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							- /*
 
-  * CGameHandler.cpp, part of VCMI engine
 
-  *
 
-  * Authors: listed in file AUTHORS in main folder
 
-  *
 
-  * License: GNU General Public License v2.0 or later
 
-  * Full text of license available in license.txt file, in main folder
 
-  *
 
-  */
 
- #include "StdInc.h"
 
- #include "CGameHandler.h"
 
- #include "CVCMIServer.h"
 
- #include "TurnTimerHandler.h"
 
- #include "ServerNetPackVisitors.h"
 
- #include "ServerSpellCastEnvironment.h"
 
- #include "battles/BattleProcessor.h"
 
- #include "processors/HeroPoolProcessor.h"
 
- #include "processors/NewTurnProcessor.h"
 
- #include "processors/PlayerMessageProcessor.h"
 
- #include "processors/TurnOrderProcessor.h"
 
- #include "queries/QueriesProcessor.h"
 
- #include "queries/MapQueries.h"
 
- #include "queries/VisitQueries.h"
 
- #include "../lib/CConfigHandler.h"
 
- #include "../lib/CCreatureHandler.h"
 
- #include "../lib/CPlayerState.h"
 
- #include "../lib/CSoundBase.h"
 
- #include "../lib/GameConstants.h"
 
- #include "../lib/IGameSettings.h"
 
- #include "../lib/ScriptHandler.h"
 
- #include "../lib/StartInfo.h"
 
- #include "../lib/TerrainHandler.h"
 
- #include "../lib/GameLibrary.h"
 
- #include "../lib/int3.h"
 
- #include "../lib/battle/BattleInfo.h"
 
- #include "../lib/callback/GameRandomizer.h"
 
- #include "../lib/entities/artifact/ArtifactUtils.h"
 
- #include "../lib/entities/artifact/CArtifact.h"
 
- #include "../lib/entities/artifact/CArtifactFittingSet.h"
 
- #include "../lib/entities/building/CBuilding.h"
 
- #include "../lib/entities/faction/CTownHandler.h"
 
- #include "../lib/entities/hero/CHeroHandler.h"
 
- #include "../lib/filesystem/FileInfo.h"
 
- #include "../lib/filesystem/Filesystem.h"
 
- #include "../lib/gameState/CGameState.h"
 
- #include "../lib/gameState/UpgradeInfo.h"
 
- #include "../lib/mapping/CMap.h"
 
- #include "../lib/mapping/CMapService.h"
 
- #include "../lib/mapObjects/CGCreature.h"
 
- #include "../lib/mapObjects/CGMarket.h"
 
- #include "../lib/mapObjects/TownBuildingInstance.h"
 
- #include "../lib/mapObjects/CGHeroInstance.h"
 
- #include "../lib/mapObjects/CGTownInstance.h"
 
- #include "../lib/mapObjects/MiscObjects.h"
 
- #include "../lib/mapObjectConstructors/AObjectTypeHandler.h"
 
- #include "../lib/mapObjectConstructors/CObjectClassesHandler.h"
 
- #include "../lib/modding/ModIncompatibility.h"
 
- #include "../lib/networkPacks/StackLocation.h"
 
- #include "../lib/pathfinder/CPathfinder.h"
 
- #include "../lib/pathfinder/PathfinderOptions.h"
 
- #include "../lib/pathfinder/TurnInfo.h"
 
- #include "../lib/rmg/CMapGenOptions.h"
 
- #include "../lib/serializer/CSaveFile.h"
 
- #include "../lib/serializer/CLoadFile.h"
 
- #include "../lib/spells/CSpellHandler.h"
 
- #include <vstd/RNG.h>
 
- #include <vstd/CLoggerBase.h>
 
- #include <vcmi/events/EventBus.h>
 
- #include <vcmi/events/GenericEvents.h>
 
- #include <vcmi/events/AdventureEvents.h>
 
- #include <boost/lexical_cast.hpp>
 
- #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;}
 
- 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 LIBRARY;
 
- }
 
- IGameInfoCallback & CGameHandler::gameInfo()
 
- {
 
- 	return *gs;
 
- }
 
- const CGameHandler::BattleCb * CGameHandler::battle(const BattleID & battleID) const
 
- {
 
- 	return gameState().getBattle(battleID);
 
- }
 
- const CGameHandler::GameCb * CGameHandler::game() const
 
- {
 
- 	return gs.get();
 
- }
 
- vstd::CLoggerBase * CGameHandler::logger() const
 
- {
 
- 	return logGlobal;
 
- }
 
- events::EventBus * CGameHandler::eventBus() const
 
- {
 
- 	return serverEventBus.get();
 
- }
 
- IGameServer & CGameHandler::gameServer() const
 
- {
 
- 	return server;
 
- }
 
- void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
 
- {
 
- 	changeSecSkill(hero, skill, 1, ChangeValueMode::RELATIVE);
 
- 	expGiven(hero);
 
- }
 
- void CGameHandler::levelUpHero(const CGHeroInstance * hero)
 
- {
 
- 	// required exp for at least 1 lvl-up hasn't been reached
 
- 	if (!hero->gainsLevel())
 
- 	{
 
- 		if (hero->getCommander() && hero->getCommander()->gainsLevel())
 
- 			levelUpCommander(hero->getCommander());
 
- 		return;
 
- 	}
 
- 	// give primary skill
 
- 	logGlobal->trace("%s got level %d", hero->getNameTranslated(), hero->level);
 
- 	auto primarySkill = randomizer->rollPrimarySkillForLevelup(hero);
 
- 	SetPrimarySkill sps;
 
- 	sps.id = hero->id;
 
- 	sps.which = primarySkill;
 
- 	sps.mode = ChangeValueMode::RELATIVE;
 
- 	sps.val = 1;
 
- 	sendAndApply(sps);
 
- 	HeroLevelUp hlu;
 
- 	hlu.player = hero->tempOwner;
 
- 	hlu.heroId = hero->id;
 
- 	hlu.primskill = primarySkill;
 
- 	hlu.skills = hero->getLevelupSkillCandidates(*randomizer);
 
- 	if (hlu.skills.size() == 0)
 
- 	{
 
- 		sendAndApply(hlu);
 
- 		levelUpHero(hero);
 
- 	}
 
- 	else if (hlu.skills.size() == 1 || !hero->getOwner().isValidPlayer())
 
- 	{
 
- 		sendAndApply(hlu);
 
- 		levelUpHero(hero, hlu.skills.front());
 
- 	}
 
- 	else if (hlu.skills.size() > 1)
 
- 	{
 
- 		auto levelUpQuery = std::make_shared<CHeroLevelUpDialogQuery>(this, hlu, hero);
 
- 		hlu.queryID = levelUpQuery->queryID;
 
- 		queries->addQuery(levelUpQuery);
 
- 		sendAndApply(hlu);
 
- 		//level up will be called on query reply
 
- 	}
 
- }
 
- void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
 
- {
 
- 	SetCommanderProperty scp;
 
- 	const auto * hero = dynamic_cast<const CGHeroInstance *>(c->getArmy());
 
- 	if (hero)
 
- 		scp.heroid = hero->id;
 
- 	else
 
- 	{
 
- 		complain ("Commander is not led by hero!");
 
- 		return;
 
- 	}
 
- 	scp.accumulatedBonus.additionalInfo = 0;
 
- 	scp.accumulatedBonus.duration = BonusDuration::PERMANENT;
 
- 	scp.accumulatedBonus.turnsRemain = 0;
 
- 	scp.accumulatedBonus.source = BonusSource::COMMANDER;
 
- 	scp.accumulatedBonus.valType = BonusValueType::BASE_NUMBER;
 
- 	if (skill <= ECommander::SPELL_POWER)
 
- 	{
 
- 		scp.which = SetCommanderProperty::BONUS;
 
- 		auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skillToTest)->int
 
- 		{
 
- 			int s = std::min (skillToTest, static_cast<int>(ECommander::SPELL_POWER)); //spell power level controls also casts and resistance
 
- 			return skillLevels.at(skillToTest).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skillToTest).at(secondarySkills.at(s)-1) : 0);
 
- 		};
 
- 		switch (skill)
 
- 		{
 
- 			case ECommander::ATTACK:
 
- 				scp.accumulatedBonus.type = BonusType::PRIMARY_SKILL;
 
- 				scp.accumulatedBonus.subtype = BonusSubtypeID(PrimarySkill::ATTACK);
 
- 				break;
 
- 			case ECommander::DEFENSE:
 
- 				scp.accumulatedBonus.type = BonusType::PRIMARY_SKILL;
 
- 				scp.accumulatedBonus.subtype = BonusSubtypeID(PrimarySkill::DEFENSE);
 
- 				break;
 
- 			case ECommander::HEALTH:
 
- 				scp.accumulatedBonus.type = BonusType::STACK_HEALTH;
 
- 				scp.accumulatedBonus.valType = BonusValueType::PERCENT_TO_ALL; //TODO: check how it accumulates in original WoG with artifacts such as vial of life blood, elixir of life etc.
 
- 				break;
 
- 			case ECommander::DAMAGE:
 
- 				scp.accumulatedBonus.type = BonusType::CREATURE_DAMAGE;
 
- 				scp.accumulatedBonus.subtype = BonusCustomSubtype::creatureDamageBoth;
 
- 				scp.accumulatedBonus.valType = BonusValueType::PERCENT_TO_ALL;
 
- 				break;
 
- 			case ECommander::SPEED:
 
- 				scp.accumulatedBonus.type = BonusType::STACKS_SPEED;
 
- 				break;
 
- 			case ECommander::SPELL_POWER:
 
- 				scp.accumulatedBonus.type = BonusType::SPELL_DAMAGE_REDUCTION;
 
- 				scp.accumulatedBonus.subtype = BonusSubtypeID(SpellSchool::ANY);
 
- 				scp.accumulatedBonus.val = difference (LIBRARY->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
 
- 				sendAndApply(scp); //additional pack
 
- 				scp.accumulatedBonus.type = BonusType::CREATURE_SPELL_POWER;
 
- 				scp.accumulatedBonus.val = difference (LIBRARY->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
 
- 				sendAndApply(scp); //additional pack
 
- 				scp.accumulatedBonus.type = BonusType::CASTS;
 
- 				scp.accumulatedBonus.val = difference (LIBRARY->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
 
- 				sendAndApply(scp); //additional pack
 
- 				scp.accumulatedBonus.type = BonusType::CREATURE_ENCHANT_POWER; //send normally
 
- 				break;
 
- 		}
 
- 		scp.accumulatedBonus.val = difference (LIBRARY->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)
 
- 	{
 
- 		for(const auto & bonus : LIBRARY->creh->skillRequirements.at(skill - 100).first)
 
- 		{
 
- 			scp.which = SetCommanderProperty::SPECIAL_SKILL;
 
- 			scp.accumulatedBonus = *bonus;
 
- 			scp.additionalInfo = skill; //unnormalized
 
- 			sendAndApply(scp);
 
- 		}
 
- 	}
 
- 	expGiven(hero);
 
- }
 
- void CGameHandler::levelUpCommander(const CCommanderInstance * c)
 
- {
 
- 	if (!c->gainsLevel())
 
- 	{
 
- 		return;
 
- 	}
 
- 	CommanderLevelUp clu;
 
- 	const auto * hero = dynamic_cast<const CGHeroInstance *>(c->getArmy());
 
- 	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 (const auto & specialSkill : LIBRARY->creh->skillRequirements)
 
- 	{
 
- 		if (c->secondarySkills.at(specialSkill.second.first) >= ECommander::MAX_SKILL_LEVEL - 1
 
- 			&&  c->secondarySkills.at(specialSkill.second.second) >= ECommander::MAX_SKILL_LEVEL - 1
 
- 			&&  !vstd::contains (c->specialSkills, i))
 
- 			clu.skills.push_back (i);
 
- 		++i;
 
- 	}
 
- 	int skillAmount = 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->getCommander() && hero->getCommander()->gainsLevel())
 
- 		levelUpCommander(hero->getCommander());
 
- }
 
- void CGameHandler::giveStackExperience(const CArmedInstance * army, TExpType val)
 
- {
 
- 	GiveStackExperience gse;
 
- 	gse.id = army->id;
 
- 	for (const auto & stack : army->Slots())
 
- 	{
 
- 		int experienceBonusMultiplier = stack.second->valOfBonuses(BonusType::STACK_EXPERIENCE_GAIN_PERCENT);
 
- 		gse.val[stack.first] = val + val * experienceBonusMultiplier / 100;
 
- 	}
 
- 	sendAndApply(gse);
 
- }
 
- void CGameHandler::giveExperience(const CGHeroInstance * hero, TExpType amountToGain)
 
- {
 
- 	TExpType maxExp = LIBRARY->heroh->reqExp(LIBRARY->heroh->maxSupportedLevel());
 
- 	TExpType currHeroExp = hero->exp;
 
- 	if (gameState().getMap().levelLimit != 0)
 
- 		maxExp = LIBRARY->heroh->reqExp(gameState().getMap().levelLimit);
 
- 	TExpType canGainHeroExp = 0;
 
- 	if (maxExp > currHeroExp)
 
- 		canGainHeroExp = maxExp - currHeroExp;
 
- 	TExpType actualHeroExperience = 0;
 
- 	if (amountToGain > canGainHeroExp)
 
- 	{
 
- 		// set given experience to max possible, but don't decrease if hero already over top
 
- 		actualHeroExperience = canGainHeroExp;
 
- 		InfoWindow iw;
 
- 		iw.player = hero->tempOwner;
 
- 		iw.text.appendLocalString(EMetaText::GENERAL_TXT, 1); //can gain no more XP
 
- 		iw.text.replaceTextID(hero->getNameTextID());
 
- 		sendAndApply(iw);
 
- 	}
 
- 	else
 
- 		actualHeroExperience = amountToGain;
 
- 	SetHeroExperience she;
 
- 	she.id = hero->id;
 
- 	she.mode = ChangeValueMode::RELATIVE;
 
- 	she.val = actualHeroExperience;
 
- 	sendAndApply(she);
 
- 	//hero may level up
 
- 	if (hero->getCommander() && hero->getCommander()->alive)
 
- 	{
 
- 		TExpType canGainCommanderExp = 0;
 
- 		TExpType currCommanderExp = hero->getCommander()->getTotalExperience();
 
- 		if (maxExp > currHeroExp)
 
- 			canGainCommanderExp = maxExp - currCommanderExp;
 
- 		TExpType actualCommanderExperience = amountToGain > canGainCommanderExp ? canGainCommanderExp : amountToGain;
 
- 		SetCommanderProperty scp;
 
- 		scp.heroid = hero->id;
 
- 		scp.which = SetCommanderProperty::EXPERIENCE;
 
- 		scp.amount = actualCommanderExperience;
 
- 		sendAndApply(scp);
 
- 	}
 
- 	expGiven(hero);
 
- }
 
- void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill which, si64 val, ChangeValueMode mode)
 
- {
 
- 	SetPrimarySkill sps;
 
- 	sps.id = hero->id;
 
- 	sps.which = which;
 
- 	sps.mode = mode;
 
- 	sps.val = val;
 
- 	sendAndApply(sps);
 
- }
 
- void CGameHandler::changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, ChangeValueMode mode)
 
- {
 
- 	if(!hero)
 
- 	{
 
- 		logGlobal->error("changeSecSkill provided no hero");
 
- 		return;
 
- 	}
 
- 	SetSecSkill sss;
 
- 	sss.id = hero->id;
 
- 	sss.which = which;
 
- 	sss.val = val;
 
- 	sss.mode = mode;
 
- 	sendAndApply(sss);
 
- 	if (hero->getVisitedTown())
 
- 		giveSpells(hero->getVisitedTown(), hero);
 
- 	// Our scouting range may have changed - update it
 
- 	if (hero->getOwner().isValidPlayer())
 
- 		changeFogOfWar(hero->getSightCenter(), hero->getSightRadius(), hero->getOwner(), ETileVisibility::REVEALED);
 
- }
 
- void CGameHandler::handleClientDisconnection(GameConnectionID connectionID)
 
- {
 
- 	if(gameServer().getState() == EServerState::SHUTDOWN || !gameState().getStartInfo())
 
- 	{
 
- 		assert(0); // game should have shut down before reaching this point!
 
- 		return;
 
- 	}
 
- 	std::vector<PlayerColor> disconnectedPlayers;
 
- 	std::vector<PlayerColor> remainingPlayers;
 
- 	// this player have left the game - broadcast infowindow to all in-game players
 
- 	for (const auto & player : gameState().players)
 
- 	{
 
- 		if (gameInfo().getPlayerState(player.first)->status != EPlayerStatus::INGAME)
 
- 			continue;
 
- 		if (gameServer().hasPlayerAt(player.first, connectionID))
 
- 			disconnectedPlayers.push_back(player.first);
 
- 		else
 
- 			remainingPlayers.push_back(player.first);
 
- 	}
 
- 	for (const auto & inGamePlayer : remainingPlayers)
 
- 	{
 
- 		for (const auto & lostPlayer : disconnectedPlayers)
 
- 		{
 
- 			InfoWindow out;
 
- 			out.player = inGamePlayer;
 
- 			out.text.appendTextID("vcmi.server.errors.playerLeft");
 
- 			out.text.replaceName(lostPlayer);
 
- 			out.components.emplace_back(ComponentType::FLAG, lostPlayer);
 
- 			sendAndApply(out);
 
- 		}
 
- 	}
 
- }
 
- void CGameHandler::handleReceivedPack(GameConnectionID connection, CPackForServer & pack)
 
- {
 
- 	//prepare struct informing that action was applied
 
- 	auto sendPackageResponse = [&](bool successfullyApplied)
 
- 	{
 
- 		PackageApplied applied(
 
- 			pack.player,
 
- 			pack.requestID,
 
- 			CTypeList::getInstance().getTypeID(&pack),
 
- 			successfullyApplied
 
- 		);
 
- 		gameServer().sendPack(applied, connection);
 
- 	};
 
- 	PackageReceived received(
 
- 		pack.player,
 
- 		pack.requestID,
 
- 		CTypeList::getInstance().getTypeID(&pack)
 
- 	);
 
- 	gameServer().sendPack(received, connection);
 
- 	if(isBlockedByQueries(&pack, pack.player))
 
- 	{
 
- 		sendPackageResponse(false);
 
- 	}
 
- 	else
 
- 	{
 
- 		bool result;
 
- 		try
 
- 		{
 
- 			ApplyGhNetPackVisitor applier(*this, connection);
 
- 			pack.visit(applier);
 
- 			result = applier.getResult();
 
- 		}
 
- 		catch(ExceptionNotAllowedAction &)
 
- 		{
 
- 			result = false;
 
- 		}
 
- 		if(result)
 
- 			logGlobal->trace("Message %s successfully applied!", typeid(pack).name());
 
- 		else
 
- 			complain((boost::format("Got false in applying %s... that request must have been fishy!")
 
- 				% typeid(pack).name()).str());
 
- 		sendPackageResponse(true);
 
- 	}
 
- }
 
- CGameHandler::CGameHandler(IGameServer & server, const std::shared_ptr<CGameState> & initialGamestate)
 
- 	:CGameHandler(server)
 
- {
 
- 	gs = initialGamestate;
 
- 	randomizer = std::make_unique<GameRandomizer>(*gs);
 
- }
 
- CGameHandler::CGameHandler(IGameServer & server)
 
- 	: server(server)
 
- 	, heroPool(std::make_unique<HeroPoolProcessor>(this))
 
- 	, battles(std::make_unique<BattleProcessor>(this))
 
- 	, queries(std::make_unique<QueriesProcessor>())
 
- 	, turnOrder(std::make_unique<TurnOrderProcessor>(this))
 
- 	, turnTimerHandler(std::make_unique<TurnTimerHandler>(*this))
 
- 	, newTurnProcessor(std::make_unique<NewTurnProcessor>(this))
 
- 	, statistics(std::make_unique<StatisticDataSet>())
 
- 	, spellEnv(std::make_unique<ServerSpellCastEnvironment>(this))
 
- 	, playerMessages(std::make_unique<PlayerMessageProcessor>(this))
 
- 	, QID(1)
 
- 	, complainNoCreatures("No creatures to split")
 
- 	, complainNotEnoughCreatures("Cannot split that stack, not enough creatures!")
 
- 	, complainInvalidSlot("Invalid slot accessed!")
 
