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Extracted campaign-related code from GameState into a separate class

Ivan Savenko 2 년 전
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커밋
0fb284f948
6개의 변경된 파일747개의 추가작업 그리고 454개의 파일을 삭제
  1. 1 0
      lib/IGameCallback.cpp
  2. 13 428
      lib/gameState/CGameState.cpp
  3. 7 26
      lib/gameState/CGameState.h
  4. 656 0
      lib/gameState/CGameStateCampaign.cpp
  5. 69 0
      lib/gameState/CGameStateCampaign.h
  6. 1 0
      lib/registerTypes/TypesLobbyPacks.cpp

+ 1 - 0
lib/IGameCallback.cpp

@@ -35,6 +35,7 @@
 #include "mapping/CCampaignHandler.h"
 #include "StartInfo.h"
 #include "gameState/CGameState.h"
+#include "gameState/CGameStateCampaign.h"
 #include "mapping/CMap.h"
 #include "CPlayerState.h"
 #include "GameSettings.h"

+ 13 - 428
lib/gameState/CGameState.cpp

@@ -12,6 +12,7 @@
 
 #include "EVictoryLossCheckResult.h"
 #include "InfoAboutArmy.h"
+#include "CGameStateCampaign.h"
 
 #include "../ArtifactUtils.h"
 #include "../CBuildingHandler.h"
@@ -175,25 +176,6 @@ CGHeroInstance * CGameState::HeroesPool::pickHeroFor(bool native,
 	return ret;
 }
 
-void CGameState::CrossoverHeroesList::addHeroToBothLists(CGHeroInstance * hero)
-{
-	heroesFromPreviousScenario.push_back(hero);
-	heroesFromAnyPreviousScenarios.push_back(hero);
-}
-
-void CGameState::CrossoverHeroesList::removeHeroFromBothLists(CGHeroInstance * hero)
-{
-	heroesFromPreviousScenario -= hero;
-	heroesFromAnyPreviousScenarios -= hero;
-}
-
-CGameState::CampaignHeroReplacement::CampaignHeroReplacement(CGHeroInstance * hero, const ObjectInstanceID & heroPlaceholderId):
-	hero(hero),
-	heroPlaceholderId(heroPlaceholderId)
-{
-
-}
-
 int CGameState::pickNextHeroType(const PlayerColor & owner)
 {
 	const PlayerSettings &ps = scenarioOps->getIthPlayersSettings(owner);
@@ -528,7 +510,8 @@ void CGameState::init(const IMapService * mapService, StartInfo * si, bool allow
 
 	initGlobalBonuses();
 	initPlayerStates();
-	placeCampaignHeroes();
+	if (campaign)
+		campaign->placeCampaignHeroes();
 	initGrailPosition();
 	initRandomFactionsForPlayers();
 	randomizeMapObjects();
@@ -699,8 +682,8 @@ void CGameState::initNewGame(const IMapService * mapService, bool allowSavingRan
 
 void CGameState::initCampaign()
 {
-	logGlobal->info("Open campaign map file: %d", scenarioOps->campState->currentMap.value());
-	map = scenarioOps->campState->getMap();
+	campaign = std::make_unique<CGameStateCampaign>(this);
+	map = campaign->getCurrentMap();
 }
 
 void CGameState::checkMapChecksum()
@@ -836,108 +819,6 @@ void CGameState::initPlayerStates()
 	}
 }
 
-void CGameState::placeCampaignHeroes()
-{
-	if (scenarioOps->campState)
-	{
-		// place bonus hero
-		auto campaignBonus = scenarioOps->campState->getBonusForCurrentMap();
-		bool campaignGiveHero = campaignBonus && campaignBonus->type == CScenarioTravel::STravelBonus::HERO;
-
-		if(campaignGiveHero)
-		{
-			auto playerColor = PlayerColor(campaignBonus->info1);
-			auto it = scenarioOps->playerInfos.find(playerColor);
-			if(it != scenarioOps->playerInfos.end())
-			{
-				auto heroTypeId = campaignBonus->info2;
-				if(heroTypeId == 0xffff) // random bonus hero
-				{
-					heroTypeId = pickUnusedHeroTypeRandomly(playerColor);
-				}
-
-				placeStartingHero(playerColor, HeroTypeID(heroTypeId), map->players[playerColor.getNum()].posOfMainTown);
-			}
-		}
-
-		// replace heroes placeholders
-		auto crossoverHeroes = getCrossoverHeroesFromPreviousScenarios();
-
-		if(!crossoverHeroes.heroesFromAnyPreviousScenarios.empty())
-		{
-			logGlobal->debug("\tGenerate list of hero placeholders");
-			auto campaignHeroReplacements = generateCampaignHeroesToReplace(crossoverHeroes);
-
-			logGlobal->debug("\tPrepare crossover heroes");
-			prepareCrossoverHeroes(campaignHeroReplacements, scenarioOps->campState->getCurrentScenario().travelOptions);
-
-			// remove same heroes on the map which will be added through crossover heroes
-			// INFO: we will remove heroes because later it may be possible that the API doesn't allow having heroes
-			// with the same hero type id
-			std::vector<CGHeroInstance *> removedHeroes;
-
-			for(auto & campaignHeroReplacement : campaignHeroReplacements)
-			{
-				auto * hero = getUsedHero(HeroTypeID(campaignHeroReplacement.hero->subID));
-				if(hero)
-				{
-					removedHeroes.push_back(hero);
-					map->heroesOnMap -= hero;
-					map->objects[hero->id.getNum()] = nullptr;
-					map->removeBlockVisTiles(hero, true);
-				}
-			}
-
-			logGlobal->debug("\tReplace placeholders with heroes");
-			replaceHeroesPlaceholders(campaignHeroReplacements);
-
-			// now add removed heroes again with unused type ID
-			for(auto * hero : removedHeroes)
-			{
-				si32 heroTypeId = 0;
-				if(hero->ID == Obj::HERO)
-				{
-					heroTypeId = pickUnusedHeroTypeRandomly(hero->tempOwner);
-				}
-				else if(hero->ID == Obj::PRISON)
-				{
-					auto unusedHeroTypeIds = getUnusedAllowedHeroes();
-					if(!unusedHeroTypeIds.empty())
-					{
-						heroTypeId = (*RandomGeneratorUtil::nextItem(unusedHeroTypeIds, getRandomGenerator())).getNum();
-					}
-					else
-					{
-						logGlobal->error("No free hero type ID found to replace prison.");
-						assert(0);
-					}
-				}
-				else
-				{
-					assert(0); // should not happen
-				}
-
-				hero->subID = heroTypeId;
-				hero->portrait = hero->subID;
-				map->getEditManager()->insertObject(hero);
-			}
-		}
-	}
-
-	// remove hero placeholders on map
-	for(auto obj : map->objects)
-	{
-		if(obj && obj->ID == Obj::HERO_PLACEHOLDER)
-		{
-			auto heroPlaceholder = dynamic_cast<CGHeroPlaceholder *>(obj.get());
-			map->removeBlockVisTiles(heroPlaceholder, true);
-			map->instanceNames.erase(obj->instanceName);
-			map->objects[heroPlaceholder->id.getNum()] = nullptr;
-			delete heroPlaceholder;
-		}
-	}
-}
-
 void CGameState::placeStartingHero(const PlayerColor & playerColor, const HeroTypeID & heroTypeId, int3 townPos)
 {
 	for(auto town : map->towns)
@@ -965,14 +846,8 @@ void CGameState::placeStartingHeroes()
 		if(playerInfo.generateHeroAtMainTown && playerInfo.hasMainTown)
 		{
 			// Do not place a starting hero if the hero was already placed due to a campaign bonus
-			if(scenarioOps->campState)
-			{
-				if(auto campaignBonus = scenarioOps->campState->getBonusForCurrentMap())
-				{
-					if(campaignBonus->type == CScenarioTravel::STravelBonus::HERO && playerColor == PlayerColor(campaignBonus->info1))
-						continue;
-				}
-			}
+			if (campaign && campaign->playerHasStartingHero(playerColor))
+				continue;
 
