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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 "../entities/artifact/ArtifactUtils.h"#include "../entities/artifact/CArtifact.h"#include "../entities/building/CBuilding.h"#include "../entities/hero/CHeroClass.h"#include "../entities/hero/CHero.h"#include "../mapping/CMapEditManager.h"#include "../mapObjects/CGHeroInstance.h"#include "../mapObjects/CGTownInstance.h"#include "../networkPacks/ArtifactLocation.h"#include "../mapObjectConstructors/AObjectTypeHandler.h"#include "../mapObjectConstructors/CObjectClassesHandler.h"#include "../StartInfo.h"#include "../mapping/CMap.h"#include "../CPlayerState.h"#include "mapping/MapFormatSettings.h"#include <vstd/RNG.h>#include <vcmi/HeroTypeService.h>VCMI_LIB_NAMESPACE_BEGINCampaignHeroReplacement::CampaignHeroReplacement(std::shared_ptr<CGHeroInstance> hero, const ObjectInstanceID & heroPlaceholderId):	hero(hero),	heroPlaceholderId(heroPlaceholderId){}CGameStateCampaign::CGameStateCampaign() = default;CGameStateCampaign::CGameStateCampaign(CGameState * owner):	gameState(owner){	assert(gameState->scenarioOps->mode == EStartMode::CAMPAIGN);	assert(gameState->scenarioOps->campState != nullptr);}void CGameStateCampaign::setGamestate(CGameState * owner){	gameState = owner;}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->getType() == CampaignBonusType::HEROES_FROM_PREVIOUS_SCENARIO)		return bonus->getValue<CampaignBonusHeroesFromScenario>().scenario;	return campaignState->lastScenario();}void CGameStateCampaign::trimCrossoverHeroesParameters(vstd::RNG & randomGenerator, const CampaignTravel & travelOptions){	// 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(auto & hero : campaignHeroReplacements)		{			hero.hero->initExp(randomGenerator);		}	}	if(!travelOptions.whatHeroKeeps.primarySkills)	{		//trimming prim skills		for(auto & hero : campaignHeroReplacements)		{			for(auto skill : PrimarySkill::ALL_SKILLS())			{				auto sel = Selector::type()(BonusType::PRIMARY_SKILL)					.And(Selector::subtype()(BonusSubtypeID(skill)))					.And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL));				hero.hero->getLocalBonus(sel)->val = hero.hero->getHeroClass()->primarySkillInitial[skill.getNum()];			}		}	}	if(!travelOptions.whatHeroKeeps.secondarySkills)	{		//trimming sec skills		for(auto & hero : campaignHeroReplacements)		{			hero.hero->secSkills = hero.hero->getHeroType()->secSkillsInit;			hero.hero->recreateSecondarySkillsBonuses();		}	}	if(!travelOptions.whatHeroKeeps.spells)	{		for(auto & hero : campaignHeroReplacements)		{			hero.hero->removeSpellbook();		}	}	if(!travelOptions.whatHeroKeeps.artifacts)	{		//trimming artifacts		for(auto & hero : campaignHeroReplacements)		{			const auto & checkAndRemoveArtifact = [&](const ArtifactPosition & artifactPosition) -> bool			{				if(artifactPosition == ArtifactPosition::SPELLBOOK)					return false; // do not handle spellbook this way				const ArtSlotInfo *info = hero.hero->getSlot(artifactPosition);				if(!info)					return false;				// FIXME: double-check how H3 handles case of transferring components of a combined artifact if entire combined artifact is not transferrable				// For example, what happens if hero has assembled Angelic Alliance, AA is not marked is transferrable, but Sandals can be transferred? Should artifact be disassembled?				if (info->locked)					return false;				// TODO: why would there be nullptr artifacts?				