 1; i < totalRangedAttacks; ++i)
 
- 			{
 
- 				if(
 
- 					stack->alive()
 
- 					&& destinationStack->alive()
 
- 					&& stack->shots.canUse()
 
- 					)
 
- 				{
 
- 					makeAttack(stack, destinationStack, 0, destination, false, true, false);
 
- 				}
 
- 			}
 
- 			break;
 
- 		}
 
- 	case EActionType::CATAPULT:
 
- 		{
 
- 			//TODO: unify with spells::effects:Catapult
 
- 			auto getCatapultHitChance = [&](EWallPart::EWallPart part, const CHeroHandler::SBallisticsLevelInfo & sbi) -> int
 
- 			{
 
- 				switch(part)
 
- 				{
 
- 				case EWallPart::GATE:
 
- 					return sbi.gate;
 
- 				case EWallPart::KEEP:
 
- 					return sbi.keep;
 
- 				case EWallPart::BOTTOM_TOWER:
 
- 				case EWallPart::UPPER_TOWER:
 
- 					return sbi.tower;
 
- 				case EWallPart::BOTTOM_WALL:
 
- 				case EWallPart::BELOW_GATE:
 
- 				case EWallPart::OVER_GATE:
 
- 				case EWallPart::UPPER_WALL:
 
- 					return sbi.wall;
 
- 				default:
 
- 					return 0;
 
- 				}
 
- 			};
 
- 			auto wrapper = wrapAction(ba);
 
- 			if(target.size() < 1)
 
- 			{
 
- 				complain("Destination required for catapult action.");
 
- 				ok = false;
 
- 				break;
 
- 			}
 
- 			auto destination = target.at(0).hexValue;
 
- 			const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
 
- 			CHeroHandler::SBallisticsLevelInfo stackBallisticsParameters;
 
- 			if(stack->getCreature()->idNumber == CreatureID::CATAPULT)
 
- 				stackBallisticsParameters = VLC->heroh->ballistics.at(attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::BALLISTICS));
 
- 			else
 
- 			{
 
- 				if(stack->hasBonusOfType(Bonus::CATAPULT_EXTRA_SHOTS)) //by design use advanced ballistics parameters with this bonus present, upg. cyclops use advanced ballistics, nonupg. use basic in OH3
 
- 				{
 
- 					stackBallisticsParameters = VLC->heroh->ballistics.at(2);
 
- 					stackBallisticsParameters.shots = 1; //skip default "2 shots" from adv. ballistics
 
- 				}
 
- 				else
 
- 					stackBallisticsParameters = VLC->heroh->ballistics.at(1);
 
- 				stackBallisticsParameters.shots += std::max(stack->valOfBonuses(Bonus::CATAPULT_EXTRA_SHOTS), 0); //0 is allowed minimum to let modders force advanced ballistics for "oneshotting creatures"
 
- 			}
 
- 			auto wallPart = gs->curB->battleHexToWallPart(destination);
 
- 			if (!gs->curB->isWallPartPotentiallyAttackable(wallPart))
 
- 			{
 
- 				complain("catapult tried to attack non-catapultable hex!");
 
- 				break;
 
- 			}
 
- 			//in successive iterations damage is dealt but not yet subtracted from wall's HPs
 
- 			auto ¤tHP = gs->curB->si.wallState;
 
- 			if (currentHP.at(wallPart) == EWallState::DESTROYED  ||  currentHP.at(wallPart) == EWallState::NONE)
 
- 			{
 
- 				complain("catapult tried to attack already destroyed wall part!");
 
- 				break;
 
- 			}
 
- 			for (int g=0; g<stackBallisticsParameters.shots; ++g)
 
- 			{
 
- 				bool hitSuccessfull = false;
 
- 				auto attackedPart = wallPart;
 
- 				do // catapult has chance to attack desired target. Otherwise - attacks randomly
 
- 				{
 
- 					if (currentHP.at(attackedPart) != EWallState::DESTROYED && // this part can be hit
 
- 					   currentHP.at(attackedPart) != EWallState::NONE &&
 
- 					   getRandomGenerator().nextInt(99) < getCatapultHitChance(attackedPart, stackBallisticsParameters))//hit is successful
 
- 					{
 
- 						hitSuccessfull = true;
 
- 					}
 
- 					else // select new target
 
- 					{
 
- 						std::vector<EWallPart::EWallPart> allowedTargets;
 
- 						for (size_t i=0; i< currentHP.size(); i++)
 
- 						{
 
- 							if(currentHP.at(i) != EWallState::DESTROYED &&
 
- 								currentHP.at(i) != EWallState::NONE)
 
- 								allowedTargets.push_back(EWallPart::EWallPart(i));
 
- 						}
 
- 						if (allowedTargets.empty())
 
- 							break;
 
- 						attackedPart = *RandomGeneratorUtil::nextItem(allowedTargets, getRandomGenerator());
 
- 					}
 
- 				}
 
- 				while (!hitSuccessfull);
 
- 				if (!hitSuccessfull) // break triggered - no target to shoot at
 
- 					break;
 
- 				CatapultAttack ca; //package for clients
 
- 				CatapultAttack::AttackInfo attack;
 
- 				attack.attackedPart = attackedPart;
 
- 				attack.destinationTile = destination;
 
- 				attack.damageDealt = 0;
 
- 				BattleUnitsChanged removeUnits;
 
- 				int dmgChance[] = { stackBallisticsParameters.noDmg, stackBallisticsParameters.oneDmg, stackBallisticsParameters.twoDmg }; //dmgChance[i] - chance for doing i dmg when hit is successful
 
- 				int dmgRand = getRandomGenerator().nextInt(99);
 
- 				//accumulating dmgChance
 
- 				dmgChance[1] += dmgChance[0];
 
- 				dmgChance[2] += dmgChance[1];
 
- 				//calculating dealt damage
 
- 				for (int damage = 0; damage < ARRAY_COUNT(dmgChance); ++damage)
 
- 				{
 
- 					if (dmgRand <= dmgChance[damage])
 
- 					{
 
- 						attack.damageDealt = damage;
 
- 						break;
 
- 					}
 
- 				}
 
- 				// attacked tile may have changed - update destination
 
- 				attack.destinationTile = gs->curB->wallPartToBattleHex(EWallPart::EWallPart(attack.attackedPart));
 
- 				logGlobal->trace("Catapult attacks %d dealing %d damage", (int)attack.attackedPart, (int)attack.damageDealt);
 
- 				//removing creatures in turrets / keep if one is destroyed
 
- 				if (currentHP.at(attackedPart) - attack.damageDealt <= 0 && (attackedPart == EWallPart::KEEP || //HP enum subtraction not intuitive, consider using SiegeInfo::applyDamage
 
- 					attackedPart == EWallPart::BOTTOM_TOWER || attackedPart == EWallPart::UPPER_TOWER))
 
- 				{
 
- 					int posRemove = -1;
 
- 					switch(attackedPart)
 
- 					{
 
- 					case EWallPart::KEEP:
 
- 						posRemove = -2;
 
- 						break;
 
- 					case EWallPart::BOTTOM_TOWER:
 
- 						posRemove = -3;
 
- 						break;
 
- 					case EWallPart::UPPER_TOWER:
 
- 						posRemove = -4;
 
- 						break;
 
- 					}
 
- 					for(auto & elem : gs->curB->stacks)
 
- 					{
 
- 						if(elem->initialPosition == posRemove)
 
- 						{
 
- 							removeUnits.changedStacks.emplace_back(elem->unitId(), UnitChanges::EOperation::REMOVE);
 
- 							break;
 
- 						}
 
- 					}
 
- 				}
 
- 				ca.attacker = ba.stackNumber;
 
- 				ca.attackedParts.push_back(attack);
 
- 				sendAndApply(&ca);
 
- 				if(!removeUnits.changedStacks.empty())
 
- 					sendAndApply(&removeUnits);
 
- 			}
 
- 			//finish by scope guard
 
- 			break;
 
- 		}
 
- 		case EActionType::STACK_HEAL: //healing with First Aid Tent
 
- 		{
 
- 			auto wrapper = wrapAction(ba);
 
- 			const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
 
- 			const CStack * healer = gs->curB->battleGetStackByID(ba.stackNumber);
 
- 			if(target.size() < 1)
 
- 			{
 
- 				complain("Destination required for heal action.");
 
- 				ok = false;
 
- 				break;
 
- 			}
 
- 			const battle::Unit * destStack = nullptr;
 
- 			if(target.at(0).unitValue)
 
- 				destStack = target.at(0).unitValue;
 
- 			else
 
- 				destStack = gs->curB->battleGetStackByPos(target.at(0).hexValue);
 
- 			if(healer == nullptr || destStack == nullptr || !healer->hasBonusOfType(Bonus::HEALER))
 
- 			{
 
- 				complain("There is either no healer, no destination, or healer cannot heal :P");
 
- 			}
 
- 			else
 
- 			{
 
- 				int64_t toHeal = healer->getCount() * std::max(10, attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::FIRST_AID));
 
- 				//TODO: allow resurrection for mods
 
- 				auto state = destStack->acquireState();
 
- 				state->heal(toHeal, EHealLevel::HEAL, EHealPower::PERMANENT);
 
- 				if(toHeal == 0)
 
- 				{
 
- 					logGlobal->warn("Nothing to heal");
 
- 				}
 
- 				else
 
- 				{
 
- 					BattleUnitsChanged pack;
 
- 					BattleLogMessage message;
 
- 					MetaString text;
 
- 					text.addTxt(MetaString::GENERAL_TXT, 414);
 
- 					healer->addNameReplacement(text, false);
 
- 					destStack->addNameReplacement(text, false);
 
- 					text.addReplacement((int)toHeal);
 
- 					message.lines.push_back(text);
 
- 					UnitChanges info(state->unitId(), UnitChanges::EOperation::RESET_STATE);
 
- 					info.healthDelta = toHeal;
 
- 					state->save(info.data);
 
- 					pack.changedStacks.push_back(info);
 
- 					sendAndApply(&pack);
 
- 					sendAndApply(&message);
 
- 				}
 
- 			}
 
- 			break;
 
- 		}
 
- 		case EActionType::DAEMON_SUMMONING:
 
- 			//TODO: From Strategija:
 
- 			//Summon Demon is a level 2 spell.
 
- 		{
 
- 			if(target.size() < 1)
 
- 			{
 
- 				complain("Destination required for summon action.");
 
- 				ok = false;
 
- 				break;
 
- 			}
 
- 			const CStack * summoner = gs->curB->battleGetStackByID(ba.stackNumber);
 
- 			const CStack * destStack = gs->curB->battleGetStackByPos(target.at(0).hexValue, false);
 
- 			CreatureID summonedType(summoner->getBonusLocalFirst(Selector::type()(Bonus::DAEMON_SUMMONING))->subtype);//in case summoner can summon more than one type of monsters... scream!
 
- 			ui64 risedHp = summoner->getCount() * summoner->valOfBonuses(Bonus::DAEMON_SUMMONING, summonedType.toEnum());
 
- 			ui64 targetHealth = destStack->getCreature()->MaxHealth() * destStack->baseAmount;
 
- 			ui64 canRiseHp = std::min(targetHealth, risedHp);
 
- 			ui32 canRiseAmount = static_cast<ui32>(canRiseHp / summonedType.toCreature()->MaxHealth());
 
- 			battle::UnitInfo info;
 
- 			info.id = gs->curB->battleNextUnitId();
 
- 			info.count = std::min(canRiseAmount, destStack->baseAmount);
 
- 			info.type = summonedType;
 
- 			info.side = summoner->side;
 
- 			info.position = gs->curB->getAvaliableHex(summonedType, summoner->side, destStack->getPosition());
 
- 			info.summoned = false;
 
- 			BattleUnitsChanged addUnits;
 
- 			addUnits.changedStacks.emplace_back(info.id, UnitChanges::EOperation::ADD);
 
- 			info.save(addUnits.changedStacks.back().data);
 
- 			if(info.count > 0) //there's rare possibility single creature cannot rise desired type
 
- 			{
 
- 				auto wrapper = wrapAction(ba);
 
- 				BattleUnitsChanged removeUnits;
 
- 				removeUnits.changedStacks.emplace_back(destStack->unitId(), UnitChanges::EOperation::REMOVE);
 
- 				sendAndApply(&removeUnits);
 
- 				sendAndApply(&addUnits);
 
- 				BattleSetStackProperty ssp;
 
- 				ssp.stackID = ba.stackNumber;
 
- 				ssp.which = BattleSetStackProperty::CASTS; //reduce number of casts
 
- 				ssp.val = -1;
 
- 				ssp.absolute = false;
 
- 				sendAndApply(&ssp);
 
- 			}
 
- 			break;
 
- 		}
 
- 		case EActionType::MONSTER_SPELL:
 
- 		{
 
- 			auto wrapper = wrapAction(ba);
 
- 			const CStack * stack = gs->curB->battleGetStackByID(ba.stackNumber);
 
- 			SpellID spellID = SpellID(ba.actionSubtype);
 
- 			std::shared_ptr<const Bonus> randSpellcaster = stack->getBonusLocalFirst(Selector::type()(Bonus::RANDOM_SPELLCASTER));
 
- 			std::shared_ptr<const Bonus> spellcaster = stack->getBonusLocalFirst(Selector::typeSubtype(Bonus::SPELLCASTER, spellID));
 
- 			//TODO special bonus for genies ability
 
- 			if (randSpellcaster && battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_AIMED) < 0)
 
- 				spellID = battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_GENIE);
 
- 			if (spellID < 0)
 
