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| /* * OptionsTab.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 "OptionsTab.h"#include "CSelectionBase.h"#include "../CGameInfo.h"#include "../CServerHandler.h"#include "../gui/CGuiHandler.h"#include "../gui/Shortcut.h"#include "../gui/WindowHandler.h"#include "../render/Graphics.h"#include "../render/IFont.h"#include "../widgets/CComponent.h"#include "../widgets/Buttons.h"#include "../widgets/MiscWidgets.h"#include "../widgets/ObjectLists.h"#include "../widgets/Slider.h"#include "../widgets/TextControls.h"#include "../windows/GUIClasses.h"#include "../windows/InfoWindows.h"#include "../../lib/NetPacksLobby.h"#include "../../lib/CGeneralTextHandler.h"#include "../../lib/CArtHandler.h"#include "../../lib/CTownHandler.h"#include "../../lib/CHeroHandler.h"#include "../../lib/mapping/CMapInfo.h"#include "../../lib/mapping/CMapHeader.h"OptionsTab::OptionsTab() : humanPlayers(0){	recActions = 0;	OBJ_CONSTRUCTION;	background = std::make_shared<CPicture>("ADVOPTBK", 0, 6);	pos = background->pos;	labelTitle = std::make_shared<CLabel>(222, 30, FONT_BIG, ETextAlignment::CENTER, Colors::YELLOW, CGI->generaltexth->allTexts[515]);	labelSubTitle = std::make_shared<CMultiLineLabel>(Rect(60, 44, 320, (int)graphics->fonts[EFonts::FONT_SMALL]->getLineHeight()*2), EFonts::FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, CGI->generaltexth->allTexts[516]);	labelPlayerNameAndHandicap = std::make_shared<CMultiLineLabel>(Rect(58, 86, 100, (int)graphics->fonts[EFonts::FONT_SMALL]->getLineHeight()*2), EFonts::FONT_SMALL, ETextAlignment::CENTER, Colors::YELLOW, CGI->generaltexth->allTexts[517]);	labelStartingTown = std::make_shared<CMultiLineLabel>(Rect(163, 86, 70, (int)graphics->fonts[EFonts::FONT_SMALL]->getLineHeight()*2), EFonts::FONT_SMALL, ETextAlignment::CENTER, Colors::YELLOW, CGI->generaltexth->allTexts[518]);	labelStartingHero = std::make_shared<CMultiLineLabel>(Rect(239, 86, 70, (int)graphics->fonts[EFonts::FONT_SMALL]->getLineHeight()*2), EFonts::FONT_SMALL, ETextAlignment::CENTER, Colors::YELLOW, CGI->generaltexth->allTexts[519]);	labelStartingBonus = std::make_shared<CMultiLineLabel>(Rect(315, 86, 70, (int)graphics->fonts[EFonts::FONT_SMALL]->getLineHeight()*2), EFonts::FONT_SMALL, ETextAlignment::CENTER, Colors::YELLOW, CGI->generaltexth->allTexts[520]);	if(SEL->screenType == ESelectionScreen::newGame || SEL->screenType == ESelectionScreen::loadGame || SEL->screenType == ESelectionScreen::scenarioInfo)	{		sliderTurnDuration = std::make_shared<CSlider>(Point(55, 551), 194, std::bind(&IServerAPI::setTurnLength, CSH, _1), 1, (int)GameConstants::POSSIBLE_TURNTIME.size(), (int)GameConstants::POSSIBLE_TURNTIME.size(), Orientation::HORIZONTAL, CSlider::BLUE);		sliderTurnDuration->setScrollBounds(Rect(-3, -25, 337, 43));		sliderTurnDuration->setPanningStep(20);		labelPlayerTurnDuration = std::make_shared<CLabel>(222, 538, FONT_SMALL, ETextAlignment::CENTER, Colors::YELLOW, CGI->generaltexth->allTexts[521]);		labelTurnDurationValue = std::make_shared<CLabel>(319, 559, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE);	}}void OptionsTab::recreate(){	entries.clear();	