const CArtifactInstance *art = info->getArt();				if(!art)					return false;				ArtifactLocation al(hero.hero->id, artifactPosition);				bool takeable = travelOptions.artifactsKeptByHero.count(art->getTypeId());				bool locked = hero.hero->getSlot(al.slot)->locked;				if (!locked && takeable)				{					logGlobal->debug("Artifact %s from slot %d of hero %s will be transferred to next scenario", art->getType()->getJsonKey(), al.slot.getNum(), hero.hero->getHeroTypeName());					hero.transferrableArtifacts.push_back(artifactPosition);				}				if (!locked && !takeable)				{					logGlobal->debug("Removing artifact %s from slot %d of hero %s", art->getType()->getJsonKey(), al.slot.getNum(), hero.hero->getHeroTypeName());					gameState->map->removeArtifactInstance(*hero.hero, al.slot);					return true;				}				return false;			};			// process on copy - removal of artifact will invalidate container			auto artifactsWorn = hero.hero->artifactsWorn;			for(const auto & art : artifactsWorn)				checkAndRemoveArtifact(art.first);			for (int slotNumber = 0; slotNumber < hero.hero->artifactsInBackpack.size();)			{				if (checkAndRemoveArtifact(ArtifactPosition::BACKPACK_START + slotNumber))					continue; // artifact was removed and backpack slots were shifted -> test this slot again				else					slotNumber++; // artifact was kept for transfer -> test next slot			};		}	}	//trimming creatures	for(auto & hero : campaignHeroReplacements)	{		auto shouldSlotBeErased = [&](CStackInstance & j) -> bool		{			CreatureID crid = j.getCreatureID();			return !travelOptions.monstersKeptByHero.count(crid);		};		//generate list of slots without removing anything first to avoid iterator invalidation		std::vector<SlotID> slotsToErase;		for(auto &slotPair : hero.hero->Slots())			if(shouldSlotBeErased(*slotPair.second))				slotsToErase.push_back(slotPair.first);		for (const auto slotID : slotsToErase)			hero.hero->eraseStack(slotID);	}	// Add spell flag to ensure that hero without spellbook won't receive one as part of initHero call	for(auto & hero : campaignHeroReplacements)		hero.hero->addSpellToSpellbook(SpellID::SPELLBOOK_PRESET);	// Removing short-term bonuses	for(auto & hero : campaignHeroReplacements)	{		hero.hero->removeBonusesRecursive(CSelector(Bonus::OneDay)			.Or(CSelector(Bonus::OneWeek))			.Or(CSelector(Bonus::NTurns))			.Or(CSelector(Bonus::NDays))			.Or(CSelector(Bonus::OneBattle)));	}}void CGameStateCampaign::placeCampaignHeroes(vstd::RNG & randomGenerator){	// place bonus hero	const auto & campaignState = gameState->scenarioOps->campState;	const auto & campaignBonus = campaignState->getBonus(*campaignState->currentScenario());	bool campaignGiveHero = campaignBonus && campaignBonus->getType() == CampaignBonusType::HERO;	if(campaignGiveHero)	{		const auto & campaignBonusValue = campaignBonus->getValue<CampaignBonusStartingHero>();		const auto & playerColor = campaignBonusValue.startingPlayer;		const auto & it = gameState->scenarioOps->playerInfos.find(playerColor);		if(it != gameState->scenarioOps->playerInfos.end())		{			HeroTypeID heroTypeId = campaignBonusValue.hero;			if(heroTypeId == HeroTypeID::CAMP_RANDOM) // random bonus hero			{				heroTypeId = gameState->pickUnusedHeroTypeRandomly(randomGenerator, playerColor);			}			gameState->placeStartingHero(playerColor, HeroTypeID(heroTypeId), gameState->map->players[playerColor.getNum()].posOfMainTown);		}	}	logGlobal->debug("\tGenerate list of hero placeholders");	generateCampaignHeroesToReplace();	logGlobal->debug("\tPrepare crossover heroes");	trimCrossoverHeroesParameters(randomGenerator, 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<std::shared_ptr<CGObjectInstance>> removedHeroes;	std::set<HeroTypeID> reservedHeroes = campaignState->getReservedHeroes();	std::set<HeroTypeID> heroesToRemove;	for (auto const & heroID : reservedHeroes )	{		// Do not replace reserved heroes initially, e.g. in 1st campaign scenario in which they appear		if (!campaignState->getHeroByType(heroID).isNull())			heroesToRemove.insert(heroID);	}	for(auto & replacement : campaignHeroReplacements)		if (replacement.heroPlaceholderId.hasValue())			heroesToRemove.insert(replacement.hero->getHeroTypeID());	for(auto & heroID : heroesToRemove)	{		auto * hero = gameState->getUsedHero(heroID);		if(hero)		{			removedHeroes.push_back(gameState->map->eraseObject(hero->id));		}	}	logGlobal->debug("\tReplace placeholders with heroes");	replaceHeroesPlaceholders();	// now add removed heroes again with unused type ID	for(auto object : removedHeroes)	{		auto hero = dynamic_cast<CGHeroInstance*>(object.get());		HeroTypeID