 			int heroTypeId = pickNextHeroType(playerColor);
 			if(playerSettingPair.second.hero == -1)
@@ -1003,55 +878,8 @@ void CGameState::initStartingResources()
 			p.resources = startresAI;
 	}
 
-	auto getHumanPlayerInfo = [&]() -> std::vector<const PlayerSettings *>
-	{
-		std::vector<const PlayerSettings *> ret;
-		for(const auto & playerInfo : scenarioOps->playerInfos)
-		{
-			if(playerInfo.second.isControlledByHuman())
-				ret.push_back(&playerInfo.second);
-		}
-
-		return ret;
-	};
-
-	//give start resource bonus in case of campaign
-	if (scenarioOps->mode == StartInfo::CAMPAIGN)
-	{
-		auto chosenBonus = scenarioOps->campState->getBonusForCurrentMap();
-		if(chosenBonus && chosenBonus->type == CScenarioTravel::STravelBonus::RESOURCE)
-		{
-			std::vector<const PlayerSettings *> people = getHumanPlayerInfo(); //players we will give resource bonus
-			for(const PlayerSettings *ps : people)
-			{
-				std::vector<int> res; //resources we will give
-				switch (chosenBonus->info1)
-				{
-				case 0: case 1: case 2: case 3: case 4: case 5: case 6:
-					res.push_back(chosenBonus->info1);
-					break;
-				case 0xFD: //wood+ore
-					res.push_back(GameResID(EGameResID::WOOD)); 
-					res.push_back(GameResID(EGameResID::ORE));
-					break;
-				case 0xFE:  //rare
-					res.push_back(GameResID(EGameResID::MERCURY));
-					res.push_back(GameResID(EGameResID::SULFUR));
-					res.push_back(GameResID(EGameResID::CRYSTAL));
-					res.push_back(GameResID(EGameResID::GEMS));
-					break;
-				default:
-					assert(0);
-					break;
-				}
-				//increasing resource quantity
-				for (auto & re : res)
-				{
-					players[ps->color].resources[re] += chosenBonus->info2;
-				}
-			}
-		}
-	}
+	if (campaign)
+		campaign->initStartingResources();
 }
 
 void CGameState::initHeroes()
@@ -1129,115 +957,8 @@ void CGameState::initHeroes()
 		hpool.pavailable[elem.heroId] = elem.players;
 	}
 
-	if (scenarioOps->mode == StartInfo::CAMPAIGN) //give campaign bonuses for specific / best hero
-	{
-		auto chosenBonus = scenarioOps->campState->getBonusForCurrentMap();
-		if (chosenBonus && chosenBonus->isBonusForHero() && chosenBonus->info1 != 0xFFFE) //exclude generated heroes
-		{
-			//find human player
-			PlayerColor humanPlayer=PlayerColor::NEUTRAL;
-			for (auto & elem : players)
-			{
-				if(elem.second.human)
-				{
-					humanPlayer = elem.first;
-					break;
-				}
-			}
-			assert(humanPlayer != PlayerColor::NEUTRAL);
-
-			std::vector<ConstTransitivePtr<CGHeroInstance> > & heroes = players[humanPlayer].heroes;
-
-			if (chosenBonus->info1 == 0xFFFD) //most powerful
-			{
-				int maxB = -1;
-				for (int b=0; b<heroes.size(); ++b)
-				{
-					if (maxB == -1 || heroes[b]->getTotalStrength() > heroes[maxB]->getTotalStrength())
-					{
-						maxB = b;
-					}
-				}
-				if(maxB < 0)
-					logGlobal->warn("Cannot give bonus to hero cause there are no heroes!");
-				else
-					giveCampaignBonusToHero(heroes[maxB]);
-			}
-			else //specific hero
-			{
-				for (auto & heroe : heroes)
-				{
-					if (heroe->subID == chosenBonus->info1)
-					{
-						giveCampaignBonusToHero(heroe);
-						break;
-					}
-				}
-			}
-		}
-	}
-}
-
-void CGameState::giveCampaignBonusToHero(CGHeroInstance * hero)
-{
-	const std::optional<CScenarioTravel::STravelBonus> & curBonus = scenarioOps->campState->getBonusForCurrentMap();
-	if(!curBonus)
-		return;
-
-	if(curBonus->isBonusForHero())
-	{
-		//apply bonus
-		switch (curBonus->type)
-		{
-		case CScenarioTravel::STravelBonus::SPELL:
-			hero->addSpellToSpellbook(SpellID(curBonus->info2));
-			break;
-		case CScenarioTravel::STravelBonus::MONSTER:
-			{
-				for(int i=0; i<GameConstants::ARMY_SIZE; i++)
-				{
-					if(hero->slotEmpty(SlotID(i)))
-					{
-						hero->addToSlot(SlotID(i), CreatureID(curBonus->info2), curBonus->info3);
-						break;
-					}
-				}
-			}
-			break;
-		case CScenarioTravel::STravelBonus::ARTIFACT:
-			if(!gs->giveHeroArtifact(hero, static_cast<ArtifactID>(curBonus->info2)))
-				logGlobal->error("Cannot give starting artifact - no free slots!");
-			break;
-		case CScenarioTravel::STravelBonus::SPELL_SCROLL:
-			{
-				CArtifactInstance * scroll = ArtifactUtils::createScroll(SpellID(curBonus->info2));
-				const auto slot = ArtifactUtils::getArtAnyPosition(hero, scroll->getTypeId());
-				if(ArtifactUtils::isSlotEquipment(slot) || ArtifactUtils::isSlotBackpack(slot))
-					scroll->putAt(ArtifactLocation(hero, slot));
-				else
-					logGlobal->error("Cannot give starting scroll - no free slots!");
-			}
-			break;
-		case CScenarioTravel::STravelBonus::PRIMARY_SKILL:
-			{
-				const ui8* ptr = reinterpret_cast<const ui8*>(&curBonus->info2);
-				for (int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
-				{
-					int val = ptr[g];
-					if (val == 0)
-					{
-						continue;
-					}
-					auto bb = std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::PRIMARY_SKILL, BonusSource::CAMPAIGN_BONUS, val, *scenarioOps->campState->currentMap, g);
-					hero->addNewBonus(bb);
-				}
-			}
-			break;
-		case CScenarioTravel::STravelBonus::SECONDARY_SKILL:
-			hero->setSecSkillLevel(SecondarySkill(curBonus->info2), curBonus->info3, true);
-			break;
-		}
-	}
+	if (campaign)
+		campaign->initHeroes();
 }
 