humanPlayers = 0;	OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;	for(auto & pInfo : SEL->getStartInfo()->playerInfos)	{		if(pInfo.second.isControlledByHuman())			humanPlayers++;		entries.insert(std::make_pair(pInfo.first, std::make_shared<PlayerOptionsEntry>(pInfo.second, * this)));	}	if(sliderTurnDuration)	{		sliderTurnDuration->scrollTo(vstd::find_pos(GameConstants::POSSIBLE_TURNTIME, SEL->getStartInfo()->turnTime));		labelTurnDurationValue->setText(CGI->generaltexth->turnDurations[sliderTurnDuration->getValue()]);	}}size_t OptionsTab::CPlayerSettingsHelper::getImageIndex(){	enum EBonusSelection //frames of bonuses file	{		WOOD_ORE = 0,   CRYSTAL = 1,    GEM  = 2,		MERCURY  = 3,   SULFUR  = 5,    GOLD = 8,		ARTIFACT = 9,   RANDOM  = 10,		WOOD = 0,       ORE     = 0,    MITHRIL = 10, // resources unavailable in bonuses file		TOWN_RANDOM = 38,  TOWN_NONE = 39, // Special frames in ITPA		HERO_RANDOM = 163, HERO_NONE = 164 // Special frames in PortraitsSmall	};	auto factionIndex = settings.castle >= CGI->townh->size() ? 0 : settings.castle;	switch(type)	{	case TOWN:		switch(settings.castle)		{		case PlayerSettings::NONE:			return TOWN_NONE;		case PlayerSettings::RANDOM:			return TOWN_RANDOM;		default:			return (*CGI->townh)[factionIndex]->town->clientInfo.icons[true][false] + 2;		}	case HERO:		switch(settings.hero)		{		case PlayerSettings::NONE:			return HERO_NONE;		case PlayerSettings::RANDOM:			return HERO_RANDOM;		default:		{			if(settings.heroPortrait >= 0)				return settings.heroPortrait;			auto index = settings.hero >= CGI->heroh->size() ? 0 : settings.hero;			return (*CGI->heroh)[index]->imageIndex;		}		}	case BONUS:	{		switch(settings.bonus)		{		case PlayerSettings::RANDOM:			return RANDOM;		case PlayerSettings::ARTIFACT:			return ARTIFACT;		case PlayerSettings::GOLD:			return GOLD;		case PlayerSettings::RESOURCE:		{			switch((*CGI->townh)[factionIndex]->town->primaryRes.toEnum())			{			case EGameResID::WOOD_AND_ORE:				return WOOD_ORE;			case EGameResID::WOOD:				return WOOD;			case EGameResID::MERCURY:				return MERCURY;			case EGameResID::ORE:				return ORE;			case EGameResID::SULFUR:				return SULFUR;			case EGameResID::CRYSTAL:				return CRYSTAL;			case EGameResID::GEMS:				return GEM;			case EGameResID::GOLD:				return GOLD;			case EGameResID::MITHRIL:				return MITHRIL;			}		}		}	}	}	return 0;}std::string OptionsTab::CPlayerSettingsHelper::getImageName(){	switch(type)	{	case OptionsTab::TOWN:		return "ITPA";	case OptionsTab::HERO:		return "PortraitsSmall";	case OptionsTab::BONUS:		return "SCNRSTAR";	}	return "";}std::string OptionsTab::CPlayerSettingsHelper::getName(){	switch(type)	{	case TOWN:	{		switch(settings.castle)		{		case PlayerSettings::NONE:			return CGI->generaltexth->allTexts[523];		case PlayerSettings::RANDOM:			return CGI->generaltexth->allTexts[522];		default:		{			auto factionIndex = settings.castle >= CGI->townh->size() ? 0 : settings.castle;			return (*CGI->townh)[factionIndex]->getNameTranslated();		}	}	}	case HERO:	{		switch(settings.hero)		{		case PlayerSettings::NONE:			return CGI->generaltexth->allTexts[523];		case PlayerSettings::RANDOM:			return CGI->generaltexth->allTexts[522];		default:		{			if(!settings.heroName.empty())				return settings.heroName;			auto index = settings.hero >= CGI->heroh->size() ? 