- {
 
- }
 
- CGameHandler::~CGameHandler() = default;
 
- ServerCallback * CGameHandler::spellcastEnvironment() const
 
- {
 
- 	return spellEnv.get();
 
- }
 
- void CGameHandler::reinitScripting()
 
- {
 
- 	serverEventBus = std::make_unique<events::EventBus>();
 
- #if SCRIPTING_ENABLED
 
- 	serverScripts.reset(new scripting::PoolImpl(this, spellEnv.get()));
 
- #endif
 
- }
 
- void CGameHandler::init(StartInfo *si, Load::ProgressAccumulator & progressTracking)
 
- {
 
- 	CMapService mapService;
 
- 	gs = std::make_shared<CGameState>();
 
- 	int requestedSeed = settings["server"]["seed"].Integer();
 
- 	randomizer = std::make_unique<GameRandomizer>(*gs);
 
- 	if (requestedSeed != 0)
 
- 		randomizer->setSeed(requestedSeed);
 
- 	logGlobal->info("Using random seed: %d", randomizer->getDefault().nextInt());
 
- 	gs->preInit(LIBRARY);
 
- 	logGlobal->info("Gamestate created!");
 
- 	gs->init(&mapService, si, *randomizer, progressTracking);
 
- 	logGlobal->info("Gamestate initialized!");
 
- 	for (const auto & elem : gameState().players)
 
- 		turnOrder->addPlayer(elem.first);
 
- 	reinitScripting();
 
- }
 
- void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
 
- {// bool forced = true - if creature should be replaced, if false - only if no creature was set
 
- 	const PlayerState * p = gameInfo().getPlayerState(town->tempOwner);
 
- 	if (!p)
 
- 	{
 
- 		assert(town->tempOwner == PlayerColor::NEUTRAL);
 
- 		return;
 
- 	}
 
- 	if (forced || town->creatures.at(town->getTown()->creatures.size()).second.empty())//we need to change creature
 
- 		{
 
- 			SetAvailableCreatures ssi;
 
- 			ssi.tid = town->id;
 
- 			ssi.creatures = town->creatures;
 
- 			ssi.creatures[town->getTown()->creatures.size()].second.clear();//remove old one
 
- 			std::set<CreatureID> availableCreatures;
 
- 			for (const auto & dwelling : p->getOwnedObjects())
 
- 			{
 
- 				const auto & dwellingCreatures = dwelling->asOwnable()->providedCreatures();
 
- 				availableCreatures.insert(dwellingCreatures.begin(), dwellingCreatures.end());
 
- 			}
 
- 			if (availableCreatures.empty())
 
- 				return;
 
- 			CreatureID creatureId = *RandomGeneratorUtil::nextItem(availableCreatures, getRandomGenerator());
 
- 			if (clear)
 
- 			{
 
- 				ssi.creatures[town->getTown()->creatures.size()].first = std::max(1, (creatureId.toEntity(LIBRARY)->getGrowth())/2);
 
- 			}
 
- 			else
 
- 			{
 
- 				ssi.creatures[town->getTown()->creatures.size()].first = creatureId.toEntity(LIBRARY)->getGrowth();
 
- 			}
 
- 			ssi.creatures[town->getTown()->creatures.size()].second.push_back(creatureId);
 
- 			sendAndApply(ssi);
 
- 		}
 
- }
 
- void CGameHandler::onPlayerTurnStarted(PlayerColor which)
 
- {
 
- 	events::PlayerGotTurn::defaultExecute(serverEventBus.get(), which);
 
- 	turnTimerHandler->onPlayerGetTurn(which);
 
- 	newTurnProcessor->onPlayerTurnStarted(which);
 
- }
 
- void CGameHandler::onPlayerTurnEnded(PlayerColor which)
 
- {
 
- 	newTurnProcessor->onPlayerTurnEnded(which);
 
- }
 
- void CGameHandler::addStatistics(StatisticDataSet &stat) const
 
- {
 
- 	for (const auto & elem : gameState().players)
 
- 	{
 
- 		if (elem.first == PlayerColor::NEUTRAL || !elem.first.isValidPlayer())
 
- 			continue;
 
- 		auto data = StatisticDataSet::createEntry(&elem.second, &gameState(), *statistics);
 
- 		stat.add(data);
 
- 	}
 
- }
 
- void CGameHandler::onNewTurn()
 
- {
 
- 	logGlobal->trace("Turn %d", gameState().day+1);
 
- 	bool firstTurn = !gameInfo().getDate(Date::DAY);
 
- 	bool newMonth = gameInfo().getDate(Date::DAY_OF_MONTH) == 28;
 
- 	if (firstTurn)
 
- 	{
 
- 		for (const auto * obj : gameState().getMap().getObjects<CGHeroInstance>())
 
- 		{
 
- 			if (obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
 
- 			{
 
- 				giveExperience(obj, 0);
 
- 			}
 
- 		}
 
- 		for (const auto & elem : gameState().players)
 
- 			heroPool->onNewWeek(elem.first);
 
- 	}
 
- 	else
 
- 	{
 
- 		addStatistics(*statistics); // write at end of turn
 
- 	}
 
- 	const auto & currentDaySelector = [day = gameState().day+1](const Bonus * bonus)
 
- 	{
 
- 		if (bonus->additionalInfo[0] <= 0)
 
- 			return true;
 
- 		if ((day % bonus->additionalInfo[0]) == 0)
 
- 			return true;
 
- 		return false;
 
- 	};
 
- 	const auto & fullMapScoutingSelector = Selector::type()(BonusType::FULL_MAP_SCOUTING).And(currentDaySelector);
 
- 	const auto & fullMapDarknessSelector = Selector::type()(BonusType::FULL_MAP_DARKNESS).And(currentDaySelector);
 
- 	const auto & darknessSelector = Selector::type()(BonusType::DARKNESS).And(currentDaySelector);
 
- 	for (const auto & townID : gameState().getMap().getAllTowns())
 
- 	{
 
- 		const auto * t = gameState().getTown(townID);
 
- 		PlayerColor player = t->tempOwner;
 
- 		// Skyship, probably easier to handle same as Veil of darkness
 
- 		// do it every new day before veils
 
- 		if(t->hasBonus(fullMapScoutingSelector) && player.isValidPlayer())
 
- 			changeFogOfWar(t->getSightCenter(), GameConstants::FULL_MAP_RANGE, player, ETileVisibility::REVEALED);
 
- 	}
 
- 	for (const auto & object : gameState().getMap().getObjects<CArmedInstance>())
 
- 	{
 
- 		if(!object->hasBonus(darknessSelector) && !object->hasBonus(fullMapDarknessSelector))
 
- 			continue;
 
- 		for(const auto & player : gameState().players)
 
- 		{
 
- 			if (gameInfo().getPlayerStatus(player.first) != EPlayerStatus::INGAME)
 
- 				continue;
 
- 			if (gameInfo().getPlayerRelations(player.first, object->getOwner()) != PlayerRelations::ENEMIES)
 
- 				continue;
 
- 			if (object->hasBonus(fullMapDarknessSelector))
 
- 				changeFogOfWar(object->getSightCenter(), GameConstants::FULL_MAP_RANGE, player.first, ETileVisibility::HIDDEN);
 
- 			else
 
- 				changeFogOfWar(object->getSightCenter(), object->valOfBonuses(darknessSelector), player.first, ETileVisibility::HIDDEN);
 
- 		}
 
- 	}
 
- 	if (newMonth)
 
- 	{
 
- 		SetAvailableArtifacts saa;
 
- 		saa.id = ObjectInstanceID::NONE;
 
- 		saa.arts = randomizer->rollMarketArtifactSet();
 
- 		sendAndApply(saa);
 
- 	}
 
- 	newTurnProcessor->onNewTurn();
 
- 	if (!firstTurn)
 
- 		checkVictoryLossConditionsForAll(); // check for map turn limit
 
- 	//call objects
 
- 	for (auto & elem : gameState().getMap().getObjects())
 
- 	{
 
- 		if (elem)
 
- 			elem->newTurn(*this, *randomizer);
 
- 	}
 
- }
 
- void CGameHandler::start(bool resume)
 
- {
 
- 	LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
 
- #if SCRIPTING_ENABLED
 
- 	services()->scripts()->run(serverScripts);
 
- #endif
 
- 	if (!resume)
 
- 	{
 
- 		onNewTurn();
 
- 		events::TurnStarted::defaultExecute(serverEventBus.get());
 
- 		for(const auto & player : gameState().players)
 
- 			turnTimerHandler->onGameplayStart(player.first);
 
- 	}
 
- 	else
 
- 		events::GameResumed::defaultExecute(serverEventBus.get());
 
- 	turnOrder->onGameStarted();
 
- }
 
- void CGameHandler::tick(int millisecondsPassed)
 
- {
 
- 	turnTimerHandler->update(millisecondsPassed);
 
- }
 
- void CGameHandler::giveSpells(const CGTownInstance *t, const CGHeroInstance *h)
 
- {
 
- 	if (!h->hasSpellbook())
 
- 		return; //hero hasn't spellbook
 
- 	ChangeSpells cs;
 
- 	cs.hid = h->id;
 
- 	cs.learn = true;
 
- 	if (t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX) && t->hasBuilt(BuildingID::MAGES_GUILD_1))
 
- 	{
 
- 		// Aurora Borealis give spells of all levels even if only level 1 mages guild built
 
- 		for (int i = 0; i < h->maxSpellLevel(); i++)
 
- 		{
 
- 			std::vector<SpellID> spells;
 
- 			gameState().getAllowedSpells(spells, i+1);
 
- 			for (const auto & spell : spells)
 
- 				cs.spells.insert(spell);
 
- 		}
 
- 	}
 
- 	else
 
- 	{
 
- 		for (int i = 0; i < std::min(t->mageGuildLevel(), h->maxSpellLevel()); i++)
 
- 		{
 
- 			for (int j = 0; j < t->spellsAtLevel(i+1, true) && j < t->spells.at(i).size(); j++)
 
- 			{
 
- 				if (!h->spellbookContainsSpell(t->spells.at(i).at(j)))
 
- 					cs.spells.insert(t->spells.at(i).at(j));
 
- 			}
 
- 		}
 
- 	}
 
- 	if (!cs.spells.empty())
 
- 		sendAndApply(cs);
 
- }
 
- bool CGameHandler::removeObject(const CGObjectInstance * obj, const PlayerColor & initiator)
 
- {
 
- 	if (!obj || !gameInfo().getObj(obj->id))
 
- 	{
 
- 		logGlobal->error("Something wrong, that object already has been removed or hasn't existed!");
 
- 		return false;
 
- 	}
 
- 	RemoveObject ro;
 
- 	ro.objectID = obj->id;
 
- 	ro.initiator = initiator;
 
- 	sendAndApply(ro);
 
- 	checkVictoryLossConditionsForAll(); //e.g. if monster escaped (removing objs after battle is done directly by endBattle, not this function)
 
- 	return true;
 
- }
 
- bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, EMovementMode movementMode, bool transit, PlayerColor asker)
 
- {
 
- 	const CGHeroInstance *h = gameInfo().getHero(hid);
 
- 	// not turn of that hero or player can't simply teleport hero (at least not with this function)
 
- 	if(!h || (asker != PlayerColor::NEUTRAL && movementMode != EMovementMode::STANDARD))
 
- 	{
 
- 		if(h && gameInfo().getStartInfo()->turnTimerInfo.isEnabled() && gameState().players.at(h->getOwner()).turnTimer.turnTimer == 0)
 
- 			return true; //timer expired, no error
 
- 		
 
- 		logGlobal->error("Illegal call to move hero!");
 
- 		return false;
 
- 	}
 
- 	logGlobal->trace("Player %d (%s) wants to move hero %d from %s to %s", asker, asker.toString(), hid.getNum(), h->anchorPos().toString(), dst.toString());
 
- 	const int3 hmpos = h->convertToVisitablePos(dst);
 
- 	if (!gameState().getMap().isInTheMap(hmpos))
 
- 	{
 
- 		logGlobal->error("Destination tile is outside the map!");
 
- 		return false;
 
- 	}
 
- 	const TerrainTile t = *gameInfo().getTile(hmpos);
 
- 	const int3 guardPos = gameState().guardingCreaturePosition(hmpos);
 
- 	const CGObjectInstance * objectToVisit = nullptr;
 
- 	const CGObjectInstance * guardian = nullptr;
 
- 	if (!t.visitableObjects.empty())
 
- 		objectToVisit = gameState().getObjInstance(t.visitableObjects.back());
 
- 	if (gameInfo().isInTheMap(guardPos))
 
- 	{
 
- 		for (auto const & objectID : gameInfo().getTile(guardPos)->visitableObjects)
 
- 		{
 
- 			const auto * object = gameState().getObjInstance(objectID);
 
- 			if (object->ID == MapObjectID::MONSTER) // exclude other objects, such as hero flying above monster
 
- 				guardian = object;
 
- 		}
 
- 	}
 
- 	const bool embarking = !h->inBoat() && objectToVisit && objectToVisit->ID == Obj::BOAT;
 
- 	const bool disembarking = h->inBoat()
 
- 		&& t.isLand()
 
- 		&& (dst == h->pos || (h->getBoat()->layer == EPathfindingLayer::SAIL && !t.blocked()));
 
- 	//result structure for start - movement failed, no move points used
 
- 	TryMoveHero tmh;
 
- 	tmh.id = hid;
 
- 	tmh.start = h->pos;
 
- 	tmh.end = dst;
 
- 	tmh.result = TryMoveHero::FAILED;
 
- 	tmh.movePoints = h->movementPointsRemaining();
 
- 	//check if destination tile is available
 
- 	auto pathfinderHelper = std::make_unique<CPathfinderHelper>(gameState(), h, PathfinderOptions(gameInfo()));
 
- 	const auto * ti = pathfinderHelper->getTurnInfo();
 
- 	const bool canFly = ti->hasFlyingMovement() || (h->inBoat() && h->getBoat()->layer == EPathfindingLayer::AIR);
 
- 	const bool canWalkOnSea = ti->hasWaterWalking() || (h->inBoat() && h->getBoat()->layer == EPathfindingLayer::WATER);
 
- 	const int cost = pathfinderHelper->getMovementCost(h->visitablePos(), hmpos, nullptr, nullptr, h->movementPointsRemaining());
 
- 	const bool movingOntoObstacle = t.blocked() && !t.visitable();
 
- 	const bool objectCoastVisitable = objectToVisit && objectToVisit->isCoastVisitable();
 
- 	const bool movingOntoWater = !h->inBoat() && t.isWater() && !objectCoastVisitable;
 
- 	const auto complainRet = [&](const std::string & message)
 
- 	{
 
- 		//send info about movement failure
 
- 		complain(message);
 
- 		sendAndApply(tmh);
 
- 		return false;
 
- 	};
 
- 	if (guardian && getVisitingHero(guardian) != nullptr)
 
- 		return complainRet("You cannot move your hero there. Simultaneous turns are active and another player is interacting with this wandering monster!");
 
- 	if (objectToVisit && getVisitingHero(objectToVisit) != nullptr && getVisitingHero(objectToVisit) != h)
 
- 		return complainRet("You cannot move your hero there. Simultaneous turns are active and another player is interacting with this map object!");
 
- 	if (objectToVisit &&
 
- 		objectToVisit->getOwner().isValidPlayer())
 
- 	{
 
- 		if (gameInfo().getPlayerRelations(objectToVisit->getOwner(), h->getOwner()) == PlayerRelations::ENEMIES &&
 
- 		   !turnOrder->isContactAllowed(objectToVisit->getOwner(), h->getOwner()))
 
- 			return complainRet("You cannot move your hero there. This object belongs to another player and simultaneous turns are still active!");
 
- 		if (gs->getBattle(objectToVisit->getOwner()) != nullptr)
 
- 			return complainRet("You cannot move your hero there. This object belongs to another player who is engaged in battle and simultaneous turns are still active!");
 
- 	}
 
- 	//it's a rock or blocked and not visitable tile
 
- 	//OR hero is on land and dest is water and (there is not present only one object - boat)
 
- 	if (!t.getTerrain()->isPassable() || (movingOntoObstacle && !canFly))
 
- 		return complainRet("Cannot move hero, destination tile is blocked!");
 
- 	//hero is not on boat/water walking and dst water tile doesn't contain boat/hero (objs visitable from land) -> we test back cause boat may be on top of another object (#276)
 
- 	if(movingOntoWater && !canFly && !canWalkOnSea)
 
- 		return complainRet("Cannot move hero, destination tile is on water!");
 
- 	if(h->inBoat() && h->getBoat()->layer == EPathfindingLayer::SAIL && t.isLand() && t.blocked())
 
- 		return complainRet("Cannot disembark hero, tile is blocked!");
 
- 	if(!h->pos.areNeighbours(dst) && movementMode == EMovementMode::STANDARD)
 
- 		return complainRet("Tiles " + h->pos.toString()+ " and "+ dst.toString() +" are not neighboring!");
 
- 	if(h->isGarrisoned())
 
- 		return complainRet("Can not move garrisoned hero!");
 
- 	if(h->movementPointsRemaining() < cost && dst != h->pos && movementMode == EMovementMode::STANDARD)
 
- 		return complainRet("Hero doesn't have any movement points left!");
 
- 	if (transit && !canFly && !(canWalkOnSea && t.isWater()) && !CGTeleport::isTeleport(objectToVisit))
 
- 		return complainRet("Hero cannot transit over this tile!");
 
- 	//several generic blocks of code
 
- 	// should be called if hero changes tile but before applying TryMoveHero package
 
- 	auto leaveTile = [&]()
 
- 	{
 
- 		for(const auto & objID : gameState().getMap().getTile(h->visitablePos()).visitableObjects)
 
- 			gameState().getObjInstance(objID)->onHeroLeave(*this, h);
 
- 		gameInfo().getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadius(), ETileVisibility::HIDDEN, h->tempOwner);
 
- 	};
 
- 	auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
 
- 								EVisitDest visitDest, ELEaveTile leavingTile) -> bool
 
- 	{
 
- 		LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->getNameTranslated() % tmh.start.toString() % tmh.end.toString());
 
- 		auto moveQuery = std::make_shared<CHeroMovementQuery>(this, tmh, h);
 
- 		queries->addQuery(moveQuery);
 
- 		if (leavingTile == LEAVING_TILE)
 
- 			leaveTile();
 
- 		if (lookForGuards == CHECK_FOR_GUARDS && gameInfo().isInTheMap(guardPos))
 
- 			tmh.attackedFrom = guardPos;
 
- 		tmh.result = result;
 
- 		sendAndApply(tmh);
 
- 		if (visitDest == VISIT_DEST && objectToVisit && objectToVisit->id == h->id)
 
- 		{ // Hero should be always able to visit any object he is staying on even if there are guards around
 
- 			visitObjectOnTile(t, h);
 
- 		}
 
- 		else if (lookForGuards == CHECK_FOR_GUARDS && gameInfo().isInTheMap(guardPos))
 
- 		{
 
- 			objectVisited(guardian, h);
 
- 			moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
 
- 		}
 
- 		else if (visitDest == VISIT_DEST)
 
- 		{
 
- 			visitObjectOnTile(t, h);
 
- 		}
 
- 		queries->popIfTop(moveQuery);
 
- 		logGlobal->trace("Hero %s ends movement", h->getNameTranslated());
 
- 		return result != TryMoveHero::FAILED;
 
- 	};
 
- 	//interaction with blocking object (like resources)
 
- 	auto blockingVisit = [&]() -> bool
 
- 	{
 
- 		for (ObjectInstanceID objectID : t.visitableObjects)
 
- 		{
 
- 			const CGObjectInstance * object = gameInfo().getObj(objectID);
 
- 			if(h->inBoat() && !object->isBlockedVisitable() && !h->getBoat()->onboardVisitAllowed)
 
- 				return doMove(TryMoveHero::SUCCESS, this->IGNORE_GUARDS, DONT_VISIT_DEST, REMAINING_ON_TILE);
 
- 			
 
- 			if (object != h && object->isBlockedVisitable() && !object->passableFor(h->tempOwner))
 
- 			{
 
- 				EVisitDest visitDest = VISIT_DEST;
 
- 				if(h->inBoat() && !h->getBoat()->onboardVisitAllowed)
 
- 					visitDest = DONT_VISIT_DEST;
 
- 				
 
- 				return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, visitDest, REMAINING_ON_TILE);
 
- 			}
 
- 		}
 
- 		return false;
 
- 	};
 
- 	if (!transit && embarking)
 
- 	{
 
- 		tmh.movePoints = h->movementPointsAfterEmbark(h->movementPointsRemaining(), cost, false, ti);
 
- 		return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
 
- 		// In H3 embark ignore guards
 
- 	}
 
- 	if (disembarking)
 
- 	{
 
- 		tmh.movePoints = h->movementPointsAfterEmbark(h->movementPointsRemaining(), cost, true, ti);
 
- 		return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
 
- 	}
 
- 	if (movementMode != EMovementMode::STANDARD)
 
- 	{
 
- 		if (blockingVisit()) // e.g. hero on the other side of teleporter
 
- 			return true;
 
- 		EGuardLook guardsCheck = (gameInfo().getSettings().getBoolean(EGameSettings::SPELLS_DIMENSION_DOOR_TRIGGERS_GUARDS) && movementMode == EMovementMode::DIMENSION_DOOR)
 
- 			? CHECK_FOR_GUARDS
 
- 			: IGNORE_GUARDS;
 
- 		doMove(TryMoveHero::TELEPORTATION, guardsCheck, DONT_VISIT_DEST, LEAVING_TILE);
 
- 		// visit town for town portal / castle gates
 
- 		// do not visit any other objects, e.g. monoliths to avoid double-teleporting
 
- 		if (objectToVisit)
 
- 		{
 
- 			if (const auto * town = dynamic_cast<const CGTownInstance *>(objectToVisit))
 
- 				objectVisited(town, h);
 
- 		}
 
- 		return true;
 
- 	}
 
- 	//still here? it is standard movement!
 