 void CGameState::initFogOfWar()
@@ -1320,36 +1041,8 @@ void CGameState::initTowns()
 {
 	logGlobal->debug("\tTowns");
 
-	//campaign bonuses for towns
-	if (scenarioOps->mode == StartInfo::CAMPAIGN)
-	{
-		auto chosenBonus = scenarioOps->campState->getBonusForCurrentMap();
-
-		if (chosenBonus && chosenBonus->type == CScenarioTravel::STravelBonus::BUILDING)
-		{
-			for (int g=0; g<map->towns.size(); ++g)
-			{
-				PlayerState * owner = getPlayerState(map->towns[g]->getOwner());
-				if (owner)
-				{
-					PlayerInfo & pi = map->players[owner->color.getNum()];
-
-					if (owner->human && //human-owned
-						map->towns[g]->pos == pi.posOfMainTown)
-					{
-						BuildingID buildingId;
-						if(scenarioOps->campState->camp->header.version == CampaignVersion::VCMI)
-							buildingId = BuildingID(chosenBonus->info1);
-						else
-							buildingId = CBuildingHandler::campToERMU(chosenBonus->info1, map->towns[g]->subID, map->towns[g]->builtBuildings);
-
-						map->towns[g]->builtBuildings.insert(buildingId);
-						break;
-					}
-				}
-			}
-		}
-	}
+	if (campaign)
+		campaign->initTowns();
 
 	CGTownInstance::universitySkills.clear();
 	for ( int i=0; i<4; i++)
@@ -2463,114 +2156,6 @@ std::set<HeroTypeID> CGameState::getUnusedAllowedHeroes(bool alsoIncludeNotAllow
 	return ret;
 }
 
-std::vector<CGameState::CampaignHeroReplacement> CGameState::generateCampaignHeroesToReplace(CrossoverHeroesList & crossoverHeroes)
-{
-	std::vector<CampaignHeroReplacement> campaignHeroReplacements;
-
-	//selecting heroes by type
-	for(auto obj : map->objects)
-	{
-		if(obj && obj->ID == Obj::HERO_PLACEHOLDER)
-		{
-			auto * heroPlaceholder = dynamic_cast<CGHeroPlaceholder *>(obj.get());
-			if(heroPlaceholder->subID != 0xFF) //select by type
-			{
-				auto it = range::find_if(crossoverHeroes.heroesFromAnyPreviousScenarios, [heroPlaceholder](CGHeroInstance * hero)
-				{
-					return hero->subID == heroPlaceholder->subID;
-				});
-
-				if(it != crossoverHeroes.heroesFromAnyPreviousScenarios.end())
-				{
-					auto * hero = *it;
-					crossoverHeroes.removeHeroFromBothLists(hero);
-					campaignHeroReplacements.emplace_back(CMemorySerializer::deepCopy(*hero).release(), heroPlaceholder->id);
-				}
-			}
-		}
-	}
-
-	//selecting heroes by power
-	range::sort(crossoverHeroes.heroesFromPreviousScenario, [](const CGHeroInstance * a, const CGHeroInstance * b)
-	{
-		return a->getHeroStrength() > b->getHeroStrength();
-	}); //sort, descending strength
-
-	// sort hero placeholders descending power
-	std::vector<CGHeroPlaceholder *> heroPlaceholders;
-	for(auto obj : map->objects)
-	{
-		if(obj && obj->ID == Obj::HERO_PLACEHOLDER)
-		{
-			auto * heroPlaceholder = dynamic_cast<CGHeroPlaceholder *>(obj.get());
-			if(heroPlaceholder->subID == 0xFF) //select by power
-			{
-				heroPlaceholders.push_back(heroPlaceholder);
-			}
-		}
-	}
-	range::sort(heroPlaceholders, [](const CGHeroPlaceholder * a, const CGHeroPlaceholder * b)
-	{
-		return a->power > b->power;
-	});
-
-	for(int i = 0; i < heroPlaceholders.size(); ++i)
-	{
-		auto * heroPlaceholder = heroPlaceholders[i];
-		if(crossoverHeroes.heroesFromPreviousScenario.size() > i)
-		{
-			auto * hero = crossoverHeroes.heroesFromPreviousScenario[i];
-			campaignHeroReplacements.emplace_back(CMemorySerializer::deepCopy(*hero).release(), heroPlaceholder->id);
-		}
-	}
-
-	return campaignHeroReplacements;
-}
-
-void CGameState::replaceHeroesPlaceholders(const std::vector<CGameState::CampaignHeroReplacement> & campaignHeroReplacements)
-{
-	for(const auto & campaignHeroReplacement : campaignHeroReplacements)
-	{
-		auto * heroPlaceholder = dynamic_cast<CGHeroPlaceholder *>(getObjInstance(campaignHeroReplacement.heroPlaceholderId));
-
-		CGHeroInstance *heroToPlace = campaignHeroReplacement.hero;
-		heroToPlace->id = campaignHeroReplacement.heroPlaceholderId;
-		heroToPlace->tempOwner = heroPlaceholder->tempOwner;
-		heroToPlace->pos = heroPlaceholder->pos;
-		heroToPlace->type = VLC->heroh->objects[heroToPlace->subID];
-		heroToPlace->appearance = VLC->objtypeh->getHandlerFor(Obj::HERO,
-															   heroToPlace->type->heroClass->getIndex())->getTemplates().front();
-
-		for(auto &&i : heroToPlace->stacks)
-			i.second->type = VLC->creh->objects[i.second->getCreatureID()];
-
-		auto fixArtifact = [&](CArtifactInstance * art)
-		{
-			art->artType = VLC->arth->objects[art->artType->getId()];
-			gs->map->artInstances.emplace_back(art);
-			art->id = ArtifactInstanceID((si32)gs->map->artInstances.size() - 1);
-		};
-
-		for(auto &&i : heroToPlace->artifactsWorn)
-			fixArtifact(i.second.artifact);
-		for(auto &&i : heroToPlace->artifactsInBackpack)
-			fixArtifact(i.artifact);
-
-		map->removeBlockVisTiles(heroPlaceholder, true);
-		map->objects[heroPlaceholder->id.getNum()] = nullptr;
-		map->instanceNames.erase(heroPlaceholder->instanceName);
-
-		map->heroesOnMap.emplace_back(heroToPlace);
-		map->objects[heroToPlace->id.getNum()] = heroToPlace;
-		map->addBlockVisTiles(heroToPlace);
-		map->instanceNames[heroToPlace->instanceName] = heroToPlace;
-
-		delete heroPlaceholder;
-
-		scenarioOps->campState->getCurrentScenario().placedCrossoverHeroes.push_back(CCampaignState::crossoverSerialize(heroToPlace));
-	}
-}
-
 bool CGameState::isUsedHero(const HeroTypeID & hid) const
 {
 	return getUsedHero(hid);

