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							- /*
 
-  * 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 "../campaign/CampaignState.h"
 
- #include "../mapping/CMapEditManager.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
 
- 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);
 
- }
 
- std::optional<CampaignBonus> CGameStateCampaign::currentBonus() const
 
- {
 
- 	auto campaignState = gameState->scenarioOps->campState;
 
- 	return campaignState->getBonus(*campaignState->currentScenario());
 
- }
 
- std::optional<CampaignScenarioID> CGameStateCampaign::getHeroesSourceScenario() const
 
- {
 
- 	auto campaignState = gameState->scenarioOps->campState;
 
- 	auto bonus = currentBonus();
 
- 	if(bonus && bonus->type == CampaignBonusType::HEROES_FROM_PREVIOUS_SCENARIO)
 
- 		return static_cast<CampaignScenarioID>(bonus->info2);;
 
- 	return campaignState->lastScenario();
 
- }
 
- void CGameStateCampaign::trimCrossoverHeroesParameters(std::vector<CampaignHeroReplacement> & campaignHeroReplacements, const CampaignTravel & 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 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)
 
- 		{
 
- 			auto const & checkAndRemoveArtifact = [&](const ArtifactPosition & artifactPosition )
 
- 			{
 
- 				if(artifactPosition == ArtifactPosition::SPELLBOOK)
 
- 					return; // do not handle spellbook this way
 
- 				const ArtSlotInfo *info = hero->getSlot(artifactPosition);
 
- 				if(!info)
 
- 					return;
 
- 				// TODO: why would there be nullptr artifacts?
 
- 				const CArtifactInstance *art = info->artifact;
 
- 				if(!art)
 
- 					return;
 
- 				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();
 
- 			};
 
- 			// process on copy - removal of artifact will invalidate container
 
- 			auto artifactsWorn = hero->artifactsWorn;
 
- 			for (auto const & art : artifactsWorn)
 
- 				checkAndRemoveArtifact(art.first);
 
- 			// process in reverse - removal of artifact will shift all artifacts after this one
 
- 			for(int slotNumber = hero->artifactsInBackpack.size() - 1; slotNumber >= 0; slotNumber--)
 
- 				checkAndRemoveArtifact(ArtifactPosition::BACKPACK_START + slotNumber);
 
- 		}
 
- 	}
 
- 	//trimming creatures
 
- 	for(CGHeroInstance * cgh : crossoverHeroes)
 
- 	{
 
- 		auto shouldSlotBeErased = [&](const std::pair<SlotID, CStackInstance *> & j) -> bool
 
- 		{
 
- 			CreatureID crid = j.second->getCreatureID();
 
- 			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()
 
- {
 
- 	// place bonus hero
 
- 	auto campaignState = gameState->scenarioOps->campState;
 
- 	auto campaignBonus = campaignState->getBonus(*campaignState->currentScenario());
 
- 	bool campaignGiveHero = campaignBonus && campaignBonus->type == CampaignBonusType::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);
 
- 		}
 
- 	}
 
- 	logGlobal->debug("\tGenerate list of hero placeholders");
 
- 	auto campaignHeroReplacements = generateCampaignHeroesToReplace();
 
- 	logGlobal->debug("\tPrepare crossover heroes");
 
- 	trimCrossoverHeroesParameters(campaignHeroReplacements, campaignState->scenario(*campaignState->currentScenario()).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;
 
- 	std::set<HeroTypeID> heroesToRemove = campaignState->getReservedHeroes();
 
- 	for(auto & campaignHeroReplacement : campaignHeroReplacements)
 
- 		heroesToRemove.insert(HeroTypeID(campaignHeroReplacement.hero->subID));
 
- 	for(auto & heroID : heroesToRemove)
 
- 	{
 
- 		auto * hero = gameState->getUsedHero(heroID);
 
- 		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);
 
- 	}
 
- }
 
- void CGameStateCampaign::giveCampaignBonusToHero(CGHeroInstance * hero)
 
- {
 
- 	auto curBonus = currentBonus();
 
- 	if(!curBonus)
 
- 		return;
 
- 	assert(curBonus->isBonusForHero());
 
- 	//apply bonus
 
- 	switch(curBonus->type)
 
- 	{
 
- 		case CampaignBonusType::SPELL:
 
- 		{
 
- 			hero->addSpellToSpellbook(SpellID(curBonus->info2));
 
- 			break;
 
- 		}
 
- 		case CampaignBonusType::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 CampaignBonusType::ARTIFACT:
 
- 		{
 
- 			if(!gameState->giveHeroArtifact(hero, static_cast<ArtifactID>(curBonus->info2)))
 
- 				logGlobal->error("Cannot give starting artifact - no free slots!");
 
- 			break;
 
- 		}
 
- 		case CampaignBonusType::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 CampaignBonusType::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, static_cast<int>(*gameState->scenarioOps->campState->currentScenario()), g
 
- 				);
 
- 				hero->addNewBonus(bb);
 
- 			}
 
- 			break;
 
- 		}
 
- 		case CampaignBonusType::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();
 
- 		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;
 
- 	}
 
- }
 
- std::vector<CampaignHeroReplacement> CGameStateCampaign::generateCampaignHeroesToReplace()
 
- {
 
- 	auto campaignState = gameState->scenarioOps->campState;
 
- 	std::vector<CampaignHeroReplacement> campaignHeroReplacements;
 
- 	std::vector<CGHeroPlaceholder *> placeholdersByPower;
 