0 : settings.hero;			return (*CGI->heroh)[index]->getNameTranslated();		}		}	}	case BONUS:	{		switch(settings.bonus)		{		case PlayerSettings::RANDOM:			return CGI->generaltexth->allTexts[522];		default:			return CGI->generaltexth->arraytxt[214 + settings.bonus];		}	}	}	return "";}std::string OptionsTab::CPlayerSettingsHelper::getTitle(){	switch(type)	{	case OptionsTab::TOWN:		return (settings.castle < 0) ? CGI->generaltexth->allTexts[103] : CGI->generaltexth->allTexts[80];	case OptionsTab::HERO:		return (settings.hero < 0) ? CGI->generaltexth->allTexts[101] : CGI->generaltexth->allTexts[77];	case OptionsTab::BONUS:	{		switch(settings.bonus)		{		case PlayerSettings::RANDOM:			return CGI->generaltexth->allTexts[86]; //{Random Bonus}		case PlayerSettings::ARTIFACT:			return CGI->generaltexth->allTexts[83]; //{Artifact Bonus}		case PlayerSettings::GOLD:			return CGI->generaltexth->allTexts[84]; //{Gold Bonus}		case PlayerSettings::RESOURCE:			return CGI->generaltexth->allTexts[85]; //{Resource Bonus}		}	}	}	return "";}std::string OptionsTab::CPlayerSettingsHelper::getSubtitle(){	auto factionIndex = settings.castle >= CGI->townh->size() ? 0 : settings.castle;	auto heroIndex = settings.hero >= CGI->heroh->size() ? 0 : settings.hero;	switch(type)	{	case TOWN:		return getName();	case HERO:	{		if(settings.hero >= 0)			return getName() + " - " + (*CGI->heroh)[heroIndex]->heroClass->getNameTranslated();		return getName();	}	case BONUS:	{		switch(settings.bonus)		{		case PlayerSettings::GOLD:			return CGI->generaltexth->allTexts[87]; //500-1000		case PlayerSettings::RESOURCE:		{			switch((*CGI->townh)[factionIndex]->town->primaryRes.toEnum())			{			case EGameResID::MERCURY:				return CGI->generaltexth->allTexts[694];			case EGameResID::SULFUR:				return CGI->generaltexth->allTexts[695];			case EGameResID::CRYSTAL:				return CGI->generaltexth->allTexts[692];			case EGameResID::GEMS:				return CGI->generaltexth->allTexts[693];			case EGameResID::WOOD_AND_ORE:				return CGI->generaltexth->allTexts[89]; //At the start of the game, 5-10 wood and 5-10 ore are added to your Kingdom's resource pool			}		}		}	}	}	return "";}std::string OptionsTab::CPlayerSettingsHelper::getDescription(){	auto factionIndex = settings.castle >= CGI->townh->size() ? 0 : settings.castle;	switch(type)	{	case TOWN:		return CGI->generaltexth->allTexts[104];	case HERO:		return CGI->generaltexth->allTexts[102];	case BONUS:	{		switch(settings.bonus)		{		case PlayerSettings::RANDOM:			return CGI->generaltexth->allTexts[94]; //Gold, wood and ore, or an artifact is randomly chosen as your starting bonus		case PlayerSettings::ARTIFACT:			return CGI->generaltexth->allTexts[90]; //An artifact is randomly chosen and equipped to your starting hero		case PlayerSettings::GOLD:			return CGI->generaltexth->allTexts[92]; //At the start of the game, 500-1000 gold is added to your Kingdom's resource pool		case PlayerSettings::RESOURCE:		{			switch((*CGI->townh)[factionIndex]->town->primaryRes.toEnum())			{			case EGameResID::MERCURY:				return