+ 7 - 26
lib/gameState/CGameState.h

@@ -28,6 +28,7 @@ class CHeroClass;
 struct EventCondition;
 class CScenarioTravel;
 class CStackInstance;
+class CGameStateCampaign;
 
 template<typename T> class CApplier;
 class CBaseForGSApply;
@@ -105,6 +106,7 @@ DLL_LINKAGE std::ostream & operator<<(std::ostream & os, const EVictoryLossCheck
 
 class DLL_LINKAGE CGameState : public CNonConstInfoCallback
 {
+	friend class CGameStateCampaign;
 public:
 	struct DLL_LINKAGE HeroesPool
 	{
@@ -200,29 +202,15 @@ public:
 		h & globalEffects;
 		h & rand;
 		h & rumor;
+		h & campaign;
 
 		BONUS_TREE_DESERIALIZATION_FIX
 	}
 
 private:
-	struct CrossoverHeroesList
-	{
-		std::vector<CGHeroInstance *> heroesFromPreviousScenario, heroesFromAnyPreviousScenarios;
-		void addHeroToBothLists(CGHeroInstance * hero);
-		void removeHeroFromBothLists(CGHeroInstance * hero);
-	};
-
-	struct CampaignHeroReplacement
-	{
-		CampaignHeroReplacement(CGHeroInstance * hero, const ObjectInstanceID & heroPlaceholderId);
-		CGHeroInstance * hero;
-		ObjectInstanceID heroPlaceholderId;
-	};
-
 	// ----- initialization -----
 	void preInitAuto();
 	void initNewGame(const IMapService * mapService, bool allowSavingRandomMap);
-	void initCampaign();
 	void checkMapChecksum();
 	void initGlobalBonuses();
 	void initGrailPosition();
@@ -230,27 +218,17 @@ private:
 	void randomizeMapObjects();
 	void randomizeObject(CGObjectInstance *cur);
 	void initPlayerStates();
-	void placeCampaignHeroes();
-
-
-	/// returns heroes and placeholders in where heroes will be put
-	std::vector<CampaignHeroReplacement> generateCampaignHeroesToReplace(CrossoverHeroesList & crossoverHeroes);
-
-	/// gets prepared and copied hero instances with crossover heroes from prev. scenario and travel options from current scenario
-	void prepareCrossoverHeroes(std::vector<CampaignHeroReplacement> & campaignHeroReplacements, const CScenarioTravel & travelOptions);
-
-	void replaceHeroesPlaceholders(const std::vector<CampaignHeroReplacement> & campaignHeroReplacements);
 	void placeStartingHeroes();
 	void placeStartingHero(const PlayerColor & playerColor, const HeroTypeID & heroTypeId, int3 townPos);
 	void initStartingResources();
 	void initHeroes();
 	void placeHeroesInTowns();
-	void giveCampaignBonusToHero(CGHeroInstance * hero);
 	void initFogOfWar();
 	void initStartingBonus();
 	void initTowns();
 	void initMapObjects();
 	void initVisitingAndGarrisonedHeroes();
+	void initCampaign();
 
 	// ----- bonus system handling -----
 
@@ -274,6 +252,9 @@ private:
 	CRandomGenerator rand;
 	Services * services;
 
+	/// Ponter to campaign state manager. Nullptr for single scenarios
+	std::unique_ptr<CGameStateCampaign> campaign;
+
 	friend class IGameCallback;
 	friend class CMapHandler;
 	friend class CGameHandler;