- 				complain("That stack can't cast spells!");
 
- 			else
 
- 			{
 
- 				const CSpell * spell = SpellID(spellID).toSpell();
 
- 				spells::BattleCast parameters(gs->curB, stack, spells::Mode::CREATURE_ACTIVE, spell);
 
- 				int32_t spellLvl = 0;
 
- 				if(spellcaster)
 
- 					vstd::amax(spellLvl, spellcaster->val);
 
- 				if(randSpellcaster)
 
- 					vstd::amax(spellLvl, randSpellcaster->val);
 
- 				parameters.setSpellLevel(spellLvl);
 
- 				parameters.cast(spellEnv, target);
 
- 			}
 
- 			break;
 
- 		}
 
- 	}
 
- 	if(ba.actionType == EActionType::DAEMON_SUMMONING || ba.actionType == EActionType::WAIT || ba.actionType == EActionType::DEFEND
 
- 			|| ba.actionType == EActionType::SHOOT || ba.actionType == EActionType::MONSTER_SPELL)
 
- 		handleDamageFromObstacle(stack);
 
- 	if(ba.stackNumber == gs->curB->activeStack || battleResult.get()) //active stack has moved or battle has finished
 
- 		battleMadeAction.setn(true);
 
- 	return ok;
 
- }
 
- void CGameHandler::playerMessage(PlayerColor player, const std::string &message, ObjectInstanceID currObj)
 
- {
 
- 	bool cheated = false;
 
- 	PlayerMessageClient temp_message(player, message);
 
- 	sendAndApply(&temp_message);
 
- 	std::vector<std::string> words;
 
- 	boost::split(words, message, boost::is_any_of(" "));
 
- 	
 
- 	bool isHost = false;
 
- 	for(auto & c : connections[player])
 
- 		if(lobby->isClientHost(c->connectionID))
 
- 			isHost = true;
 
- 	
 
- 	if(isHost && words.size() >= 2 && words[0] == "game")
 
- 	{
 
- 		if(words[1] == "exit" || words[1] == "quit" || words[1] == "end")
 
- 		{
 
- 			SystemMessage temp_message("game was terminated");
 
- 			sendAndApply(&temp_message);
 
- 			lobby->state = EServerState::SHUTDOWN;
 
- 			return;
 
- 		}
 
- 		if(words.size() == 3 && words[1] == "save")
 
- 		{
 
- 			save("Saves/" + words[2]);
 
- 			SystemMessage temp_message("game saved as " + words[2]);
 
- 			sendAndApply(&temp_message);
 
- 			return;
 
- 		}
 
- 		if(words.size() == 3 && words[1] == "kick")
 
- 		{
 
- 			auto playername = words[2];
 
- 			PlayerColor playerToKick(PlayerColor::CANNOT_DETERMINE);
 
- 			if(std::all_of(playername.begin(), playername.end(), ::isdigit))
 
- 				playerToKick = PlayerColor(std::stoi(playername));
 
- 			else
 
- 			{
 
- 				for(auto & c : connections)
 
- 				{
 
- 					if(c.first.getStr(false) == playername)
 
- 						playerToKick = c.first;
 
- 				}
 
- 			}
 
- 			
 
- 			if(playerToKick != PlayerColor::CANNOT_DETERMINE)
 
- 			{
 
- 				PlayerCheated pc;
 
- 				pc.player = playerToKick;
 
- 				pc.losingCheatCode = true;
 
- 				sendAndApply(&pc);
 
- 				checkVictoryLossConditionsForPlayer(playerToKick);
 
- 			}
 
- 			return;
 
- 		}
 
- 	}
 
- 	
 
- 	int obj = 0;
 
- 	if (words.size() == 2)
 
- 	{
 
- 		obj = std::atoi(words[1].c_str());
 
- 		if (obj)
 
- 			currObj = ObjectInstanceID(obj);
 
- 	}
 
- 	const CGHeroInstance * hero = getHero(currObj);
 
- 	const CGTownInstance * town = getTown(currObj);
 
- 	if (!town && hero)
 
- 		town = hero->visitedTown;
 
- 	if (words.size() == 1 || obj)
 
- 		handleCheatCode(words[0], player, hero, town, cheated);
 
- 	else
 
- 	{
 
- 		for (const auto & i : gs->players)
 
- 		{
 
- 			if (i.first == PlayerColor::NEUTRAL)
 
- 				continue;
 
- 			if (words[1] == "ai")
 
- 			{
 
- 				if (i.second.human)
 
- 					continue;
 
- 			}
 
- 			else if (words[1] != "all" && words[1] != i.first.getStr())
 
- 				continue;
 
- 			if (words[0] == "vcmiformenos" || words[0] == "vcmieagles" || words[0] == "vcmiungoliant")
 
- 			{
 
- 				handleCheatCode(words[0], i.first, nullptr, nullptr, cheated);
 
- 			}
 
- 			else if (words[0] == "vcmiarmenelos")
 
- 			{
 
- 				for (const auto & t : i.second.towns)
 
- 				{
 
- 					handleCheatCode(words[0], i.first, nullptr, t, cheated);
 
- 				}
 
- 			}
 
- 			else
 
- 			{
 
- 				for (const auto & h : i.second.heroes)
 
- 				{
 
- 					handleCheatCode(words[0], i.first, h, nullptr, cheated);
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- 	if (cheated)
 
- 	{
 
- 		SystemMessage temp_message(VLC->generaltexth->allTexts.at(260));
 
- 		sendAndApply(&temp_message);
 
- 		if(!player.isSpectator())
 
- 			checkVictoryLossConditionsForPlayer(player);//Player enter win code or got required art\creature
 
- 	}
 
- }
 
- bool CGameHandler::makeCustomAction(BattleAction & ba)
 
- {
 
- 	switch(ba.actionType)
 
- 	{
 
- 	case EActionType::HERO_SPELL:
 
- 		{
 
- 			COMPLAIN_RET_FALSE_IF(ba.side > 1, "Side must be 0 or 1!");
 
- 			const CGHeroInstance *h = gs->curB->battleGetFightingHero(ba.side);
 
- 			COMPLAIN_RET_FALSE_IF((!h), "Wrong caster!");
 
- 			const CSpell * s = SpellID(ba.actionSubtype).toSpell();
 
- 			if (!s)
 
- 			{
 
- 				logGlobal->error("Wrong spell id (%d)!", ba.actionSubtype);
 
- 				return false;
 
- 			}
 
- 			spells::BattleCast parameters(gs->curB, h, spells::Mode::HERO, s);
 
- 			spells::detail::ProblemImpl problem;
 
- 			auto m = s->battleMechanics(¶meters);
 
- 			if(!m->canBeCast(problem))//todo: should we check aimed cast?
 
- 			{
 
- 				logGlobal->warn("Spell cannot be cast!");
 
- 				std::vector<std::string> texts;
 
- 				problem.getAll(texts);
 
- 				for(auto s : texts)
 
- 					logGlobal->warn(s);
 
- 				return false;
 
- 			}
 
- 			StartAction start_action(ba);
 
- 			sendAndApply(&start_action); //start spell casting
 
- 			parameters.cast(spellEnv, ba.getTarget(gs->curB));
 
- 			sendAndApply(&end_action);
 
- 			if (!gs->curB->battleGetStackByID(gs->curB->activeStack))
 
- 			{
 
- 				battleMadeAction.setn(true);
 
- 			}
 
- 			checkBattleStateChanges();
 
- 			if (battleResult.get())
 
- 			{
 
- 				battleMadeAction.setn(true);
 
- 				//battle will be ended by startBattle function
 
- 				//endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
 
- 			}
 
- 			return true;
 
- 		}
 
- 	}
 
- 	return false;
 
- }
 
- void CGameHandler::stackEnchantedTrigger(const CStack * st)
 
- {
 
- 	auto bl = *(st->getBonuses(Selector::type()(Bonus::ENCHANTED)));
 
- 	for(auto b : bl)
 
- 	{
 
- 		const CSpell * sp = SpellID(b->subtype).toSpell();
 
- 		if(!sp)
 
- 			continue;
 
- 		const int32_t val = bl.valOfBonuses(Selector::typeSubtype(b->type, b->subtype));
 
- 		const int32_t level = ((val > 3) ? (val - 3) : val);
 
- 		spells::BattleCast battleCast(gs->curB, st, spells::Mode::PASSIVE, sp);
 
- 		//this makes effect accumulate for at most 50 turns by default, but effect may be permanent and last till the end of battle
 
- 		battleCast.setEffectDuration(50);
 
- 		battleCast.setSpellLevel(level);
 
- 		spells::Target target;
 
- 		if(val > 3)
 
- 		{
 
- 			for(auto s : gs->curB->battleGetAllStacks())
 
- 				if(battleMatchOwner(st, s, true) && s->isValidTarget()) //all allied
 
- 					target.emplace_back(s);
 
- 		}
 
- 		else
 
- 		{
 
- 			target.emplace_back(st);
 
- 		}
 
- 		battleCast.applyEffects(spellEnv, target, false, true);
 
- 	}
 
- }
 
- void CGameHandler::stackTurnTrigger(const CStack *st)
 
- {
 
- 	BattleTriggerEffect bte;
 
- 	bte.stackID = st->ID;
 
- 	bte.effect = -1;
 
- 	bte.val = 0;
 
- 	bte.additionalInfo = 0;
 
- 	if (st->alive())
 
- 	{
 
- 		//unbind
 
- 		if (st->hasBonus(Selector::type()(Bonus::BIND_EFFECT)))
 
- 		{
 
- 			bool unbind = true;
 
- 			BonusList bl = *(st->getBonuses(Selector::type()(Bonus::BIND_EFFECT)));
 
- 			auto adjacent = gs->curB->battleAdjacentUnits(st);
 
- 			for (auto b : bl)
 
- 			{
 
- 				if(b->additionalInfo != CAddInfo::NONE)
 
- 				{
 
- 					const CStack * stack = gs->curB->battleGetStackByID(b->additionalInfo[0]); //binding stack must be alive and adjacent
 
- 					if(stack)
 
- 					{
 
- 						if(vstd::contains(adjacent, stack)) //binding stack is still present
 
- 							unbind = false;
 
- 					}
 
- 				}
 
- 				else
 
- 				{
 
- 					unbind = false;
 
- 				}
 
- 			}
 
- 			if (unbind)
 
- 			{
 
- 				BattleSetStackProperty ssp;
 
- 				ssp.which = BattleSetStackProperty::UNBIND;
 
- 				ssp.stackID = st->ID;
 
- 				sendAndApply(&ssp);
 
- 			}
 
- 		}
 
- 		if (st->hasBonusOfType(Bonus::POISON))
 
- 		{
 
- 			std::shared_ptr<const Bonus> b = st->getBonusLocalFirst(Selector::source(Bonus::SPELL_EFFECT, SpellID::POISON).And(Selector::type()(Bonus::STACK_HEALTH)));
 
- 			if (b) //TODO: what if not?...
 
- 			{
 
- 				bte.val = std::max (b->val - 10, -(st->valOfBonuses(Bonus::POISON)));
 
- 				if (bte.val < b->val) //(negative) poison effect increases - update it
 
- 				{
 
- 					bte.effect = Bonus::POISON;
 
- 					sendAndApply(&bte);
 
- 				}
 
- 			}
 
- 		}
 
- 		if(st->hasBonusOfType(Bonus::MANA_DRAIN) && !st->drainedMana)
 
- 		{
 
- 			const PlayerColor opponent = gs->curB->otherPlayer(gs->curB->battleGetOwner(st));
 
- 			const CGHeroInstance * opponentHero = gs->curB->getHero(opponent);
 
- 			if(opponentHero)
 
- 			{
 
- 				ui32 manaDrained = st->valOfBonuses(Bonus::MANA_DRAIN);
 
- 				vstd::amin(manaDrained, opponentHero->mana);
 
- 				if(manaDrained)
 
- 				{
 
- 					bte.effect = Bonus::MANA_DRAIN;
 
- 					bte.val = manaDrained;
 
- 					bte.additionalInfo = opponentHero->id.getNum(); //for sanity
 
- 					sendAndApply(&bte);
 
- 				}
 
- 			}
 
- 		}
 
- 		if (st->isLiving() && !st->hasBonusOfType(Bonus::FEARLESS))
 
- 		{
 
- 			bool fearsomeCreature = false;
 
- 			for (CStack * stack : gs->curB->stacks)
 
- 			{
 
- 				if (battleMatchOwner(st, stack) && stack->alive() && stack->hasBonusOfType(Bonus::FEAR))
 
- 				{
 
- 					fearsomeCreature = true;
 
- 					break;
 
- 				}
 
- 			}
 
- 			if (fearsomeCreature)
 
- 			{
 
- 				if (getRandomGenerator().nextInt(99) < 10) //fixed 10%
 
- 				{
 
- 					bte.effect = Bonus::FEAR;
 
- 					sendAndApply(&bte);
 
- 				}
 
- 			}
 
- 		}
 
- 		BonusList bl = *(st->getBonuses(Selector::type()(Bonus::ENCHANTER)));
 
- 		int side = gs->curB->whatSide(st->owner);
 
- 		if(st->canCast() && gs->curB->battleGetEnchanterCounter(side) == 0)
 
- 		{
 
- 			bool cast = false;
 
- 			while(!bl.empty() && !cast)
 
- 			{
 
- 				auto bonus = *RandomGeneratorUtil::nextItem(bl, getRandomGenerator());
 
- 				auto spellID = SpellID(bonus->subtype);
 
- 				const CSpell * spell = SpellID(spellID).toSpell();
 