CGI->generaltexth->allTexts[690];			case EGameResID::SULFUR:				return CGI->generaltexth->allTexts[691];			case EGameResID::CRYSTAL:				return CGI->generaltexth->allTexts[688];			case EGameResID::GEMS:				return CGI->generaltexth->allTexts[689];			case EGameResID::WOOD_AND_ORE:				return CGI->generaltexth->allTexts[93]; //At the start of the game, 5-10 wood and 5-10 ore are added to your Kingdom's resource pool			}		}		}	}	}	return "";}OptionsTab::CPlayerOptionTooltipBox::CPlayerOptionTooltipBox(CPlayerSettingsHelper & helper)	: CWindowObject(BORDERED | RCLICK_POPUP), CPlayerSettingsHelper(helper){	OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;	int value = PlayerSettings::NONE;	switch(CPlayerSettingsHelper::type)	{		break;	case TOWN:		value = settings.castle;		break;	case HERO:		value = settings.hero;		break;	case BONUS:		value = settings.bonus;	}	if(value == PlayerSettings::RANDOM)		genBonusWindow();	else if(CPlayerSettingsHelper::type == BONUS)		genBonusWindow();	else if(CPlayerSettingsHelper::type == HERO)		genHeroWindow();	else if(CPlayerSettingsHelper::type == TOWN)		genTownWindow();	center();}void OptionsTab::CPlayerOptionTooltipBox::genHeader(){	backgroundTexture = std::make_shared<CFilledTexture>("DIBOXBCK", pos);	updateShadow();	labelTitle = std::make_shared<CLabel>(pos.w / 2 + 8, 21, FONT_MEDIUM, ETextAlignment::CENTER, Colors::YELLOW, getTitle());	labelSubTitle = std::make_shared<CLabel>(pos.w / 2, 88, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, getSubtitle());	image = std::make_shared<CAnimImage>(getImageName(), getImageIndex(), 0, pos.w / 2 - 24, 45);}void OptionsTab::CPlayerOptionTooltipBox::genTownWindow(){	pos = Rect(0, 0, 228, 290);	genHeader();	labelAssociatedCreatures = std::make_shared<CLabel>(pos.w / 2 + 8, 122, FONT_MEDIUM, ETextAlignment::CENTER, Colors::YELLOW, CGI->generaltexth->allTexts[79]);	auto factionIndex = settings.castle >= CGI->townh->size() ? 0 : settings.castle;	std::vector<std::shared_ptr<CComponent>> components;	const CTown * town = (*CGI->townh)[factionIndex]->town;	for(auto & elem : town->creatures)	{		if(!elem.empty())			components.push_back(std::make_shared<CComponent>(CComponent::creature, elem.front(), 0, CComponent::tiny));	}	boxAssociatedCreatures = std::make_shared<CComponentBox>(components, Rect(10, 140, pos.w - 20, 140));}void OptionsTab::CPlayerOptionTooltipBox::genHeroWindow(){	pos = Rect(0, 0, 292, 226);	genHeader();	labelHeroSpeciality = std::make_shared<CLabel>(pos.w / 2 + 4, 117, FONT_MEDIUM, ETextAlignment::CENTER, Colors::YELLOW, CGI->generaltexth->allTexts[78]);	auto heroIndex = settings.hero >= CGI->heroh->size() ? 0 : settings.hero;	imageSpeciality = std::make_shared<CAnimImage>("UN44", (*CGI->heroh)[heroIndex]->imageIndex, 0, pos.w / 2 - 22, 134);	labelSpecialityName = std::make_shared<CLabel>(pos.w / 2, 188, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, (*CGI->heroh)[heroIndex]->getSpecialtyNameTranslated());}void OptionsTab::CPlayerOptionTooltipBox::genBonusWindow(){	pos = Rect(0, 0, 228, 162);	genHeader();	textBonusDescription = std::make_shared<CTextBox>(getDescription(), Rect(10, 100, pos.w - 20, 70), 0, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE);}OptionsTab::SelectionWindow::SelectionWindow(PlayerSettings settings, PlayerInfo playerInfo)	: CWindowObject(BORDERED){	addUsedEvents(LCLICK | SHOW_POPUP);	OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;	pos = Rect(0, 0, 400, 400);	backgroundTexture = std::make_shared<CFilledTexture>("DIBOXBCK", pos);	updateShadow();	genContentCastles(settings, playerInfo);	genContentHeroes(settings, playerInfo);	center();}void OptionsTab::SelectionWindow::genContentCastles(PlayerSettings settings, PlayerInfo playerInfo){	PlayerSettings set = PlayerSettings();	set.castle = set.RANDOM;	CPlayerSettingsHelper helper = CPlayerSettingsHelper(set, SelType::TOWN);	components.push_back(std::make_shared<CAnimImage>(helper.getImageName(), helper.getImageIndex(), 0, 0, 0));	int i = 0;	for(auto & elem : playerInfo.allowedFactions)	{		int x = i%3;		int y = i/3+1;		PlayerSettings set = PlayerSettings();		set.castle = elem;		CPlayerSettingsHelper helper = CPlayerSettingsHelper(set, SelType::TOWN);		components.push_back(std::make_shared<CAnimImage>(helper.getImageName(), helper.getImageIndex(), 0, x * 48, y * 32));		factions.push_back(elem);		i++;	}}void OptionsTab::SelectionWindow::genContentHeroes(PlayerSettings settings, PlayerInfo playerInfo){}void OptionsTab::SelectionWindow::apply(){	if(GH.windows().isTopWindow(this))	{		close();	}}FactionID OptionsTab::SelectionWindow::getElementCastle(const Point & cursorPosition){	Point loc = getElement(cursorPosition);	FactionID faction;	faction = PlayerSettings().NONE;	if (loc.x == 0 && loc.y == 0)		faction = PlayerSettings().RANDOM;	else if(loc.y > 0 && loc.x < 3)	{		int index = loc.x + (loc.y - 1) * 3;		if (index < factions.size())			faction = factions[loc.x + (loc.y - 1) * 3];	}	return faction;}SHeroName OptionsTab::SelectionWindow::getElementHero(const Point & cursorPosition){	return SHeroName(); //TODO}int OptionsTab::SelectionWindow::getElementBonus(const Point & cursorPosition){	return PlayerSettings::Ebonus::NONE; //TODO}Point OptionsTab::SelectionWindow::getElement(const Point & cursorPosition){	int x = (cursorPosition.x - pos.x) / 48;	int y = (cursorPosition.y - pos.y) / 32;	return Point(x, y);}void OptionsTab::SelectionWindow::clickReleased(const Point & cursorPosition) {	FactionID faction = getElementCastle(cursorPosition);	PlayerSettings set = PlayerSettings();	set.castle = faction;	CPlayerSettingsHelper helper = CPlayerSettingsHelper(set, SelType::TOWN);	// cases when we do not need to display proceed	if(set.castle == -2 && helper.type == TOWN)		return;	if(set.hero == -2 && helper.type == HERO)		return;	if(faction != PlayerSettings().NONE)		apply();}void OptionsTab::SelectionWindow::showPopupWindow(const Point & cursorPosition){	FactionID faction = getElementCastle(cursorPosition);	PlayerSettings set = PlayerSettings();	set.castle = faction;	CPlayerSettingsHelper helper = CPlayerSettingsHelper(set, SelType::TOWN);	// cases when we do not need to display a message	if(set.castle == -2 && helper.type == TOWN)		return;	if(set.hero == -2 && helper.type == HERO)		return;	GH.windows().createAndPushWindow<CPlayerOptionTooltipBox>(helper);}OptionsTab::SelectedBox::SelectedBox(Point