+ 656 - 0
lib/gameState/CGameStateCampaign.cpp

@@ -0,0 +1,656 @@
+/*
+ * CGameStateCampaign.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 "CGameStateCampaign.h"
+
+#include "CGameState.h"
+#include "QuestInfo.h"
+
+#include "../mapping/CMapEditManager.h"
+#include "../mapping/CCampaignHandler.h"
+#include "../mapObjects/CGHeroInstance.h"
+#include "../registerTypes/RegisterTypes.h"
+#include "../mapObjectConstructors/AObjectTypeHandler.h"
+#include "../mapObjectConstructors/CObjectClassesHandler.h"
+#include "../StartInfo.h"
+#include "../CBuildingHandler.h"
+#include "../CHeroHandler.h"
+#include "../mapping/CMap.h"
+#include "../ArtifactUtils.h"
+#include "../CPlayerState.h"
+#include "../serializer/CMemorySerializer.h"
+
+VCMI_LIB_NAMESPACE_BEGIN
+
+void CrossoverHeroesList::addHeroToBothLists(CGHeroInstance * hero)
+{
+	heroesFromPreviousScenario.push_back(hero);
+	heroesFromAnyPreviousScenarios.push_back(hero);
+}
+
+void CrossoverHeroesList::removeHeroFromBothLists(CGHeroInstance * hero)
+{
+	heroesFromPreviousScenario -= hero;
+	heroesFromAnyPreviousScenarios -= hero;
+}
+
+CampaignHeroReplacement::CampaignHeroReplacement(CGHeroInstance * hero, const ObjectInstanceID & heroPlaceholderId):
+	hero(hero),
+	heroPlaceholderId(heroPlaceholderId)
+{
+}
+
+CGameStateCampaign::CGameStateCampaign(CGameState * owner):
+	gameState(owner)
+{
+	assert(gameState->scenarioOps->mode == StartInfo::CAMPAIGN);
+	assert(gameState->scenarioOps->campState != nullptr);
+}
+
+CrossoverHeroesList CGameStateCampaign::getCrossoverHeroesFromPreviousScenarios() const
+{
+	CrossoverHeroesList crossoverHeroes;
+
+	auto campaignState = gameState->scenarioOps->campState;
+	auto bonus = campaignState->getBonusForCurrentMap();
+	if(bonus && bonus->type == CScenarioTravel::STravelBonus::HEROES_FROM_PREVIOUS_SCENARIO)
+	{
+		std::vector<CGHeroInstance *> heroes;
+		for(auto & node : campaignState->camp->scenarios[bonus->info2].crossoverHeroes)
+		{
+			auto * h = CCampaignState::crossoverDeserialize(node);
+			heroes.push_back(h);
+		}
+		crossoverHeroes.heroesFromAnyPreviousScenarios = crossoverHeroes.heroesFromPreviousScenario = heroes;
+	}
+	else
+	{
+		if(!campaignState->mapsConquered.empty())
+		{
+			std::vector<CGHeroInstance *> heroes = {};
+
+			crossoverHeroes.heroesFromAnyPreviousScenarios = crossoverHeroes.heroesFromPreviousScenario = heroes;
+			crossoverHeroes.heroesFromPreviousScenario = heroes;
+
+			for(auto mapNr : campaignState->mapsConquered)
+			{
+				// create a list of deleted heroes
+				auto & scenario = campaignState->camp->scenarios[mapNr];
+				auto lostCrossoverHeroes = scenario.getLostCrossoverHeroes();
+
+				// remove heroes which didn't reached the end of the scenario, but were available at the start
+				for(auto * hero : lostCrossoverHeroes)
+				{
+					//					auto hero = CCampaignState::crossoverDeserialize(node);
+					vstd::erase_if(crossoverHeroes.heroesFromAnyPreviousScenarios, [hero](CGHeroInstance * h)
+					{
+						return hero->subID == h->subID;
+					});
+				}
+
+				// now add heroes which completed the scenario
+				for(auto node : scenario.crossoverHeroes)
+				{
+					auto * hero = CCampaignState::crossoverDeserialize(node);
+					// add new heroes and replace old heroes with newer ones
+					auto it = range::find_if(crossoverHeroes.heroesFromAnyPreviousScenarios, [hero](CGHeroInstance * h)
+					{
+						return hero->subID == h->subID;
+					});
+
+					if(it != crossoverHeroes.heroesFromAnyPreviousScenarios.end())
+					{
+						// replace old hero with newer one
+						crossoverHeroes.heroesFromAnyPreviousScenarios[it - crossoverHeroes.heroesFromAnyPreviousScenarios.begin()] = hero;
+					}
+					else
+					{
+						// add new hero
+						crossoverHeroes.heroesFromAnyPreviousScenarios.push_back(hero);
+					}
+
+					if(mapNr == campaignState->mapsConquered.back())
+					{
+						crossoverHeroes.heroesFromPreviousScenario.push_back(hero);
+					}
+				}
+			}
+		}
+	}
+	return crossoverHeroes;
+}
+
+void CGameStateCampaign::prepareCrossoverHeroes(std::vector<CampaignHeroReplacement> & campaignHeroReplacements, const CScenarioTravel & travelOptions)
+{
+	// create heroes list for convenience iterating
+	std::vector<CGHeroInstance *> crossoverHeroes;
+	crossoverHeroes.reserve(campaignHeroReplacements.size());
+	for(auto & campaignHeroReplacement : campaignHeroReplacements)
+	{
+		crossoverHeroes.push_back(campaignHeroReplacement.hero);
+	}
+
+	// TODO replace magic numbers with named constants
+	// TODO this logic (what should be kept) should be part of CScenarioTravel and be exposed via some clean set of methods
+	if(!travelOptions.whatHeroKeeps.experience)
+	{
+		//trimming experience
+		for(CGHeroInstance * cgh : crossoverHeroes)
+		{
+			cgh->initExp(gameState->getRandomGenerator());
+		}
+	}
+
+	if(!travelOptions.whatHeroKeeps.primarySkills)
+	{
+		//trimming prim skills
+		for(CGHeroInstance * cgh : crossoverHeroes)
+		{
+			for(int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
+			{
+				auto sel = Selector::type()(BonusType::PRIMARY_SKILL)
+					.And(Selector::subtype()(g))
+					.And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL));
+
+				cgh->getBonusLocalFirst(sel)->val = cgh->type->heroClass->primarySkillInitial[g];
+			}
+		}
+	}
+
+	if(!travelOptions.whatHeroKeeps.secondarySkills)
+	{
+		//trimming sec skills
+		for(CGHeroInstance * cgh : crossoverHeroes)
+		{
+			cgh->secSkills = cgh->type->secSkillsInit;
+			cgh->recreateSecondarySkillsBonuses();
+		}
+	}
+
+	if(!travelOptions.whatHeroKeeps.spells)
+	{
+		for(CGHeroInstance * cgh : crossoverHeroes)
+		{
+			cgh->removeSpellbook();
+		}
+	}
+
+	if(!travelOptions.whatHeroKeeps.artifacts)
+	{
+		//trimming artifacts
+		for(CGHeroInstance * hero : crossoverHeroes)
+		{
+			size_t totalArts = GameConstants::BACKPACK_START + hero->artifactsInBackpack.size();
+			for (size_t i = 0; i < totalArts; i++ )
+			{
+				auto artifactPosition = ArtifactPosition((si32)i);
+				if(artifactPosition == ArtifactPosition::SPELLBOOK) continue; // do not handle spellbook this way
+
+				const ArtSlotInfo *info = hero->getSlot(artifactPosition);
+				if(!info)
+					continue;
+
+				// TODO: why would there be nullptr artifacts?
+				const CArtifactInstance *art = info->artifact;
+				if(!art)
+					continue;
+
+				bool takeable = travelOptions.artifactsKeptByHero.count(art->artType->getId());
+
+				ArtifactLocation al(hero, artifactPosition);
+				if(!takeable  &&  !al.getSlot()->locked)  //don't try removing locked artifacts -> it crashes #1719
+					al.removeArtifact();
+			}
+		}
+	}
+
+	//trimming creatures
+	for(CGHeroInstance * cgh : crossoverHeroes)
+	{
+		auto shouldSlotBeErased = [&](const std::pair<SlotID, CStackInstance *> & j) -> bool
+		{
+			CreatureID::ECreatureID crid = j.second->getCreatureID().toEnum();
+			return !travelOptions.monstersKeptByHero.count(crid);
+		};
+
+		auto stacksCopy = cgh->stacks; //copy of the map, so we can iterate iover it and remove stacks
+		for(auto &slotPair : stacksCopy)