- 				bl.remove_if([&bonus](const Bonus * b)
 
- 				{
 
- 					return b == bonus.get();
 
- 				});
 
- 				spells::BattleCast parameters(gs->curB, st, spells::Mode::ENCHANTER, spell);
 
- 				parameters.setSpellLevel(bonus->val);
 
- 				parameters.massive = true;
 
- 				parameters.smart = true;
 
- 				//todo: recheck effect level
 
- 				if(parameters.castIfPossible(spellEnv, spells::Target(1, spells::Destination())))
 
- 				{
 
- 					cast = true;
 
- 					int cooldown = bonus->additionalInfo[0];
 
- 					BattleSetStackProperty ssp;
 
- 					ssp.which = BattleSetStackProperty::ENCHANTER_COUNTER;
 
- 					ssp.absolute = false;
 
- 					ssp.val = cooldown;
 
- 					ssp.stackID = st->unitId();
 
- 					sendAndApply(&ssp);
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- }
 
- bool CGameHandler::handleDamageFromObstacle(const CStack * curStack, bool stackIsMoving)
 
- {
 
- 	if(!curStack->alive())
 
- 		return false;
 
- 	bool containDamageFromMoat = false;
 
- 	bool movementStoped = false;
 
- 	for(auto & obstacle : getAllAffectedObstaclesByStack(curStack))
 
- 	{
 
- 		if(obstacle->obstacleType == CObstacleInstance::SPELL_CREATED)
 
- 		{
 
- 			//helper info
 
- 			const SpellCreatedObstacle * spellObstacle = dynamic_cast<const SpellCreatedObstacle *>(obstacle.get());
 
- 			const ui8 side = curStack->side;
 
- 			if(!spellObstacle)
 
- 				COMPLAIN_RET("Invalid obstacle instance");
 
- 			if(spellObstacle->trigger)
 
- 			{
 
- 				const bool oneTimeObstacle = spellObstacle->removeOnTrigger;
 
- 				//hidden obstacle triggers effects until revealed
 
- 				if(!(spellObstacle->hidden && gs->curB->battleIsObstacleVisibleForSide(*obstacle, (BattlePerspective::BattlePerspective)side)))
 
- 				{
 
- 					const CGHeroInstance * hero = gs->curB->battleGetFightingHero(spellObstacle->casterSide);
 
- 					spells::ObstacleCasterProxy caster(gs->curB->sides.at(spellObstacle->casterSide).color, hero, spellObstacle);
 
- 					const CSpell * sp = SpellID(spellObstacle->ID).toSpell();
 
- 					if(!sp)
 
- 						COMPLAIN_RET("Invalid obstacle instance");
 
- 					spells::BattleCast battleCast(gs->curB, &caster, spells::Mode::HERO, sp);
 
- 					battleCast.applyEffects(spellEnv, spells::Target(1, spells::Destination(curStack)), true);
 
- 					if(oneTimeObstacle)
 
- 					{
 
- 						removeObstacle(*obstacle);
 
- 				}
 
- 					else
 
- 					{
 
- 						// For the hidden spell created obstacles, e.g. QuickSand, it should be revealed after taking damage
 
- 						ObstacleChanges changeInfo;
 
- 						changeInfo.id = spellObstacle->uniqueID;
 
- 						changeInfo.operation = ObstacleChanges::EOperation::UPDATE;
 
- 						SpellCreatedObstacle changedObstacle;
 
- 						changedObstacle.uniqueID = spellObstacle->uniqueID;
 
- 						changedObstacle.revealed = true;
 
- 						changeInfo.data.clear();
 
- 						JsonSerializer ser(nullptr, changeInfo.data);
 
- 						ser.serializeStruct("obstacle", changedObstacle);
 
- 						BattleObstaclesChanged bocp;
 
- 						bocp.changes.emplace_back(changeInfo);
 
- 						sendAndApply(&bocp);
 
- 			}
 
- 		}
 
- 			}
 
- 		}
 
- 		else if(obstacle->obstacleType == CObstacleInstance::MOAT)
 
- 		{
 
- 			auto town = gs->curB->town;
 
- 			int damage = (town == nullptr) ? 0 : town->town->moatDamage;
 
- 			if(!containDamageFromMoat)
 
- 			{
 
- 				containDamageFromMoat = true;
 
- 				BattleStackAttacked bsa;
 
- 				bsa.damageAmount = damage;
 
- 				bsa.stackAttacked = curStack->ID;
 
- 				bsa.attackerID = -1;
 
- 				curStack->prepareAttacked(bsa, getRandomGenerator());
 
- 				StacksInjured si;
 
- 				si.stacks.push_back(bsa);
 
- 				sendAndApply(&si);
 
- 				sendGenericKilledLog(curStack, bsa.killedAmount, false);
 
- 			}
 
- 		}
 
- 		if(!curStack->alive())
 
- 			return false;
 
- 		if((obstacle->stopsMovement() && stackIsMoving))
 
- 			movementStoped = true;
 
- 	}
 
- 	if(stackIsMoving)
 
- 		return curStack->alive() && !movementStoped;
 
- 	else
 
- 		return curStack->alive();
 
- }
 
- void CGameHandler::handleTimeEvents()
 
- {
 
- 	gs->map->events.sort(evntCmp);
 
- 	while(gs->map->events.size() && gs->map->events.front().firstOccurence+1 == gs->day)
 
- 	{
 
- 		CMapEvent ev = gs->map->events.front();
 
- 		for (int player = 0; player < PlayerColor::PLAYER_LIMIT_I; player++)
 
- 		{
 
- 			auto color = PlayerColor(player);
 
- 			const PlayerState * pinfo = getPlayerState(color, false); //do not output error if player does not exist
 
- 			if (pinfo  //player exists
 
- 				&& (ev.players & 1<<player) //event is enabled to this player
 
- 				&& ((ev.computerAffected && !pinfo->human)
 
- 					|| (ev.humanAffected && pinfo->human)
 
- 				)
 
- 			)
 
- 			{
 
- 				//give resources
 
- 				giveResources(color, ev.resources);
 
- 				//prepare dialog
 
- 				InfoWindow iw;
 
- 				iw.player = color;
 
- 				iw.text << ev.message;
 
- 				for (int i=0; i<ev.resources.size(); i++)
 
- 				{
 
- 					if (ev.resources.at(i)) //if resource is changed, we add it to the dialog
 
- 						iw.components.push_back(Component(Component::RESOURCE,i,ev.resources.at(i),0));
 
- 				}
 
- 				sendAndApply(&iw); //show dialog
 
- 			}
 
- 		} //PLAYERS LOOP
 
- 		if (ev.nextOccurence)
 
- 		{
 
- 			gs->map->events.pop_front();
 
- 			ev.firstOccurence += ev.nextOccurence;
 
- 			auto it = gs->map->events.begin();
 
- 			while(it != gs->map->events.end() && it->earlierThanOrEqual(ev))
 
- 				it++;
 
- 			gs->map->events.insert(it, ev);
 
- 		}
 
- 		else
 
- 		{
 
- 			gs->map->events.pop_front();
 
- 		}
 
- 	}
 
- 	//TODO send only if changed
 
- 	UpdateMapEvents ume;
 
- 	ume.events = gs->map->events;
 
- 	sendAndApply(&ume);
 
- }
 
- void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
 
- {
 
- 	town->events.sort(evntCmp);
 
- 	while(town->events.size() && town->events.front().firstOccurence == gs->day)
 
- 	{
 
- 		PlayerColor player = town->tempOwner;
 
- 		CCastleEvent ev = town->events.front();
 
- 		const PlayerState * pinfo = getPlayerState(player, false);
 
- 		if (pinfo  //player exists
 
- 			&& (ev.players & 1<<player.getNum()) //event is enabled to this player
 
- 			&& ((ev.computerAffected && !pinfo->human)
 
- 				|| (ev.humanAffected && pinfo->human)))
 
- 		{
 
- 			// dialog
 
- 			InfoWindow iw;
 
- 			iw.player = player;
 
- 			iw.text << ev.message;
 
- 			if (ev.resources.nonZero())
 
- 			{
 
- 				TResources was = n.res[player];
 
- 				n.res[player] += ev.resources;
 
- 				n.res[player].amax(0);
 
- 				for (int i=0; i<ev.resources.size(); i++)
 
- 					if (ev.resources.at(i) && pinfo->resources.at(i) != n.res.at(player).at(i)) //if resource had changed, we add it to the dialog
 
- 						iw.components.push_back(Component(Component::RESOURCE,i,n.res.at(player).at(i)-was.at(i),0));
 
- 			}
 
- 			for (auto & i : ev.buildings)
 
- 			{
 
- 				if (!town->hasBuilt(i))
 
- 				{
 
- 					buildStructure(town->id, i, true);
 
- 					iw.components.push_back(Component(Component::BUILDING, town->subID, i, 0));
 
- 				}
 
- 			}
 
- 			if (!ev.creatures.empty() && !vstd::contains(n.cres, town->id))
 
- 			{
 
- 				n.cres[town->id].tid = town->id;
 
- 				n.cres[town->id].creatures = town->creatures;
 
- 			}
 
- 			auto & sac = n.cres[town->id];
 
- 			for (si32 i=0;i<ev.creatures.size();i++) //creature growths
 
- 			{
 
- 				if (!town->creatures.at(i).second.empty() && ev.creatures.at(i) > 0)//there is dwelling
 
- 				{
 
- 					sac.creatures[i].first += ev.creatures.at(i);
 
- 					iw.components.push_back(Component(Component::CREATURE,
 
- 							town->creatures.at(i).second.back(), ev.creatures.at(i), 0));
 
- 				}
 
- 			}
 
- 			sendAndApply(&iw); //show dialog
 
- 		}
 
- 		if (ev.nextOccurence)
 
- 		{
 
- 			town->events.pop_front();
 
- 			ev.firstOccurence += ev.nextOccurence;
 
- 			auto it = town->events.begin();
 
- 			while(it != town->events.end() && it->earlierThanOrEqual(ev))
 
- 				it++;
 
- 			town->events.insert(it, ev);
 
- 		}
 
- 		else
 
- 		{
 
- 			town->events.pop_front();
 
- 		}
 
- 	}
 
- 	//TODO send only if changed
 
- 	UpdateCastleEvents uce;
 
- 	uce.town = town->id;
 
- 	uce.events = town->events;
 
- 	sendAndApply(&uce);
 
- }
 
- bool CGameHandler::complain(const std::string &problem)
 
- {
 
- 	sendMessageToAll("Server encountered a problem: " + problem);
 
- 	logGlobal->error(problem);
 
- 	return true;
 
- }
 
- void CGameHandler::showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
 
- {
 
- 	//PlayerColor player = getOwner(hid);
 
- 	auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
 
- 	auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
 
- 	assert(lowerArmy);
 
- 	assert(upperArmy);
 
- 	auto garrisonQuery = std::make_shared<CGarrisonDialogQuery>(this, upperArmy, lowerArmy);
 
- 	queries.addQuery(garrisonQuery);
 
- 	GarrisonDialog gd;
 
- 	gd.hid = hid;
 
- 	gd.objid = upobj;
 
- 	gd.removableUnits = removableUnits;
 
- 	gd.queryID = garrisonQuery->queryID;
 
- 	sendAndApply(&gd);
 
- }
 
- void CGameHandler::showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId)
 
- {
 
- 	OpenWindow ow;
 
- 	ow.window = OpenWindow::THIEVES_GUILD;
 
- 	ow.id1 = player.getNum();
 
- 	ow.id2 = requestingObjId.getNum();
 
- 	sendAndApply(&ow);
 
- }
 
- bool CGameHandler::isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2)
 
- {
 
- 	if (id1 == id2)
 
- 		return true;
 
- 	const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
 
- 	if (!o1 || !o2)
 
- 		return true; //arranging stacks within an object should be always allowed
 
- 	if (o1 && o2)
 
- 	{
 
- 		if (o1->ID == Obj::TOWN)
 
- 		{
 
- 			const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
 
- 			if (t->visitingHero == o2  ||  t->garrisonHero == o2)
 
- 				return true;
 
- 		}
 
- 		if (o2->ID == Obj::TOWN)
 
- 		{
 
- 			const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
 
- 			if (t->visitingHero == o1  ||  t->garrisonHero == o1)
 
- 				return true;
 
- 		}
 
- 		if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
 
- 		{
 
- 			const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
 
- 			const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
 
- 			// two heroes in same town (garrisoned and visiting)
 
- 			if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
 
- 				return true;
 
- 		}
 
- 		//Ongoing garrison exchange - usually picking from top garison (from o1 to o2), but who knows
 
- 		auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o1->tempOwner));
 
- 		if (!dialog)
 
- 		{
 
- 			dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o2->tempOwner));
 
- 		}
 
- 		if (dialog)
 
- 		{
 
- 			auto topArmy = dialog->exchangingArmies.at(0);
 
- 			auto bottomArmy = dialog->exchangingArmies.at(1);
 
- 			if ((topArmy == o1 && bottomArmy == o2) || (bottomArmy == o1 && topArmy == o2))
 
- 				return true;
 
- 		}
 
- 	}
 
- 	return false;
 
- }
 
- void CGameHandler::objectVisited(const CGObjectInstance * obj, const CGHeroInstance * h)
 
- {
 
- 	using events::ObjectVisitStarted;
 
- 	logGlobal->debug("%s visits %s (%d:%d)", h->nodeName(), obj->getObjectName(), obj->ID, obj->subID);
 
- 	std::shared_ptr<CObjectVisitQuery> visitQuery;
 
- 	auto startVisit = [&](ObjectVisitStarted & event)
 