heroTypeId;		if(hero->ID == Obj::HERO)		{			heroTypeId = gameState->pickUnusedHeroTypeRandomly(randomGenerator, hero->tempOwner);		}		else if(hero->ID == Obj::PRISON)		{			auto unusedHeroTypeIds = gameState->getUnusedAllowedHeroes();			if(!unusedHeroTypeIds.empty())			{				heroTypeId = (*RandomGeneratorUtil::nextItem(unusedHeroTypeIds, randomGenerator));			}			else			{				logGlobal->error("No free hero type ID found to replace prison.");				assert(0);			}		}		else		{			assert(0); // should not happen		}		hero->setHeroType(heroTypeId);		gameState->map->getEditManager()->insertObject(object);	}}void CGameStateCampaign::giveCampaignBonusToHero(CGHeroInstance * hero){	auto curBonus = currentBonus();	if(!curBonus)		return;	assert(curBonus->isBonusForHero());	//apply bonus	switch(curBonus->getType())	{		case CampaignBonusType::SPELL:		{			const auto & bonusValue = curBonus->getValue<CampaignBonusSpell>();			hero->addSpellToSpellbook(bonusValue.spell);			break;		}		case CampaignBonusType::MONSTER:		{			const auto & bonusValue = curBonus->getValue<CampaignBonusCreatures>();			for(int i = 0; i < GameConstants::ARMY_SIZE; i++)			{				if(hero->slotEmpty(SlotID(i)))				{					hero->addToSlot(SlotID(i), bonusValue.creature, bonusValue.amount);					break;				}			}			break;		}		case CampaignBonusType::ARTIFACT:		{			const auto & bonusValue = curBonus->getValue<CampaignBonusArtifact>();			if(!gameState->giveHeroArtifact(hero, bonusValue.artifact))				logGlobal->error("Cannot give starting artifact - no free slots!");			break;		}		case CampaignBonusType::SPELL_SCROLL:		{			const auto & bonusValue = curBonus->getValue<CampaignBonusSpellScroll>();			const auto scroll = gameState->createScroll(bonusValue.spell);			const auto slot = ArtifactUtils::getArtAnyPosition(hero, scroll->getTypeId());			if(ArtifactUtils::isSlotEquipment(slot) || ArtifactUtils::isSlotBackpack(slot))				gameState->map->putArtifactInstance(*hero, scroll->getId(), slot);			else				logGlobal->error("Cannot give starting scroll - no free slots!");			break;		}		case CampaignBonusType::PRIMARY_SKILL:		{			const auto & bonusValue = curBonus->getValue<CampaignBonusPrimarySkill>();			for(auto skill : PrimarySkill::ALL_SKILLS())			{				int val = bonusValue.amounts[skill.getNum()];				if(val == 0)					continue;				auto currentScenario = *gameState->scenarioOps->campState->currentScenario();				auto bb = std::make_shared<Bonus>( BonusDuration::PERMANENT, BonusType::PRIMARY_SKILL, BonusSource::CAMPAIGN_BONUS, val, BonusSourceID(currentScenario), BonusSubtypeID(skill) );				hero->addNewBonus(bb);			}			break;		}		case CampaignBonusType::SECONDARY_SKILL:		{			const auto & bonusValue = curBonus->getValue<CampaignBonusSecondarySkill>();			hero->setSecSkillLevel(bonusValue.skill, bonusValue.mastery, ChangeValueMode::ABSOLUTE);			break;		}	}}void CGameStateCampaign::replaceHeroesPlaceholders(){	for(const auto & campaignHeroReplacement : campaignHeroReplacements)	{		if (!campaignHeroReplacement.heroPlaceholderId.hasValue())			continue;		auto heroPlaceholder = gameState->map->getObject(campaignHeroReplacement.heroPlaceholderId);		auto heroToPlace = campaignHeroReplacement.hero;		if(heroPlaceholder->tempOwner.isValidPlayer())			heroToPlace->tempOwner = heroPlaceholder->tempOwner;		heroToPlace->setAnchorPos(heroPlaceholder->anchorPos());		heroToPlace->setHeroType(heroToPlace->getHeroTypeID());		heroToPlace->appearance = heroToPlace->getObjectHandler()->getTemplates().front();		heroToPlace->instanceName = heroPlaceholder->instanceName;		gameState->map->replaceObject(campaignHeroReplacement.heroPlaceholderId, heroToPlace);	}}void CGameStateCampaign::transferMissingArtifacts(const CampaignTravel & travelOptions){	CGHeroInstance * receiver = nullptr;	for(auto hero : gameState->map->getObjects<CGHeroInstance>())	{		if (!hero->getOwner().isValidPlayer())			continue; // prisons		if (gameState->getPlayerState(hero->getOwner())->isHuman())		{			receiver = hero;			break;		}	}	assert(receiver);	for(const auto & campaignHeroReplacement : campaignHeroReplacements)	{		if (campaignHeroReplacement.heroPlaceholderId.hasValue())			continue;		auto donorHero = campaignHeroReplacement.hero;		if (!donorHero)			throw std::runtime_error("Failed to find hero to take artifacts from! Scenario: " + gameState->map->name.toString());		// process in reverse - 2nd artifact from a backpack must be processed before 1st one to avoid invalidation of artifact positions		for (auto const & artLocation : boost::adaptors::reverse(campaignHeroReplacement.transferrableArtifacts))		{			auto * artifact = donorHero->getArt(artLocation);			logGlobal->debug("Removing artifact %s from slot %d of hero %s for transfer", artifact->getType()->getJsonKey(), artLocation.getNum(), donorHero->getHeroTypeName());			gameState->map->removeArtifactInstance(*donorHero, artLocation);			if (receiver)			{				logGlobal->debug("Granting artifact %s to hero %s for transfer", artifact->getType()->getJsonKey(), receiver->getHeroTypeName());				const auto slot = ArtifactUtils::getArtAnyPosition(receiver, artifact->getTypeId());				if(ArtifactUtils::isSlotEquipment(slot) || ArtifactUtils::isSlotBackpack(slot))					gameState->map->putArtifactInstance(*receiver, artifact->getId(), slot);				else					logGlobal->error("Cannot transfer artifact - no free slots!");			}			else				logGlobal->error("Cannot transfer artifact - no receiver hero!");		}	}}void CGameStateCampaign::generateCampaignHeroesToReplace(){	auto campaignState = gameState->scenarioOps->campState;	std::vector<CGHeroPlaceholder *> placeholdersByPower;	std::vector<CGHeroPlaceholder *> placeholdersByType;	campaignHeroReplacements.clear();	// find all placeholders on map	for(auto heroPlaceholder : gameState->map->getObjects<CGHeroPlaceholder>())	{		// only 1 field must be set		assert(heroPlaceholder->powerRank.has_value() != heroPlaceholder->heroType.has_value());		if(heroPlaceholder->powerRank)			placeholdersByPower.push_back(heroPlaceholder);		if(heroPlaceholder->heroType)			placeholdersByType.push_back(heroPlaceholder);	}	//selecting heroes by type	for(const auto * placeholder : placeholdersByType)	{		const auto & node = campaignState->getHeroByType(*placeholder->heroType);		if (node.isNull())		{			logGlobal->info("Hero crossover: Unable to replace placeholder for %d (%s)!", placeholder->heroType->getNum(), LIBRARY->heroTypes()->getById(*placeholder->heroType)->getNameTranslated());			continue;		}		auto hero = campaignState->crossoverDeserialize(node, gameState->map.get());		logGlobal->info("Hero crossover: Loading placeholder for %d (%s)", hero->getHeroType(), hero->getNameTranslated());		campaignHeroReplacements.emplace_back(hero, placeholder->id);	}	auto lastScenario = getHeroesSourceScenario();	if (lastScenario)	{		// sort hero placeholders descending power		boost::range::sort(placeholdersByPower, [](const CGHeroPlaceholder * a, const CGHeroPlaceholder * b)		{			return *a->powerRank > *b->powerRank;		});		const auto & nodeList = campaignState->getHeroesByPower(lastScenario.value());		auto nodeListIter = nodeList.begin();		for(const auto * placeholder : placeholdersByPower)		{			if (nodeListIter == nodeList.end())				break;			if (!gameState->players.count(placeholder->getOwner()))				continue; // illegal?			// It looks like heroes placeholder by power can only be replaced for human player			// Example where this is important: Spoils of War -> Greed			// Meanwhile, placeholders by hero ID can be replaced for AI as well			// Example: Armageddon's Blade -> To Kill A Hero			if (!gameState->players.at(placeholder->getOwner()).isHuman())				continue;			auto hero = campaignState->crossoverDeserialize(*nodeListIter, gameState->map.get());			nodeListIter++;			logGlobal->info("Hero crossover: Loading placeholder as %d (%s)", hero->getHeroType(), hero->getNameTranslated());			campaignHeroReplacements.emplace_back(hero, placeholder->id);		}		// Add remaining heroes without placeholders - to transfer their artifacts to placed heroes		for (;nodeListIter != nodeList.end(); ++nodeListIter)		