+			if(shouldSlotBeErased(slotPair))
+				cgh->eraseStack(slotPair.first);
+	}
+
+	// Removing short-term bonuses
+	for(CGHeroInstance * cgh : crossoverHeroes)
+	{
+		cgh->removeBonusesRecursive(CSelector(Bonus::OneDay)
+			.Or(CSelector(Bonus::OneWeek))
+			.Or(CSelector(Bonus::NTurns))
+			.Or(CSelector(Bonus::NDays))
+			.Or(CSelector(Bonus::OneBattle)));
+	}
+}
+
+void CGameStateCampaign::placeCampaignHeroes()
+{
+	if (gameState->scenarioOps->campState)
+	{
+		// place bonus hero
+		auto campaignBonus = gameState->scenarioOps->campState->getBonusForCurrentMap();
+		bool campaignGiveHero = campaignBonus && campaignBonus->type == CScenarioTravel::STravelBonus::HERO;
+
+		if(campaignGiveHero)
+		{
+			auto playerColor = PlayerColor(campaignBonus->info1);
+			auto it = gameState->scenarioOps->playerInfos.find(playerColor);
+			if(it != gameState->scenarioOps->playerInfos.end())
+			{
+				auto heroTypeId = campaignBonus->info2;
+				if(heroTypeId == 0xffff) // random bonus hero
+				{
+					heroTypeId = gameState->pickUnusedHeroTypeRandomly(playerColor);
+				}
+
+				gameState->placeStartingHero(playerColor, HeroTypeID(heroTypeId), gameState->map->players[playerColor.getNum()].posOfMainTown);
+			}
+		}
+
+		// replace heroes placeholders
+		auto crossoverHeroes = getCrossoverHeroesFromPreviousScenarios();
+
+		if(!crossoverHeroes.heroesFromAnyPreviousScenarios.empty())
+		{
+			logGlobal->debug("\tGenerate list of hero placeholders");
+			auto campaignHeroReplacements = generateCampaignHeroesToReplace(crossoverHeroes);
+
+			logGlobal->debug("\tPrepare crossover heroes");
+			prepareCrossoverHeroes(campaignHeroReplacements, gameState->scenarioOps->campState->getCurrentScenario().travelOptions);
+
+			// remove same heroes on the map which will be added through crossover heroes
+			// INFO: we will remove heroes because later it may be possible that the API doesn't allow having heroes
+			// with the same hero type id
+			std::vector<CGHeroInstance *> removedHeroes;
+
+			for(auto & campaignHeroReplacement : campaignHeroReplacements)
+			{
+				auto * hero = gameState->getUsedHero(HeroTypeID(campaignHeroReplacement.hero->subID));
+				if(hero)
+				{
+					removedHeroes.push_back(hero);
+					gameState->map->heroesOnMap -= hero;
+					gameState->map->objects[hero->id.getNum()] = nullptr;
+					gameState->map->removeBlockVisTiles(hero, true);
+				}
+			}
+
+			logGlobal->debug("\tReplace placeholders with heroes");
+			replaceHeroesPlaceholders(campaignHeroReplacements);
+
+			// now add removed heroes again with unused type ID
+			for(auto * hero : removedHeroes)
+			{
+				si32 heroTypeId = 0;
+				if(hero->ID == Obj::HERO)
+				{
+					heroTypeId = gameState->pickUnusedHeroTypeRandomly(hero->tempOwner);
+				}
+				else if(hero->ID == Obj::PRISON)
+				{
+					auto unusedHeroTypeIds = gameState->getUnusedAllowedHeroes();
+					if(!unusedHeroTypeIds.empty())
+					{
+						heroTypeId = (*RandomGeneratorUtil::nextItem(unusedHeroTypeIds, gameState->getRandomGenerator())).getNum();
+					}
+					else
+					{
+						logGlobal->error("No free hero type ID found to replace prison.");
+						assert(0);
+					}
+				}
+				else
+				{
+					assert(0); // should not happen
+				}
+
+				hero->subID = heroTypeId;
+				hero->portrait = hero->subID;
+				gameState->map->getEditManager()->insertObject(hero);
+			}
+		}
+	}
+
+	// remove hero placeholders on map
+	for(auto obj : gameState->map->objects)
+	{
+		if(obj && obj->ID == Obj::HERO_PLACEHOLDER)
+		{
+			auto heroPlaceholder = dynamic_cast<CGHeroPlaceholder *>(obj.get());
+			gameState->map->removeBlockVisTiles(heroPlaceholder, true);
+			gameState->map->instanceNames.erase(obj->instanceName);
+			gameState->map->objects[heroPlaceholder->id.getNum()] = nullptr;
+			delete heroPlaceholder;
+		}
+	}
+}
+
+void CGameStateCampaign::giveCampaignBonusToHero(CGHeroInstance * hero)
+{
+	const std::optional<CScenarioTravel::STravelBonus> & curBonus = gameState->scenarioOps->campState->getBonusForCurrentMap();
+	if(!curBonus)
+		return;
+
+	if(curBonus->isBonusForHero())
+	{
+		//apply bonus
+		switch (curBonus->type)
+		{
+		case CScenarioTravel::STravelBonus::SPELL:
+			hero->addSpellToSpellbook(SpellID(curBonus->info2));
+			break;
+		case CScenarioTravel::STravelBonus::MONSTER:
+			{
+				for(int i=0; i<GameConstants::ARMY_SIZE; i++)
+				{
+					if(hero->slotEmpty(SlotID(i)))
+					{
+						hero->addToSlot(SlotID(i), CreatureID(curBonus->info2), curBonus->info3);
+						break;
+					}
+				}
+			}
+			break;
+		case CScenarioTravel::STravelBonus::ARTIFACT:
+			if(!gameState->giveHeroArtifact(hero, static_cast<ArtifactID>(curBonus->info2)))
+				logGlobal->error("Cannot give starting artifact - no free slots!");
+			break;
+		case CScenarioTravel::STravelBonus::SPELL_SCROLL:
+			{
+				CArtifactInstance * scroll = ArtifactUtils::createScroll(SpellID(curBonus->info2));
+				const auto slot = ArtifactUtils::getArtAnyPosition(hero, scroll->getTypeId());
+				if(ArtifactUtils::isSlotEquipment(slot) || ArtifactUtils::isSlotBackpack(slot))
+					scroll->putAt(ArtifactLocation(hero, slot));
+				else
+					logGlobal->error("Cannot give starting scroll - no free slots!");
+			}
+			break;
+		case CScenarioTravel::STravelBonus::PRIMARY_SKILL:
+			{
+				const ui8* ptr = reinterpret_cast<const ui8*>(&curBonus->info2);
+				for (int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
+				{
+					int val = ptr[g];
+					if (val == 0)
+					{
+						continue;
+					}
+					auto bb = std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::PRIMARY_SKILL, BonusSource::CAMPAIGN_BONUS, val, *gameState->scenarioOps->campState->currentMap, g);
+					hero->addNewBonus(bb);
+				}
+			}
+			break;
+		case CScenarioTravel::STravelBonus::SECONDARY_SKILL:
+			hero->setSecSkillLevel(SecondarySkill(curBonus->info2), curBonus->info3, true);
+			break;
+		}
+	}
+}
+
+void CGameStateCampaign::replaceHeroesPlaceholders(const std::vector<CampaignHeroReplacement> & campaignHeroReplacements)
+{
+	for(const auto & campaignHeroReplacement : campaignHeroReplacements)
+	{
+		auto * heroPlaceholder = dynamic_cast<CGHeroPlaceholder *>(gameState->getObjInstance(campaignHeroReplacement.heroPlaceholderId));
+
+		CGHeroInstance *heroToPlace = campaignHeroReplacement.hero;
+		heroToPlace->id = campaignHeroReplacement.heroPlaceholderId;
+		heroToPlace->tempOwner = heroPlaceholder->tempOwner;
+		heroToPlace->pos = heroPlaceholder->pos;
+		heroToPlace->type = VLC->heroh->objects[heroToPlace->subID];
+		heroToPlace->appearance = VLC->objtypeh->getHandlerFor(Obj::HERO,
+															   heroToPlace->type->heroClass->getIndex())->getTemplates().front();
+
+		for(auto &&i : heroToPlace->stacks)
+			i.second->type = VLC->creh->objects[i.second->getCreatureID()];
+
+		auto fixArtifact = [&](CArtifactInstance * art)
+		{
+			art->artType = VLC->arth->objects[art->artType->getId()];
+			gameState->map->artInstances.emplace_back(art);
+			art->id = ArtifactInstanceID((si32)gameState->map->artInstances.size() - 1);
+		};
+
+		for(auto &&i : heroToPlace->artifactsWorn)