- 	{
 
- 		auto visitedObject = obj;
 
- 		if(obj->ID == Obj::HERO)
 
- 		{
 
- 			auto visitedHero = static_cast<const CGHeroInstance *>(obj);
 
- 			const auto visitedTown = visitedHero->visitedTown;
 
- 			if(visitedTown)
 
- 			{
 
- 				const bool isEnemy = visitedHero->getOwner() != h->getOwner();
 
- 				if(isEnemy && !visitedTown->isBattleOutsideTown(visitedHero))
 
- 					visitedObject = visitedTown;
 
- 			}
 
- 		}
 
- 		visitQuery = std::make_shared<CObjectVisitQuery>(this, visitedObject, h, visitedObject->visitablePos());
 
- 		queries.addQuery(visitQuery); //TODO real visit pos
 
- 		HeroVisit hv;
 
- 		hv.objId = obj->id;
 
- 		hv.heroId = h->id;
 
- 		hv.player = h->tempOwner;
 
- 		hv.starting = true;
 
- 		sendAndApply(&hv);
 
- 		obj->onHeroVisit(h);
 
- 	};
 
- 	ObjectVisitStarted::defaultExecute(serverEventBus.get(), startVisit, h->tempOwner, h->id, obj->id);
 
- 	if(visitQuery)
 
- 		queries.popIfTop(visitQuery); //visit ends here if no queries were created
 
- }
 
- void CGameHandler::objectVisitEnded(const CObjectVisitQuery & query)
 
- {
 
- 	using events::ObjectVisitEnded;
 
- 	logGlobal->debug("%s visit ends.\n", query.visitingHero->nodeName());
 
- 	auto endVisit = [&](ObjectVisitEnded & event)
 
- 	{
 
- 		HeroVisit hv;
 
- 		hv.player = event.getPlayer();
 
- 		hv.heroId = event.getHero();
 
- 		hv.starting = false;
 
- 		sendAndApply(&hv);
 
- 	};
 
- 	//TODO: ObjectVisitEnded should also have id of visited object,
 
- 	//but this requires object being deleted only by `removeAfterVisit()` but not `removeObject()`
 
- 	ObjectVisitEnded::defaultExecute(serverEventBus.get(), endVisit, query.players.front(), query.visitingHero->id);
 
- }
 
- bool CGameHandler::buildBoat(ObjectInstanceID objid)
 
- {
 
- 	const IShipyard *obj = IShipyard::castFrom(getObj(objid));
 
- 	if (obj->shipyardStatus() != IBoatGenerator::GOOD)
 
- 	{
 
- 		complain("Cannot build boat in this shipyard!");
 
- 		return false;
 
- 	}
 
- 	else if (obj->o->ID == Obj::TOWN
 
- 	        && !static_cast<const CGTownInstance*>(obj)->hasBuilt(BuildingID::SHIPYARD))
 
- 	{
 
- 		complain("Cannot build boat in the town - no shipyard!");
 
- 		return false;
 
- 	}
 
- 	const PlayerColor playerID = obj->o->tempOwner;
 
- 	TResources boatCost;
 
- 	obj->getBoatCost(boatCost);
 
- 	TResources aviable = getPlayerState(playerID)->resources;
 
- 	if (!aviable.canAfford(boatCost))
 
- 	{
 
- 		complain("Not enough resources to build a boat!");
 
- 		return false;
 
- 	}
 
- 	int3 tile = obj->bestLocation();
 
- 	if (!gs->map->isInTheMap(tile))
 
- 	{
 
- 		complain("Cannot find appropriate tile for a boat!");
 
- 		return false;
 
- 	}
 
- 	//take boat cost
 
- 	giveResources(playerID, -boatCost);
 
- 	//create boat
 
- 	NewObject no;
 
- 	no.ID = Obj::BOAT;
 
- 	no.subID = obj->getBoatType();
 
- 	no.pos = tile + int3(1,0,0);
 
- 	sendAndApply(&no);
 
- 	return true;
 
- }
 
- void CGameHandler::engageIntoBattle(PlayerColor player)
 
- {
 
- 	//notify interfaces
 
- 	PlayerBlocked pb;
 
- 	pb.player = player;
 
- 	pb.reason = PlayerBlocked::UPCOMING_BATTLE;
 
- 	pb.startOrEnd = PlayerBlocked::BLOCKADE_STARTED;
 
- 	sendAndApply(&pb);
 
- }
 
- void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
 
- {
 
- 	for (auto playerColor : playerColors)
 
- 	{
 
- 		if (getPlayerState(playerColor, false))
 
- 			checkVictoryLossConditionsForPlayer(playerColor);
 
- 	}
 
- }
 
- void CGameHandler::checkVictoryLossConditionsForAll()
 
- {
 
- 	std::set<PlayerColor> playerColors;
 
- 	for (int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
 
- 	{
 
- 		playerColors.insert(PlayerColor(i));
 
- 	}
 
- 	checkVictoryLossConditions(playerColors);
 
- }
 
- void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
 
- {
 
- 	const PlayerState * p = getPlayerState(player);
 
- 	if(!p || p->status != EPlayerStatus::INGAME) return;
 
- 	auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player);
 
- 	if (victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
 
- 	{
 
- 		InfoWindow iw;
 
- 		getVictoryLossMessage(player, victoryLossCheckResult, iw);
 
- 		sendAndApply(&iw);
 
- 		PlayerEndsGame peg;
 
- 		peg.player = player;
 
- 		peg.victoryLossCheckResult = victoryLossCheckResult;
 
- 		sendAndApply(&peg);
 
- 		if (victoryLossCheckResult.victory())
 
- 		{
 
- 			//one player won -> all enemies lost
 
- 			for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
 
- 			{
 
- 				if (i->first != player && getPlayerState(i->first)->status == EPlayerStatus::INGAME)
 
- 				{
 
- 					peg.player = i->first;
 
- 					peg.victoryLossCheckResult = getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ?
 
- 								victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner
 
- 					InfoWindow iw;
 
- 					getVictoryLossMessage(player, peg.victoryLossCheckResult, iw);
 
- 					iw.player = i->first;
 
- 					sendAndApply(&iw);
 
- 					sendAndApply(&peg);
 
- 				}
 
- 			}
 
- 			if(p->human)
 
- 			{
 
- 				lobby->state = EServerState::GAMEPLAY_ENDED;
 
- 			}
 
- 		}
 
- 		else
 
- 		{
 
- 			//copy heroes vector to avoid iterator invalidation as removal change PlayerState
 
- 			auto hlp = p->heroes;
 
- 			for (auto h : hlp) //eliminate heroes
 
- 			{
 
- 				if (h.get())
 
- 					removeObject(h);
 
- 			}
 
- 			//player lost -> all his objects become unflagged (neutral)
 
- 			for (auto obj : gs->map->objects) //unflag objs
 
- 			{
 
- 				if (obj.get() && obj->tempOwner == player)
 
- 					setOwner(obj, PlayerColor::NEUTRAL);
 
- 			}
 
- 			//eliminating one player may cause victory of another:
 
- 			std::set<PlayerColor> playerColors;
 
- 			//do not copy player state (CBonusSystemNode) by value
 
- 			for (auto &p : gs->players) //players may have different colors, iterate over players and not integers
 
- 			{
 
- 				if (p.first != player)
 
- 					playerColors.insert(p.first);
 
- 			}
 
- 			//notify all players
 
- 			for (auto pc : playerColors)
 
- 			{
 
- 				if (getPlayerState(pc)->status == EPlayerStatus::INGAME)
 
- 				{
 
- 					InfoWindow iw;
 
- 					getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw);
 
- 					iw.player = pc;
 
- 					sendAndApply(&iw);
 
- 				}
 
- 			}
 
- 			checkVictoryLossConditions(playerColors);
 
- 		}
 
- 		auto playerInfo = getPlayerState(gs->currentPlayer, false);
 
- 		// If we are called before the actual game start, there might be no current player
 
- 		if (playerInfo && playerInfo->status != EPlayerStatus::INGAME)
 
- 		{
 
- 			// If player making turn has lost his turn must be over as well
 
- 			states.setFlag(gs->currentPlayer, &PlayerStatus::makingTurn, false);
 
- 		}
 
- 	}
 
- }
 
- void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const
 
- {
 
- 	out.player = player;
 
- 	out.text.clear();
 
- 	out.text << victoryLossCheckResult.messageToSelf;
 
- 	// hackish, insert one player-specific string, if applicable
 
- 	if (victoryLossCheckResult.messageToSelf.find("%s") != std::string::npos)
 
- 		out.text.addReplacement(MetaString::COLOR, player.getNum());
 
- 	out.components.push_back(Component(Component::FLAG, player.getNum(), 0, 0));
 
- }
 
- bool CGameHandler::dig(const CGHeroInstance *h)
 
- {
 
- 	for (auto i = gs->map->objects.cbegin(); i != gs->map->objects.cend(); i++) //unflag objs
 
- 	{
 
- 		if (*i && (*i)->ID == Obj::HOLE  &&  (*i)->pos == h->getPosition())
 
- 		{
 
- 			complain("Cannot dig - there is already a hole under the hero!");
 
- 			return false;
 
- 		}
 
- 	}
 
- 	if (h->diggingStatus() != EDiggingStatus::CAN_DIG) //checks for terrain and movement
 
- 		COMPLAIN_RETF("Hero cannot dig (error code %d)!", h->diggingStatus());
 
- 	//create a hole
 
- 	NewObject no;
 
- 	no.ID = Obj::HOLE;
 
- 	no.pos = h->getPosition();
 
- 	no.subID = 0;
 
- 	sendAndApply(&no);
 
- 	//take MPs
 
- 	SetMovePoints smp;
 
- 	smp.hid = h->id;
 
- 	smp.val = 0;
 
- 	sendAndApply(&smp);
 
- 	InfoWindow iw;
 
- 	iw.player = h->tempOwner;
 
- 	if (gs->map->grailPos == h->getPosition())
 
- 	{
 
- 		iw.text.addTxt(MetaString::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
 
- 		iw.text.addTxt(MetaString::ART_NAMES, ArtifactID::GRAIL);
 
- 		iw.soundID = soundBase::ULTIMATEARTIFACT;
 
- 		giveHeroNewArtifact(h, VLC->arth->objects[ArtifactID::GRAIL], ArtifactPosition::PRE_FIRST); //give grail
 
- 		sendAndApply(&iw);
 
- 		iw.soundID = soundBase::invalid;
 
- 		iw.text.clear();
 
- 		iw.text.addTxt(MetaString::ART_DESCR, ArtifactID::GRAIL);
 
- 		sendAndApply(&iw);
 
- 	}
 
- 	else
 
- 	{
 
- 		iw.text.addTxt(MetaString::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
 
- 		iw.soundID = soundBase::Dig;
 
- 		sendAndApply(&iw);
 
- 	}
 
- 	return true;
 
- }
 
- void CGameHandler::attackCasting(bool ranged, Bonus::BonusType attackMode, const battle::Unit * attacker, const battle::Unit * defender)
 
- {
 
- 	if(attacker->hasBonusOfType(attackMode))
 
- 	{
 
- 		std::set<SpellID> spellsToCast;
 
- 		TConstBonusListPtr spells = attacker->getBonuses(Selector::type()(attackMode));
 
- 		for(const auto & sf : *spells)
 
- 		{
 
- 			spellsToCast.insert(SpellID(sf->subtype));
 
- 		}
 
- 		for(SpellID spellID : spellsToCast)
 
- 		{
 
- 			bool castMe = false;
 
- 			if(!defender->alive())
 
- 			{
 
- 				logGlobal->debug("attackCasting: all attacked creatures have been killed");
 
- 				return;
 
- 			}
 
- 			int32_t spellLevel = 0;
 
- 			TConstBonusListPtr spellsByType = attacker->getBonuses(Selector::typeSubtype(attackMode, spellID));
 
- 			for(const auto & sf : *spellsByType)
 
- 			{
 
- 				int meleeRanged;
 
- 				if(sf->additionalInfo.size() < 2)
 
- 				{
 
- 					// legacy format
 
- 					vstd::amax(spellLevel, sf->additionalInfo[0] % 1000);
 
- 					meleeRanged = sf->additionalInfo[0] / 1000;
 
- 				}
 
- 				else
 
- 				{
 
- 					vstd::amax(spellLevel, sf->additionalInfo[0]);
 
- 					meleeRanged = sf->additionalInfo[1];
 
- 				}
 
- 				if (meleeRanged == 0 || (meleeRanged == 1 && ranged) || (meleeRanged == 2 && !ranged))
 
- 					castMe = true;
 
- 			}
 
- 			int chance = attacker->valOfBonuses((Selector::typeSubtype(attackMode, spellID)));
 
- 			vstd::amin(chance, 100);
 
- 			const CSpell * spell = SpellID(spellID).toSpell();
 
- 			spells::AbilityCaster caster(attacker, spellLevel);
 
- 			spells::Target target;
 
- 			target.emplace_back(defender);
 
- 			spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
 
- 			auto m = spell->battleMechanics(¶meters);
 
- 			spells::detail::ProblemImpl ignored;
 
- 			if(!m->canBeCastAt(target, ignored))
 
- 				continue;
 
- 			//check if spell should be cast (probability handling)
 
- 			if(getRandomGenerator().nextInt(99) >= chance)
 
- 				continue;
 
- 			//casting
 
- 			if(castMe)
 
- 			{
 
- 				parameters.cast(spellEnv, target);
 
- 			}
 
- 		}
 
- 	}
 
- }
 
- void CGameHandler::handleAttackBeforeCasting(bool ranged, const CStack * attacker, const CStack * defender)
 
- {
 
- 	attackCasting(ranged, Bonus::SPELL_BEFORE_ATTACK, attacker, defender); //no death stare / acid breath needed?
 
