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#3173 - fix trap crash on random hero
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@ -121,8 +121,7 @@ HeroTypeID CGameState::pickUnusedHeroTypeRandomly(const PlayerColor & owner)
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return *notAllowedHeroesButStillBetterThanCrash.begin();
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logGlobal->error("No free heroes at all!");
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assert(0); //current code can't handle this situation
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return HeroTypeID::NONE; // no available heroes at all
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throw std::runtime_error("Can not allocate hero. All heroes are already used.");
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}
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int CGameState::getDate(Date mode) const
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@ -1531,22 +1531,25 @@ std::string CGHeroInstance::getHeroTypeName() const
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void CGHeroInstance::afterAddToMap(CMap * map)
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{
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auto existingHero = std::find_if(map->objects.begin(), map->objects.end(), [&](const CGObjectInstance * o) ->bool
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{
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return o && (o->ID == Obj::HERO || o->ID == Obj::PRISON) && o->subID == subID && o != this;
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});
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if(existingHero != map->objects.end())
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if(ID != Obj::RANDOM_HERO)
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{
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if(settings["session"]["editor"].Bool())
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{
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logGlobal->warn("Hero is already on the map at %s", (*existingHero)->visitablePos().toString());
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}
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else
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{
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logGlobal->error("Hero is already on the map at %s", (*existingHero)->visitablePos().toString());
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auto existingHero = std::find_if(map->objects.begin(), map->objects.end(), [&](const CGObjectInstance * o) ->bool
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{
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return o && (o->ID == Obj::HERO || o->ID == Obj::PRISON) && o->subID == subID && o != this;
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});
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throw std::runtime_error("Hero is already on the map");
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if(existingHero != map->objects.end())
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{
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if(settings["session"]["editor"].Bool())
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{
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logGlobal->warn("Hero is already on the map at %s", (*existingHero)->visitablePos().toString());
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}
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else
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{
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logGlobal->error("Hero is already on the map at %s", (*existingHero)->visitablePos().toString());
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throw std::runtime_error("Hero is already on the map");
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}
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}
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}
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