+			fixArtifact(i.second.artifact);
+		for(auto &&i : heroToPlace->artifactsInBackpack)
+			fixArtifact(i.artifact);
+
+		gameState->map->removeBlockVisTiles(heroPlaceholder, true);
+		gameState->map->objects[heroPlaceholder->id.getNum()] = nullptr;
+		gameState->map->instanceNames.erase(heroPlaceholder->instanceName);
+
+		gameState->map->heroesOnMap.emplace_back(heroToPlace);
+		gameState->map->objects[heroToPlace->id.getNum()] = heroToPlace;
+		gameState->map->addBlockVisTiles(heroToPlace);
+		gameState->map->instanceNames[heroToPlace->instanceName] = heroToPlace;
+
+		delete heroPlaceholder;
+
+		gameState->scenarioOps->campState->getCurrentScenario().placedCrossoverHeroes.push_back(CCampaignState::crossoverSerialize(heroToPlace));
+	}
+}
+
+std::vector<CampaignHeroReplacement> CGameStateCampaign::generateCampaignHeroesToReplace(CrossoverHeroesList & crossoverHeroes)
+{
+	std::vector<CampaignHeroReplacement> campaignHeroReplacements;
+
+	//selecting heroes by type
+	for(auto obj : gameState->map->objects)
+	{
+		if(obj && obj->ID == Obj::HERO_PLACEHOLDER)
+		{
+			auto * heroPlaceholder = dynamic_cast<CGHeroPlaceholder *>(obj.get());
+			if(heroPlaceholder->subID != 0xFF) //select by type
+			{
+				auto it = range::find_if(crossoverHeroes.heroesFromAnyPreviousScenarios, [heroPlaceholder](CGHeroInstance * hero)
+				{
+					return hero->subID == heroPlaceholder->subID;
+				});
+
+				if(it != crossoverHeroes.heroesFromAnyPreviousScenarios.end())
+				{
+					auto * hero = *it;
+					crossoverHeroes.removeHeroFromBothLists(hero);
+					campaignHeroReplacements.emplace_back(CMemorySerializer::deepCopy(*hero).release(), heroPlaceholder->id);
+				}
+			}
+		}
+	}
+
+	//selecting heroes by power
+	range::sort(crossoverHeroes.heroesFromPreviousScenario, [](const CGHeroInstance * a, const CGHeroInstance * b)
+	{
+		return a->getHeroStrength() > b->getHeroStrength();
+	}); //sort, descending strength
+
+	// sort hero placeholders descending power
+	std::vector<CGHeroPlaceholder *> heroPlaceholders;
+	for(auto obj : gameState->map->objects)
+	{
+		if(obj && obj->ID == Obj::HERO_PLACEHOLDER)
+		{
+			auto * heroPlaceholder = dynamic_cast<CGHeroPlaceholder *>(obj.get());
+			if(heroPlaceholder->subID == 0xFF) //select by power
+			{
+				heroPlaceholders.push_back(heroPlaceholder);
+			}
+		}
+	}
+	range::sort(heroPlaceholders, [](const CGHeroPlaceholder * a, const CGHeroPlaceholder * b)
+	{
+		return a->power > b->power;
+	});
+
+	for(int i = 0; i < heroPlaceholders.size(); ++i)
+	{
+		auto * heroPlaceholder = heroPlaceholders[i];
+		if(crossoverHeroes.heroesFromPreviousScenario.size() > i)
+		{
+			auto * hero = crossoverHeroes.heroesFromPreviousScenario[i];
+			campaignHeroReplacements.emplace_back(CMemorySerializer::deepCopy(*hero).release(), heroPlaceholder->id);
+		}
+	}
+
+	return campaignHeroReplacements;
+}
+
+void CGameStateCampaign::initHeroes()
+{
+	auto chosenBonus = gameState->scenarioOps->campState->getBonusForCurrentMap();
+	if (chosenBonus && chosenBonus->isBonusForHero() && chosenBonus->info1 != 0xFFFE) //exclude generated heroes
+	{
+		//find human player
+		PlayerColor humanPlayer=PlayerColor::NEUTRAL;
+		for (auto & elem : gameState->players)
+		{
+			if(elem.second.human)
+			{
+				humanPlayer = elem.first;
+				break;
+			}
+		}
+		assert(humanPlayer != PlayerColor::NEUTRAL);
+
+		std::vector<ConstTransitivePtr<CGHeroInstance> > & heroes = gameState->players[humanPlayer].heroes;
+
+		if (chosenBonus->info1 == 0xFFFD) //most powerful
+		{
+			int maxB = -1;
+			for (int b=0; b<heroes.size(); ++b)
+			{
+				if (maxB == -1 || heroes[b]->getTotalStrength() > heroes[maxB]->getTotalStrength())
+				{
+					maxB = b;
+				}
+			}
+			if(maxB < 0)
+				logGlobal->warn("Cannot give bonus to hero cause there are no heroes!");
+			else
+				giveCampaignBonusToHero(heroes[maxB]);
+		}
+		else //specific hero
+		{
+			for (auto & heroe : heroes)
+			{
+				if (heroe->subID == chosenBonus->info1)
+				{
+					giveCampaignBonusToHero(heroe);
+					break;
+				}
+			}
+		}
+	}
+}
+
+void CGameStateCampaign::initStartingResources()
+{
+	auto getHumanPlayerInfo = [&]() -> std::vector<const PlayerSettings *>
+	{
+		std::vector<const PlayerSettings *> ret;
+		for(const auto & playerInfo : gameState->scenarioOps->playerInfos)
+		{
+			if(playerInfo.second.isControlledByHuman())
+				ret.push_back(&playerInfo.second);
+		}
+
+		return ret;
+	};
+
+	auto chosenBonus = gameState->scenarioOps->campState->getBonusForCurrentMap();
+	if(chosenBonus && chosenBonus->type == CScenarioTravel::STravelBonus::RESOURCE)
+	{
+		std::vector<const PlayerSettings *> people = getHumanPlayerInfo(); //players we will give resource bonus
+		for(const PlayerSettings *ps : people)
+		{
+			std::vector<int> res; //resources we will give
+			switch (chosenBonus->info1)
+			{
+				case 0: case 1: case 2: case 3: case 4: case 5: case 6:
+					res.push_back(chosenBonus->info1);
+					break;
+				case 0xFD: //wood+ore
+					res.push_back(GameResID(EGameResID::WOOD));
+					res.push_back(GameResID(EGameResID::ORE));
+					break;
+				case 0xFE:  //rare
+					res.push_back(GameResID(EGameResID::MERCURY));
+					res.push_back(GameResID(EGameResID::SULFUR));
+					res.push_back(GameResID(EGameResID::CRYSTAL));
+					res.push_back(GameResID(EGameResID::GEMS));
+					break;
+				default:
+					assert(0);
+					break;
+			}
+			//increasing resource quantity
+			for (auto & re : res)
+			{
+				gameState->players[ps->color].resources[re] += chosenBonus->info2;
+			}
+		}
+	}
+}
+
+void CGameStateCampaign::initTowns()
+{
+	auto chosenBonus = gameState->scenarioOps->campState->getBonusForCurrentMap();
+
+	if (chosenBonus && chosenBonus->type == CScenarioTravel::STravelBonus::BUILDING)
+	{
+		for (int g=0; g<gameState->map->towns.size(); ++g)
+		{
+			PlayerState * owner = gameState->getPlayerState(gameState->map->towns[g]->getOwner());
+			if (owner)
+			{
+				PlayerInfo & pi = gameState->map->players[owner->color.getNum()];
+
+				if (owner->human && //human-owned
+					gameState->map->towns[g]->pos == pi.posOfMainTown)
+				{
+					BuildingID buildingId;
+					if(gameState->scenarioOps->campState->camp->header.version == CampaignVersion::VCMI)
+						buildingId = BuildingID(chosenBonus->info1);
+					else
+						buildingId = CBuildingHandler::campToERMU(chosenBonus->info1, gameState->map->towns[g]->subID, gameState->map->towns[g]->builtBuildings);
+
+					gameState->map->towns[g]->builtBuildings.insert(buildingId);
+					break;
+				}
+			}
+		}
+	}
+}
+
+bool CGameStateCampaign::playerHasStartingHero(PlayerColor playerColor) const
+{
+	auto campaignBonus = gameState->scenarioOps->campState->getBonusForCurrentMap();
+
+	if (!campaignBonus)
+		return false;
+
+	if(campaignBonus->type == CScenarioTravel::STravelBonus::HERO && playerColor == PlayerColor(campaignBonus->info1))
+		return true;
+	return false;
+}
+
+CMap * CGameStateCampaign::getCurrentMap() const
+{
+	return gameState->scenarioOps->campState->getMap();
+}
+
+VCMI_LIB_NAMESPACE_END