- }
 
- void CGameHandler::handleAfterAttackCasting(bool ranged, const CStack * attacker, const CStack * defender)
 
- {
 
- 	if(!attacker->alive() || !defender->alive()) // can be already dead
 
- 		return;
 
- 	attackCasting(ranged, Bonus::SPELL_AFTER_ATTACK, attacker, defender);
 
- 	if(!defender->alive())
 
- 	{
 
- 		//don't try death stare or acid breath on dead stack (crash!)
 
- 		return;
 
- 	}
 
- 	if(attacker->hasBonusOfType(Bonus::DEATH_STARE))
 
- 	{
 
- 		// mechanics of Death Stare as in H3:
 
- 		// each gorgon have 10% chance to kill (counted separately in H3) -> binomial distribution
 
- 		//original formula x = min(x, (gorgons_count + 9)/10);
 
- 		double chanceToKill = attacker->valOfBonuses(Bonus::DEATH_STARE, 0) / 100.0f;
 
- 		vstd::amin(chanceToKill, 1); //cap at 100%
 
- 		std::binomial_distribution<> distribution(attacker->getCount(), chanceToKill);
 
- 		int staredCreatures = distribution(getRandomGenerator().getStdGenerator());
 
- 		double cap = 1 / std::max(chanceToKill, (double)(0.01));//don't divide by 0
 
- 		int maxToKill = static_cast<int>((attacker->getCount() + cap - 1) / cap); //not much more than chance * count
 
- 		vstd::amin(staredCreatures, maxToKill);
 
- 		staredCreatures += (attacker->level() * attacker->valOfBonuses(Bonus::DEATH_STARE, 1)) / defender->level();
 
- 		if(staredCreatures)
 
- 		{
 
- 			//TODO: death stare was not originally available for multiple-hex attacks, but...
 
- 			const CSpell * spell = SpellID(SpellID::DEATH_STARE).toSpell();
 
- 			spells::AbilityCaster caster(attacker, 0);
 
- 			spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
 
- 			spells::Target target;
 
- 			target.emplace_back(defender);
 
- 			parameters.setEffectValue(staredCreatures);
 
- 			parameters.cast(spellEnv, target);
 
- 		}
 
- 	}
 
- 	if(!defender->alive())
 
- 		return;
 
- 	int64_t acidDamage = 0;
 
- 	TConstBonusListPtr acidBreath = attacker->getBonuses(Selector::type()(Bonus::ACID_BREATH));
 
- 	for(const auto & b : *acidBreath)
 
- 	{
 
- 		if(b->additionalInfo[0] > getRandomGenerator().nextInt(99))
 
- 			acidDamage += b->val;
 
- 	}
 
- 	if(acidDamage > 0)
 
- 	{
 
- 		const CSpell * spell = SpellID(SpellID::ACID_BREATH_DAMAGE).toSpell();
 
- 		spells::AbilityCaster caster(attacker, 0);
 
- 		spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
 
- 		spells::Target target;
 
- 		target.emplace_back(defender);
 
- 		parameters.setEffectValue(acidDamage * attacker->getCount());
 
- 		parameters.cast(spellEnv, target);
 
- 	}
 
- 	if(!defender->alive())
 
- 		return;
 
- 	if(attacker->hasBonusOfType(Bonus::TRANSMUTATION) && defender->isLiving()) //transmutation mechanics, similar to WoG werewolf ability
 
- 	{
 
- 		double chanceToTrigger = attacker->valOfBonuses(Bonus::TRANSMUTATION) / 100.0f;
 
- 		vstd::amin(chanceToTrigger, 1); //cap at 100%
 
- 		if(getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
 
- 			return;
 
- 		int bonusAdditionalInfo = attacker->getBonus(Selector::type()(Bonus::TRANSMUTATION))->additionalInfo[0];
 
- 		if(defender->getCreature()->idNumber == bonusAdditionalInfo ||
 
- 			(bonusAdditionalInfo == CAddInfo::NONE && defender->getCreature()->idNumber == attacker->getCreature()->idNumber))
 
- 			return;
 
- 		battle::UnitInfo resurrectInfo;
 
- 		resurrectInfo.id = gs->curB->battleNextUnitId();
 
- 		resurrectInfo.summoned = false;
 
- 		resurrectInfo.position = defender->getPosition();
 
- 		resurrectInfo.side = defender->unitSide();
 
- 		if(bonusAdditionalInfo != CAddInfo::NONE)
 
- 			resurrectInfo.type = CreatureID(bonusAdditionalInfo);
 
- 		else
 
- 			resurrectInfo.type = attacker->creatureId();
 
- 		if(attacker->hasBonusOfType((Bonus::TRANSMUTATION), 0))
 
- 			resurrectInfo.count = std::max((defender->getCount() * defender->MaxHealth()) / resurrectInfo.type.toCreature()->MaxHealth(), 1u);
 
- 		else if (attacker->hasBonusOfType((Bonus::TRANSMUTATION), 1))
 
- 			resurrectInfo.count = defender->getCount();
 
- 		else
 
- 			return; //wrong subtype
 
- 		BattleUnitsChanged addUnits;
 
- 		addUnits.changedStacks.emplace_back(resurrectInfo.id, UnitChanges::EOperation::ADD);
 
- 		resurrectInfo.save(addUnits.changedStacks.back().data);
 
- 		BattleUnitsChanged removeUnits;
 
- 		removeUnits.changedStacks.emplace_back(defender->unitId(), UnitChanges::EOperation::REMOVE);
 
- 		sendAndApply(&removeUnits);
 
- 		sendAndApply(&addUnits);
 
- 	}
 
- 	if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 0) || attacker->hasBonusOfType(Bonus::DESTRUCTION, 1))
 
- 	{
 
- 		double chanceToTrigger = 0;
 
- 		int amountToDie = 0;
 
- 		if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 0)) //killing by percentage
 
- 		{
 
- 			chanceToTrigger = attacker->valOfBonuses(Bonus::DESTRUCTION, 0) / 100.0f;
 
- 			int percentageToDie = attacker->getBonus(Selector::type()(Bonus::DESTRUCTION).And(Selector::subtype()(0)))->additionalInfo[0];
 
- 			amountToDie = static_cast<int>(defender->getCount() * percentageToDie * 0.01f);
 
- 		}
 
- 		else if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 1)) //killing by count
 
- 		{
 
- 			chanceToTrigger = attacker->valOfBonuses(Bonus::DESTRUCTION, 1) / 100.0f;
 
- 			amountToDie = attacker->getBonus(Selector::type()(Bonus::DESTRUCTION).And(Selector::subtype()(1)))->additionalInfo[0];
 
- 		}
 
- 		vstd::amin(chanceToTrigger, 1); //cap trigger chance at 100%
 
- 		if(getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
 
- 			return;
 
- 		BattleStackAttacked bsa;
 
- 		bsa.attackerID = -1;
 
- 		bsa.stackAttacked = defender->ID;
 
- 		bsa.damageAmount = amountToDie * defender->MaxHealth();
 
- 		bsa.flags = BattleStackAttacked::SPELL_EFFECT;
 
- 		bsa.spellID = SpellID::SLAYER;
 
- 		defender->prepareAttacked(bsa, getRandomGenerator());
 
- 		StacksInjured si;
 
- 		si.stacks.push_back(bsa);
 
- 		sendAndApply(&si);
 
- 		sendGenericKilledLog(defender, bsa.killedAmount, false);
 
- 	}
 
- }
 
- void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
 
- {
 
- 	if (!t.visitableObjects.empty())
 
- 	{
 
- 		//to prevent self-visiting heroes on space press
 
- 		if (t.visitableObjects.back() != h)
 
- 			objectVisited(t.visitableObjects.back(), h);
 
- 		else if (t.visitableObjects.size() > 1)
 
- 			objectVisited(*(t.visitableObjects.end()-2),h);
 
- 	}
 
- }
 
- bool CGameHandler::sacrificeCreatures(const IMarket * market, const CGHeroInstance * hero, const std::vector<SlotID> & slot, const std::vector<ui32> & count)
 
- {
 
- 	if (!hero)
 
- 		COMPLAIN_RET("You need hero to sacrifice creature!");
 
- 	int expSum = 0;
 
- 	auto finish = [this, &hero, &expSum]()
 
- 	{
 
- 		changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
 
- 	};
 
- 	for(int i = 0; i < slot.size(); ++i)
 
- 	{
 
- 		int oldCount = hero->getStackCount(slot[i]);
 
- 		if(oldCount < (int)count[i])
 
- 		{
 
- 			finish();
 
- 			COMPLAIN_RET("Not enough creatures to sacrifice!")
 
- 		}
 
- 		else if(oldCount == count[i] && hero->stacksCount() == 1 && hero->needsLastStack())
 
- 		{
 
- 			finish();
 
- 			COMPLAIN_RET("Cannot sacrifice last creature!");
 
- 		}
 
- 		int crid = hero->getStack(slot[i]).type->idNumber;
 
- 		changeStackCount(StackLocation(hero, slot[i]), -(TQuantity)count[i]);
 
- 		int dump, exp;
 
- 		market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
 
- 		exp *= count[i];
 
- 		expSum += exp;
 
- 	}
 
- 	finish();
 
- 	return true;
 
- }
 
- bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, const std::vector<ArtifactPosition> & slot)
 
- {
 
- 	if (!hero)
 
- 		COMPLAIN_RET("You need hero to sacrifice artifact!");
 
- 	int expSum = 0;
 
- 	auto finish = [this, &hero, &expSum]()
 
- 	{
 
- 		changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
 
- 	};
 
- 	for(int i = 0; i < slot.size(); ++i)
 
- 	{
 
- 		ArtifactLocation al(hero, slot[i]);
 
- 		const CArtifactInstance * a = al.getArt();
 
- 		if(!a)
 
- 		{
 
- 			finish();
 
- 			COMPLAIN_RET("Cannot find artifact to sacrifice!");
 
- 		}
 
- 		const CArtifactInstance * art = hero->getArt(slot[i]);
 
- 		if(!art)
 
- 		{
 
- 			finish();
 
- 			COMPLAIN_RET("No artifact at position to sacrifice!");
 
- 		}
 
- 		si32 typId = art->artType->id;
 
- 		int dmp, expToGive;
 
- 		m->getOffer(typId, 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
 
- 		expSum += expToGive;
 
- 		removeArtifact(al);
 
- 	}
 
- 	finish();
 
- 	return true;
 
- }
 
- void CGameHandler::makeStackDoNothing(const CStack * next)
 
- {
 
- 	BattleAction doNothing;
 
- 	doNothing.actionType = EActionType::NO_ACTION;
 
- 	doNothing.side = next->side;
 
- 	doNothing.stackNumber = next->ID;
 
- 	makeAutomaticAction(next, doNothing);
 
- }
 
- bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
 
- {
 
- 	if (sl.army->hasStackAtSlot(sl.slot))
 
- 		COMPLAIN_RET("Slot is already taken!");
 
- 	if (!sl.slot.validSlot())
 
- 		COMPLAIN_RET("Cannot insert stack to that slot!");
 
- 	InsertNewStack ins;
 
- 	ins.army = sl.army->id;
 
- 	ins.slot = sl.slot;
 
- 	ins.type = c->idNumber;
 
- 	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->namePl + " 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;
 
- }
 
- bool CGameHandler::swapStacks(const StackLocation & sl1, const StackLocation & sl2)
 
- {
 
- 	if(!sl1.army->hasStackAtSlot(sl1.slot))
 
- 	{
 
- 		return moveStack(sl2, sl1);
 
- 	}
 
- 	else if(!sl2.army->hasStackAtSlot(sl2.slot))
 
- 	{
 
- 		return moveStack(sl1, sl2);
 
- 	}
 
- 	else
 
- 	{
 
- 		SwapStacks ss;
 
- 		ss.srcArmy = sl1.army->id;
 
- 		ss.dstArmy = sl2.army->id;
 
- 		ss.srcSlot = sl1.slot;
 
- 		ss.dstSlot = sl2.slot;
 
- 		sendAndApply(&ss);
 
- 		return true;
 
- 	}
 
- }
 
- void CGameHandler::runBattle()
 
- {
 
- 	setBattle(gs->curB);
 
- 	assert(gs->curB);
 
- 	//TODO: pre-tactic stuff, call scripts etc.
 
- 	//tactic round
 
- 	{
 
- 		while (gs->curB->tacticDistance && !battleResult.get())
 
- 			boost::this_thread::sleep(boost::posix_time::milliseconds(50));
 
- 	}
 
- 	//initial stacks appearance triggers, e.g. built-in bonus spells
 
- 	auto initialStacks = gs->curB->stacks; //use temporary variable to outclude summoned stacks added to gs->curB->stacks from processing
 
- 	for (CStack * stack : initialStacks)
 
- 	{
 
- 		if (stack->hasBonusOfType(Bonus::SUMMON_GUARDIANS))
 
- 		{
 
- 			std::shared_ptr<const Bonus> summonInfo = stack->getBonus(Selector::type()(Bonus::SUMMON_GUARDIANS));
 
- 			auto accessibility = getAccesibility();
 
- 			CreatureID creatureData = CreatureID(summonInfo->subtype);
 
- 			std::vector<BattleHex> targetHexes;
 
- 			const bool targetIsBig = stack->getCreature()->isDoubleWide(); //target = creature to guard
 
- 			const bool guardianIsBig = creatureData.toCreature()->isDoubleWide();
 
- 			/*Chosen idea for two hex units was to cover all possible surrounding hexes of target unit with as small number of stacks as possible.
 