- 	std::vector<CGHeroPlaceholder *> placeholdersByType;
 
- 	// find all placeholders on map
 
- 	for(auto obj : gameState->map->objects)
 
- 	{
 
- 		if(!obj)
 
- 			continue;
 
- 		if (obj->ID != Obj::HERO_PLACEHOLDER)
 
- 			continue;
 
- 		auto * heroPlaceholder = dynamic_cast<CGHeroPlaceholder *>(obj.get());
 
- 		// only 1 field must be set
 
- 		assert(heroPlaceholder->powerRank != heroPlaceholder->heroType);
 
- 		if(heroPlaceholder->powerRank)
 
- 			placeholdersByPower.push_back(heroPlaceholder);
 
- 		if(heroPlaceholder->heroType)
 
- 			placeholdersByType.push_back(heroPlaceholder);
 
- 	}
 
- 	//selecting heroes by type
 
- 	for (auto const * placeholder : placeholdersByType)
 
- 	{
 
- 		auto const & node = campaignState->getHeroByType(*placeholder->heroType);
 
- 		if (node.isNull())
 
- 		{
 
- 			logGlobal->info("Hero crossover: Unable to replace placeholder for %d (%s)!", placeholder->heroType->getNum(), VLC->heroTypes()->getById(*placeholder->heroType)->getNameTranslated());
 
- 			continue;
 
- 		}
 
- 		CGHeroInstance * hero = CampaignState::crossoverDeserialize(node, gameState->map);
 
- 		logGlobal->info("Hero crossover: Loading placeholder for %d (%s)", hero->subID, hero->getNameTranslated());
 
- 		campaignHeroReplacements.emplace_back(hero, placeholder->id);
 
- 	}
 
- 	auto lastScenario = getHeroesSourceScenario();
 
- 	if (!placeholdersByPower.empty() && lastScenario)
 
- 	{
 
- 		// sort hero placeholders descending power
 
- 		boost::range::sort(placeholdersByPower, [](const CGHeroPlaceholder * a, const CGHeroPlaceholder * b)
 
- 		{
 
- 			return *a->powerRank > *b->powerRank;
 
- 		});
 
- 		auto const & nodeList = campaignState->getHeroesByPower(lastScenario.value());
 
- 		auto nodeListIter = nodeList.begin();
 
- 		for (auto const * placeholder : placeholdersByPower)
 
- 		{
 
- 			if (nodeListIter == nodeList.end())
 
- 				break;
 
- 			CGHeroInstance * hero = CampaignState::crossoverDeserialize(*nodeListIter, gameState->map);
 
- 			nodeListIter++;
 
- 			logGlobal->info("Hero crossover: Loading placeholder as %d (%s)", hero->subID, hero->getNameTranslated());
 
- 			campaignHeroReplacements.emplace_back(hero, placeholder->id);
 
- 		}
 
- 	}
 
- 	return campaignHeroReplacements;
 
- }
 
- void CGameStateCampaign::initHeroes()
 
- {
 
- 	auto chosenBonus = currentBonus();
 
- 	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 = currentBonus();
 
- 	if(chosenBonus && chosenBonus->type == CampaignBonusType::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 = currentBonus();
 
- 	if (!chosenBonus)
 
- 		return;
 
- 	if (chosenBonus->type != CampaignBonusType::BUILDING)
 
- 		return;
 
- 	for (int g=0; g<gameState->map->towns.size(); ++g)
 
- 	{
 
- 		CGTownInstance * town = gameState->map->towns[g];
 
- 		PlayerState * owner = gameState->getPlayerState(town->getOwner());
 
- 		if (!owner)
 
- 			continue;
 
- 		PlayerInfo & pi = gameState->map->players[owner->color.getNum()];
 
- 		if (!owner->human)
 
- 			continue;
 
- 		if (town->pos != pi.posOfMainTown)
 
- 			continue;
 
- 		BuildingID newBuilding;
 
- 		if(gameState->scenarioOps->campState->formatVCMI())
 
- 			newBuilding = BuildingID(chosenBonus->info1);
 
- 		else
 
- 			newBuilding = CBuildingHandler::campToERMU(chosenBonus->info1, town->subID, town->builtBuildings);
 
- 		// Build granted building & all prerequisites - e.g. Mages Guild Lvl 3 should also give Mages Guild Lvl 1 & 2
 
- 		while(true)
 
- 		{
 
- 			if (newBuilding == BuildingID::NONE)
 
- 				break;
 
- 			if (town->builtBuildings.count(newBuilding) != 0)
 
- 				break;
 
- 			town->builtBuildings.insert(newBuilding);
 
- 			auto building = town->town->buildings.at(newBuilding);
 
- 			newBuilding = building->upgrade;
 
- 		}
 
- 		break;
 
- 	}
 
- }
 
- bool CGameStateCampaign::playerHasStartingHero(PlayerColor playerColor) const
 
- {
 
- 	auto campaignBonus = currentBonus();
 
- 	if (!campaignBonus)
 
- 		return false;
 
- 	if(campaignBonus->type == CampaignBonusType::HERO && playerColor == PlayerColor(campaignBonus->info1))
 
- 		return true;
 
- 	return false;
 
- }
 
- std::unique_ptr<CMap> CGameStateCampaign::getCurrentMap() const
 
- {
 
- 	return gameState->scenarioOps->campState->getMap(CampaignScenarioID::NONE);
 
- }
 
- VCMI_LIB_NAMESPACE_END
 
 
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