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@@ -57,9 +57,9 @@ bool HeroPoolProcessor::playerEndedTurn(const PlayerColor & player)
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TavernHeroSlot HeroPoolProcessor::selectSlotForRole(const PlayerColor & player, TavernSlotRole roleID)
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{
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- const auto & hpool = gameHandler->gameState()->hpool;
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+ const auto & heroesPool = gameHandler->gameState()->heroesPool;
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- const auto & heroes = hpool->getHeroesFor(player);
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+ const auto & heroes = heroesPool->getHeroesFor(player);
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// if tavern has empty slot - use it
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if (heroes.size() == 0)
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@@ -71,8 +71,8 @@ TavernHeroSlot HeroPoolProcessor::selectSlotForRole(const PlayerColor & player,
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// try to find "better" slot to overwrite
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// we want to avoid overwriting retreated heroes when tavern still has slot with random hero
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// as well as avoid overwriting surrendered heroes if we can overwrite retreated hero
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- auto roleLeft = hpool->getSlotRole(HeroTypeID(heroes[0]->subID));
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- auto roleRight = hpool->getSlotRole(HeroTypeID(heroes[1]->subID));
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+ auto roleLeft = heroesPool->getSlotRole(HeroTypeID(heroes[0]->subID));
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+ auto roleRight = heroesPool->getSlotRole(HeroTypeID(heroes[1]->subID));
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if (roleLeft > roleRight)
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return TavernHeroSlot::RANDOM;
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@@ -98,8 +98,6 @@ void HeroPoolProcessor::onHeroSurrendered(const PlayerColor & color, const CGHer
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sah.slotID = selectSlotForRole(color, sah.roleID);
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sah.player = color;
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sah.hid = hero->subID;
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- sah.army.clear();
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- sah.army.setCreature(SlotID(0), hero->type->initialArmy.at(0).creature, 1);
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gameHandler->sendAndApply(&sah);
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}
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@@ -114,6 +112,8 @@ void HeroPoolProcessor::onHeroEscaped(const PlayerColor & color, const CGHeroIns
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sah.slotID = selectSlotForRole(color, sah.roleID);
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sah.player = color;
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sah.hid = hero->subID;
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+ sah.army.clear();
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+ sah.army.setCreature(SlotID(0), hero->type->initialArmy.at(0).creature, 1);
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gameHandler->sendAndApply(&sah);
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}
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@@ -134,23 +134,22 @@ void HeroPoolProcessor::selectNewHeroForSlot(const PlayerColor & color, TavernHe
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sah.player = color;
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sah.slotID = slot;
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- //first hero - native if possible, second hero -> any other class
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- CGHeroInstance *h = pickHeroFor(needNativeHero, color);
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+ CGHeroInstance *newHero = pickHeroFor(needNativeHero, color);
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- if (h)
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+ if (newHero)
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{
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- sah.hid = h->subID;
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+ sah.hid = newHero->subID;
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if (giveArmy)
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{
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sah.roleID = TavernSlotRole::FULL_ARMY;
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- h->initArmy(getRandomGenerator(color), &sah.army);
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+ newHero->initArmy(getRandomGenerator(color), &sah.army);
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}
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else
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{
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sah.roleID = TavernSlotRole::SINGLE_UNIT;
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sah.army.clear();
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- sah.army.setCreature(SlotID(0), h->type->initialArmy[0].creature, 1);
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+ sah.army.setCreature(SlotID(0), newHero->type->initialArmy[0].creature, 1);
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}
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}
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else
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@@ -162,11 +161,11 @@ void HeroPoolProcessor::selectNewHeroForSlot(const PlayerColor & color, TavernHe
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void HeroPoolProcessor::onNewWeek(const PlayerColor & color)
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{
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- const auto & hpool = gameHandler->gameState()->hpool;
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- const auto & heroes = hpool->getHeroesFor(color);
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+ const auto & heroesPool = gameHandler->gameState()->heroesPool;
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+ const auto & heroes = heroesPool->getHeroesFor(color);
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- const auto nativeSlotRole = heroes.size() < 1 ? TavernSlotRole::NONE : hpool->getSlotRole(heroes[0]->type->getId());
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- const auto randomSlotRole = heroes.size() < 2 ? TavernSlotRole::NONE : hpool->getSlotRole(heroes[1]->type->getId());
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+ const auto nativeSlotRole = heroes.size() < 1 ? TavernSlotRole::NONE : heroesPool->getSlotRole(heroes[0]->type->getId());
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+ const auto randomSlotRole = heroes.size() < 2 ? TavernSlotRole::NONE : heroesPool->getSlotRole(heroes[1]->type->getId());
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bool resetNativeSlot = nativeSlotRole != TavernSlotRole::RETREATED_TODAY && nativeSlotRole != TavernSlotRole::SURRENDERED_TODAY;
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bool resetRandomSlot = randomSlotRole != TavernSlotRole::RETREATED_TODAY && randomSlotRole != TavernSlotRole::SURRENDERED_TODAY;
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@@ -184,10 +183,17 @@ void HeroPoolProcessor::onNewWeek(const PlayerColor & color)
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selectNewHeroForSlot(color, TavernHeroSlot::RANDOM, false, true);
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}
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-bool HeroPoolProcessor::hireHero(const CGObjectInstance *obj, const HeroTypeID & heroToRecruit, const PlayerColor & player)
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+bool HeroPoolProcessor::hireHero(const ObjectInstanceID & objectID, const HeroTypeID & heroToRecruit, const PlayerColor & player)
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{
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const PlayerState * playerState = gameHandler->getPlayerState(player);
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- const CGTownInstance * town = gameHandler->getTown(obj->id);
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+ const CGObjectInstance * mapObject = gameHandler->getObj(objectID);
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+ const CGTownInstance * town = gameHandler->getTown(objectID);
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+
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+ if (!mapObject && gameHandler->complain("Invalid map object!"))