- 			For one-hex targets there are four guardians - front, back and one per side (up + down).
 
- 			Two-hex targets are wider and the difference is there are two guardians per side to cover 3 hexes + extra hex in the front
 
- 			Additionally, there are special cases for starting positions etc., where guardians would be outside of battlefield if spawned normally*/
 
- 			if (!guardianIsBig)
 
- 				targetHexes = stack->getSurroundingHexes();
 
- 			else
 
- 				summonGuardiansHelper(targetHexes, stack->getPosition(), stack->side, targetIsBig);
 
- 			for(auto hex : targetHexes)
 
- 			{
 
- 				if(accessibility.accessible(hex, guardianIsBig, stack->side)) //without this multiple creatures can occupy one hex
 
- 				{
 
- 					battle::UnitInfo info;
 
- 					info.id = gs->curB->battleNextUnitId();
 
- 					info.count =  std::max(1, (int)(stack->getCount() * 0.01 * summonInfo->val));
 
- 					info.type = creatureData;
 
- 					info.side = stack->side;
 
- 					info.position = hex;
 
- 					info.summoned = true;
 
- 					BattleUnitsChanged pack;
 
- 					pack.changedStacks.emplace_back(info.id, UnitChanges::EOperation::ADD);
 
- 					info.save(pack.changedStacks.back().data);
 
- 					sendAndApply(&pack);
 
- 				}
 
- 			}
 
- 		}
 
- 		stackEnchantedTrigger(stack);
 
- 	}
 
- 	//spells opening battle
 
- 	for (int i = 0; i < 2; ++i)
 
- 	{
 
- 		auto h = gs->curB->battleGetFightingHero(i);
 
- 		if (h)
 
- 		{
 
- 			TConstBonusListPtr bl = h->getBonuses(Selector::type()(Bonus::OPENING_BATTLE_SPELL));
 
- 			for (auto b : *bl)
 
- 			{
 
- 				spells::BonusCaster caster(h, b);
 
- 				const CSpell * spell = SpellID(b->subtype).toSpell();
 
- 				spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
 
- 				parameters.setSpellLevel(3);
 
- 				parameters.setEffectDuration(b->val);
 
- 				parameters.massive = true;
 
- 				parameters.castIfPossible(spellEnv, spells::Target());
 
- 			}
 
- 		}
 
- 	}
 
- 	bool firstRound = true;//FIXME: why first round is -1?
 
- 	//main loop
 
- 	while (!battleResult.get()) //till the end of the battle ;]
 
- 	{
 
- 		BattleNextRound bnr;
 
- 		bnr.round = gs->curB->round + 1;
 
- 		logGlobal->debug("Round %d", bnr.round);
 
- 		sendAndApply(&bnr);
 
- 		auto obstacles = gs->curB->obstacles; //we copy container, because we're going to modify it
 
- 		for (auto &obstPtr : obstacles)
 
- 		{
 
- 			if (const SpellCreatedObstacle *sco = dynamic_cast<const SpellCreatedObstacle *>(obstPtr.get()))
 
- 				if (sco->turnsRemaining == 0)
 
- 					removeObstacle(*obstPtr);
 
- 		}
 
- 		const BattleInfo & curB = *gs->curB;
 
- 		for(auto stack : curB.stacks)
 
- 		{
 
- 			if(stack->alive() && !firstRound)
 
- 				stackEnchantedTrigger(stack);
 
- 		}
 
- 		//stack loop
 
- 		auto getNextStack = [this]() -> const CStack *
 
- 		{
 
- 			if(battleResult.get())
 
- 				return nullptr;
 
- 			std::vector<battle::Units> q;
 
- 			gs->curB->battleGetTurnOrder(q, 1, 0, -1); //todo: get rid of "turn -1"
 
- 			if(!q.empty())
 
- 			{
 
- 				if(!q.front().empty())
 
- 				{
 
- 					auto next = q.front().front();
 
- 					const auto stack = dynamic_cast<const CStack *>(next);
 
- 					// regeneration takes place before everything else but only during first turn attempt in each round
 
- 					// also works under blind and similar effects
 
- 					if(stack && stack->alive() && !stack->waiting)
 
- 					{
 
- 						BattleTriggerEffect bte;
 
- 						bte.stackID = stack->ID;
 
- 						bte.effect = Bonus::HP_REGENERATION;
 
- 						const int32_t lostHealth = stack->MaxHealth() - stack->getFirstHPleft();
 
- 						if(stack->hasBonusOfType(Bonus::FULL_HP_REGENERATION))
 
- 							bte.val = lostHealth;
 
- 						else if(stack->hasBonusOfType(Bonus::HP_REGENERATION))
 
- 							bte.val = std::min(lostHealth, stack->valOfBonuses(Bonus::HP_REGENERATION));
 
- 						if(bte.val) // anything to heal
 
- 							sendAndApply(&bte);
 
- 					}
 
- 					if(next->willMove())
 
- 						return stack;
 
- 				}
 
- 			}
 
- 			return nullptr;
 
- 		};
 
- 		const CStack * next = nullptr;
 
- 		while((next = getNextStack()))
 
- 		{
 
- 			BattleUnitsChanged removeGhosts;
 
- 			for(auto stack : curB.stacks)
 
- 			{
 
- 				if(stack->ghostPending)
 
- 					removeGhosts.changedStacks.emplace_back(stack->unitId(), UnitChanges::EOperation::REMOVE);
 
- 			}
 
- 			if(!removeGhosts.changedStacks.empty())
 
- 				sendAndApply(&removeGhosts);
 
- 			//check for bad morale => freeze
 
- 			int nextStackMorale = next->MoraleVal();
 
- 			if (nextStackMorale < 0 &&
 
- 				!(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
 
- 				   || NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses)
 
- 				)
 
- 			{
 
- 				if (getRandomGenerator().nextInt(23) < -2 * nextStackMorale)
 
- 				{
 
- 					//unit loses its turn - empty freeze action
 
- 					BattleAction ba;
 
- 					ba.actionType = EActionType::BAD_MORALE;
 
- 					ba.side = next->side;
 
- 					ba.stackNumber = next->ID;
 
- 					makeAutomaticAction(next, ba);
 
- 					continue;
 
- 				}
 
- 			}
 
- 			if (next->hasBonusOfType(Bonus::ATTACKS_NEAREST_CREATURE)) //while in berserk
 
- 			{
 
- 				logGlobal->trace("Handle Berserk effect");
 
- 				std::pair<const battle::Unit *, BattleHex> attackInfo = curB.getNearestStack(next);
 
- 				if (attackInfo.first != nullptr)
 
- 				{
 
- 					BattleAction attack;
 
- 					attack.actionType = EActionType::WALK_AND_ATTACK;
 
- 					attack.side = next->side;
 
- 					attack.stackNumber = next->ID;
 
- 					attack.aimToHex(attackInfo.second);
 
- 					attack.aimToUnit(attackInfo.first);
 
- 					makeAutomaticAction(next, attack);
 
- 					logGlobal->trace("Attacked nearest target %s", attackInfo.first->getDescription());
 
- 				}
 
- 				else
 
- 				{
 
- 					makeStackDoNothing(next);
 
- 					logGlobal->trace("No target found");
 
- 				}
 
- 				continue;
 
- 			}
 
- 			const CGHeroInstance * curOwner = battleGetOwnerHero(next);
 
- 			const int stackCreatureId = next->getCreature()->idNumber;
 
- 			if ((stackCreatureId == CreatureID::ARROW_TOWERS || stackCreatureId == CreatureID::BALLISTA)
 
- 				&& (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, stackCreatureId)))
 
- 			{
 
- 				BattleAction attack;
 
- 				attack.actionType = EActionType::SHOOT;
 
- 				attack.side = next->side;
 
- 				attack.stackNumber = next->ID;
 
- 				//TODO: select target by priority
 
- 				const battle::Unit * target = nullptr;
 
- 				for(auto & elem : gs->curB->stacks)
 
- 				{
 
- 					if(elem->getCreature()->idNumber != CreatureID::CATAPULT
 
- 						&& elem->owner != next->owner
 
- 						&& elem->isValidTarget()
 
- 						&& gs->curB->battleCanShoot(next, elem->getPosition()))
 
- 					{
 
- 						target = elem;
 
- 						break;
 
- 					}
 
- 				}
 
- 				if(target == nullptr)
 
- 				{
 
- 					makeStackDoNothing(next);
 
- 				}
 
- 				else
 
- 				{
 
- 					attack.aimToUnit(target);
 
- 					makeAutomaticAction(next, attack);
 
- 				}
 
- 				continue;
 
- 			}
 
- 			if (next->getCreature()->idNumber == CreatureID::CATAPULT)
 
- 			{
 
- 				const auto & attackableBattleHexes = curB.getAttackableBattleHexes();
 
- 				if (attackableBattleHexes.empty())
 
- 				{
 
- 					makeStackDoNothing(next);
 
- 					continue;
 
- 				}
 
- 				if (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, CreatureID::CATAPULT))
 
- 				{
 
- 					BattleAction attack;
 
- 					auto destination = *RandomGeneratorUtil::nextItem(attackableBattleHexes, getRandomGenerator());
 
- 					attack.aimToHex(destination);
 
- 					attack.actionType = EActionType::CATAPULT;
 
- 					attack.side = next->side;
 
- 					attack.stackNumber = next->ID;
 
- 					makeAutomaticAction(next, attack);
 
- 					continue;
 
- 				}
 
- 			}
 
- 			if (next->getCreature()->idNumber == CreatureID::FIRST_AID_TENT)
 
- 			{
 
- 				TStacks possibleStacks = battleGetStacksIf([=](const CStack * s)
 
- 				{
 
- 					return s->owner == next->owner && s->canBeHealed();
 
- 				});
 
- 				if (!possibleStacks.size())
 
- 				{
 
- 					makeStackDoNothing(next);
 
- 					continue;
 
- 				}
 
- 				if (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, CreatureID::FIRST_AID_TENT))
 
- 				{
 
- 					RandomGeneratorUtil::randomShuffle(possibleStacks, getRandomGenerator());
 
- 					const CStack * toBeHealed = possibleStacks.front();
 
- 					BattleAction heal;
 
- 					heal.actionType = EActionType::STACK_HEAL;
 
- 					heal.aimToUnit(toBeHealed);
 
- 					heal.side = next->side;
 
- 					heal.stackNumber = next->ID;
 
- 					makeAutomaticAction(next, heal);
 
- 					continue;
 
- 				}
 
- 			}
 
- 			int numberOfAsks = 1;
 
- 			bool breakOuter = false;
 
- 			do
 
- 			{//ask interface and wait for answer
 
- 				if (!battleResult.get())
 
- 				{
 
- 					stackTurnTrigger(next); //various effects
 
- 					if(next->fear)
 
- 					{
 
- 						makeStackDoNothing(next); //end immediately if stack was affected by fear
 
- 					}
 
- 					else
 
- 					{
 
- 						logGlobal->trace("Activating %s", next->nodeName());
 
- 						auto nextId = next->ID;
 
- 						BattleSetActiveStack sas;
 
- 						sas.stack = nextId;
 
- 						sendAndApply(&sas);
 
- 						auto actionWasMade = [&]() -> bool
 
- 						{
 
- 							if (battleMadeAction.data)//active stack has made its action
 
- 								return true;
 
- 							if (battleResult.get())// battle is finished
 
- 								return true;
 
- 							if (next == nullptr)//active stack was been removed
 
- 								return true;
 
- 							return !next->alive();//active stack is dead
 
- 						};
 
- 						boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
 
- 						battleMadeAction.data = false;
 
- 						while (!actionWasMade())
 
- 						{
 
- 							battleMadeAction.cond.wait(lock);
 
- 							if (battleGetStackByID(nextId, false) != next)
 
- 								next = nullptr; //it may be removed, while we wait
 
- 						}
 
- 					}
 
- 				}
 
- 				if (battleResult.get()) //don't touch it, battle could be finished while waiting got action
 
- 				{
 
- 					breakOuter = true;
 
- 					break;
 
- 				}
 
- 				//we're after action, all results applied
 
- 				checkBattleStateChanges(); //check if this action ended the battle
 
- 				if(next != nullptr)
 
- 				{
 
- 					//check for good morale
 
- 					nextStackMorale = next->MoraleVal();
 
- 					if(!next->hadMorale  //only one extra move per turn possible
 
- 						&& !next->defending
 
- 						&& !next->waited()
 
- 						&& !next->fear
 
- 						&&  next->alive()
 
- 						&&  nextStackMorale > 0
 
- 						&& !(NBonus::hasOfType(gs->curB->battleGetFightingHero(0), Bonus::BLOCK_MORALE)
 
- 							|| NBonus::hasOfType(gs->curB->battleGetFightingHero(1), Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses
 
- 						)
 
- 					{
 
- 						if(getRandomGenerator().nextInt(23) < nextStackMorale) //this stack hasn't got morale this turn
 
- 						{
 
- 							BattleTriggerEffect bte;
 
- 							bte.stackID = next->ID;
 
- 							bte.effect = Bonus::MORALE;
 
- 							bte.val = 1;
 
- 							bte.additionalInfo = 0;
 
- 							sendAndApply(&bte); //play animation
 
- 							++numberOfAsks; //move this stack once more
 
- 						}
 
- 					}
 
- 				}
 
- 				--numberOfAsks;
 