- 	{
 
- 		tmh.movePoints = h->movementPointsRemaining() >= cost
 
- 						? h->movementPointsRemaining() - cost
 
- 						: 0;
 
- 		EGuardLook lookForGuards = CHECK_FOR_GUARDS;
 
- 		EVisitDest visitDest = VISIT_DEST;
 
- 		if (transit)
 
- 		{
 
- 			if (CGTeleport::isTeleport(objectToVisit))
 
- 				visitDest = DONT_VISIT_DEST;
 
- 			if (canFly || (canWalkOnSea && t.isWater()))
 
- 			{
 
- 				lookForGuards = IGNORE_GUARDS;
 
- 				visitDest = DONT_VISIT_DEST;
 
- 			}
 
- 		}
 
- 		else if (blockingVisit())
 
- 			return true;
 
- 		
 
- 		if(h->getBoat() && !h->getBoat()->onboardAssaultAllowed)
 
- 			lookForGuards = IGNORE_GUARDS;
 
- 		turnTimerHandler->setEndTurnAllowed(h->getOwner(), !movingOntoWater && !movingOntoObstacle);
 
- 		doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);
 
- 		statistics->accumulatedValues[asker].movementPointsUsed += tmh.movePoints;
 
- 		return true;
 
- 	}
 
- }
 
- bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker)
 
- {
 
- 	const CGHeroInstance *h = gameInfo().getHero(hid);
 
- 	const CGTownInstance *t = gameInfo().getTown(dstid);
 
- 	if (!h || !t)
 
- 		COMPLAIN_RET("Invalid call to teleportHero!");
 
- 	const CGTownInstance *from = h->getVisitedTown();
 
- 	if (((h->getOwner() != t->getOwner())
 
- 		&& complain("Cannot teleport hero to another player"))
 
- 	|| (from->getFactionID() != t->getFactionID()
 
- 		&& complain("Source town and destination town should belong to the same faction"))
 
- 	|| ((!from || !from->hasBuilt(BuildingSubID::CASTLE_GATE))
 
- 		&& complain("Hero must be in town with Castle gate for teleporting"))
 
- 	|| (!t->hasBuilt(BuildingSubID::CASTLE_GATE)
 
- 		&& complain("Cannot teleport hero to town without Castle gate in it")))
 
- 			return false;
 
- 	int3 pos = h->convertFromVisitablePos(t->visitablePos());
 
- 	moveHero(hid,pos,EMovementMode::CASTLE_GATE);
 
- 	return true;
 
- }
 
- void CGameHandler::setOwner(const CGObjectInstance * obj, const PlayerColor owner)
 
- {
 
- 	PlayerColor oldOwner = gameState().getOwner(obj->id);
 
- 	setObjPropertyID(obj->id, ObjProperty::OWNER, owner);
 
- 	std::set<PlayerColor> playerColors = {owner, oldOwner};
 
- 	checkVictoryLossConditions(playerColors);
 
- 	const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
 
- 	if (town) //town captured
 
- 	{
 
- 		statistics->accumulatedValues[owner].lastCapturedTownDay = gameState().getDate(Date::DAY);
 
- 		if (owner.isValidPlayer() && town->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
 
- 			setPortalDwelling(town, true, false);
 
- 	}
 
- 	if ((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4) && owner.isValidPlayer())
 
- 	{
 
- 		for (const CGTownInstance * t : gameInfo().getPlayerState(owner)->getTowns())
 
- 		{
 
- 			if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
 
- 				setPortalDwelling(t);//set initial creatures for all portals of summoning
 
- 		}
 
- 	}
 
- }
 
- void CGameHandler::showBlockingDialog(const IObjectInterface * caller, BlockingDialog *iw)
 
- {
 
- 	auto dialogQuery = std::make_shared<CBlockingDialogQuery>(this, caller, *iw);
 
- 	queries->addQuery(dialogQuery);
 
- 	iw->queryID = dialogQuery->queryID;
 
- 	sendAndApply(*iw);
 
- }
 
- void CGameHandler::showTeleportDialog(TeleportDialog *iw)
 
- {
 
- 	auto dialogQuery = std::make_shared<CTeleportDialogQuery>(this, *iw);
 
- 	queries->addQuery(dialogQuery);
 
- 	iw->queryID = dialogQuery->queryID;
 
- 	sendAndApply(*iw);
 
- }
 
- void CGameHandler::giveResource(PlayerColor player, GameResID which, int val)
 
- {
 
- 	if (!val)
 
- 		return; //don't waste time on empty call
 
- 	TResources resources;
 
- 	resources[which] = val;
 
- 	giveResources(player, resources);
 
- }
 
- void CGameHandler::giveResources(PlayerColor player, const ResourceSet & resources)
 
- {
 
- 	SetResources sr;
 
- 	sr.mode = ChangeValueMode::RELATIVE;
 
- 	sr.player = player;
 
- 	sr.res = resources;
 
- 	sendAndApply(sr);
 
- }
 
- void CGameHandler::giveCreatures(const CGHeroInstance * hero, const CCreatureSet &creatures)
 
- {
 
- 	if (!hero->canBeMergedWith(creatures, true))
 
- 	{
 
- 		complain("Unable to give creatures! Hero does not have enough free slots to receive them!");
 
- 		return;
 
- 	}
 
- 	for (const auto & unit : creatures.Slots())
 
- 	{
 
- 		SlotID pos = hero->getSlotFor(unit.second->getCreature());
 
- 		if (!pos.validSlot())
 
- 		{
 
- 			//try to merge two other stacks to make place
 
- 			std::pair<SlotID, SlotID> toMerge;
 
- 			if (hero->mergeableStacks(toMerge))
 
- 			{
 
- 				moveStack(StackLocation(hero->id, toMerge.first), StackLocation(hero->id, toMerge.second)); //merge toMerge.first into toMerge.second
 
- 				pos = toMerge.first;
 
- 			}
 
- 		}
 
- 		assert(pos.validSlot());
 
- 		assert(hero->slotEmpty(pos) || hero->getCreature(pos) == unit.second->getCreature());
 
- 		if (hero->hasStackAtSlot(pos))
 
- 			changeStackCount(StackLocation(hero->id, pos), unit.second->getCount(), ChangeValueMode::RELATIVE);
 
- 		else
 
- 			insertNewStack(StackLocation(hero->id, pos), unit.second->getCreature(), unit.second->getCount());
 
- 	}
 
- }
 
- 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 (const auto & elem : creatures.Slots())
 
- 	{
 
- 		addToSlot(StackLocation(obj->id, obj->getSlotFor(elem.second->getCreature())), elem.second->getCreature(), elem.second->getCount());
 
- 	}
 
- 	tryJoiningArmy(obj, h, remove, true);
 
- }
 
- void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures, bool forceRemoval)
 
- {
 
- 	std::vector<CStackBasicDescriptor> remainerForTaking = creatures;
 
- 	if (remainerForTaking.empty())
 
- 		return;
 
- 	const auto * army = dynamic_cast<const CArmedInstance*>(gameInfo().getObj(objid));
 
- 	for (const CStackBasicDescriptor &stackToTake : remainerForTaking)
 
- 	{
 
- 		TQuantity collected = 0;
 
- 		while(collected < stackToTake.getCount())
 
- 		{
 
- 			bool foundSth = false;
 
- 			for (const auto & armySlot : army->Slots())
 
- 			{
 
- 				if (armySlot.second->getType() == stackToTake.getType())
 
- 				{
 
- 					if (stackToTake.getCount() - collected >= armySlot.second->getCount())
 
- 					{
 
- 						// take entire stack
 
- 						collected += armySlot.second->getCount();
 
- 						eraseStack(StackLocation(army->id, armySlot.first), forceRemoval);
 
- 					}
 
- 					else
 
- 					{
 
- 						// take part of the stack
 
- 						changeStackCount(StackLocation(army->id, armySlot.first), collected - stackToTake.getCount(), ChangeValueMode::RELATIVE);
 
- 						collected = stackToTake.getCount();
 
- 					}
 
- 					foundSth = true;
 
- 					break;
 
- 				}
 
- 			}
 
- 			if (!foundSth) //we went through the whole loop and haven't found appropriate cres
 
- 			{
 
- 				complain("Unexpected failure during taking creatures!");
 
- 				return;
 
- 			}
 
- 		}
 
- 	}
 
- }
 
- void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
 
- {
 
- 	if (obj->getVisitingHero() != hero && obj->getGarrisonHero() != hero)
 
- 	{
 
- 		HeroVisitCastle vc;
 
- 		vc.hid = hero->id;
 
- 		vc.tid = obj->id;
 
- 		vc.startVisit = true;
 
- 		sendAndApply(vc);
 
- 	}
 
- 	visitCastleObjects(obj, hero);
 
- 	if (obj->getVisitingHero() && obj->getGarrisonHero())
 
- 		useScholarSkill(obj->getVisitingHero()->id, obj->getGarrisonHero()->id);
 
- 	checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
 
- }
 
- void CGameHandler::visitCastleObjects(const CGTownInstance * t, const CGHeroInstance * h)
 
- {
 
- 	std::vector<const CGHeroInstance * > visitors;
 
- 	visitors.push_back(h);
 
- 	visitCastleObjects(t, visitors);
 
- }
 
- void CGameHandler::visitCastleObjects(const CGTownInstance * t, const std::vector<const CGHeroInstance * > & visitors)
 
- {
 
- 	std::vector<BuildingID> buildingsToVisit;
 
- 	for (auto const & hero : visitors)
 
- 		giveSpells (t, hero);
 
- 	for (const auto & building : t->rewardableBuildings)
 
- 	{
 
- 		if (!t->getTown()->buildings.at(building.first)->manualHeroVisit && t->hasBuilt(building.first))
 
- 			buildingsToVisit.push_back(building.first);
 
- 	}
 
- 	if (!buildingsToVisit.empty())
 
- 	{
 
- 		auto visitQuery = std::make_shared<TownBuildingVisitQuery>(this, t, visitors, buildingsToVisit);
 
- 		queries->addQuery(visitQuery);
 
- 	}
 
- }
 
- void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
 
- {
 
- 	HeroVisitCastle vc;
 
- 	vc.hid = hero->id;
 
- 	vc.tid = obj->id;
 
- 	sendAndApply(vc);
 
- }
 
- void CGameHandler::removeArtifact(const ArtifactLocation & al)
 
- {
 
- 	removeArtifact(al.artHolder, {al.slot});
 
- }
 
- void CGameHandler::removeArtifact(const ObjectInstanceID & srcId, const std::vector<ArtifactPosition> & slotsPack)
 
- {
 
- 	BulkEraseArtifacts ea;
 
- 	ea.artHolder = srcId;
 
- 	ea.posPack.insert(ea.posPack.end(), slotsPack.begin(), slotsPack.end());
 
- 	sendAndApply(ea);
 
- }
 
- void CGameHandler::changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells)
 
- {
 
- 	ChangeSpells cs;
 
- 	cs.hid = hero->id;
 
- 	cs.spells = spells;
 
- 	cs.learn = give;
 
- 	sendAndApply(cs);
 
- }
 
- void CGameHandler::setResearchedSpells(const CGTownInstance * town, int level, const std::vector<SpellID> & spells, bool accepted)
 
- {
 
- 	SetResearchedSpells cs;
 
- 	cs.tid = town->id;
 
- 	cs.spells = spells;
 
- 	cs.level = level;
 
- 	cs.accepted = accepted;
 
- 	sendAndApply(cs);
 
- }
 
- void CGameHandler::giveHeroBonus(GiveBonus * bonus)
 
- {
 
- 	sendAndApply(*bonus);
 
- }
 
- void CGameHandler::setMovePoints(SetMovePoints * smp)
 
- {
 
- 	sendAndApply(*smp);
 
- }
 
- void CGameHandler::setMovePoints(ObjectInstanceID hid, int val)
 
- {
 
- 	SetMovePoints smp;
 
- 	smp.hid = hid;
 
- 	smp.val = val;
 
- 	sendAndApply(smp);
 
- }
 
- void CGameHandler::setManaPoints(ObjectInstanceID hid, int val)
 
- {
 
- 	SetMana sm;
 
- 	sm.hid = hid;
 
- 	sm.val = val;
 
- 	sm.mode = ChangeValueMode::ABSOLUTE;
 
- 	sendAndApply(sm);
 
- }
 
- void CGameHandler::giveHero(ObjectInstanceID id, PlayerColor player, ObjectInstanceID boatId)
 
- {
 
- 	GiveHero gh;
 
- 	gh.id = id;
 
- 	gh.player = player;
 
- 	gh.boatId = boatId;
 
- 	sendAndApply(gh);
 
- 	//Reveal fow around new hero, especially released from Prison
 
- 	const auto * h = gameInfo().getHero(id);
 
- 	changeFogOfWar(h->getSightCenter(), h->getSightRadius(), player, ETileVisibility::REVEALED);
 
- }
 
- void CGameHandler::changeObjPos(ObjectInstanceID objid, int3 newPos, const PlayerColor & initiator)
 
- {
 
- 	ChangeObjPos cop;
 
- 	cop.objid = objid;
 
- 	cop.nPos = newPos;
 
- 	cop.initiator = initiator;
 
- 	sendAndApply(cop);
 
- }
 
- void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
 
- {
 
- 	const CGHeroInstance * h1 = gameInfo().getHero(fromHero);
 
- 	const CGHeroInstance * h2 = gameInfo().getHero(toHero);
 
- 	int h1_scholarSpellLevel = h1->valOfBonuses(BonusType::LEARN_MEETING_SPELL_LIMIT);
 
- 	int h2_scholarSpellLevel = h2->valOfBonuses(BonusType::LEARN_MEETING_SPELL_LIMIT);
 
- 	if (h1_scholarSpellLevel < h2_scholarSpellLevel)
 
- 	{
 
- 		std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
 
- 		std::swap(fromHero, toHero);
 
- 	}
 
- 	int ScholarSpellLevel = std::max(h1_scholarSpellLevel, h2_scholarSpellLevel);//heroes can trade up to this level
 
- 	if (!ScholarSpellLevel || !h1->hasSpellbook() || !h2->hasSpellbook())
 
- 		return;//no scholar skill or no spellbook
 
- 	int h1Lvl = std::min(ScholarSpellLevel, h1->maxSpellLevel());//heroes can receive these levels
 
- 	int h2Lvl = std::min(ScholarSpellLevel, h2->maxSpellLevel());
 
- 	ChangeSpells cs1;
 
- 	cs1.learn = true;
 
- 	cs1.hid = toHero;//giving spells to first hero
 
- 	for (auto it : h1->getSpellsInSpellbook())
 
- 		if (h2Lvl >= it.toSpell()->getLevel() && !h2->spellbookContainsSpell(it))//hero can learn it and don't have it yet
 
- 			cs1.spells.insert(it);//spell to learn
 
- 	ChangeSpells cs2;
 
- 	cs2.learn = true;
 
- 	cs2.hid = fromHero;
 
- 	for (auto it : h2->getSpellsInSpellbook())
 
- 		if (h1Lvl >= it.toSpell()->getLevel() && !h1->spellbookContainsSpell(it))
 
- 			cs2.spells.insert(it);
 
- 	if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
 
- 	{
 
- 		SecondarySkill scholarSkill = SecondarySkill::SCHOLAR;
 
- 		int scholarSkillLevel = std::max(h1->getSecSkillLevel(scholarSkill), h2->getSecSkillLevel(scholarSkill));
 
- 		InfoWindow iw;
 
- 		iw.player = h1->tempOwner;
 
- 		iw.components.emplace_back(ComponentType::SEC_SKILL, scholarSkill, scholarSkillLevel);
 
- 		iw.text.appendLocalString(EMetaText::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
 
- 		iw.text.replaceTextID(h1->getNameTextID());
 
- 		if (!cs2.spells.empty())//if found new spell - apply
 
- 		{
 
- 			iw.text.appendLocalString(EMetaText::GENERAL_TXT, 140);//learns
 
- 			int size = cs2.spells.size();
 
- 			for (auto it : cs2.spells)
 
- 			{
 
- 				iw.components.emplace_back(ComponentType::SPELL, it);
 
- 				iw.text.appendName(it);
 
- 				switch (size--)
 
- 				{
 
- 					case 2:
 
- 						iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);
 
- 					case 1:
 
- 						break;
 
- 					default:
 
- 						iw.text.appendRawString(", ");
 
- 				}
 
- 			}
 
- 			iw.text.appendLocalString(EMetaText::GENERAL_TXT, 142);//from %s
 
- 			iw.text.replaceTextID(h2->getNameTextID());
 
- 			sendAndApply(cs2);
 
- 		}
 
- 		if (!cs1.spells.empty() && !cs2.spells.empty())
 
- 		{
 
- 			iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);//and
 
- 		}
 
- 		if (!cs1.spells.empty())
 
- 		{
 
- 			iw.text.appendLocalString(EMetaText::GENERAL_TXT, 147);//teaches
 
- 			int size = cs1.spells.size();
 
- 			for (auto it : cs1.spells)
 
- 			{
 
- 				iw.components.emplace_back(ComponentType::SPELL, it);
 
- 				iw.text.appendName(it);
 
- 				switch (size--)
 
- 				{
 
- 					case 2:
 
- 						iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);
 
- 					case 1:
 
- 						break;
 
- 					default:
 
- 						iw.text.appendRawString(", ");
 
- 				}
 
- 			}
 
- 			iw.text.appendLocalString(EMetaText::GENERAL_TXT, 148);//from %s
 
- 			iw.text.replaceTextID(h2->getNameTextID());
 
- 			sendAndApply(cs1);
 
- 		}
 
- 		sendAndApply(iw);
 
- 	}
 
- }
 
- void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
 
- {
 
- 	const auto * h1 = gameInfo().getHero(hero1);
 
- 	const auto * h2 = gameInfo().getHero(hero2);
 
- 	if (gameInfo().getPlayerRelations(h1->getOwner(), h2->getOwner()) != PlayerRelations::ENEMIES)
 
- 	{
 
- 		auto exchange = std::make_shared<CGarrisonDialogQuery>(this, h1, h2);
 
- 		ExchangeDialog hex;
 
- 		hex.queryID = exchange->queryID;
 
- 		hex.player = h1->getOwner();
 
- 		hex.hero1 = hero1;
 
- 		hex.hero2 = hero2;
 
- 		sendAndApply(hex);
 
- 		useScholarSkill(hero1,hero2);
 
- 		queries->addQuery(exchange);
 
- 	}
 
- }
 
- void CGameHandler::sendAndApply(CPackForClient & pack)
 
- {
 
- 	gameServer().applyPack(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(gameInfo().getTown(pack.tid)->tempOwner);
 
- }
 
- bool CGameHandler::isPlayerOwns(GameConnectionID connectionID, const CPackForServer * pack, ObjectInstanceID id)
 
- {
 
- 	return pack->player == gameState().getOwner(id) && hasPlayerAt(gameState().getOwner(id), connectionID);
 
- }
 
- void CGameHandler::throwNotAllowedAction(GameConnectionID connectionID)
 
- {
 
- 	playerMessages->sendSystemMessage(connectionID, MetaString::createFromTextID("vcmi.server.errors.notAllowed"));
 
- 	logNetwork->error("Player is not allowed to perform this action!");
 
- 	throw ExceptionNotAllowedAction();
 
- }
 
- void CGameHandler::wrongPlayerMessage(GameConnectionID connectionID, const CPackForServer * pack, PlayerColor expectedplayer)
 