{			auto hero = campaignState->crossoverDeserialize(*nodeListIter, gameState->map.get());			campaignHeroReplacements.emplace_back(hero, ObjectInstanceID::NONE);		}	}}void CGameStateCampaign::initHeroes(){	auto chosenBonus = currentBonus();	if (chosenBonus && chosenBonus->isBonusForHero() && chosenBonus->getTargetedHero() != HeroTypeID::CAMP_GENERATED.getNum()) //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);		const auto & heroes = gameState->players.at(humanPlayer).getHeroes();		if (chosenBonus->getTargetedHero() == HeroTypeID::CAMP_STRONGEST.getNum()) //most powerful		{			int maxB = -1;			for (int b=0; b<heroes.size(); ++b)			{				if(maxB == -1 || CGHeroInstance::compareCampaignValue(heroes[b], heroes[maxB]))				{					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 & hero : heroes)			{				if (hero->getHeroTypeID().getNum() == chosenBonus->getTargetedHero())				{					giveCampaignBonusToHero(hero);					break;				}			}		}	}	auto campaignState = gameState->scenarioOps->campState;	if (campaignState->getYogWizardID().hasValue() && boost::starts_with(campaignState->getFilename(), "DATA/YOG") && campaignState->currentScenario()->getNum() == 2)	{		auto * yog = gameState->getUsedHero(campaignState->getYogWizardID());		assert(yog);		assert(yog->isCampaignYog());		gameState->giveHeroArtifact(yog, ArtifactID::ANGELIC_ALLIANCE);	}	transferMissingArtifacts(campaignState->scenario(*campaignState->currentScenario()).travelOptions);}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;	};	const auto & chosenBonus = currentBonus();	if(chosenBonus && chosenBonus->getType() == CampaignBonusType::RESOURCE)	{		const auto & bonusValue = chosenBonus->getValue<CampaignBonusStartingResources>();		std::vector<const PlayerSettings *> people = getHumanPlayerInfo(); //players we will give resource bonus		for(const PlayerSettings *ps : people)		{			std::vector<GameResID> res; //resources we will give			switch (bonusValue.resource.toEnum())			{				case EGameResID::COMMON: //wood+ore					res.push_back(GameResID(EGameResID::WOOD));					res.push_back(GameResID(EGameResID::ORE));					break;				case EGameResID::RARE:  //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:					res.push_back(bonusValue.resource);					break;			}			for (auto & re : res)				gameState->players.at(ps->color).resources[re] += bonusValue.amount;		}	}}void CGameStateCampaign::initTowns(){	auto chosenBonus = currentBonus();	if (!chosenBonus)		return;	if (chosenBonus->getType() != CampaignBonusType::BUILDING)		return;	const auto & bonusValue = chosenBonus->getValue<CampaignBonusBuilding>();	for (const auto & townID : gameState->map->getAllTowns())	{		auto town = gameState->getTown(townID);		PlayerState * owner = gameState->getPlayerState(town->getOwner());		if (!owner)			continue;		PlayerInfo & pi = gameState->map->players[owner->color.getNum()];		if (!owner->human)			continue;		if (town->anchorPos() != pi.posOfMainTown)			continue;		BuildingID newBuilding = bonusValue.buildingDecoded;		if (bonusValue.buildingH3M.hasValue())		{			auto mapping = LIBRARY->mapFormat->getMapping(gameState->scenarioOps->campState->getFormat());			newBuilding = mapping.remapBuilding(town->getFactionID(), bonusValue.buildingH3M);		}		// 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->hasBuilt(newBuilding))				break;			town->addBuilding(newBuilding);			const auto & building = town->getTown()->buildings.at(newBuilding);			newBuilding = building->upgrade;		}		break;	}}bool CGameStateCampaign::playerHasStartingHero(PlayerColor playerColor) const{	auto campaignBonus = currentBonus();	if (!campaignBonus)		return false;	if(campaignBonus->getType() == CampaignBonusType::HERO && playerColor == PlayerColor(campaignBonus->getValue<CampaignBonusStartingHero>().startingPlayer))		return true;	return false;}std::unique_ptr<CMap> CGameStateCampaign::getCurrentMap(){	return gameState->scenarioOps->campState->getMap(CampaignScenarioID::NONE, gameState);}VCMI_LIB_NAMESPACE_END
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