- 			} while (numberOfAsks > 0);
 
- 			if (breakOuter)
 
- 			{
 
- 				break;
 
- 			}
 
- 		}
 
- 		firstRound = false;
 
- 	}
 
- 	endBattle(gs->curB->tile, gs->curB->battleGetFightingHero(0), gs->curB->battleGetFightingHero(1));
 
- }
 
- bool CGameHandler::makeAutomaticAction(const CStack *stack, BattleAction &ba)
 
- {
 
- 	BattleSetActiveStack bsa;
 
- 	bsa.stack = stack->ID;
 
- 	bsa.askPlayerInterface = false;
 
- 	sendAndApply(&bsa);
 
- 	bool ret = makeBattleAction(ba);
 
- 	checkBattleStateChanges();
 
- 	return ret;
 
- }
 
- void CGameHandler::giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, ArtifactPosition pos)
 
- {
 
- 	assert(a->artType);
 
- 	ArtifactLocation al;
 
- 	al.artHolder = const_cast<CGHeroInstance*>(h);
 
- 	ArtifactPosition slot = ArtifactPosition::PRE_FIRST;
 
- 	if (pos < 0)
 
- 	{
 
- 		if (pos == ArtifactPosition::FIRST_AVAILABLE)
 
- 			slot = a->firstAvailableSlot(h);
 
- 		else
 
- 			slot = a->firstBackpackSlot(h);
 
- 	}
 
- 	else
 
- 	{
 
- 		slot = pos;
 
- 	}
 
- 	al.slot = slot;
 
- 	if (slot < 0 || !a->canBePutAt(al))
 
- 	{
 
- 		complain("Cannot put artifact in that slot!");
 
- 		return;
 
- 	}
 
- 	putArtifact(al, a);
 
- }
 
- void CGameHandler::putArtifact(const ArtifactLocation &al, const CArtifactInstance *a)
 
- {
 
- 	PutArtifact pa;
 
- 	pa.art = a;
 
- 	pa.al = al;
 
- 	sendAndApply(&pa);
 
- }
 
- bool CGameHandler::giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * art)
 
- {
 
- 	COMPLAIN_RET_FALSE_IF(art->possibleSlots.at(ArtBearer::HERO).empty(), "Not a hero artifact!");
 
- 	ArtifactPosition slot = art->possibleSlots.at(ArtBearer::HERO).front();
 
- 	COMPLAIN_RET_FALSE_IF(nullptr != h->getArt(slot, false), "Hero already has artifact in slot");
 
- 	giveHeroNewArtifact(h, art, slot);
 
- 	return true;
 
- }
 
- void CGameHandler::giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, ArtifactPosition pos)
 
- {
 
- 	CArtifactInstance *a = nullptr;
 
- 	if (!artType->constituents)
 
- 	{
 
- 		a = new CArtifactInstance();
 
- 	}
 
- 	else
 
- 	{
 
- 		a = new CCombinedArtifactInstance();
 
- 	}
 
- 	a->artType = artType; //*NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
 
- 	NewArtifact na;
 
- 	na.art = a;
 
- 	sendAndApply(&na); // -> updates a!!!, will create a on other machines
 
- 	giveHeroArtifact(h, a, pos);
 
- }
 
- void CGameHandler::setBattleResult(BattleResult::EResult resultType, int victoriusSide)
 
- {
 
- 	boost::unique_lock<boost::mutex> guard(battleResult.mx);
 
- 	if (battleResult.data)
 
- 	{
 
- 		complain((boost::format("The battle result has been already set (to %d, asked to %d)")
 
- 		          % battleResult.data->result % resultType).str());
 
- 		return;
 
- 	}
 
- 	auto br = new BattleResult();
 
- 	br->result = resultType;
 
- 	br->winner = victoriusSide; //surrendering side loses
 
- 	gs->curB->calculateCasualties(br->casualties);
 
- 	battleResult.data = br;
 
- }
 
- void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
 
- {
 
- 	std::vector<int3>::iterator tile;
 
- 	std::vector<int3> tiles;
 
- 	getFreeTiles(tiles);
 
- 	ui32 amount = (ui32)tiles.size() / 200; //Chance is 0.5% for each tile
 
- 	RandomGeneratorUtil::randomShuffle(tiles, getRandomGenerator());
 
- 	logGlobal->trace("Spawning wandering monsters. Found %d free tiles. Creature type: %d", tiles.size(), creatureID.num);
 
- 	const CCreature *cre = VLC->creh->objects.at(creatureID);
 
- 	for (int i = 0; i < (int)amount; ++i)
 
- 	{
 
- 		tile = tiles.begin();
 
- 		logGlobal->trace("\tSpawning monster at %s", tile->toString());
 
- 		{
 
- 			auto count = cre->getRandomAmount(std::rand);
 
- 			auto monsterId  = putNewObject(Obj::MONSTER, creatureID, *tile);
 
- 			setObjProperty(monsterId, ObjProperty::MONSTER_COUNT, count);
 
- 			setObjProperty(monsterId, ObjProperty::MONSTER_POWER, (si64)1000*count);
 
- 		}
 
- 		tiles.erase(tile); //not use it again
 
- 	}
 
- }
 
- void CGameHandler::handleCheatCode(std::string & cheat, PlayerColor player, const CGHeroInstance * hero, const CGTownInstance * town, bool & cheated)
 
- {
 
- 	if (cheat == "vcmiistari")
 
- 	{
 
- 		cheated = true;
 
- 		if (!hero) return;
 
- 		///Give hero spellbook
 
- 		if (!hero->hasSpellbook())
 
- 			giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
 
- 		///Give all spells with bonus (to allow banned spells)
 
- 		GiveBonus giveBonus(GiveBonus::HERO);
 
- 		giveBonus.id = hero->id.getNum();
 
- 		giveBonus.bonus = Bonus(Bonus::PERMANENT, Bonus::SPELLS_OF_LEVEL, Bonus::OTHER, 0, 0);
 
- 		//start with level 0 to skip abilities
 
- 		for (int level = 1; level <= GameConstants::SPELL_LEVELS; level++)
 
- 		{
 
- 			giveBonus.bonus.subtype = level;
 
- 			sendAndApply(&giveBonus);
 
- 		}
 
- 		///Give mana
 
- 		SetMana sm;
 
- 		sm.hid = hero->id;
 
- 		sm.val = 999;
 
- 		sm.absolute = true;
 
- 		sendAndApply(&sm);
 
- 	}
 
- 	else if (cheat == "vcmiarmenelos")
 
- 	{
 
- 		cheated = true;
 
- 		if (!town) return;
 
- 		///Build all buildings in selected town
 
- 		for (auto & build : town->town->buildings)
 
- 		{
 
- 			if (!town->hasBuilt(build.first)
 
- 				&& !build.second->Name().empty()
 
- 				&& build.first != BuildingID::SHIP)
 
- 			{
 
- 				buildStructure(town->id, build.first, true);
 
- 			}
 
- 		}
 
- 	}
 
- 	else if (cheat == "vcmiainur" || cheat == "vcmiangband" || cheat == "vcmiglaurung")
 
- 	{
 
- 		cheated = true;
 
- 		if (!hero) return;
 
- 		///Gives N creatures into each slot
 
- 		std::map<std::string, std::pair<int, int>> creatures;
 
- 		creatures.insert(std::make_pair("vcmiainur", std::make_pair(13, 5))); //5 archangels
 
- 		creatures.insert(std::make_pair("vcmiangband", std::make_pair(66, 10))); //10 black knights
 
- 		creatures.insert(std::make_pair("vcmiglaurung", std::make_pair(133, 5000))); //5000 crystal dragons
 
- 		const CCreature * creature = VLC->creh->objects.at(creatures[cheat].first);
 
- 		for (int i = 0; i < GameConstants::ARMY_SIZE; i++)
 
- 			if (!hero->hasStackAtSlot(SlotID(i)))
 
- 				insertNewStack(StackLocation(hero, SlotID(i)), creature, creatures[cheat].second);
 
- 	}
 
- 	else if (cheat == "vcminoldor")
 
- 	{
 
- 		cheated = true;
 
- 		if (!hero) return;
 
- 		///Give all war machines to hero
 
- 		if (!hero->getArt(ArtifactPosition::MACH1))
 
- 			giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::BALLISTA], ArtifactPosition::MACH1);
 
- 		if (!hero->getArt(ArtifactPosition::MACH2))
 
- 			giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::AMMO_CART], ArtifactPosition::MACH2);
 
- 		if (!hero->getArt(ArtifactPosition::MACH3))
 
- 			giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::FIRST_AID_TENT], ArtifactPosition::MACH3);
 
- 	}
 
- 	else if (cheat == "vcmiforgeofnoldorking")
 
- 	{
 
- 		cheated = true;
 
- 		if (!hero) return;
 
- 		///Give hero all artifacts except war machines, spell scrolls and spell book
 
- 		for (int g = 7; g < VLC->arth->objects.size(); ++g) //including artifacts from mods
 
- 			giveHeroNewArtifact(hero, VLC->arth->objects[g], ArtifactPosition::PRE_FIRST);
 
- 	}
 
- 	else if (cheat == "vcmiglorfindel")
 
- 	{
 
- 		cheated = true;
 
- 		if (!hero) return;
 
- 		///selected hero gains a new level
 
- 		changePrimSkill(hero, PrimarySkill::EXPERIENCE, VLC->heroh->reqExp(hero->level + 1) - VLC->heroh->reqExp(hero->level));
 
- 	}
 
- 	else if (cheat == "vcminahar")
 
- 	{
 
- 		cheated = true;
 
- 		if (!hero) return;
 
- 		///Give 1000000 movement points to hero
 
- 		SetMovePoints smp;
 
- 		smp.hid = hero->id;
 
- 		smp.val = 1000000;
 
- 		sendAndApply(&smp);
 
- 		GiveBonus gb(GiveBonus::HERO);
 
- 		gb.bonus.type = Bonus::FREE_SHIP_BOARDING;
 
- 		gb.bonus.duration = Bonus::ONE_DAY;
 
- 		gb.bonus.source = Bonus::OTHER;
 
- 		gb.id = hero->id.getNum();
 
- 		giveHeroBonus(&gb);
 
- 	}
 
- 	else if (cheat == "vcmiformenos")
 
- 	{
 
- 		cheated = true;
 
- 		///Give resources to player
 
- 		TResources resources;
 
- 		resources[Res::GOLD] = 100000;
 
- 		for (Res::ERes i = Res::WOOD; i < Res::GOLD; vstd::advance(i, 1))
 
- 			resources[i] = 100;
 
- 		giveResources(player, resources);
 
- 	}
 
- 	else if (cheat == "vcmisilmaril")
 
- 	{
 
- 		cheated = true;
 
- 		///Player wins
 
- 		PlayerCheated pc;
 
- 		pc.player = player;
 
- 		pc.winningCheatCode = true;
 
- 		sendAndApply(&pc);
 
- 	}
 
- 	else if (cheat == "vcmimelkor")
 
- 	{
 
- 		cheated = true;
 
- 		///Player looses
 
- 		PlayerCheated pc;
 
- 		pc.player = player;
 
- 		pc.losingCheatCode = true;
 
- 		sendAndApply(&pc);
 
- 	}
 
- 	else if (cheat == "vcmieagles" || cheat == "vcmiungoliant")
 
- 	{
 
- 		cheated = true;
 
- 		///Reveal or conceal FoW
 
- 		FoWChange fc;
 
- 		fc.mode = (cheat == "vcmieagles" ? 1 : 0);
 
- 		fc.player = player;
 
- 		const auto & fowMap = gs->getPlayerTeam(player)->fogOfWarMap;
 
- 		auto hlp_tab = new int3[gs->map->width * gs->map->height * (gs->map->levels())];
 
- 		int lastUnc = 0;
 
- 		for(int z = 0; z < gs->map->levels(); z++)
 
- 			for(int x = 0; x < gs->map->width; x++)
 
- 				for(int y = 0; y < gs->map->height; y++)
 
- 					if(!(*fowMap)[z][x][y] || !fc.mode)
 
- 						hlp_tab[lastUnc++] = int3(x, y, z);
 
- 		fc.tiles.insert(hlp_tab, hlp_tab + lastUnc);
 
- 		delete [] hlp_tab;
 
- 		sendAndApply(&fc);
 
- 	}
 
- }
 
- void CGameHandler::removeObstacle(const CObstacleInstance & obstacle)
 
- {
 
- 	BattleObstaclesChanged obsRem;
 
- 	obsRem.changes.emplace_back(obstacle.uniqueID, BattleChanges::EOperation::REMOVE);
 
- 	sendAndApply(&obsRem);
 
- }
 
- void CGameHandler::synchronizeArtifactHandlerLists()
 
- {
 
- 	UpdateArtHandlerLists uahl;
 
- 	uahl.treasures = VLC->arth->treasures;
 
- 	uahl.minors = VLC->arth->minors;
 
- 	uahl.majors = VLC->arth->majors;
 
- 	uahl.relics = VLC->arth->relics;
 
- 	sendAndApply(&uahl);
 
- }
 
- bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
 
- {
 
- 	return vstd::contains(gs->map->objects, obj);
 
- }
 
- bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
 
- {
 
- 	if (!strcmp(typeid(*pack).name(), typeid(PlayerMessage).name()))
 
- 		return false;
 
- 	auto query = queries.topQuery(player);
 
- 	if (query && query->blocksPack(pack))
 
- 	{
 
- 		complain(boost::str(boost::format(
 
- 			"\r\n| Player \"%s\" has to answer queries before attempting any further actions.\r\n| Top Query: \"%s\"\r\n")
 