- {
 
- 	auto str = MetaString::createFromTextID("vcmi.server.errors.wrongIdentified");
 
- 	str.replaceName(pack->player);
 
- 	str.replaceName(expectedplayer);
 
- 	logNetwork->error(str.toString());
 
- 	playerMessages->sendSystemMessage(connectionID, str);
 
- }
 
- void CGameHandler::throwIfWrongOwner(GameConnectionID connectionID, const CPackForServer * pack, ObjectInstanceID id)
 
- {
 
- 	if(!isPlayerOwns(connectionID, pack, id))
 
- 	{
 
- 		wrongPlayerMessage(connectionID, pack, gameState().getOwner(id));
 
- 		throwNotAllowedAction(connectionID);
 
- 	}
 
- }
 
- void CGameHandler::throwIfPlayerNotActive(GameConnectionID connectionID, const CPackForServer * pack)
 
- {
 
- 	if (!vstd::contains(gs->actingPlayers, pack->player))
 
- 		throwNotAllowedAction(connectionID);
 
- }
 
- void CGameHandler::throwIfWrongPlayer(GameConnectionID connectionID, const CPackForServer * pack)
 
- {
 
- 	throwIfWrongPlayer(connectionID, pack, pack->player);
 
- }
 
- void CGameHandler::throwIfWrongPlayer(GameConnectionID connectionID, const CPackForServer * pack, PlayerColor player)
 
- {
 
- 	if(!hasPlayerAt(player, connectionID) || pack->player != player)
 
- 	{
 
- 		wrongPlayerMessage(connectionID, pack, player);
 
- 		throwNotAllowedAction(connectionID);
 
- 	}
 
- }
 
- void CGameHandler::throwAndComplain(GameConnectionID connectionID, const std::string & txt)
 
- {
 
- 	complain(txt);
 
- 	throwNotAllowedAction(connectionID);
 
- }
 
- void CGameHandler::save(const std::string & filename)
 
- {
 
- 	logGlobal->info("Saving to %s", filename);
 
- 	const auto stem	= FileInfo::GetPathStem(filename);
 
- 	const auto savefname = stem.to_string() + ".vsgm1";
 
- 	ResourcePath savePath(stem.to_string(), EResType::SAVEGAME);
 
- 	CResourceHandler::get("local")->createResource(savefname);
 
- 	try
 
- 	{
 
- 		CSaveFile save(*CResourceHandler::get("local")->getResourceName(savePath));
 
- 		gameState().saveGame(save);
 
- 		logGlobal->info("Saving server state");
 
- 		save.save(*this);
 
- 		logGlobal->info("Game has been successfully saved!");
 
- 	}
 
- 	catch(std::exception &e)
 
- 	{
 
- 		logGlobal->error("Failed to save game: %s", e.what());
 
- 	}
 
- }
 
- void CGameHandler::load(const StartInfo &info)
 
- {
 
- 	logGlobal->info("Loading from %s", info.mapname);
 
- 	const auto stem	= FileInfo::GetPathStem(info.mapname);
 
- 	reinitScripting();
 
- 	CLoadFile lf(*CResourceHandler::get()->getResourceName(ResourcePath(stem.to_string(), EResType::SAVEGAME)), gs.get());
 
- 	gs = std::make_shared<CGameState>();
 
- 	randomizer = std::make_unique<GameRandomizer>(*gs);
 
- 	gs->loadGame(lf);
 
- 	logGlobal->info("Loading server state");
 
- 	lf.load(*this);
 
- 	logGlobal->info("Game has been successfully loaded!");
 
- 	gs->preInit(LIBRARY);
 
- 	gs->updateOnLoad(info);
 
- }
 
- bool CGameHandler::bulkSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner, si32 howMany)
 
- {
 
- 	if(!slotSrc.validSlot() && complain(complainInvalidSlot))
 
- 		return false;
 
- 	const auto * army = dynamic_cast<const CArmedInstance*>(gameInfo().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 auto * army = dynamic_cast<const CArmedInstance*>(gameInfo().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;
 
- 	const auto * currentCreature = creatureSet.getCreature(slotSrc);
 
- 	if(!currentCreature && complain(complainNoCreatures))
 
- 		return false;
 
- 	auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, slotSrc);
 
- 	if(creatureSlots.empty())
 
- 		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;
 
- 	if(!isAllowedExchange(srcArmy, destArmy))
 
- 		COMPLAIN_RET("That heroes cannot make any exchange!");
 
- 	const auto * armySrc = dynamic_cast<const CArmedInstance*>(gameInfo().getObjInstance(srcArmy));
 
- 	const auto * armyDest = dynamic_cast<const CArmedInstance*>(gameInfo().getObjInstance(destArmy));
 
- 	if(!vstd::contains(armySrc->stacks, srcSlot) && complain(complainNoCreatures))
 
- 		return false;
 
- 	auto freeSlots = armyDest->getFreeSlots();
 
- 	bool allTroopsMoved = true;
 
- 	BulkRebalanceStacks bulkRS;
 
- 	for (const auto & slot : armySrc->Slots())
 
- 	{
 
- 		auto targetSlot = armyDest->getSlotFor(slot.second->getCreature());
 
- 		if (armyDest->slotEmpty(targetSlot))
 
- 		{
 
- 			if (freeSlots.empty())
 
- 			{
 
- 				allTroopsMoved = false;
 
- 				continue; // no more free slots, but we might still have units that are present in both armies
 
- 			}
 
- 			targetSlot = freeSlots.front();
 
- 			freeSlots.erase(freeSlots.begin());
 
- 		}
 
- 		RebalanceStacks rs;
 
- 		rs.srcArmy = armySrc->id;
 
- 		rs.dstArmy = armyDest->id;
 
- 		rs.srcSlot = slot.first;
 
- 		rs.dstSlot = targetSlot;
 
- 		rs.count = slot.second->getCount();
 
- 		bulkRS.moves.push_back(rs);
 
- 	}
 
- 	// all troops were moved, but we can't leave source hero without troops - undo movement of 1 unit from srcSlot
 
- 	if (allTroopsMoved)
 
- 	{
 
- 		if (armySrc->getStack(srcSlot).getCount() == 1)
 
- 		{
 
- 			// slot only had 1 unit - remove this move completely
 
- 			vstd::erase_if(bulkRS.moves, [srcSlot](const RebalanceStacks & move)
 
- 			{
 
- 				return move.srcSlot == srcSlot;
 
- 			});
 
- 		}
 
- 		else
 
- 		{
 
- 			// slot has multiple units - move all but one
 
- 			for (auto & move : bulkRS.moves)
 
- 			{
 
- 				if (move.srcSlot == srcSlot)
 
- 					move.count -= 1;
 
- 			}
 
- 		}
 
- 	}
 
- 	sendAndApply(bulkRS);
 
- 	return true;
 
- }
 
- bool CGameHandler::bulkSplitAndRebalanceStack(SlotID slotSrc, ObjectInstanceID srcOwner)
 
- {
 
- 	if(!slotSrc.validSlot() && complain(complainInvalidSlot))
 
- 		return false;
 
- 	const auto * army = dynamic_cast<const CArmedInstance*>(gameInfo().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();
 
- 	const auto * currentCreature = creatureSet.getCreature(slotSrc);
 
- 	if(freeSlot == SlotID() && creatureSet.isCreatureBalanced(currentCreature))
 
- 		return true;
 
- 	auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, slotSrc, 1); // Ignore slots where's only 1 creature
 
- 	TQuantity totalCreatures = creatureSet.getStackCount(slotSrc);
 
- 	for(auto slot : creatureSlots)
 
- 		totalCreatures += creatureSet.getStackCount(slot);
 
- 	if(totalCreatures <= 1 && complain("Total creatures number is invalid"))
 
- 		return false;
 
- 	BulkRebalanceStacks bulkSRS;
 
- 	// 1) merge all but one creatures back into source slot
 
- 	// single creature needs to be kept, to avoid stack artifact dropping to hero backpack
 
- 	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) - 1;
 
- 		if (rs.count > 0)
 
- 			bulkSRS.moves.push_back(rs);
 
- 	}
 
- 	// 2) split off single creature into new slot, if any
 
- 	// strictly speaking, not needed, but more convenient
 
- 	if(freeSlot != SlotID())
 
- 	{
 
- 		RebalanceStacks rs;
 
- 		rs.srcArmy = army->id;
 
- 		rs.dstArmy = army->id;
 
- 		rs.srcSlot = slotSrc;
 
- 		rs.dstSlot = freeSlot;
 
- 		rs.count = 1;
 
- 		bulkSRS.moves.push_back(rs);
 
- 		creatureSlots.push_back(freeSlot);
 
- 	}
 
- 	if(creatureSlots.empty() && complain("No available slots for smart rebalancing"))
 
- 		return false;
 
- 	int slotsLeft = creatureSlots.size() + 1; // + srcSlot
 
- 	TQuantity unitsToMove = totalCreatures - slotsLeft;
 
- 	// 3) re-split creatures in a balanced way
 
- 	for(auto slot : creatureSlots)
 
- 	{
 
- 		RebalanceStacks rs;
 
- 		rs.srcArmy = army->id;
 
- 		rs.dstArmy = army->id;
 
- 		rs.srcSlot = slotSrc;
 
- 		rs.dstSlot = slot;
 
- 		rs.count = vstd::divideAndCeil(unitsToMove, slotsLeft);
 
- 		bulkSRS.moves.push_back(rs);
 
- 		unitsToMove -= rs.count;
 
- 		slotsLeft -= 1;
 
- 	}
 
- 	sendAndApply(bulkSRS);
 
- 	return true;
 
- }
 
- bool CGameHandler::arrangeStacks(ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player)
 
- {
 
- 	const auto * s1 = dynamic_cast<const CArmedInstance *>(gameInfo().getObj(id1));
 
- 	const auto * s2 = dynamic_cast<const CArmedInstance *>(gameInfo().getObj(id2));
 
- 	if (s1 == nullptr || s2 == nullptr)
 
- 	{
 
- 		complain("Cannot exchange stacks between non-existing objects!!\n");
 
- 		return false;
 
- 	}
 
- 	const CCreatureSet & S1 = *s1;
 
- 	const CCreatureSet & S2 = *s2;
 
- 	StackLocation sl1(s1->id, p1);
 
- 	StackLocation sl2(s2->id, 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
 
- 		{
 
- 			const 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(s1) || notRemovable(s2))
 
- 				return false;
 
- 		}
 
- 		if (s1->slotEmpty(p1) && notRemovable(s2))
 
- 			return false;
 
- 		else if (s2->slotEmpty(p2) && notRemovable(s1))
 
- 			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(s1))
 
- 			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(s1))
 
- 			{
 
- 				if (s1->getStackCount(p1) > countLeftOnSrc)
 
- 					return false;
 
- 			}
 
- 			else if (notRemovable(s2))
 
- 			{
 
- 				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(s1))
 
- 				return false;
 
- 			moveStack(sl1, sl2, val);
 
- 		}
 
- 	}
 
- 	return true;
 
- }
 
- bool CGameHandler::hasPlayerAt(PlayerColor player,  GameConnectionID connectionID) const
 
- {
 
- 	return gameServer().hasPlayerAt(player, connectionID);
 
- }
 
- bool CGameHandler::hasBothPlayersAtSameConnection(PlayerColor left, PlayerColor right) const
 
- {
 
- 	return gameServer().hasBothPlayersAtSameConnection(left, right);
 
- }
 
- bool CGameHandler::disbandCreature(ObjectInstanceID id, SlotID pos)
 
- {
 
- 	const auto * s1 = dynamic_cast<const CArmedInstance *>(gameInfo().getObjInstance(id));
 
- 	if (!vstd::contains(s1->stacks,pos))
 
- 	{
 
- 		complain("Illegal call to disbandCreature - no such stack in army!");
 
- 		return false;
 
- 	}
 
- 	eraseStack(StackLocation(s1->id, pos));
 
- 	return true;
 
- }
 
- bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID, bool force)
 
- {
 
- 	const CGTownInstance * t = gameInfo().getTown(tid);
 
- 	if(!t)
 
- 		COMPLAIN_RETF("No such town (ID=%s)!", tid);
 
- 	if(!t->getTown()->buildings.count(requestedID))
 
- 		COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->getFaction()->getNameTranslated() % requestedID);
 
- 	if(t->hasBuilt(requestedID))
 
- 		COMPLAIN_RETF("Building %s is already built in %s", t->getTown()->buildings.at(requestedID)->getNameTranslated() % t->getNameTranslated());
 
- 	const auto & requestedBuilding = t->getTown()->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 (gameState().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->getVisitingHero() || !t->getVisitingHero()->hasArt(ArtifactID::GRAIL))
 
- 					COMPLAIN_RET("Cannot build this without grail!")
 
- 				else
 
- 					removeArtifact(ArtifactLocation(t->getVisitingHero()->id, t->getVisitingHero()->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.isDwelling())
 
- 		{
 
- 			int level = BuildingID::getLevelFromDwelling(buildingID);
 
- 			int upgradeNumber = BuildingID::getUpgradedFromDwelling(buildingID);
 
- 			if(upgradeNumber >= t->getTown()->creatures.at(level).size())
 
- 			{
 
- 				complain(boost::str(boost::format("Error encountered when building dwelling (bid=%s):"
 
- 													"no creature found (upgrade number %d, level %d!")
 
- 												% buildingID % upgradeNumber % level));
 
- 				return;
 
- 			}
 
- 			const CCreature * crea = t->getTown()->creatures.at(level).at(upgradeNumber).toCreature();
 
- 			SetAvailableCreatures ssi;
 
- 			ssi.tid = t->id;
 
- 			ssi.creatures = t->creatures;
 
- 			if (ssi.creatures[level].second.empty()) // first creature in a dwelling
 
- 				ssi.creatures[level].first = crea->getGrowth();
 
- 			ssi.creatures[level].second.push_back(crea->getId());
 
- 			sendAndApply(ssi);
 
- 		}
 
- 		if(t->getTown()->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->getTown()->buildings.at(buildingID)->subId == BuildingSubID::EBuildingSubID::LIBRARY;
 
- 		if(isMageGuild || isLibrary || (t->getFactionID() == ETownType::CONFLUX && buildingID == BuildingID::GRAIL))
 
- 		{
 
- 			if(t->getVisitingHero())
 
- 				giveSpells(t,t->getVisitingHero());
 
- 			if(t->getGarrisonHero())
 
- 				giveSpells(t,t->getGarrisonHero());
 
- 		}
 
- 	};
 
- 	//Checks if all requirements will be met with expected building list "buildingsThatWillBe"
 
- 	auto areRequirementsFulfilled = [&buildingsThatWillBe](const BuildingID & buildID)
 
- 	{
 
- 		return buildingsThatWillBe.count(buildID);
 
- 	};
 
- 	//Init the vectors
 
- 	for(const auto & build : t->getTown()->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.get());
 
- 		}
 
- 	}
 
- 	//Prepare structure (list of building ids will be filled later)
 
- 	NewStructures ns;
 
- 	ns.tid = tid;
 
- 	ns.built = force ? t->built : (t->built+1);
 
- 	std::queue<const CBuilding*> buildingsToAdd;
 
- 	buildingsToAdd.push(requestedBuilding.get());
 
- 	while(!buildingsToAdd.empty())
 
- 	{
 
- 		const auto * b = buildingsToAdd.front();
 
- 		buildingsToAdd.pop();
 
- 		ns.bid.insert(b->bid);
 
- 		buildingsThatWillBe.insert(b->bid);
 
- 		remainingAutoBuildings -= b;
 
- 		for(const auto * autoBuilding : remainingAutoBuildings)
 
- 		{
 
- 			auto actualRequirements = t->genBuildingRequirements(autoBuilding->bid);
 
- 			if(actualRequirements.test(areRequirementsFulfilled))
 
- 				buildingsToAdd.push(autoBuilding);
 
- 		}
 
- 	}
 
- 	// FIXME: it's done before NewStructures applied because otherwise town window wont be properly updated on client. That should be actually fixed on client and not on server.
 
- 	for(auto builtID : ns.bid)
 
- 		processBeforeBuiltStructure(builtID);
 
- 	//Take cost
 
- 	if(!force)
 
- 	{
 
- 		giveResources(t->tempOwner, -requestedBuilding->resources);
 
- 		statistics->accumulatedValues[t->tempOwner].spentResourcesForBuildings += requestedBuilding->resources;
 
- 	}
 
- 	//We know what has been built, apply changes. Do this as final step to properly update town window
 
- 	sendAndApply(ns);
 
- 	//Other post-built events. To some logic like giving spells to work gamestate changes for new building must be already in place!
 
- 	for(auto builtID : ns.bid)
 
- 		processAfterBuiltStructure(builtID);
 
- 	// now when everything is built - reveal tiles for lookout tower
 
- 	changeFogOfWar(t->getSightCenter(), t->getSightRadius(), t->getOwner(), ETileVisibility::REVEALED);
 
- 	if (!force)
 
- 	{
 
- 		//garrison hero first - consistent with original H3 Mana Vortex and Battle Scholar Academy levelup windows order
 
- 		std::vector<const CGHeroInstance *> visitors;
 
- 		if (t->getGarrisonHero())
 
- 			visitors.push_back(t->getGarrisonHero());
 
- 		if (t->getVisitingHero())
 
- 			visitors.push_back(t->getVisitingHero());
 
- 		if (!visitors.empty())
 
- 			visitCastleObjects(t, visitors);
 
- 	}
 
- 	checkVictoryLossConditionsForPlayer(t->tempOwner);
 
- 	return true;
 
- }
 
- bool CGameHandler::visitTownBuilding(ObjectInstanceID tid, BuildingID bid)
 
- {
 
- 	const CGTownInstance * t = gameInfo().getTown(tid);
 
- 	if(!t->hasBuilt(bid))
 
- 		return false;
 
- 	auto subID = t->getTown()->buildings.at(bid)->subId;
 
- 	if(subID == BuildingSubID::EBuildingSubID::BANK)
 
- 	{
 
- 		TResources res;
 
- 		res[EGameResID::GOLD] = 2500;
 
- 		giveResources(t->getOwner(), res);
 
- 		setObjPropertyValue(t->id, ObjProperty::BONUS_VALUE_SECOND, 2500);
 
- 		return true;
 
- 	}
 
- 	if (t->rewardableBuildings.count(bid) && t->getVisitingHero() && t->getTown()->buildings.at(bid)->manualHeroVisit)
 
- 	{
 
- 		std::vector<BuildingID> buildingsToVisit;
 
- 		std::vector<const CGHeroInstance*> visitors;
 
- 		buildingsToVisit.push_back(bid);
 
- 		visitors.push_back(t->getVisitingHero());
 
- 		auto visitQuery = std::make_shared<TownBuildingVisitQuery>(this, t, visitors, buildingsToVisit);
 
- 		queries->addQuery(visitQuery);
 
- 		return true;
 
- 	}
 
- 	return true;
 
- }
 
- bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
 
- {
 
- ///incomplete, simply erases target building
 
- 	const CGTownInstance * t = gameInfo().getTown(tid);
 
- 	if(!t->hasBuilt(bid))
 
- 		return false;
 
- 	RazeStructures rs;
 
- 	rs.tid = tid;
 
- 	rs.bid.insert(bid);
 
- 	rs.destroyed = t->destroyed + 1;
 
- 	sendAndApply(rs);
 
- 	return true;
 
- }
 
- bool CGameHandler::spellResearch(ObjectInstanceID tid, SpellID spellAtSlot, bool accepted)
 
- {
 
- 	const CGTownInstance * t = gameState().getTown(tid);
 
- 	if(!gameInfo().getSettings().getBoolean(EGameSettings::TOWNS_SPELL_RESEARCH) && complain("Spell research not allowed!"))
 
- 		return false;
 
- 	if (!t->spellResearchAllowed && complain("Spell research not allowed in this town!"))
 
- 		return false;
 
- 	int level = -1;
 
- 	for(int i = 0; i < t->spells.size(); i++)
 
- 		if(vstd::find_pos(t->spells[i], spellAtSlot) != -1)
 
- 			level = i;
 
- 	
 
- 	if(level == -1 && complain("Spell for replacement not found!"))
 
- 		return false;
 
- 	auto spells = t->spells.at(level);
 
- 	
 
- 	bool researchLimitExceeded = t->spellResearchCounterDay >= gameInfo().getSettings().getValue(EGameSettings::TOWNS_SPELL_RESEARCH_PER_DAY).Vector()[level].Float();
 
- 	if(researchLimitExceeded && complain("Already researched today!"))
 