+ 69 - 0
lib/gameState/CGameStateCampaign.h

@@ -0,0 +1,69 @@
+/*
+ * CGameStateCampaign.h, 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
+ *
+ */
+#pragma once
+
+#include "../GameConstants.h"
+
+VCMI_LIB_NAMESPACE_BEGIN
+
+class CScenarioTravel;
+class CGHeroInstance;
+class CGameState;
+class CMap;
+
+struct CampaignHeroReplacement
+{
+	CampaignHeroReplacement(CGHeroInstance * hero, const ObjectInstanceID & heroPlaceholderId);
+	CGHeroInstance * hero;
+	ObjectInstanceID heroPlaceholderId;
+};
+
+struct CrossoverHeroesList
+{
+	std::vector<CGHeroInstance *> heroesFromPreviousScenario, heroesFromAnyPreviousScenarios;
+	void addHeroToBothLists(CGHeroInstance * hero);
+	void removeHeroFromBothLists(CGHeroInstance * hero);
+};
+
+class CGameStateCampaign
+{
+	CGameState * gameState;
+
+	CrossoverHeroesList getCrossoverHeroesFromPreviousScenarios() const;
+
+	/// returns heroes and placeholders in where heroes will be put
+	std::vector<CampaignHeroReplacement> generateCampaignHeroesToReplace(CrossoverHeroesList & crossoverHeroes);
+
+	/// gets prepared and copied hero instances with crossover heroes from prev. scenario and travel options from current scenario
+	void prepareCrossoverHeroes(std::vector<CampaignHeroReplacement> & campaignHeroReplacements, const CScenarioTravel & travelOptions);
+
+	void replaceHeroesPlaceholders(const std::vector<CampaignHeroReplacement> & campaignHeroReplacements);
+
+	void giveCampaignBonusToHero(CGHeroInstance * hero);
+
+public:
+	CGameStateCampaign() = default;
+	CGameStateCampaign(CGameState * owner);
+
+	void placeCampaignHeroes();
+	void initStartingResources();
+	void initHeroes();
+	void initTowns();
+
+	bool playerHasStartingHero(PlayerColor player) const;
+	CMap * getCurrentMap() const;
+
+	template <typename Handler> void serialize(Handler &h, const int version)
+	{
+		h & gameState;
+	}
+};
+
+VCMI_LIB_NAMESPACE_END

+ 1 - 0
lib/registerTypes/TypesLobbyPacks.cpp

@@ -13,6 +13,7 @@
 #include "../mapping/CMapInfo.h"
 #include "../StartInfo.h"
 #include "../gameState/CGameState.h"
+#include "../gameState/CGameStateCampaign.h"
 #include "../mapping/CMap.h"
 #include "../CModHandler.h"
 #include "../mapObjects/CObjectHandler.h"