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+ return false;
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+
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+ if (!playerState && gameHandler->complain("Invalid player!"))
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+ return false;
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if (playerState->resources[EGameResID::GOLD] < GameConstants::HERO_GOLD_COST && gameHandler->complain("Not enough gold for buying hero!"))
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return false;
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@@ -200,6 +206,9 @@ bool HeroPoolProcessor::hireHero(const CGObjectInstance *obj, const HeroTypeID &
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if(town) //tavern in town
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{
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+ if(gameHandler->getPlayerRelations(mapObject->tempOwner, player) == PlayerRelations::ENEMIES && gameHandler->complain("Can't buy hero in enemy town!"))
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+ return false;
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+
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if(!town->hasBuilt(BuildingID::TAVERN) && gameHandler->complain("No tavern!"))
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return false;
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@@ -207,13 +216,13 @@ bool HeroPoolProcessor::hireHero(const CGObjectInstance *obj, const HeroTypeID &
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return false;
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}
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- if(obj->ID == Obj::TAVERN)
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+ if(mapObject->ID == Obj::TAVERN)
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{
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- if(gameHandler->getTile(obj->visitablePos())->visitableObjects.back() != obj && gameHandler->complain("Tavern entry must be unoccupied!"))
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+ if(gameHandler->getTile(mapObject->visitablePos())->visitableObjects.back() != mapObject && gameHandler->complain("Tavern entry must be unoccupied!"))
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return false;
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}
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- auto recruitableHeroes = gameHandler->gameState()->hpool->getHeroesFor(player);
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+ auto recruitableHeroes = gameHandler->gameState()->heroesPool->getHeroesFor(player);
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const CGHeroInstance * recruitedHero = nullptr;
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@@ -230,19 +239,19 @@ bool HeroPoolProcessor::hireHero(const CGObjectInstance *obj, const HeroTypeID &
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}
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HeroRecruited hr;
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- hr.tid = obj->id;
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+ hr.tid = mapObject->id;
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hr.hid = recruitedHero->subID;
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hr.player = player;
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- hr.tile = recruitedHero->convertFromVisitablePos(obj->visitablePos());
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+ hr.tile = recruitedHero->convertFromVisitablePos(mapObject->visitablePos());
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if(gameHandler->getTile(hr.tile)->isWater())
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{
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//Create a new boat for hero
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- gameHandler->createObject(obj->visitablePos(), Obj::BOAT, recruitedHero->getBoatType().getNum());
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+ gameHandler->createObject(mapObject->visitablePos(), Obj::BOAT, recruitedHero->getBoatType().getNum());
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hr.boatId = gameHandler->getTopObj(hr.tile)->id;
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}
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- // apply netpack -> this will remove hired hero from tavern slot
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+ // apply netpack -> this will remove hired hero from pool
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gameHandler->sendAndApply(&hr);
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if(recruitableHeroes[0] == recruitedHero)
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@@ -264,15 +273,15 @@ std::vector<const CHeroClass *> HeroPoolProcessor::findAvailableClassesFor(const
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{
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std::vector<const CHeroClass *> result;
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- const auto & hpool = gameHandler->gameState()->hpool;
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+ const auto & heroesPool = gameHandler->gameState()->heroesPool;
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FactionID factionID = gameHandler->getPlayerSettings(player)->castle;
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- for(auto & elem : hpool->unusedHeroesFromPool())
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+ for(auto & elem : heroesPool->unusedHeroesFromPool())
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{
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if (vstd::contains(result, elem.second->type->heroClass))
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continue;
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- bool heroAvailable = hpool->isHeroAvailableFor(elem.first, player);
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+ bool heroAvailable = heroesPool->isHeroAvailableFor(elem.first, player);
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bool heroClassBanned = elem.second->type->heroClass->selectionProbability[factionID] == 0;
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if(heroAvailable && !heroClassBanned)
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@@ -286,13 +295,13 @@ std::vector<CGHeroInstance *> HeroPoolProcessor::findAvailableHeroesFor(const Pl
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{
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std::vector<CGHeroInstance *> result;
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- const auto & hpool = gameHandler->gameState()->hpool;
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+ const auto & heroesPool = gameHandler->gameState()->heroesPool;
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- for(auto & elem : hpool->unusedHeroesFromPool())
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+ for(auto & elem : heroesPool->unusedHeroesFromPool())
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{
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assert(!vstd::contains(result, elem.second));
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- bool heroAvailable = hpool->isHeroAvailableFor(elem.first, player);
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+ bool heroAvailable = heroesPool->isHeroAvailableFor(elem.first, player);
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bool heroClassMatches = elem.second->type->heroClass == heroClass;
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if(heroAvailable && heroClassMatches)
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@@ -311,8 +320,8 @@ const CHeroClass * HeroPoolProcessor::pickClassFor(bool isNative, const PlayerCo
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}
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FactionID factionID = gameHandler->getPlayerSettings(player)->castle;
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- const auto & hpool = gameHandler->gameState()->hpool;
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- const auto & currentTavern = hpool->getHeroesFor(player);
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+ const auto & heroesPool = gameHandler->gameState()->heroesPool;
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+ const auto & currentTavern = heroesPool->getHeroesFor(player);
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std::vector<const CHeroClass *> potentialClasses = findAvailableClassesFor(player);
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std::vector<const CHeroClass *> possibleClasses;
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