- 		return false;
 
- 	if(!accepted)
 
- 	{
 
- 		auto it = spells.begin() + t->spellsAtLevel(level, false);
 
- 		std::rotate(it, it + 1, spells.end()); // move to end
 
- 		setResearchedSpells(t, level, spells, accepted);
 
- 		return true;
 
- 	}
 
- 	ResourceSet costBase;
 
- 	costBase.resolveFromJson(gameInfo().getSettings().getValue(EGameSettings::TOWNS_SPELL_RESEARCH_COST).Vector()[level]);
 
- 	auto costExponent = gameInfo().getSettings().getValue(EGameSettings::TOWNS_SPELL_RESEARCH_COST_EXPONENT_PER_RESEARCH).Vector()[level].Float();
 
- 	auto cost = costBase * std::pow(t->spellResearchAcceptedCounter + 1, costExponent);
 
- 	if(!gameInfo().getPlayerState(t->getOwner())->resources.canAfford(cost) && complain("Spell replacement cannot be afforded!"))
 
- 		return false;
 
- 	giveResources(t->getOwner(), -cost);
 
- 	std::swap(spells.at(t->spellsAtLevel(level, false)), spells.at(vstd::find_pos(spells, spellAtSlot)));
 
- 	auto it = spells.begin() + t->spellsAtLevel(level, false);
 
- 	std::rotate(it, it + 1, spells.end()); // move to end
 
- 	setResearchedSpells(t, level, spells, accepted);
 
- 	if(t->getVisitingHero())
 
- 		giveSpells(t, t->getVisitingHero());
 
- 	if(t->getGarrisonHero())
 
- 		giveSpells(t, t->getGarrisonHero());
 
- 	return true;
 
- }
 
- bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, int32_t cram, int32_t fromLvl, PlayerColor player)
 
- {
 
- 	const auto * dwelling = dynamic_cast<const CGDwelling *>(gameInfo().getObj(objid));
 
- 	const auto * town = dynamic_cast<const CGTownInstance *>(gameInfo().getObj(objid));
 
- 	const auto * army = dynamic_cast<const CArmedInstance *>(gameInfo().getObj(dstid));
 
- 	const auto * hero = dynamic_cast<const CGHeroInstance *>(gameInfo().getObj(dstid));
 
- 	const auto * c = crid.toCreature();
 
- 	const bool warMachine = c->warMachine != ArtifactID::NONE;
 
- 	//TODO: check if hero is actually visiting object
 
- 	COMPLAIN_RET_FALSE_IF(!dwelling || !army, "Cannot recruit: invalid object!");
 
- 	COMPLAIN_RET_FALSE_IF(dwelling->getOwner() != player && dwelling->getOwner() != PlayerColor::UNFLAGGABLE, "Cannot recruit: dwelling not owned!");
 
- 	if (town)
 
- 	{
 
- 		COMPLAIN_RET_FALSE_IF(town != army && !hero, "Cannot recruit: invalid destination!");
 
- 		COMPLAIN_RET_FALSE_IF(hero != town->getGarrisonHero() && hero != town->getVisitingHero(), "Cannot recruit: can only recruit to town or hero in town!!");
 
- 	}
 
- 	else
 
- 	{
 
- 		COMPLAIN_RET_FALSE_IF(getVisitingHero(dwelling) != hero, "Cannot recruit: can only recruit by visiting hero!");
 
- 		COMPLAIN_RET_FALSE_IF(!hero || hero->getOwner() != player, "Cannot recruit: can only recruit to owned hero!");
 
- 	}
 
- 	//verify
 
- 	bool found = false;
 
- 	int level = 0;
 
- 	for (; level < dwelling->creatures.size(); level++) //iterate through all levels
 
- 	{
 
- 		if ((fromLvl != -1) && (level !=fromLvl))
 
- 			continue;
 
- 		const auto &cur = dwelling->creatures.at(level); //current level info <amount, list of cr. ids>
 
- 		int i = 0;
 
- 		for (; i < cur.second.size(); i++) //look for crid among available creatures list on current level
 
- 			if (cur.second.at(i) == crid)
 
- 				break;
 
- 		if (i < cur.second.size())
 
- 		{
 
- 			found = true;
 
- 			cram = std::min<int32_t>(cram, cur.first); //reduce recruited amount up to available amount
 
- 			break;
 
- 		}
 
- 	}
 
- 	SlotID slot = army->getSlotFor(crid);
 
- 	if((!found && complain("Cannot recruit: no such creatures!"))
 
- 		|| (cram > LIBRARY->creh->objects.at(crid)->maxAmount(gameInfo().getPlayerState(army->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
 
- 		|| (cram <= 0 && complain("Cannot recruit: cram <= 0!"))
 
- 		|| (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
 
- 	{
 
- 		return false;
 
- 	}
 
- 	//recruit
 
- 	TResources cost = (c->getFullRecruitCost() * cram);
 
- 	giveResources(army->tempOwner, -cost);
 
- 	statistics->accumulatedValues[army->tempOwner].spentResourcesForArmy += cost;
 
- 	SetAvailableCreatures sac;
 
- 	sac.tid = objid;
 
- 	sac.creatures = dwelling->creatures;
 
- 	sac.creatures[level].first -= cram;
 
- 	sendAndApply(sac);
 
- 	if (warMachine)
 
- 	{
 
- 		ArtifactID artId = c->warMachine;
 
- 		const CArtifact * art = artId.toArtifact();
 
- 		COMPLAIN_RET_FALSE_IF(!hero, "Only hero can buy war machines");
 
- 		COMPLAIN_RET_FALSE_IF(artId == ArtifactID::CATAPULT, "Catapult cannot be recruited!");
 
- 		COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid war machine artifact");
 
- 		COMPLAIN_RET_FALSE_IF(hero->hasArt(artId),"Hero already has this machine!");
 
- 		bool hasFreeSlot = false;
 
- 		for(auto possibleSlot : art->getPossibleSlots().at(ArtBearer::HERO))
 
- 			if (hero->getArt(possibleSlot) == nullptr)
 
- 				hasFreeSlot = true;
 
- 		if (!hasFreeSlot)
 
- 		{
 
- 			auto possibleSlot = art->getPossibleSlots().at(ArtBearer::HERO).front();
 
- 			removeArtifact(ArtifactLocation(hero->id, possibleSlot));
 
- 		}
 
- 		return giveHeroNewArtifact(hero, artId, ArtifactPosition::FIRST_AVAILABLE);
 
- 	}
 
- 	else
 
- 	{
 
- 		addToSlot(StackLocation(army->id, slot), c, cram);
 
- 	}
 
- 	return true;
 
- }
 
- bool CGameHandler::upgradeCreature(ObjectInstanceID objid, SlotID pos, CreatureID upgID)
 
- {
 
- 	const auto * obj = dynamic_cast<const CArmedInstance *>(gameInfo().getObjInstance(objid));
 
- 	if (!obj->hasStackAtSlot(pos))
 
- 	{
 
- 		COMPLAIN_RET("Cannot upgrade, no stack at slot " + std::to_string(pos));
 
- 	}
 
- 	UpgradeInfo upgradeInfo(obj->getStackPtr(pos)->getId());
 
- 	gameState().fillUpgradeInfo(obj, pos, upgradeInfo);
 
- 	PlayerColor player = obj->tempOwner;
 
- 	const PlayerState *p = gameInfo().getPlayerState(player);
 
- 	int crQuantity = obj->stacks.at(pos)->getCount();
 
- 	//check if upgrade is possible
 
- 	if (!upgradeInfo.hasUpgrades() && complain("That upgrade is not possible!"))
 
- 	{
 
- 		return false;
 
- 	}
 
- 	TResources totalCost = upgradeInfo.getUpgradeCostsFor(upgID) * crQuantity;
 
- 	//check if player has enough resources
 
- 	if (!p->resources.canAfford(totalCost))
 
- 		COMPLAIN_RET("Cannot upgrade, not enough resources!");
 
- 	//take resources
 
- 	giveResources(player, -totalCost);
 
- 	statistics->accumulatedValues[player].spentResourcesForArmy += totalCost;
 
- 	//upgrade creature
 
- 	changeStackType(StackLocation(obj->id, pos), upgID.toCreature());
 
- 	return true;
 
- }
 
- bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c)
 
- {
 
- 	const auto * obj = dynamic_cast<const CArmedInstance *>(gameInfo().getObjInstance(sl.army));
 
- 	if (!obj->hasStackAtSlot(sl.slot))
 
- 		COMPLAIN_RET("Cannot find a stack to change type");
 
- 	SetStackType sst;
 
- 	sst.army = obj->id;
 
- 	sst.slot = sl.slot;
 
- 	sst.type = c->getId();
 
- 	sendAndApply(sst);
 
- 	return true;
 
- }
 
- void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
 
- {
 
- 	assert(src->canBeMergedWith(*dst, allowMerging));
 
- 	while(src->stacksCount())//while there are unmoved creatures
 
- 	{
 
- 		auto i = src->Slots().begin(); //iterator to stack to move
 
- 		StackLocation sl(src->id, i->first); //location of stack to move
 
- 		SlotID pos = dst->getSlotFor(i->second->getCreature());
 
- 		if (!pos.validSlot())
 
- 		{
 
- 			//try to merge two other stacks to make place
 
- 			std::pair<SlotID, SlotID> toMerge;
 
- 			if (dst->mergeableStacks(toMerge, i->first) && allowMerging)
 
- 			{
 
- 				moveStack(StackLocation(dst->id, toMerge.first), StackLocation(dst->id, toMerge.second)); //merge toMerge.first into toMerge.second
 
- 				assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
 
- 				moveStack(sl, StackLocation(dst->id, 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->id, pos));
 
- 		}
 
- 	}
 
- }
 
- bool CGameHandler::garrisonSwap(ObjectInstanceID tid)
 
- {
 
- 	const CGTownInstance * town = gameInfo().getTown(tid);
 
- 	if (!town->getGarrisonHero() && town->getVisitingHero()) //visiting => garrison, merge armies: town army => hero army
 
- 	{
 
- 		if (!town->getVisitingHero()->canBeMergedWith(*town))
 
- 		{
 
- 			complain("Cannot make garrison swap, not enough free slots!");
 
- 			return false;
 
- 		}
 
- 		moveArmy(town, town->getVisitingHero(), true);
 
- 		SetHeroesInTown intown;
 
- 		intown.tid = tid;
 
- 		intown.visiting = ObjectInstanceID();
 
- 		intown.garrison = town->getVisitingHero()->id;
 
- 		sendAndApply(intown);
 
- 		return true;
 
- 	}
 
- 	else if (town->getGarrisonHero() && !town->getVisitingHero()) //move hero out of the garrison
 
- 	{
 
- 		int mapCap = gameInfo().getSettings().getInteger(EGameSettings::HEROES_PER_PLAYER_ON_MAP_CAP);
 
- 		//check if moving hero out of town will break wandering heroes limit
 
- 		if (gameInfo().getHeroCount(town->getGarrisonHero()->tempOwner,false) >= mapCap)
 
- 		{
 
- 			complain("Cannot move hero out of the garrison, there are already " + std::to_string(mapCap) + " wandering heroes!");
 
- 			return false;
 
- 		}
 
- 		SetHeroesInTown intown;
 
- 		intown.tid = tid;
 
- 		intown.garrison = ObjectInstanceID();
 
- 		intown.visiting =  town->getGarrisonHero()->id;
 
- 		sendAndApply(intown);
 
- 		return true;
 
- 	}
 
- 	else if (!!town->getGarrisonHero() && town->getVisitingHero()) //swap visiting and garrison hero
 
- 	{
 
- 		SetHeroesInTown intown;
 
- 		intown.tid = tid;
 
- 		intown.garrison = town->getVisitingHero()->id;
 
- 		intown.visiting =  town->getGarrisonHero()->id;
 
- 		sendAndApply(intown);
 
- 		return true;
 
- 	}
 
- 	else
 
- 	{
 
- 		complain("Cannot swap garrison hero!");
 
- 		return false;
 
- 	}
 
- }
 
- // With the amount of changes done to the function, it's more like transferArtifacts.
 
- // Function moves artifact from src to dst. If dst is not a backpack and is already occupied, old dst art goes to backpack and is replaced.
 
- bool CGameHandler::moveArtifact(const PlayerColor & player, const ArtifactLocation & src, const ArtifactLocation & dst)
 
- {
 
- 	const auto * srcArtSet = gameState().getArtSet(src);
 
- 	const auto * dstArtSet = gameState().getArtSet(dst);
 
- 	assert(srcArtSet);
 
- 	assert(dstArtSet);
 
- 	// Make sure exchange is even possible between the two heroes.
 
- 	if(!isAllowedExchange(src.artHolder, dst.artHolder))
 
- 		COMPLAIN_RET("That heroes cannot make any exchange!");
 
- 	COMPLAIN_RET_FALSE_IF(!ArtifactUtils::checkIfSlotValid(*srcArtSet, src.slot), "moveArtifact: wrong artifact source slot");
 
- 	const auto * srcArtifact = srcArtSet->getArt(src.slot);
 
- 	auto dstSlot = dst.slot;
 
- 	if(dstSlot == ArtifactPosition::FIRST_AVAILABLE)
 
- 		dstSlot = ArtifactUtils::getArtAnyPosition(dstArtSet, srcArtifact->getTypeId());
 
- 	if(!ArtifactUtils::checkIfSlotValid(*dstArtSet, dstSlot))
 
- 		return true;
 
- 	const auto * dstArtifact = dstArtSet->getArt(dstSlot);
 
- 	const bool isDstSlotOccupied = dstArtSet->bearerType() == ArtBearer::ALTAR ? false : dstArtifact != nullptr;
 
- 	const bool isDstSlotBackpack = dstArtSet->bearerType() == ArtBearer::HERO ? ArtifactUtils::isSlotBackpack(dstSlot) : false;
 
- 	if(srcArtifact == nullptr)
 
- 		COMPLAIN_RET("No artifact to move!");
 
- 	if(isDstSlotOccupied && gameState().getOwner(src.artHolder) != gameState().getOwner(dst.artHolder) && !isDstSlotBackpack)
 
- 		COMPLAIN_RET("Can't touch artifact on hero of another player!");
 
- 	// Check if src/dest slots are appropriate for the artifacts exchanged.
 
- 	// Moving to the backpack is always allowed.
 
- 	if((!srcArtifact || !isDstSlotBackpack) && !srcArtifact->canBePutAt(dstArtSet, dstSlot, true))
 
- 		COMPLAIN_RET("Cannot move artifact!");
 
- 	const auto * srcSlotInfo = srcArtSet->getSlot(src.slot);
 
- 	const auto * dstSlotInfo = dstArtSet->getSlot(dstSlot);
 
- 	if((srcSlotInfo && srcSlotInfo->locked) || (dstSlotInfo && dstSlotInfo->locked))
 
- 		COMPLAIN_RET("Cannot move artifact locks.");
 
- 	if(isDstSlotBackpack && srcArtifact->getType()->isBig())
 
- 		COMPLAIN_RET("Cannot put big artifacts in backpack!");
 
- 	if(src.slot == ArtifactPosition::MACH4 || dstSlot == ArtifactPosition::MACH4)
 
- 		COMPLAIN_RET("Cannot move catapult!");
 
- 	if(isDstSlotBackpack && !ArtifactUtils::isBackpackFreeSlots(dstArtSet))
 
- 		COMPLAIN_RET("Backpack is full!");
 
- 	dstSlot = std::min(dstSlot, ArtifactPosition(ArtifactPosition::BACKPACK_START + dstArtSet->artifactsInBackpack.size()));
 
- 	if(src.slot == dstSlot && src.artHolder == dst.artHolder)
 
- 		COMPLAIN_RET("Won't move artifact: Dest same as source!");
 
- 	
 
- 	BulkMoveArtifacts ma(player, src.artHolder, dst.artHolder, false);
 
- 	ma.srcCreature = src.creature;
 
- 	ma.dstCreature = dst.creature;
 
- 	
 
- 	// Check if dst slot is occupied
 
- 	if(!isDstSlotBackpack && isDstSlotOccupied)
 
- 	{
 
- 		// Previous artifact must be swapped
 
- 		COMPLAIN_RET_FALSE_IF(!dstArtifact->canBePutAt(srcArtSet, src.slot, true), "Cannot swap artifacts!");
 
- 		ma.artsPack1.emplace_back(dstSlot, src.slot);
 
- 	}
 
- 	const auto * hero = gameInfo().getHero(dst.artHolder);
 
- 	if(ArtifactUtils::checkSpellbookIsNeeded(hero, srcArtifact->getTypeId(), dstSlot))
 
- 		giveHeroNewArtifact(hero, ArtifactID::SPELLBOOK, ArtifactPosition::SPELLBOOK);
 
- 	ma.artsPack0.emplace_back(src.slot, dstSlot);
 
- 	if(src.artHolder != dst.artHolder && !isDstSlotBackpack)
 
- 		ma.artsPack0.back().askAssemble = true;
 
- 	sendAndApply(ma);
 
- 	return true;
 
- }
 
- bool CGameHandler::bulkMoveArtifacts(const PlayerColor & player, ObjectInstanceID srcId, ObjectInstanceID dstId, bool swap, bool equipped, bool backpack)
 
- {
 
- 	// Make sure exchange is even possible between the two heroes.
 
- 	if(!isAllowedExchange(srcId, dstId))
 
- 		COMPLAIN_RET("That heroes cannot make any exchange!");
 
- 	const auto * psrcSet = gameState().getArtSet(srcId);
 
- 	const auto * pdstSet = gameState().getArtSet(dstId);
 
- 	if((!psrcSet) || (!pdstSet))
 
- 		COMPLAIN_RET("bulkMoveArtifacts: wrong hero's ID");
 
- 	BulkMoveArtifacts ma(player, srcId, dstId, swap);
 
- 	auto & slotsSrcDst = ma.artsPack0;
 
- 	auto & slotsDstSrc = ma.artsPack1;
 
- 	// Temporary fitting set for artifacts. Used to select available slots before sending data.
 
