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Rework campaign bonuses storage in type-safe form
Replaced campaign bonuses from using 3 integers to store anything with type-safe version that uses std::variant that ensures that all bonuses are in correct state. Also removed "interesting" solutions like storing primary skills using bit shifts. Prerequirement for HotA campaign support
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@@ -832,12 +832,16 @@ void CVCMIServer::setCampaignBonus(int bonusId)
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campaignBonus = bonusId;
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const CampaignScenario & scenario = si->campState->scenario(campaignMap);
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const std::vector<CampaignBonus> & bonDescs = scenario.travelOptions.bonusesToChoose;
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if(bonDescs[bonusId].type == CampaignBonusType::HERO || bonDescs[bonusId].type == CampaignBonusType::HEROES_FROM_PREVIOUS_SCENARIO)
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const CampaignBonus & bonus = scenario.travelOptions.bonusesToChoose.at(bonusId);
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if(bonus.getType() == CampaignBonusType::HERO || bonus.getType() == CampaignBonusType::HEROES_FROM_PREVIOUS_SCENARIO)
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{
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PlayerColor startingPlayer = bonus.getType() == CampaignBonusType::HERO ?
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bonus.getValue<CampaignBonusStartingHero>().startingPlayer :
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bonus.getValue<CampaignBonusHeroesFromScenario>().startingPlayer;
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for(auto & elem : si->playerInfos)
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{
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if(elem.first == PlayerColor(bonDescs[bonusId].info1))
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if(elem.first == startingPlayer)
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setPlayerConnectedId(elem.second, 1);
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else
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setPlayerConnectedId(elem.second, PlayerSettings::PLAYER_AI);
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