position, PlayerSettings & settings, PlayerInfo & playerInfo, SelType type)	: Scrollable(LCLICK | SHOW_POPUP, position, Orientation::HORIZONTAL)	, CPlayerSettingsHelper(settings, type)	, playerInfo(playerInfo){	OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;	image = std::make_shared<CAnimImage>(getImageName(), getImageIndex());	subtitle = std::make_shared<CLabel>(23, 39, FONT_TINY, ETextAlignment::CENTER, Colors::WHITE, getName());	pos = image->pos;	setPanningStep(pos.w);}void OptionsTab::SelectedBox::update(){	image->setFrame(getImageIndex());	subtitle->setText(getName());}void OptionsTab::SelectedBox::showPopupWindow(const Point & cursorPosition){	// cases when we do not need to display a message	if(settings.castle == -2 && CPlayerSettingsHelper::type == TOWN)		return;	if(settings.hero == -2 && !SEL->getPlayerInfo(settings.color.getNum()).hasCustomMainHero() && CPlayerSettingsHelper::type == HERO)		return;	GH.windows().createAndPushWindow<CPlayerOptionTooltipBox>(*this);}void OptionsTab::SelectedBox::clickReleased(const Point & cursorPosition){	GH.windows().createAndPushWindow<SelectionWindow>(settings, playerInfo);}void OptionsTab::SelectedBox::scrollBy(int distance){	// FIXME: currently options tab is completely recreacted from scratch whenever we receive any information from server	// because of that, panning event gets interrupted (due to destruction of element)	// so, currently, gesture will always move selection only by 1, and then wait for recreation from server info	distance = std::clamp(distance, -1, 1);	switch(CPlayerSettingsHelper::type)	{		case TOWN:			CSH->setPlayerOption(LobbyChangePlayerOption::TOWN, distance, settings.color);			break;		case HERO:			CSH->setPlayerOption(LobbyChangePlayerOption::HERO, distance, settings.color);			break;		case BONUS:			CSH->setPlayerOption(LobbyChangePlayerOption::BONUS, distance, settings.color);			break;	}	setScrollingEnabled(false);}OptionsTab::PlayerOptionsEntry::PlayerOptionsEntry(const PlayerSettings & S, const OptionsTab & parent)	: pi(std::make_unique<PlayerInfo>(SEL->getPlayerInfo(S.color.getNum())))	, s(std::make_unique<PlayerSettings>(S))	, parentTab(parent){	OBJ_CONSTRUCTION;	defActions |= SHARE_POS;	int serial = 0;	for(int g = 0; g < s->color.getNum(); ++g)	{		auto itred = SEL->getPlayerInfo(g);		if(itred.canComputerPlay || itred.canHumanPlay)			serial++;	}	pos.x += 54;	pos.y += 122 + serial * 50;	assert(CSH->mi && CSH->mi->mapHeader);	const PlayerInfo & p = SEL->getPlayerInfo(s->color.getNum());	assert(p.canComputerPlay || p.canHumanPlay); //someone must be able to control this player	if(p.canHumanPlay && p.canComputerPlay)		whoCanPlay = HUMAN_OR_CPU;	else if(p.canComputerPlay)		whoCanPlay = CPU;	else		whoCanPlay = HUMAN;	static const std::array<std::string, PlayerColor::PLAYER_LIMIT_I> flags =	{{		"AOFLGBR.DEF", "AOFLGBB.DEF", "AOFLGBY.DEF", "AOFLGBG.DEF",		"AOFLGBO.DEF", "AOFLGBP.DEF", "AOFLGBT.DEF", "AOFLGBS.DEF"	}};	static const std::array<std::string, PlayerColor::PLAYER_LIMIT_I> bgs =	{{		"ADOPRPNL.bmp", "ADOPBPNL.bmp", "ADOPYPNL.bmp", "ADOPGPNL.bmp",		"ADOPOPNL.bmp", "ADOPPPNL.bmp", "ADOPTPNL.bmp", "ADOPSPNL.bmp"	}};	background = std::make_shared<CPicture>(bgs[s->color.getNum()], 0, 0);	labelPlayerName = std::make_shared<CLabel>(55, 10, EFonts::FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, s->name);	labelWhoCanPlay = std::make_shared<CMultiLineLabel>(Rect(6, 23, 45, (int)graphics->fonts[EFonts::FONT_TINY]->getLineHeight()*2), EFonts::FONT_TINY, ETextAlignment::CENTER, Colors::WHITE, CGI->generaltexth->arraytxt[206 + whoCanPlay]);	if(SEL->screenType == ESelectionScreen::newGame)	{		buttonTownLeft = std::make_shared<CButton>(Point(107, 5), "ADOPLFA.DEF", CGI->generaltexth->zelp[132], std::bind(&IServerAPI::setPlayerOption, CSH, LobbyChangePlayerOption::TOWN, -1, s->color));		buttonTownRight = std::make_shared<CButton>(Point(168, 5), "ADOPRTA.DEF", CGI->generaltexth->zelp[133], std::bind(&IServerAPI::setPlayerOption, CSH, LobbyChangePlayerOption::TOWN, +1, s->color));		buttonHeroLeft = std::make_shared<CButton>(Point(183, 5), "ADOPLFA.DEF", CGI->generaltexth->zelp[148], std::bind(&IServerAPI::setPlayerOption, CSH, LobbyChangePlayerOption::HERO, -1, s->color));		buttonHeroRight = std::make_shared<CButton>(Point(244, 5), "ADOPRTA.DEF", CGI->generaltexth->zelp[149], std::bind(&IServerAPI::setPlayerOption, CSH, LobbyChangePlayerOption::HERO, +1, s->color));		buttonBonusLeft = std::make_shared<CButton>(Point(259, 5), "ADOPLFA.DEF", CGI->generaltexth->zelp[164], std::bind(&IServerAPI::setPlayerOption, CSH, LobbyChangePlayerOption::BONUS, -1, s->color));		buttonBonusRight = std::make_shared<CButton>(Point(320, 5), "ADOPRTA.DEF", CGI->generaltexth->zelp[165], std::bind(&IServerAPI::setPlayerOption, CSH, LobbyChangePlayerOption::BONUS, +1, s->color));	}	hideUnavailableButtons();	if(SEL->screenType != ESelectionScreen::scenarioInfo && SEL->getPlayerInfo(s->color.getNum()).canHumanPlay)	{		flag = std::make_shared<CButton>(			Point(-43, 2),			flags[s->color.getNum()],			CGI->generaltexth->zelp[180],			std::bind(&OptionsTab::onSetPlayerClicked, &parentTab, *s)		);		flag->hoverable = true;		flag->block(CSH->isGuest());	}	else		flag = nullptr;	town = std::make_shared<SelectedBox>(Point(119, 2), *s, *pi, TOWN);	hero = std::make_shared<SelectedBox>(Point(195, 2), *s, *pi, HERO);	bonus = std::make_shared<SelectedBox>(Point(271, 2), *s, *pi, BONUS);}void OptionsTab::onSetPlayerClicked(const PlayerSettings & ps) const{	if(ps.isControlledByAI() || humanPlayers > 0)		CSH->setPlayer(ps.color);}void OptionsTab::PlayerOptionsEntry::hideUnavailableButtons(){	if(!buttonTownLeft)		return;	const bool foreignPlayer = CSH->isGuest() && !CSH->isMyColor(s->color);	if((pi->allowedFactions.size() < 2 && !pi->isFactionRandom) || foreignPlayer)	{		buttonTownLeft->disable();		buttonTownRight->disable();	}	else	{		buttonTownLeft->enable();		buttonTownRight->enable();	}	if((pi->defaultHero() != -1 || s->castle < 0) //fixed hero		|| foreignPlayer) //or not our player	{		buttonHeroLeft->disable();		buttonHeroRight->disable();	}	else	{		buttonHeroLeft->enable();		buttonHeroRight->enable();	}	if(foreignPlayer)	{		buttonBonusLeft->disable();		buttonBonusRight->disable();	}	else	{		buttonBonusLeft->enable();		buttonBonusRight->enable();	}}
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