- 	CArtifactFittingSet artFittingSet(&gameInfo(), pdstSet->bearerType());
 
- 	auto moveArtifact = [this, &artFittingSet, dstId](const CArtifactInstance * artifact,
 
- 		ArtifactPosition srcSlot, std::vector<MoveArtifactInfo> & slots) -> void
 
- 	{
 
- 		assert(artifact);
 
- 		auto dstSlot = ArtifactUtils::getArtAnyPosition(&artFittingSet, artifact->getTypeId());
 
- 		if(dstSlot != ArtifactPosition::PRE_FIRST)
 
- 		{
 
- 			artFittingSet.putArtifact(dstSlot, artifact);
 
- 			slots.emplace_back(srcSlot, dstSlot);
 
- 			// TODO Shouldn't be here. Possibly in callback after equipping the artifact
 
- 			if(const auto * dstHero = gameInfo().getHero(dstId))
 
- 			{
 
- 				if(ArtifactUtils::checkSpellbookIsNeeded(dstHero, artifact->getTypeId(), dstSlot))
 
- 					giveHeroNewArtifact(dstHero, ArtifactID::SPELLBOOK, ArtifactPosition::SPELLBOOK);
 
- 			}
 
- 		}
 
- 	};
 
- 	if(swap)
 
- 	{
 
- 		auto moveArtsWorn = [moveArtifact](const CArtifactSet * srcArtSet, std::vector<MoveArtifactInfo> & slots)
 
- 		{
 
- 			for(const auto & artifact : srcArtSet->artifactsWorn)
 
- 			{
 
- 				if(ArtifactUtils::isArtRemovable(artifact))
 
- 					moveArtifact(artifact.second.getArt(), artifact.first, slots);
 
- 			}
 
- 		};
 
- 		auto moveArtsInBackpack = [](const CArtifactSet * artSet,
 
- 			std::vector<MoveArtifactInfo> & slots) -> void
 
- 		{
 
- 			for(const auto & slotInfo : artSet->artifactsInBackpack)
 
- 			{
 
- 				auto slot = artSet->getArtPos(slotInfo.getArt());
 
- 				slots.emplace_back(slot, slot);
 
- 			}
 
- 		};
 
- 		if(equipped)
 
- 		{
 
- 			// Move over artifacts that are worn srcHero -> dstHero
 
- 			moveArtsWorn(psrcSet, slotsSrcDst);
 
- 			artFittingSet.artifactsWorn.clear();
 
- 			// Move over artifacts that are worn dstHero -> srcHero
 
- 			moveArtsWorn(pdstSet, slotsDstSrc);
 
- 		}
 
- 		if(backpack)
 
- 		{
 
- 			// Move over artifacts that are in backpack srcHero -> dstHero
 
- 			moveArtsInBackpack(psrcSet, slotsSrcDst);
 
- 			// Move over artifacts that are in backpack dstHero -> srcHero
 
- 			moveArtsInBackpack(pdstSet, slotsDstSrc);
 
- 		}
 
- 	}
 
- 	else
 
- 	{
 
- 		artFittingSet.artifactsInBackpack = pdstSet->artifactsInBackpack;
 
- 		artFittingSet.artifactsWorn = pdstSet->artifactsWorn;
 
- 		if(equipped)
 
- 		{
 
- 			// Move over artifacts that are worn
 
- 			for(const auto & artInfo : psrcSet->artifactsWorn)
 
- 			{
 
- 				if(ArtifactUtils::isArtRemovable(artInfo))
 
- 				{
 
- 					moveArtifact(psrcSet->getArt(artInfo.first), artInfo.first, slotsSrcDst);
 
- 				}
 
- 			}
 
- 		}
 
- 		if(backpack)
 
- 		{
 
- 			// Move over artifacts that are in backpack
 
- 			for(const auto & slotInfo : psrcSet->artifactsInBackpack)
 
- 			{
 
- 				moveArtifact(psrcSet->getArt(psrcSet->getArtPos(slotInfo.getArt())),
 
- 					psrcSet->getArtPos(slotInfo.getArt()), slotsSrcDst);
 
- 			}
 
- 		}
 
- 	}
 
- 	sendAndApply(ma);
 
- 	return true;
 
- }
 
- bool CGameHandler::manageBackpackArtifacts(const PlayerColor & player, const ObjectInstanceID & heroID, const ManageBackpackArtifacts::ManageCmd & sortType)
 
- {
 
- 	const auto * artSet = gameState().getArtSet(heroID);
 
- 	COMPLAIN_RET_FALSE_IF(artSet == nullptr, "manageBackpackArtifacts: wrong hero's ID");
 
- 	BulkMoveArtifacts bma(player, heroID, heroID, false);
 
- 	const auto makeSortBackpackRequest = [artSet, &bma](const std::function<int32_t(const ArtSlotInfo&)> & getSortId)
 
- 	{
 
- 		std::map<int32_t, std::vector<MoveArtifactInfo>> packsSorted;
 
- 		ArtifactPosition backpackSlot = ArtifactPosition::BACKPACK_START;
 
- 		for(const auto & backpackSlotInfo : artSet->artifactsInBackpack)
 
- 			packsSorted.try_emplace(getSortId(backpackSlotInfo)).first->second.emplace_back(backpackSlot++, ArtifactPosition::PRE_FIRST);
 
- 		for(auto & [sortId, pack] : packsSorted)
 
- 		{
 
- 			// Each pack of artifacts is also sorted by ArtifactID. Scrolls by SpellID
 
- 			std::sort(pack.begin(), pack.end(), [artSet](const auto & slots0, const auto & slots1) -> bool
 
- 				{
 
- 					const auto art0 = artSet->getArt(slots0.srcPos);
 
- 					const auto art1 = artSet->getArt(slots1.srcPos);
 
- 					if(art0->isScroll() && art1->isScroll())
 
- 						return art0->getScrollSpellID() > art1->getScrollSpellID();
 
- 					return art0->getTypeId().num > art1->getTypeId().num;
 
- 				});
 
- 			bma.artsPack0.insert(bma.artsPack0.end(), pack.begin(), pack.end());
 
- 		}
 
- 		backpackSlot = ArtifactPosition::BACKPACK_START;
 
- 		for(auto & slots : bma.artsPack0)
 
- 			slots.dstPos = backpackSlot++;
 
- 	};
 
- 	
 
- 	if(sortType == ManageBackpackArtifacts::ManageCmd::SORT_BY_SLOT)
 
- 	{
 
- 		makeSortBackpackRequest([](const ArtSlotInfo & inf) -> int32_t
 
- 			{
 
- 				auto possibleSlots = inf.getArt()->getType()->getPossibleSlots();
 
- 				if (possibleSlots.find(ArtBearer::CREATURE) != possibleSlots.end() && !possibleSlots.at(ArtBearer::CREATURE).empty()) 
 
- 				{
 
- 					return -2;
 
- 				}
 
- 				else if (possibleSlots.find(ArtBearer::COMMANDER) != possibleSlots.end() && !possibleSlots.at(ArtBearer::COMMANDER).empty()) 
 
- 				{
 
- 					return -1;
 
- 				}
 
- 				else if (possibleSlots.find(ArtBearer::HERO) != possibleSlots.end() && !possibleSlots.at(ArtBearer::HERO).empty()) 
 
- 				{
 
- 					return inf.getArt()->getType()->getPossibleSlots().at(ArtBearer::HERO).front().num;
 
- 				}
 
- 				else 
 
- 				{
 
- 					// for grail
 
- 					return -3;
 
- 				}
 
- 			});
 
- 	}
 
- 	else if(sortType == ManageBackpackArtifacts::ManageCmd::SORT_BY_COST)
 
- 	{
 
- 		makeSortBackpackRequest([](const ArtSlotInfo & inf) -> int32_t
 
- 			{
 
- 				return inf.getArt()->getType()->getPrice();
 
- 			});
 
- 	}
 
- 	else if(sortType == ManageBackpackArtifacts::ManageCmd::SORT_BY_CLASS)
 
- 	{
 
- 		makeSortBackpackRequest([](const ArtSlotInfo & inf) -> int32_t
 
- 			{
 
- 									return static_cast<int32_t>(inf.getArt()->getType()->aClass);
 
- 			});
 
- 	}
 
- 	else
 
- 	{
 
- 		const auto backpackEnd = ArtifactPosition(ArtifactPosition::BACKPACK_START + artSet->artifactsInBackpack.size() - 1);
 
- 		if(backpackEnd > ArtifactPosition::BACKPACK_START)
 
- 		{
 
- 			if(sortType == ManageBackpackArtifacts::ManageCmd::SCROLL_LEFT)
 
- 				bma.artsPack0.emplace_back(backpackEnd, ArtifactPosition::BACKPACK_START);
 
- 			else
 
- 				bma.artsPack0.emplace_back(ArtifactPosition::BACKPACK_START, backpackEnd);
 
- 		}
 
- 	}
 
- 	sendAndApply(bma);
 
- 	return true;
 
- }
 
- bool CGameHandler::saveArtifactsCostume(const PlayerColor & player, const ObjectInstanceID & heroID, uint32_t costumeIdx)
 
- {
 
- 	const auto * artSet = gameState().getArtSet(heroID);
 
- 	COMPLAIN_RET_FALSE_IF(artSet == nullptr, "saveArtifactsCostume: wrong hero's ID");
 
- 	ChangeArtifactsCostume costume(player, costumeIdx);
 
- 	for(const auto & slot : ArtifactUtils::commonWornSlots())
 
- 	{
 
- 		if(const auto slotInfo = artSet->getSlot(slot); slotInfo != nullptr && !slotInfo->locked)
 
- 			costume.costumeSet.emplace(slot, slotInfo->getArt()->getTypeId());
 
- 	}
 
- 	sendAndApply(costume);
 
- 	return true;
 
- }
 
- bool CGameHandler::switchArtifactsCostume(const PlayerColor & player, const ObjectInstanceID & heroID, uint32_t costumeIdx)
 
- {
 
- 	const auto * artSet = gameState().getArtSet(heroID);
 
- 	COMPLAIN_RET_FALSE_IF(artSet == nullptr, "switchArtifactsCostume: wrong hero's ID");
 
- 	const auto * playerState = gameInfo().getPlayerState(player);
 
- 	COMPLAIN_RET_FALSE_IF(playerState == nullptr, "switchArtifactsCostume: wrong player");
 
- 	if(auto costume = playerState->costumesArtifacts.find(costumeIdx); costume != playerState->costumesArtifacts.end())
 
- 	{
 
- 		CArtifactFittingSet artFittingSet(*artSet);
 
- 		BulkMoveArtifacts bma(player, heroID, heroID, false);
 
- 		auto costumeArtMap = costume->second;
 
- 		auto estimateBackpackSize = artSet->artifactsInBackpack.size();
 
- 		// First, find those artifacts that are already in place
 
- 		for(const auto & slot : ArtifactUtils::commonWornSlots())
 
- 		{
 
- 			if(const auto * slotInfo = artFittingSet.getSlot(slot); slotInfo != nullptr && !slotInfo->locked)
 
- 				if(const auto artPos = costumeArtMap.find(slot); artPos != costumeArtMap.end() && artPos->second == slotInfo->getArt()->getTypeId())
 
- 				{
 
- 					costumeArtMap.erase(artPos);
 
- 					artFittingSet.removeArtifact(slot);
 
- 				}
 
- 		}
 
- 		
 
- 		// Second, find the necessary artifacts for the costume
 
- 		for(const auto & artPos : costumeArtMap)
 
- 		{
 
- 			if(const auto slot = artFittingSet.getArtPos(artPos.second, false, false); slot != ArtifactPosition::PRE_FIRST)
 
- 			{
 
- 				bma.artsPack0.emplace_back(artSet->getArtPos(artFittingSet.getArt(slot)), artPos.first);
 
- 				artFittingSet.removeArtifact(slot);
 
- 				if(ArtifactUtils::isSlotBackpack(slot))
 
- 					estimateBackpackSize--;
 
- 			}
 
- 		}
 
- 		// Third, put unnecessary artifacts into backpack
 
- 		for(const auto & slot : ArtifactUtils::commonWornSlots())
 
- 			if(artFittingSet.getArt(slot))
 
- 			{
 
- 				bma.artsPack0.emplace_back(slot, ArtifactPosition::BACKPACK_START);
 
- 				estimateBackpackSize++;
 
- 			}
 
- 		
 
- 		const auto backpackCap = gameInfo().getSettings().getInteger(EGameSettings::HEROES_BACKPACK_CAP);
 
- 		if((backpackCap < 0 || estimateBackpackSize <= backpackCap) && !bma.artsPack0.empty())
 
- 			sendAndApply(bma);
 
- 	}
 
- 	return true;
 
- }
 
- /**
 
-  * Assembles or disassembles a combination artifact.
 
-  * @param heroID ID of hero holding the artifact(s).
 
-  * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
 
-  * @param assemble True for assembly operation, false for disassembly.
 
-  * @param assembleTo If assemble is true, this represents the artifact ID of the combination
 
-  * artifact to assemble to. Otherwise it's not used.
 
-  */
 
- bool CGameHandler::assembleArtifacts(ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
 
- {
 
- 	const CGHeroInstance * hero = gameInfo().getHero(heroID);
 
- 	const CArtifactInstance * destArtifact = hero->getArt(artifactSlot);
 
- 	if(!destArtifact)
 
- 		COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
 
- 	const auto dstLoc = ArtifactLocation(hero->id, artifactSlot);
 
- 	if(assemble)
 
- 	{
 
- 		const CArtifact * combinedArt = assembleTo.toArtifact();
 
- 		if(!combinedArt->isCombined())
 
- 			COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
 
- 		if(!vstd::contains(ArtifactUtils::assemblyPossibilities(hero, destArtifact->getTypeId()), combinedArt))
 
- 		{
 
- 			COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
 
- 		}
 
- 		if(!destArtifact->canBePutAt(hero, artifactSlot, true)
 
- 			&& !destArtifact->canBePutAt(hero, ArtifactPosition::BACKPACK_START, true))
 
- 		{
 
- 			COMPLAIN_RET("assembleArtifacts: It's impossible to give the artholder requested artifact!");
 
- 		}
 
- 		
 
- 		if(ArtifactUtils::checkSpellbookIsNeeded(hero, assembleTo, artifactSlot))
 
- 			giveHeroNewArtifact(hero, ArtifactID::SPELLBOOK, ArtifactPosition::SPELLBOOK);
 
- 		AssembledArtifact aa;
 
- 		aa.al = dstLoc;
 
- 		aa.artId = assembleTo;
 
- 		sendAndApply(aa);
 
- 	}
 
- 	else
 
- 	{
 
- 		if(!destArtifact->isCombined())
 
- 			COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
 
- 		if(!destArtifact->hasParts())
 
- 			COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is fused combined artifact!");
 
- 		if(ArtifactUtils::isSlotBackpack(artifactSlot)
 
- 			&& !ArtifactUtils::isBackpackFreeSlots(hero, destArtifact->getType()->getConstituents().size() - 1))
 
- 			COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble but backpack is full!");
 
- 		DisassembledArtifact da;
 
- 		da.al = dstLoc;
 
- 		sendAndApply(da);
 
- 	}
 
- 	checkVictoryLossConditionsForPlayer(hero->getOwner());
 
- 	return true;
 
- }
 
- bool CGameHandler::eraseArtifactByClient(const ArtifactLocation & al)
 
- {
 
- 	const auto * hero = gameInfo().getHero(al.artHolder);
 
- 	if(hero == nullptr)
 
- 		COMPLAIN_RET("eraseArtifactByClient: wrong hero's ID");
 
- 	const auto * art = hero->getArt(al.slot);
 
- 	if(art == nullptr)
 
- 		COMPLAIN_RET("Cannot remove artifact!");
 
- 	if(art->canBePutAt(hero) || al.slot != ArtifactPosition::TRANSITION_POS)
 
- 		COMPLAIN_RET("Illegal artifact removal request");
 
- 	removeArtifact(al);
 
- 	return true;
 
- }
 
- bool CGameHandler::buyArtifact(ObjectInstanceID hid, ArtifactID aid)
 
- {
 
- 	const CGHeroInstance * hero = gameInfo().getHero(hid);
 
- 	COMPLAIN_RET_FALSE_IF(nullptr == hero, "Invalid hero index");
 
- 	const CGTownInstance * town = hero->getVisitedTown();
 
- 	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!"))
 
- 			|| (gameInfo().getResource(hero->getOwner(), EGameResID::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!"))
 
- 		    || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
 
- 		   )
 
- 			return false;
 
- 		giveResource(hero->getOwner(),EGameResID::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
 
- 		giveHeroNewArtifact(hero, ArtifactID::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->getWarMachine() == CreatureID::NONE, "War machine artifact required");
 
- 		COMPLAIN_RET_FALSE_IF(hero->hasArt(aid),"Hero already has this machine!");
 
- 		const int price = art->getPrice();
 
- 		COMPLAIN_RET_FALSE_IF(gameInfo().getPlayerState(hero->getOwner())->resources[EGameResID::GOLD] < price, "Not enough gold!");
 
- 		if(town->isWarMachineAvailable(aid))
 
- 		{
 
- 			bool hasFreeSlot = false;
 
- 			for(auto slot : art->getPossibleSlots().at(ArtBearer::HERO))
 
- 				if (hero->getArt(slot) == nullptr)
 
- 					hasFreeSlot = true;
 
- 			if (!hasFreeSlot)
 
- 			{
 
- 				auto slot = art->getPossibleSlots().at(ArtBearer::HERO).front();
 
- 				removeArtifact(ArtifactLocation(hero->id, slot));
 
- 			}
 
- 			giveResource(hero->getOwner(),EGameResID::GOLD,-price);
 
- 			return giveHeroNewArtifact(hero, aid, ArtifactPosition::FIRST_AVAILABLE);
 
- 		}
 
- 		else
 
- 			COMPLAIN_RET("This machine is unavailable here!");
 
- 	}
 
- }
 
- bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, GameResID rid, ArtifactID aid)
 
- {
 
- 	if(!h)
 
- 		COMPLAIN_RET("Only hero can buy artifacts!");
 
- 	if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
 
- 		COMPLAIN_RET("That artifact is unavailable!");
 
- 	int b1;
 
- 	int b2;
 
- 	m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
 
- 	if (gameInfo().getResource(h->tempOwner, rid) < b1)
 
- 		COMPLAIN_RET("You can't afford to buy this artifact!");
 
- 	giveResource(h->tempOwner, rid, -b1);
 
- 	SetAvailableArtifacts saa;
 
- 	if(dynamic_cast<const CGTownInstance *>(m))
 
- 	{
 
- 		saa.id = ObjectInstanceID::NONE;
 
- 		saa.arts = gameState().getMap().townMerchantArtifacts;
 
- 	}
 
- 	else if(const auto *bm = dynamic_cast<const CGBlackMarket *>(m)) //black market
 
- 	{
 
- 		saa.id = bm->id;
 
- 		saa.arts = bm->artifacts;
 
- 	}
 
- 	else
 
- 		COMPLAIN_RET("Wrong marktet...");
 
- 	bool found = false;
 
- 	for (ArtifactID & art : saa.arts)
 
- 	{
 
- 		if (art == aid)
 
- 		{
 
- 			art = ArtifactID();
 
- 			found = true;
 
- 			break;
 
- 		}
 
- 	}
 
- 	if (!found)
 
- 		COMPLAIN_RET("Cannot find selected artifact on the list");
 
- 	sendAndApply(saa);
 
- 	giveHeroNewArtifact(h, aid, ArtifactPosition::FIRST_AVAILABLE);
 
- 	return true;
 
- }
 
- bool CGameHandler::sellArtifact(const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, GameResID rid)
 
- {
 
- 	COMPLAIN_RET_FALSE_IF((!h), "Only hero can sell artifacts!");
 
- 	const CArtifactInstance *art = h->getArtByInstanceId(aid);
 
- 	COMPLAIN_RET_FALSE_IF((!art), "There is no artifact to sell!");
 
- 	COMPLAIN_RET_FALSE_IF((!art->getType()->isTradable()), "Cannot sell a war machine or spellbook!");
 
- 	int resVal = 0;
 
- 	int dump = 1;
 
- 	m->getOffer(art->getType()->getId(), rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
 
- 	removeArtifact(ArtifactLocation(h->id, h->getArtPos(art)));
 
- 	giveResource(h->tempOwner, rid, resVal);
 
- 	return true;
 
- }
 
- bool CGameHandler::buySecSkill(const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
 
- {
 
- 	if (!h)
 
- 		COMPLAIN_RET("You need hero to buy a skill!");
 
- 	if (h->getSecSkillLevel(SecondarySkill(skill)))
 
- 		COMPLAIN_RET("Hero already know this skill");
 
- 	if (!h->canLearnSkill())
 
- 		COMPLAIN_RET("Hero can't learn any more skills");
 
- 	if (!h->canLearnSkill(skill))
 
- 		COMPLAIN_RET("The hero can't learn this skill!");
 
- 	if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
 
- 		COMPLAIN_RET("That skill is unavailable!");
 
- 	if (gameInfo().getResource(h->tempOwner, EGameResID::GOLD) < GameConstants::SKILL_GOLD_COST)//TODO: remove hardcoded resource\summ?
 
- 		COMPLAIN_RET("You can't afford to buy this skill");
 
- 	giveResource(h->tempOwner, EGameResID::GOLD, -GameConstants::SKILL_GOLD_COST);
 
- 	changeSecSkill(h, skill, 1, ChangeValueMode::ABSOLUTE);
 
- 	return true;
 
- }
 
- bool CGameHandler::tradeResources(const IMarket *market, ui32 amountToSell, PlayerColor player, GameResID toSell, GameResID toBuy)
 
- {
 
- 	TResourceCap haveToSell = gameInfo().getPlayerState(player)->resources[toSell];
 
- 	vstd::amin(amountToSell, haveToSell); //can't trade more resources than have
 
- 	int b1; //base quantities for trade
 
- 	int b2;
 
- 	market->getOffer(toSell, toBuy, b1, b2, EMarketMode::RESOURCE_RESOURCE);
 
- 	int amountToBoy = amountToSell / b1; //how many base quantities we trade
 
- 	if (amountToSell % b1 != 0) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
 
- 	{
 
- 		COMPLAIN_RET("Invalid deal, not all offered units of resource were used.");
 
- 	}
 
- 	giveResource(player, toSell, -b1 * amountToBoy);
 
- 	giveResource(player, toBuy, b2 * amountToBoy);
 
- 	statistics->accumulatedValues[player].tradeVolume[toSell] += -b1 * amountToBoy;
 
- 	statistics->accumulatedValues[player].tradeVolume[toBuy] += b2 * amountToBoy;
 
- 	return true;
 
- }
 
- bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, GameResID resourceID)
 
- {
 
- 	if(!hero)
 
- 		COMPLAIN_RET("Only hero can sell creatures!");
 
- 	if (!vstd::contains(hero->Slots(), slot))
 
- 		COMPLAIN_RET("Hero doesn't have any creature in that slot!");
 
- 	const CStackInstance &s = hero->getStack(slot);
 
- 	if (s.getCount() < static_cast<TQuantity>(count) //can't sell more creatures than have
 
- 		|| (hero->stacksCount() == 1 && hero->needsLastStack() && s.getCount() == count)) //can't sell last stack
 
- 	{
 
- 		COMPLAIN_RET("Not enough creatures in army!");
 
- 	}
 
- 	int b1; //base quantities for trade
 
- 	int b2;
 
- 	market->getOffer(s.getId(), resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
 
- 	int units = count / b1; //how many base quantities we trade
 
- 	if (count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
 
- 	{
 
- 		//TODO: complain?
 