- 			% boost::to_upper_copy<std::string>(player.getStr())
 
- 			% query->toString()
 
- 		));
 
- 		return true;
 
- 	}
 
- 	return false;
 
- }
 
- void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
 
- {
 
- 	//If the object is being visited, there must be a matching query
 
- 	for (const auto &query : queries.allQueries())
 
- 	{
 
- 		if (auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))
 
- 		{
 
- 			if (someVistQuery->visitedObject == object)
 
- 			{
 
- 				someVistQuery->removeObjectAfterVisit = true;
 
- 				return;
 
- 			}
 
- 		}
 
- 	}
 
- 	//If we haven't returned so far, there is no query and no visit, call was wrong
 
- 	assert("This function needs to be called during the object visit!");
 
- }
 
- void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide)
 
- {
 
- 	std::unordered_set<int3, ShashInt3> tiles;
 
- 	getTilesInRange(tiles, center, radius, player, hide? -1 : 1);
 
- 	if (hide)
 
- 	{
 
- 		std::unordered_set<int3, ShashInt3> observedTiles; //do not hide tiles observed by heroes. May lead to disastrous AI problems
 
- 		auto p = getPlayerState(player);
 
- 		for (auto h : p->heroes)
 
- 		{
 
- 			getTilesInRange(observedTiles, h->getSightCenter(), h->getSightRadius(), h->tempOwner, -1);
 
- 		}
 
- 		for (auto t : p->towns)
 
- 		{
 
- 			getTilesInRange(observedTiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, -1);
 
- 		}
 
- 		for (auto tile : observedTiles)
 
- 			vstd::erase_if_present (tiles, tile);
 
- 	}
 
- 	changeFogOfWar(tiles, player, hide);
 
- }
 
- void CGameHandler::changeFogOfWar(std::unordered_set<int3, ShashInt3> &tiles, PlayerColor player, bool hide)
 
- {
 
- 	FoWChange fow;
 
- 	fow.tiles = tiles;
 
- 	fow.player = player;
 
- 	fow.mode = hide? 0 : 1;
 
- 	sendAndApply(&fow);
 
- }
 
- bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
 
- {
 
- 	if (auto topQuery = queries.topQuery(hero->getOwner()))
 
- 		if (auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
 
- 			return !(visit->visitedObject == obj && visit->visitingHero == hero);
 
- 	return true;
 
- }
 
- void CGameHandler::setObjProperty(ObjectInstanceID objid, int prop, si64 val)
 
- {
 
- 	SetObjectProperty sob;
 
- 	sob.id = objid;
 
- 	sob.what = prop;
 
- 	sob.val = static_cast<ui32>(val);
 
- 	sendAndApply(&sob);
 
- }
 
- void CGameHandler::showInfoDialog(InfoWindow * iw)
 
- {
 
- 	sendAndApply(iw);
 
- }
 
- void CGameHandler::showInfoDialog(const std::string & msg, PlayerColor player)
 
- {
 
- 	InfoWindow iw;
 
- 	iw.player = player;
 
- 	iw.text << msg;
 
- 	showInfoDialog(&iw);
 
- }
 
- CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance * _army, BattleInfo *bat):
 
- 	army(_army)
 
- {
 
- 	heroWithDeadCommander = ObjectInstanceID();
 
- 	PlayerColor color = army->tempOwner;
 
- 	if(color == PlayerColor::UNFLAGGABLE)
 
- 		color = PlayerColor::NEUTRAL;
 
- 	for(CStack * st : bat->stacks)
 
- 	{
 
- 		if(st->summoned) //don't take into account temporary summoned stacks
 
- 			continue;
 
- 		if(st->owner != color) //remove only our stacks
 
- 			continue;
 
- 		logGlobal->debug("Calculating casualties for %s", st->nodeName());
 
- 		st->health.takeResurrected();
 
- 		if(st->slot == SlotID::ARROW_TOWERS_SLOT)
 
- 		{
 
- 			logGlobal->debug("Ignored arrow towers stack.");
 
- 		}
 
- 		else if(st->slot == SlotID::WAR_MACHINES_SLOT)
 
- 		{
 
- 			auto warMachine = st->type->warMachine;
 
- 			if(warMachine == ArtifactID::NONE)
 
- 			{
 
- 				logGlobal->error("Invalid creature in war machine virtual slot. Stack: %s", st->nodeName());
 
- 			}
 
- 			//catapult artifact remain even if "creature" killed in siege
 
- 			else if(warMachine != ArtifactID::CATAPULT && st->getCount() <= 0)
 
- 			{
 
- 				logGlobal->debug("War machine has been destroyed");
 
- 				auto hero = dynamic_ptr_cast<CGHeroInstance> (army);
 
- 				if (hero)
 
- 					removedWarMachines.push_back (ArtifactLocation(hero, hero->getArtPos(warMachine, true)));
 
- 				else
 
- 					logGlobal->error("War machine in army without hero");
 
- 			}
 
- 		}
 
- 		else if(st->slot == SlotID::SUMMONED_SLOT_PLACEHOLDER)
 
- 		{
 
- 			if(st->alive() && st->getCount() > 0)
 
- 			{
 
- 				logGlobal->debug("Permanently summoned %d units.", st->getCount());
 
- 				const CreatureID summonedType = st->type->idNumber;
 
- 				summoned[summonedType] += st->getCount();
 
- 			}
 
- 		}
 
- 		else if(st->slot == SlotID::COMMANDER_SLOT_PLACEHOLDER)
 
- 		{
 
- 			if (nullptr == st->base)
 
- 			{
 
- 				logGlobal->error("Stack with no base in commander slot. Stack: %s", st->nodeName());
 
- 			}
 
- 			else
 
- 			{
 
- 				auto c = dynamic_cast <const CCommanderInstance *>(st->base);
 
- 				if(c)
 
- 				{
 
- 					auto h = dynamic_cast <const CGHeroInstance *>(army);
 
- 					if(h && h->commander == c && (st->getCount() == 0 || !st->alive()))
 
- 					{
 
- 						logGlobal->debug("Commander is dead.");
 
- 						heroWithDeadCommander = army->id; //TODO: unify commander handling
 
- 					}
 
- 				}
 
- 				else
 
- 					logGlobal->error("Stack with invalid instance in commander slot. Stack: %s", st->nodeName());
 
- 			}
 
- 		}
 
- 		else if(st->base && !army->slotEmpty(st->slot))
 
- 		{
 
- 			logGlobal->debug("Count: %d; base count: %d", st->getCount(), army->getStackCount(st->slot));
 
- 			if(st->getCount() == 0 || !st->alive())
 
- 			{
 
- 				logGlobal->debug("Stack has been destroyed.");
 
- 				StackLocation sl(army, st->slot);
 
- 				newStackCounts.push_back(TStackAndItsNewCount(sl, 0));
 
- 			}
 
- 			else if(st->getCount() < army->getStackCount(st->slot))
 
- 			{
 
- 				logGlobal->debug("Stack lost %d units.", army->getStackCount(st->slot) - st->getCount());
 
- 				StackLocation sl(army, st->slot);
 
- 				newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
 
- 			}
 
- 			else if(st->getCount() > army->getStackCount(st->slot))
 
- 			{
 
- 				logGlobal->debug("Stack gained %d units.", st->getCount() - army->getStackCount(st->slot));
 
- 				StackLocation sl(army, st->slot);
 
- 				newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
 
- 			}
 
- 		}
 
- 		else
 
- 		{
 
- 			logGlobal->warn("Unable to process stack: %s", st->nodeName());
 
- 		}
 
- 	}
 
- }
 
- void CasualtiesAfterBattle::updateArmy(CGameHandler *gh)
 
- {
 
- 	for (TStackAndItsNewCount &ncount : newStackCounts)
 
- 	{
 
- 		if (ncount.second > 0)
 
- 			gh->changeStackCount(ncount.first, ncount.second, true);
 
- 		else
 
- 			gh->eraseStack(ncount.first, true);
 
- 	}
 
- 	for (auto summoned_iter : summoned)
 
- 	{
 
- 		SlotID slot = army->getSlotFor(summoned_iter.first);
 
- 		if (slot.validSlot())
 
- 		{
 
- 			StackLocation location(army, slot);
 
- 			gh->addToSlot(location, summoned_iter.first.toCreature(), summoned_iter.second);
 
- 		}
 
- 		else
 
- 		{
 
- 			//even if it will be possible to summon anything permanently it should be checked for free slot
 
- 			//necromancy is handled separately
 
- 			gh->complain("No free slot to put summoned creature");
 
- 		}
 
- 	}
 
- 	for (auto al : removedWarMachines)
 
- 	{
 
- 		gh->removeArtifact(al);
 
- 	}
 
- 	if (heroWithDeadCommander != ObjectInstanceID())
 
- 	{
 
- 		SetCommanderProperty scp;
 
- 		scp.heroid = heroWithDeadCommander;
 
- 		scp.which = SetCommanderProperty::ALIVE;
 
- 		scp.amount = 0;
 
- 		gh->sendAndApply(&scp);
 
- 	}
 
- }
 
- CGameHandler::FinishingBattleHelper::FinishingBattleHelper(std::shared_ptr<const CBattleQuery> Query, int RemainingBattleQueriesCount)
 
- {
 
- 	assert(Query->result);
 
- 	assert(Query->bi);
 
- 	auto &result = *Query->result;
 
- 	auto &info = *Query->bi;
 
- 	winnerHero = result.winner != 0 ? info.sides[1].hero : info.sides[0].hero;
 
- 	loserHero = result.winner != 0 ? info.sides[0].hero : info.sides[1].hero;
 
- 	victor = info.sides[result.winner].color;
 
- 	loser = info.sides[!result.winner].color;
 
- 	remainingBattleQueriesCount = RemainingBattleQueriesCount;
 
- }
 
- CGameHandler::FinishingBattleHelper::FinishingBattleHelper()
 
- {
 
- 	winnerHero = loserHero = nullptr;
 
- 	remainingBattleQueriesCount = 0;
 
- }
 
- CRandomGenerator & CGameHandler::getRandomGenerator()
 
- {
 
- 	return CRandomGenerator::getDefault();
 
- }
 
- #if SCRIPTING_ENABLED
 
- scripting::Pool * CGameHandler::getGlobalContextPool() const
 
- {
 
- 	return serverScripts.get();
 
- }
 
- scripting::Pool * CGameHandler::getContextPool() const
 
- {
 
- 	return serverScripts.get();
 
- }
 
- #endif
 
- const ObjectInstanceID CGameHandler::putNewObject(Obj ID, int subID, int3 pos)
 
- {
 
- 	NewObject no;
 
- 	no.ID = ID; //creature
 
- 	no.subID= subID;
 
- 	no.pos = pos;
 
- 	sendAndApply(&no);
 
- 	return no.id; //id field will be filled during applying on gs
 
- }
 
- ///ServerSpellCastEnvironment
 
- ServerSpellCastEnvironment::ServerSpellCastEnvironment(CGameHandler * gh)
 
- 	: gh(gh)
 
- {
 
- }
 
- bool ServerSpellCastEnvironment::describeChanges() const
 
- {
 
- 	return true;
 
- }
 
- void ServerSpellCastEnvironment::complain(const std::string & problem)
 
- {
 
- 	gh->complain(problem);
 
- }
 
- vstd::RNG * ServerSpellCastEnvironment::getRNG()
 
- {
 
- 	return &gh->getRandomGenerator();
 
- }
 
- void ServerSpellCastEnvironment::apply(CPackForClient * pack)
 
- {
 
- 	gh->sendAndApply(pack);
 
- }
 
- void ServerSpellCastEnvironment::apply(BattleLogMessage * pack)
 
- {
 
- 	gh->sendAndApply(pack);
 
- }
 
- void ServerSpellCastEnvironment::apply(BattleStackMoved * pack)
 
- {
 
- 	gh->sendAndApply(pack);
 
- }
 
- void ServerSpellCastEnvironment::apply(BattleUnitsChanged * pack)
 
- {
 
- 	gh->sendAndApply(pack);
 
- }
 
- void ServerSpellCastEnvironment::apply(SetStackEffect * pack)
 
- {
 
- 	gh->sendAndApply(pack);
 
- }
 
- void ServerSpellCastEnvironment::apply(StacksInjured * pack)
 
- {
 
- 	gh->sendAndApply(pack);
 
- }
 
- void ServerSpellCastEnvironment::apply(BattleObstaclesChanged * pack)
 
- {
 
- 	gh->sendAndApply(pack);
 
- }
 
- void ServerSpellCastEnvironment::apply(CatapultAttack * pack)
 
- {
 
- 	gh->sendAndApply(pack);
 
- }
 
- const CGameInfoCallback * ServerSpellCastEnvironment::getCb() const
 
- {
 
- 	return gh;
 
- }
 
- const CMap * ServerSpellCastEnvironment::getMap() const
 
- {
 
- 	return gh->gameState()->map;
 
- }
 
- bool ServerSpellCastEnvironment::moveHero(ObjectInstanceID hid, int3 dst, bool teleporting)
 
- {
 
- 	return gh->moveHero(hid, dst, teleporting, false);
 
- }
 
- void ServerSpellCastEnvironment::genericQuery(Query * request, PlayerColor color, std::function<void(const JsonNode&)> callback)
 
- {
 
- 	auto query = std::make_shared<CGenericQuery>(&gh->queries, color, callback);
 
- 	request->queryID = query->queryID;
 
- 	gh->queries.addQuery(query);
 
- 	gh->sendAndApply(request);
 
- }
 
 
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