- 		assert(0);
 
- 	}
 
- 	changeStackCount(StackLocation(hero->id, slot), -static_cast<int>(count), ChangeValueMode::RELATIVE);
 
- 	giveResource(hero->tempOwner, resourceID, b2 * units);
 
- 	return true;
 
- }
 
- bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
 
- {
 
- 	const CArmedInstance *army = nullptr;
 
- 	if (hero)
 
- 		army = hero;
 
- 	else
 
- 		army = dynamic_cast<const CGTownInstance *>(market);
 
- 	if (!army)
 
- 		COMPLAIN_RET("Incorrect call to transform in undead!");
 
- 	if (!army->hasStackAtSlot(slot))
 
- 		COMPLAIN_RET("Army doesn't have any creature in that slot!");
 
- 	const CStackInstance &s = army->getStack(slot);
 
- 	//resulting creature - bone dragons or skeletons
 
- 	CreatureID resCreature = CreatureID::SKELETON;
 
- 	auto customTargerBonus = s.getBonusesOfType(BonusType::SKELETON_TRANSFORMER_TARGET);
 
- 	if (!customTargerBonus->empty())
 
- 		resCreature = customTargerBonus->front()->subtype.as<CreatureID>();
 
- 	changeStackType(StackLocation(army->id, slot), resCreature.toCreature());
 
- 	return true;
 
- }
 
- bool CGameHandler::sendResources(ui32 val, PlayerColor player, GameResID r1, PlayerColor r2)
 
- {
 
- 	const PlayerState *p2 = gameInfo().getPlayerState(r2, false);
 
- 	if (!p2  ||  p2->status != EPlayerStatus::INGAME)
 
- 	{
 
- 		complain("Dest player must be in game!");
 
- 		return false;
 
- 	}
 
- 	TResourceCap curRes1 = gameInfo().getPlayerState(player)->resources[r1];
 
- 	vstd::amin(val, curRes1);
 
- 	giveResource(player, r1, -static_cast<int>(val));
 
- 	giveResource(r2, r1, val);
 
- 	return true;
 
- }
 
- bool CGameHandler::setFormation(ObjectInstanceID hid, EArmyFormation formation)
 
- {
 
- 	const CGHeroInstance *h = gameInfo().getHero(hid);
 
- 	if (!h)
 
- 	{
 
- 		logGlobal->error("Hero doesn't exist!");
 
- 		return false;
 
- 	}
 
- 	ChangeFormation cf;
 
- 	cf.hid = hid;
 
- 	cf.formation = formation;
 
- 	sendAndApply(cf);
 
- 	return true;
 
- }
 
- bool CGameHandler::queryReply(QueryID qid, std::optional<int32_t> answer, PlayerColor player)
 
- {
 
- 	logGlobal->trace("Player %s attempts answering query %d with answer:", player, qid);
 
- 	if (answer)
 
- 		logGlobal->trace("%d", *answer);
 
- 	auto topQuery = queries->topQuery(player);
 
- 	COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
 
- 	if(topQuery->queryID != qid)
 
- 	{
 
- 		auto currentQuery = queries->getQuery(qid);
 
- 		if(currentQuery != nullptr && currentQuery->endsByPlayerAnswer())
 
- 			currentQuery->setReply(answer);
 
- 		COMPLAIN_RET("This player top query has different ID!"); //topQuery->queryID != qid
 
- 	}
 
- 	COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
 
- 	topQuery->setReply(answer);
 
- 	queries->popQuery(topQuery);
 
- 	return true;
 
- }
 
- bool CGameHandler::complain(const std::string &problem)
 
- {
 
- #ifndef ENABLE_GOLDMASTER
 
- 	MetaString str;
 
- 	str.appendTextID("vcmi.broadcast.serverProblem");
 
- 	str.appendRawString(": ");
 
- 	str.appendRawString(problem);
 
- 	playerMessages->broadcastSystemMessage(str);
 
- #endif
 
- 	logGlobal->error(problem);
 
- 	return true;
 
- }
 
- void CGameHandler::showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
 
- {
 
- 	const auto * upperArmy = dynamic_cast<const CArmedInstance*>(gameInfo().getObj(upobj));
 
- 	const auto * lowerArmy = dynamic_cast<const CArmedInstance*>(gameInfo().getObj(hid));
 
- 	assert(lowerArmy);
 
- 	assert(upperArmy);
 
- 	auto garrisonQuery = std::make_shared<CGarrisonDialogQuery>(this, upperArmy, lowerArmy);
 
- 	queries->addQuery(garrisonQuery);
 
- 	GarrisonDialog gd;
 
- 	gd.hid = hid;
 
- 	gd.objid = upobj;
 
- 	gd.removableUnits = removableUnits;
 
- 	gd.queryID = garrisonQuery->queryID;
 
- 	sendAndApply(gd);
 
- }
 
- void CGameHandler::showObjectWindow(const CGObjectInstance * object, EOpenWindowMode window, const CGHeroInstance * visitor, bool addQuery)
 
- {
 
- 	OpenWindow pack;
 
- 	pack.window = window;
 
- 	pack.object = object->id;
 
- 	pack.visitor = visitor->id;
 
- 	if (addQuery)
 
- 	{
 
- 		auto windowQuery = std::make_shared<OpenWindowQuery>(this, visitor, window);
 
- 		pack.queryID = windowQuery->queryID;
 
- 		queries->addQuery(windowQuery);
 
- 	}
 
- 	sendAndApply(pack);
 
- }
 
- bool CGameHandler::isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2)
 
- {
 
- 	if (id1 == id2)
 
- 		return true;
 
- 	const CGObjectInstance *o1 = gameInfo().getObj(id1);
 
- 	const CGObjectInstance *o2 = gameInfo().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 auto *t = dynamic_cast<const CGTownInstance*>(o1);
 
- 			if (t->getVisitingHero() == o2  ||  t->getGarrisonHero() == o2)
 
- 				return true;
 
- 		}
 
- 		if (o2->ID == Obj::TOWN)
 
- 		{
 
- 			const auto *t = dynamic_cast<const CGTownInstance*>(o2);
 
- 			if (t->getVisitingHero() == o1  ||  t->getGarrisonHero() == o1)
 
- 				return true;
 
- 		}
 
- 		const auto * market = gameState().getMarket(id1);
 
- 		if(market == nullptr)
 
- 			market = gameState().getMarket(id2);
 
- 		if(market)
 
- 			return market->allowsTrade(EMarketMode::ARTIFACT_EXP);
 
- 		if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
 
- 		{
 
- 			const auto *h1 = dynamic_cast<const CGHeroInstance*>(o1);
 
- 			const auto *h2 = dynamic_cast<const CGHeroInstance*>(o2);
 
- 			// two heroes in same town (garrisoned and visiting)
 
- 			if (h1->getVisitedTown() != nullptr && h2->getVisitedTown() != nullptr && h1->getVisitedTown() == h2->getVisitedTown())
 
- 				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)
 
- 		{
 
- 			const auto * topArmy = dialog->exchangingArmies.at(0);
 
- 			const auto * bottomArmy = dialog->exchangingArmies.at(1);
 
- 			if ((topArmy == o1 && bottomArmy == o2) || (bottomArmy == o1 && topArmy == o2))
 
- 				return true;
 
- 		}
 
- 	}
 
- 	return false;
 
- }
 
- void CGameHandler::objectVisited(const CGObjectInstance * obj, const CGHeroInstance * h)
 
- {
 
- 	using events::ObjectVisitStarted;
 
- 	logGlobal->debug("%s visits %s (%d)", h->nodeName(), obj->getObjectName(), obj->ID);
 
- 	if (getVisitingHero(obj) != nullptr)
 
- 	{
 
- 		logGlobal->error("Attempt to visit object that is being visited by another hero!");
 
- 		throw std::runtime_error("Can not visit object that is being visited");
 
- 	}
 
- 	std::shared_ptr<MapObjectVisitQuery> visitQuery;
 
- 	auto startVisit = [&](ObjectVisitStarted & event)
 
- 	{
 
- 		const auto * visitedObject = obj;
 
- 		if(obj->ID == Obj::HERO)
 
- 		{
 
- 			const auto * visitedHero = dynamic_cast<const CGHeroInstance *>(obj);
 
- 			const auto * visitedTown = visitedHero->getVisitedTown();
 
- 			if(visitedTown)
 
- 			{
 
- 				const bool isEnemy = visitedHero->getOwner() != h->getOwner();
 
- 				if(isEnemy && !visitedTown->isBattleOutsideTown(visitedHero))
 
- 					visitedObject = visitedTown;
 
- 			}
 
- 		}
 
- 		visitQuery = std::make_shared<MapObjectVisitQuery>(this, visitedObject, h);
 
- 		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(*this, 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 ObjectInstanceID & heroObjectID, PlayerColor player)
 
- {
 
- 	using events::ObjectVisitEnded;
 
- 	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, player, heroObjectID);
 
- }
 
- bool CGameHandler::buildBoat(ObjectInstanceID objid, PlayerColor playerID)
 
- {
 
- 	const auto *obj = dynamic_cast<const IShipyard *>(gameInfo().getObj(objid));
 
- 	if (obj->shipyardStatus() != IBoatGenerator::GOOD)
 
- 	{
 
- 		complain("Cannot build boat in this shipyard!");
 
- 		return false;
 
- 	}
 
- 	TResources boatCost;
 
- 	obj->getBoatCost(boatCost);
 
- 	TResources available = gameInfo().getPlayerState(playerID)->resources;
 
- 	if (!available.canAfford(boatCost))
 
- 	{
 
- 		complain("Not enough resources to build a boat!");
 
- 		return false;
 
- 	}
 
- 	int3 tile = obj->bestLocation();
 
- 	if (!gameState().getMap().isInTheMap(tile))
 
- 	{
 
- 		complain("Cannot find appropriate tile for a boat!");
 
- 		return false;
 
- 	}
 
- 	giveResources(playerID, -boatCost);
 
- 	createBoat(tile, obj->getBoatType(), playerID);
 
- 	return true;
 
- }
 
- void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
 
- {
 
- 	for (auto playerColor : playerColors)
 
- 	{
 
- 		if (gameInfo().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 = gameInfo().getPlayerState(player);
 
- 	if(!p || p->status != EPlayerStatus::INGAME) return;
 
- 	auto victoryLossCheckResult = gameState().checkForVictoryAndLoss(player);
 
- 	if (victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
 
- 	{
 
- 		InfoWindow iw;
 
- 		getVictoryLossMessage(player, victoryLossCheckResult, iw);
 
- 		sendAndApply(iw);
 
- 		PlayerEndsGame peg;
 
- 		peg.player = player;
 
- 		peg.victoryLossCheckResult = victoryLossCheckResult;
 
- 		peg.statistic = *statistics;
 
- 		addStatistics(peg.statistic); // add last turn befor win / loss
 
- 		sendAndApply(peg);
 
- 		if (victoryLossCheckResult.victory())
 
- 		{
 
- 			//one player won -> all enemies lost
 
- 			for (const auto & playerIt : gameState().players)
 
- 			{
 
- 				if (playerIt.first != player && gameInfo().getPlayerState(playerIt.first)->status == EPlayerStatus::INGAME)
 
- 				{
 
- 					peg.player = playerIt.first;
 
- 					peg.victoryLossCheckResult = gameInfo().getPlayerRelations(player, playerIt.first) == PlayerRelations::ALLIES ?
 
- 								victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner
 
- 					InfoWindow iwOthers;
 
- 					getVictoryLossMessage(player, peg.victoryLossCheckResult, iwOthers);
 
- 					iwOthers.player = playerIt.first;
 
- 					sendAndApply(iwOthers);
 
- 					sendAndApply(peg);
 
- 				}
 
- 			}
 
- 			if(p->human)
 
- 			{
 
- 				gameServer().setState(EServerState::SHUTDOWN);
 
- 			}
 
- 		}
 
- 		else
 
- 		{
 
- 			// give turn to next player(s)
 
- 			turnOrder->onPlayerEndsGame(player);
 
- 			//copy heroes vector to avoid iterator invalidation as removal change PlayerState
 
- 			auto hlp = p->getHeroes();
 
- 			for (const auto * h : hlp) //eliminate heroes
 
- 			{
 
- 				if (h)
 
- 					removeObject(h, player);
 
- 			}
 
- 			//player lost -> all his objects become unflagged (neutral)
 
- 			for (const auto * obj : gameState().getMap().getObjects()) //unflag objs
 
- 			{
 
- 				if (obj && 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 (const auto &playerState : gameState().players) //players may have different colors, iterate over players and not integers
 
- 			{
 
- 				if (playerState.first != player)
 
- 					playerColors.insert(playerState.first);
 
- 			}
 
- 			//notify all players
 
- 			for (auto pc : playerColors)
 
- 			{
 
- 				if (gameInfo().getPlayerState(pc)->status == EPlayerStatus::INGAME)
 
- 				{
 
- 					InfoWindow iwOthers;
 
- 					getVictoryLossMessage(player, victoryLossCheckResult.invert(), iwOthers);
 
- 					iwOthers.player = pc;
 
- 					sendAndApply(iwOthers);
 
- 				}
 
- 			}
 
- 			checkVictoryLossConditions(playerColors);
 
- 		}
 
- 	}
 
- }
 
- void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const
 
- {
 
- 	out.player = player;
 
- 	out.text = victoryLossCheckResult.messageToSelf;
 
- 	out.text.replaceName(player);
 
- 	out.components.emplace_back(ComponentType::FLAG, player);
 
- }
 
- bool CGameHandler::dig(const CGHeroInstance *h)
 
- {
 
- 	if (h->diggingStatus() != EDiggingStatus::CAN_DIG) //checks for terrain and movement
 
- 		COMPLAIN_RETF("Hero cannot dig (error code %d)!", static_cast<int>(h->diggingStatus()));
 
- 	createHole(h->visitablePos(), h->getOwner());
 
- 	//take MPs
 
- 	SetMovePoints smp;
 
- 	smp.hid = h->id;
 
- 	smp.val = 0;
 
- 	sendAndApply(smp);
 
- 	InfoWindow iw;
 
- 	iw.type = EInfoWindowMode::AUTO;
 
- 	iw.player = h->tempOwner;
 
- 	if (gameState().getMap().grailPos == h->visitablePos())
 
- 	{
 
- 		ArtifactID grail = ArtifactID::GRAIL;
 
- 		iw.text.appendLocalString(EMetaText::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the " ...
 
- 		iw.text.appendName(grail); // ... " The Grail"
 
- 		iw.soundID = soundBase::ULTIMATEARTIFACT;
 
- 		giveHeroNewArtifact(h, grail, ArtifactPosition::FIRST_AVAILABLE); //give grail
 
- 		sendAndApply(iw);
 
- 		iw.soundID = soundBase::invalid;
 
- 		iw.components.emplace_back(ComponentType::ARTIFACT, grail);
 
- 		iw.text.clear();
 
- 		iw.text.appendTextID(grail.toArtifact()->getDescriptionTextID());
 
- 		sendAndApply(iw);
 
- 	}
 
- 	else
 
- 	{
 
- 		iw.text.appendLocalString(EMetaText::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
 
- 		iw.soundID = soundBase::Dig;
 
- 		sendAndApply(iw);
 
- 	}
 
- 	return true;
 
- }
 
- void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
 
- {
 
- 	if (!t.visitableObjects.empty())
 
- 	{
 
- 		//to prevent self-visiting heroes on space press
 
- 		if (t.visitableObjects.back() != h->id)
 
- 			objectVisited(gameState().getObjInstance(t.visitableObjects.back()), h);
 
- 		else if (t.visitableObjects.size() > 1)
 
- 			objectVisited(gameState().getObjInstance(*(t.visitableObjects.end()-2)),h);
 
- 	}
 
- }
 
- bool CGameHandler::sacrificeCreatures(const IMarket * market, const CGHeroInstance * hero, const std::vector<SlotID> & slot, const std::vector<ui32> & count)
 
- {
 
- 	if (!hero)
 
- 		COMPLAIN_RET("You need hero to sacrifice creature!");
 
- 	int expSum = 0;
 
- 	auto finish = [this, &hero, &expSum]()
 
- 	{
 
- 		giveExperience(hero, hero->calculateXp(expSum));
 
- 	};
 
- 	for(int i = 0; i < slot.size(); ++i)
 
- 	{
 
- 		int oldCount = hero->getStackCount(slot[i]);
 
- 		if(oldCount < static_cast<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]).getId();
 
- 		changeStackCount(StackLocation(hero->id, slot[i]), -(TQuantity)count[i], ChangeValueMode::RELATIVE);
 
- 		int dump;
 
- 		int exp;
 
- 		market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
 
- 		exp *= count[i];
 
- 		expSum += exp;
 
- 	}
 
- 	finish();
 
- 	return true;
 
- }
 
- bool CGameHandler::sacrificeArtifact(const IMarket * market, const CGHeroInstance * hero, const std::vector<ArtifactInstanceID> & arts)
 
- {
 
- 	if (!hero)
 
- 		COMPLAIN_RET("You need hero to sacrifice artifact!");
 
- 	if(hero->getAlignment() == EAlignment::EVIL)
 
- 		COMPLAIN_RET("Evil hero can't sacrifice artifact!");
 
- 	assert(market);
 
- 	const auto * artSet = market->getArtifactsStorage();
 
- 	int expSum = 0;
 
- 	std::vector<ArtifactPosition> artPack;
 
- 	auto finish = [this, &hero, &expSum, &artPack, market]()
 
- 	{
 
- 		removeArtifact(market->getObjInstanceID(), artPack);
 
- 		giveExperience(hero, hero->calculateXp(expSum));
 
- 	};
 
- 	for(const auto & artInstId : arts)
 
- 	{
 
- 		if(const auto * art = artSet->getArtByInstanceId(artInstId))
 
- 		{
 
- 			if(art->getType()->isTradable())
 
- 			{
 
- 				int dmp;
 
- 				int expToGive;
 
- 				market->getOffer(art->getTypeId(), 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
 
- 				expSum += expToGive;
 
- 				artPack.push_back(artSet->getArtPos(art));
 
- 			}
 
- 			else
 
- 			{
 
- 				COMPLAIN_RET("Cannot sacrifice not tradable artifact!");
 
- 			}
 
- 		}
 
- 		else
 
- 		{
 
- 			finish();
 
- 			COMPLAIN_RET("Cannot find artifact to sacrifice!");
 
- 		}
 
- 	}
 
- 	finish();
 
- 	return true;
 
- }
 
- bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
 
- {
 
- 	const auto * army = dynamic_cast<const CArmedInstance*>(gameInfo().getObj(sl.army));
 
- 	if (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 = army->id;
 
- 	ins.slot = sl.slot;
 
- 	ins.type = c->getId();
 
- 	ins.count = count;
 
- 	sendAndApply(ins);
 
- 	return true;
 
- }
 
- bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval)
 
- {
 
- 	const auto * army = dynamic_cast<const CArmedInstance*>(gameInfo().getObj(sl.army));
 
- 	if (!army->hasStackAtSlot(sl.slot))
 
- 		COMPLAIN_RET("Cannot find a stack to erase");
 
- 	if (army->stacksCount() == 1 //from the last stack
 
- 		&& 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 = army->id;
 
- 	es.slot = sl.slot;
 
- 	sendAndApply(es);
 
- 	return true;
 
- }
 
- bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, ChangeValueMode mode)
 
- {
 
- 	const auto * army = dynamic_cast<const CArmedInstance*>(gameInfo().getObj(sl.army));
 
- 	TQuantity currentCount = army->getStackCount(sl.slot);
 
- 	if ((mode == ChangeValueMode::ABSOLUTE && count < 0)
 
- 		|| (mode == ChangeValueMode::RELATIVE && -count > currentCount))
 
- 	{
 
- 		COMPLAIN_RET("Cannot take more stacks than present!");
 
- 	}
 
- 	if ((currentCount == -count  &&  mode == ChangeValueMode::RELATIVE)
 
- 	   || (count == 0 && mode == ChangeValueMode::ABSOLUTE))
 
- 	{
 
- 		eraseStack(sl);
 
- 	}
 
- 	else
 
- 	{
 
- 		ChangeStackCount csc;
 
- 		csc.army = army->id;
 
- 		csc.slot = sl.slot;
 
- 		csc.count = count;
 
- 		csc.mode = mode;
 
- 		sendAndApply(csc);
 
- 	}
 
- 	return true;
 
- }
 
- bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
 
- {
 
- 	const auto * army = dynamic_cast<const CArmedInstance*>(gameInfo().getObj(sl.army));
 
- 	const CCreature *slotC = army->getCreature(sl.slot);
 
- 	if (!slotC) //slot is empty
 
- 		insertNewStack(sl, c, count);
 
- 	else if (c == slotC)
 
- 		changeStackCount(sl, count, ChangeValueMode::RELATIVE);
 
- 	else
 
- 	{
 
- 		COMPLAIN_RET("Cannot add " + c->getNamePluralTranslated() + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
 
- 	}
 
- 	return true;
 
- }
 
- void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
 
- {
 
- 	if (removeObjWhenFinished)
 
- 		removeAfterVisit(src->id);
 
- 	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->getCreature());
 
- 					if (pos.validSlot())
 
- 					{
 
- 						moveStack(StackLocation(src->id, i->first), StackLocation(dst->id, 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)
 
- {
 
- 	const auto * srcArmy = dynamic_cast<const CArmedInstance*>(gameInfo().getObj(src.army));
 
- 	const auto * dstArmy = dynamic_cast<const CArmedInstance*>(gameInfo().getObj(dst.army));
 
- 	if (!srcArmy->hasStackAtSlot(src.slot))
 
- 		COMPLAIN_RET("No stack to move!");
 
- 	if (dstArmy->hasStackAtSlot(dst.slot) && dstArmy->getCreature(dst.slot) != srcArmy->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 = srcArmy->getStackCount(src.slot);
 
- 	}
 
- 	if (srcArmy != dstArmy  //moving away
 
- 		&&  count == srcArmy->getStackCount(src.slot) //all creatures
 
- 		&& srcArmy->stacksCount() == 1 //from the last stack
 
- 		&& srcArmy->needsLastStack()) //that must be left
 
- 	{
 
- 		COMPLAIN_RET("Cannot move away the last creature!");
 
- 	}
 
- 	RebalanceStacks rs;
 
- 	rs.srcArmy = srcArmy->id;
 
- 	rs.dstArmy = dstArmy->id;
 
- 	rs.srcSlot = src.slot;
 
- 	rs.dstSlot = dst.slot;
 
- 	rs.count = count;
 
- 	sendAndApply(rs);
 
- 	return true;
 
- }
 
- void CGameHandler::castSpell(const spells::Caster * caster, SpellID spellID, const int3 &pos)
 
- {
 
- 	if (!spellID.hasValue())
 
- 		return;
 
- 	AdventureSpellCastParameters p;
 
- 	p.caster = caster;
 
- 	p.pos = pos;
 
- 	const CSpell * s = spellID.toSpell();
 
- 	s->adventureCast(spellEnv.get(), p);
 
- 	if(const auto * hero = caster->getHeroCaster())
 
- 		useChargeBasedSpell(hero->id, spellID);
 
- }
 
- bool CGameHandler::swapStacks(const StackLocation & sl1, const StackLocation & sl2)
 
- {
 
- 	const auto * army1 = dynamic_cast<const CArmedInstance*>(gameInfo().getObj(sl1.army));
 
- 	const auto * army2 = dynamic_cast<const CArmedInstance*>(gameInfo().getObj(sl2.army));
 
- 	if(!army1->hasStackAtSlot(sl1.slot))
 
- 	{
 
- 		return moveStack(sl2, sl1);
 
- 	}
 
- 	else if(!army2->hasStackAtSlot(sl2.slot))
 
- 	{
 
- 		return moveStack(sl1, sl2);
 
- 	}
 
- 	else
 
- 	{
 
- 		SwapStacks ss;
 
- 		ss.srcArmy = army1->id;
 
- 		ss.dstArmy = army2->id;
 
- 		ss.srcSlot = sl1.slot;
 
- 		ss.dstSlot = sl2.slot;
 
- 		sendAndApply(ss);
 
- 		return true;
 
- 	}
 
- }
 
- bool CGameHandler::putArtifact(const ArtifactLocation & al, const ArtifactInstanceID & id, std::optional<bool> askAssemble)
 
- {
 
- 	const auto * artInst = gameInfo().getArtInstance(id);
 
- 	assert(artInst && artInst->getType());
 
- 	ArtifactLocation dst(al.artHolder, ArtifactPosition::PRE_FIRST);
 
- 	dst.creature = al.creature;
 
- 	const auto * putTo = gameState().getArtSet(al);
 
- 	assert(putTo);
 
- 	if(al.slot == ArtifactPosition::FIRST_AVAILABLE)
 
- 	{
 
- 		dst.slot = ArtifactUtils::getArtAnyPosition(putTo, artInst->getTypeId());
 
- 	}
 
- 	else if(ArtifactUtils::isSlotBackpack(al.slot) && !al.creature.has_value())
 
- 	{
 
- 		dst.slot = ArtifactUtils::getArtBackpackPosition(putTo, artInst->getTypeId());
 
- 	}
 
- 	else
 
- 	{
 
- 		dst.slot = al.slot;
 
- 	}
 
- 	if(!askAssemble.has_value())
 
- 	{
 
- 		if(!dst.creature.has_value() && ArtifactUtils::isSlotEquipment(dst.slot))
 
- 			askAssemble = true;
 
- 		else
 
- 			askAssemble = false;
 
- 	}
 
- 	if(artInst->canBePutAt(putTo, dst.slot))
 
- 	{
 
- 		PutArtifact pa(id, dst, askAssemble.value());
 
- 		sendAndApply(pa);
 
- 		return true;
 
- 	}
 
- 	else
 
- 	{
 
- 		return false;
 
- 	}
 
- }
 
- bool CGameHandler::giveHeroNewArtifact(
 
- 	const CGHeroInstance * h, const CArtifact * artType, const SpellID & spellId, const ArtifactPosition & pos)
 
- {
 
- 	assert(artType);
 
- 	NewArtifact na;
 
- 	na.artHolder = h->id;
 
- 	na.artId = artType->getId();
 
- 	na.spellId = spellId;
 
- 	na.pos = pos;
 
- 	if(pos == ArtifactPosition::FIRST_AVAILABLE)
 
- 	{
 
- 		na.pos = ArtifactUtils::getArtAnyPosition(h, artType->getId());
 
- 		if(!artType->canBePutAt(h, na.pos))
 
- 			COMPLAIN_RET("Cannot put artifact in that slot!");
 
- 	}
 
- 	else if(ArtifactUtils::isSlotBackpack(pos))
 
- 	{
 
- 		if(!artType->canBePutAt(h, ArtifactUtils::getArtBackpackPosition(h, artType->getId())))
 
- 			COMPLAIN_RET("Cannot put artifact in that slot!");
 
- 	}
 
- 	else
 
- 	{
 
- 		COMPLAIN_RET_FALSE_IF(!artType->canBePutAt(h, pos, false), "Cannot put artifact in that slot!");
 
- 	}
 
- 	sendAndApply(na);
 
- 	return true;
 
- }
 
- bool CGameHandler::giveHeroNewArtifact(const CGHeroInstance * h, const ArtifactID & artId, const ArtifactPosition & pos)
 
- {
 
- 	return giveHeroNewArtifact(h, artId.toArtifact(), SpellID::NONE, pos);
 
- }
 
- bool CGameHandler::giveHeroNewScroll(const CGHeroInstance * h, const SpellID & spellId, const ArtifactPosition & pos)
 
- {
 
- 	return giveHeroNewArtifact(h, ArtifactID(ArtifactID::SPELL_SCROLL).toArtifact(), spellId, pos);
 
- }
 
- void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
 
- {
 
- 	std::vector<int3>::iterator tile;
 
- 	std::vector<int3> tiles;
 
- 	gameState().getFreeTiles(tiles, true);
 
- 	ui32 amount = tiles.size() / 200; //Chance is 0.5% for each tile
 
- 	RandomGeneratorUtil::randomShuffle(tiles, getRandomGenerator());
 
- 	logGlobal->trace("Spawning wandering monsters. Found %d free tiles. Creature type: %d", tiles.size(), creatureID.num);
 
- 	const CCreature *cre = creatureID.toCreature();
 
- 	for (int i = 0; i < amount; ++i)
 
- 	{
 
- 		tile = tiles.begin();
 
- 		logGlobal->trace("\tSpawning monster at %s", tile->toString());
 
- 		auto count = cre->getRandomAmount(getRandomGenerator());
 
- 		createWanderingMonster(*tile, creatureID, count);
 
- 		tiles.erase(tile); //not use it again
 
- 	}
 
- }
 
- bool CGameHandler::isBlockedByQueries(const CPackForServer *pack, PlayerColor player)
 
- {
 
- 	if (dynamic_cast<const PlayerMessage *>(pack) != nullptr)
 
- 		return false;
 
- 	if (dynamic_cast<const SaveLocalState *>(pack) != nullptr)
 
- 		return false;
 
- 	auto query = queries->topQuery(player);
 
- 	if (query && query->blocksPack(pack))
 
- 	{
 
- 		complain(boost::str(boost::format(
 
- 			"\r\n| Player \"%s\" has to answer queries before attempting any further actions.\r\n| Top Query: \"%s\"\r\n")
 
- 			% boost::to_upper_copy<std::string>(player.toString())
 
- 			% query->toString()
 
- 		));
 
- 		return true;
 
- 	}
 
- 	return false;
 
- }
 
- void CGameHandler::removeAfterVisit(const ObjectInstanceID & id)
 
- {
 
- 	//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<MapObjectVisitQuery>(query))
 
- 		{
 
- 			if (someVistQuery->visitedObject == id)
 
- 			{
 
- 				someVistQuery->removeObjectAfterVisit = true;
 
- 				return;
 
- 			}
 
- 		}
 
- 	}
 
- 	//If we haven't returned so far, there is no query and no visit, call was wrong
 
- 	throw std::runtime_error("This function needs to be called during the object visit!");
 
- }
 
- void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, ETileVisibility mode)
 
- {
 
- 	FowTilesType tiles;
 
- 	if (mode == ETileVisibility::HIDDEN)
 
- 	{
 
- 		gameInfo().getTilesInRange(tiles, center, radius, ETileVisibility::REVEALED, player);
 
- 	}
 
- 	else
 
- 	{
 
- 		gameInfo().getTilesInRange(tiles, center, radius, ETileVisibility::HIDDEN, player);
 
- 	}
 
- 	changeFogOfWar(tiles, player, mode);
 
- }
 
- void CGameHandler::changeFogOfWar(const FowTilesType &tiles, PlayerColor player, ETileVisibility mode)
 
- {
 
- 	if (tiles.empty())
 
- 		return;
 
- 	FoWChange fow;
 
- 	fow.tiles = tiles;
 
- 	fow.player = player;
 
- 	fow.mode = mode;
 
- 	if (mode == ETileVisibility::HIDDEN)
 
- 	{
 
- 		// do not hide tiles observed by owned objects. May lead to disastrous AI problems
 
- 		FowTilesType observedTiles;
 
- 		const auto * p = gameInfo().getPlayerState(player);
 
- 		for (const auto * obj : p->getOwnedObjects())
 
- 			gameInfo().getTilesInRange(observedTiles, obj->getSightCenter(), obj->getSightRadius(), ETileVisibility::REVEALED, obj->getOwner());
 
- 		for (auto tile : observedTiles)
 
- 			vstd::erase_if_present (fow.tiles, tile);
 
- 	}
 
- 	if (!fow.tiles.empty())
 
- 		sendAndApply(fow);
 
- }
 
- const CGHeroInstance * CGameHandler::getVisitingHero(const CGObjectInstance *obj)
 
- {
 
- 	assert(obj);
 
- 	for(const auto & query : queries->allQueries())
 
- 	{
 
- 		auto visit = std::dynamic_pointer_cast<const VisitQuery>(query);
 
- 		if (visit && visit->visitedObject == obj->id)
 
- 			return gameInfo().getHero(visit->visitingHero);
 
- 	}
 
- 	return nullptr;
 
- }
 
- const CGObjectInstance * CGameHandler::getVisitingObject(const CGHeroInstance *hero)
 
- {
 
- 	assert(hero);
 
- 	for(const auto & query : queries->allQueries())
 
- 	{
 
- 		auto visit = std::dynamic_pointer_cast<const VisitQuery>(query);
 
- 		if (visit && visit->visitingHero == hero->id)
 
- 			return gameInfo().getObjInstance(visit->visitedObject);
 
- 	}
 
- 	return nullptr;
 
- }
 
- bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
 
- {
 
- 	assert(obj);
 
- 	assert(hero);
 
- 	assert(getVisitingHero(obj) == hero);
 
- 	// Check top query of targeted player:
 
- 	// If top query is NOT visit to targeted object then we assume that
 
- 	// visitation query is covered by other query that must be answered first
 
- 	if (auto topQuery = queries->topQuery(hero->getOwner()))
 
- 		if (auto visit = std::dynamic_pointer_cast<const VisitQuery>(topQuery))
 
- 			return !(visit->visitedObject == obj->id && visit->visitingHero == hero->id);
 
- 	return true;
 
- }
 
- void CGameHandler::setObjPropertyValue(ObjectInstanceID objid, ObjProperty prop, int32_t value)
 
- {
 
- 	SetObjectProperty sob;
 
- 	sob.id = objid;
 
- 	sob.what = prop;
 
- 	sob.identifier = NumericID(value);
 
- 	sendAndApply(sob);
 
- }
 
- void CGameHandler::setObjPropertyID(ObjectInstanceID objid, ObjProperty prop, ObjPropertyID identifier)
 
- {
 
- 	SetObjectProperty sob;
 
- 	sob.id = objid;
 
- 	sob.what = prop;
 
- 	sob.identifier = identifier;
 
- 	sendAndApply(sob);
 
- }
 
- void CGameHandler::setRewardableObjectConfiguration(ObjectInstanceID objid, const Rewardable::Configuration & configuration)
 
- {
 
- 	SetRewardableConfiguration srb;
 
- 	srb.objectID = objid;
 
- 	srb.configuration = configuration;
 
- 	sendAndApply(srb);
 
- }
 
- void CGameHandler::setRewardableObjectConfiguration(ObjectInstanceID townInstanceID, BuildingID buildingID, const Rewardable::Configuration & configuration)
 
- {
 
- 	SetRewardableConfiguration srb;
 
- 	srb.objectID = townInstanceID;
 
- 	srb.buildingID = buildingID;
 
- 	srb.configuration = configuration;
 
- 	sendAndApply(srb);
 
- }
 
- void CGameHandler::showInfoDialog(InfoWindow * iw)
 
- {
 
- 	sendAndApply(*iw);
 
- }
 
- vstd::RNG & CGameHandler::getRandomGenerator()
 
- {
 
- 	return randomizer->getDefault();
 
- }
 
- //#if SCRIPTING_ENABLED
 
- //scripting::Pool * CGameHandler::getGlobalContextPool() const
 
- //{
 
- //	return serverScripts.get();
 
- //}
 
- //scripting::Pool * CGameHandler::getContextPool() const
 
- //{
 
- //	return serverScripts.get();
 
- //}
 
- //#endif
 
- std::shared_ptr<CGObjectInstance> CGameHandler::createNewObject(const int3 & visitablePosition, MapObjectID objectID, MapObjectSubID subID)
 
- {
 
- 	TerrainId terrainType = ETerrainId::NONE;
 
- 	if (!gameState().isInTheMap(visitablePosition))
 
- 		throw std::runtime_error("Attempt to create object outside map at " + visitablePosition.toString());
 
- 	const TerrainTile & t = gameState().getMap().getTile(visitablePosition);
 
- 	terrainType = t.getTerrainID();
 
- 	auto handler = LIBRARY->objtypeh->getHandlerFor(objectID, subID);
 
- 	auto o = handler->create(&gameInfo(), nullptr);
 
- 	handler->configureObject(o.get(), *randomizer);
 
- 	assert(o->ID == objectID);
 
- 	gs->getMap().generateUniqueInstanceName(o.get());
 
- 	assert(!handler->getTemplates(terrainType).empty());
 
- 	if (handler->getTemplates().empty())
 
- 		throw std::runtime_error("Attempt to create object (" + std::to_string(objectID) + ", " + std::to_string(subID.getNum()) + ") with no templates!");
 
- 	if (!handler->getTemplates(terrainType).empty())
 
- 		o->appearance = handler->getTemplates(terrainType).front();
 
- 	else
 
- 		o->appearance = handler->getTemplates().front();
 
- 	if (o->isVisitable())
 
- 		o->setAnchorPos(visitablePosition + o->getVisitableOffset());
 
- 	else
 
- 		o->setAnchorPos(visitablePosition);
 
- 	return o;
 
- }
 
- void CGameHandler::createWanderingMonster(const int3 & visitablePosition, CreatureID creature, int unitSize)
 
- {
 
- 	auto createdObject = createNewObject(visitablePosition, Obj::MONSTER, creature);
 
- 	auto cre = std::dynamic_pointer_cast<CGCreature>(createdObject);
 
- 	assert(cre);
 
- 	cre->notGrowingTeam = cre->neverFlees = false;
 
- 	cre->character = 2;
 
- 	cre->gainedArtifact = ArtifactID::NONE;
 
- 	cre->identifier = -1;
 
- 	cre->temppower = static_cast<int64_t>(unitSize) * 1000;
 
- 	cre->addToSlot(SlotID(0), std::make_unique<CStackInstance>(&gameInfo(), creature, unitSize));
 
- 	newObject(createdObject, PlayerColor::NEUTRAL);
 
- }
 
- void CGameHandler::createBoat(const int3 & visitablePosition, BoatId type, PlayerColor initiator)
 
- {
 
- 	auto createdObject = createNewObject(visitablePosition, Obj::BOAT, type);
 
- 	newObject(createdObject, initiator);
 
- }
 
- void CGameHandler::createHole(const int3 & visitablePosition, PlayerColor initiator)
 
- {
 
- 	auto createdObject = createNewObject(visitablePosition, Obj::HOLE, 0);
 
- 	newObject(createdObject, initiator);
 
- }
 
- void CGameHandler::newObject(std::shared_ptr<CGObjectInstance> object, PlayerColor initiator)
 
- {
 
- 	object->initObj(*randomizer);
 
- 	NewObject no;
 
- 	no.newObject = object;
 
- 	no.initiator = initiator;
 
- 	sendAndApply(no);
 
- }
 
- void CGameHandler::startBattle(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, const BattleLayout & layout, const CGTownInstance *town)
 
- {
 
- 	battles->startBattle(army1, army2, tile, hero1, hero2, layout, town);
 
- }
 
- void CGameHandler::startBattle(const CArmedInstance *army1, const CArmedInstance *army2 )
 
- {
 
- 	battles->startBattle(army1, army2);
 
- }
 
- void CGameHandler::useChargeBasedSpell(const ObjectInstanceID & heroObjectID, const SpellID & spellID)
 
- {
 
- 	const auto * hero = gameInfo().getHero(heroObjectID);
 
- 	assert(hero);
 
- 	assert(hero->canCastThisSpell(spellID.toSpell()));
 
- 	// Check if hero used charge based spell
 
- 	// Try to find other sources of the spell besides the charged artifacts. If there are any, we use them.
 
- 	std::optional<std::tuple<ArtifactPosition, ArtifactInstanceID, uint16_t>> chargedArt;
 
- 	for(const auto & source : hero->getSourcesForSpell(spellID))
 
- 	{
 
- 		if(const auto * artInst = hero->getArtByInstanceId(source.as<ArtifactInstanceID>()))
 
- 		{
 
- 			const auto * artType = artInst->getType();
 
- 			const auto spellCost = artType->getChargeCost(spellID);
 
- 			if(spellCost.has_value() && spellCost.value() <= artInst->getCharges() && artType->getDischargeCondition() == DischargeArtifactCondition::SPELLCAST)
 
- 			{
 
- 				chargedArt.emplace(hero->getArtPos(artInst), artInst->getId(), spellCost.value());
 
- 			}
 
- 			else
 
- 			{
 
- 				return;
 
- 			}
 
- 		}
 
- 		else
 
- 		{
 
- 			return;
 
- 		}
 
- 	}
 
- 	assert(chargedArt.has_value());
 
- 	DischargeArtifact msg(std::get<1>(chargedArt.value()), std::get<2>(chargedArt.value()));
 
- 	msg.artLoc.emplace(hero->id, std::get<0>(chargedArt.value()));
 
- 	sendAndApply(msg);
 
- }
 
 
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