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Remove ConstTransitivePtr from hero and town instances
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@@ -17,7 +17,6 @@
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#include "../bonuses/BonusCache.h"
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#include "../entities/hero/EHeroGender.h"
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#include "../CArtHandler.h" // For CArtifactSet
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#include "../ConstTransitivePtr.h"
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VCMI_LIB_NAMESPACE_BEGIN
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@@ -66,12 +65,14 @@ private:
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MagicSchoolMasteryCache magicSchoolMastery;
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BonusValueCache manaPerKnowledgeCached;
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std::unique_ptr<TurnInfoCache> turnInfoCache;
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std::unique_ptr<CCommanderInstance> commander;
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std::set<SpellID> spells; //known spells (spell IDs)
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ObjectInstanceID visitedTown; //set if hero is visiting town or in the town garrison
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ui32 movement; //remaining movement points
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bool inTownGarrison; // if hero is in town garrison
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public:
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//////////////////////////////////////////////////////////////////////////
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//format: 123
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// 8 4
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@@ -93,9 +94,6 @@ public:
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std::string nameCustomTextId;
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std::string biographyCustomTextId;
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bool inTownGarrison; // if hero is in town garrison
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ConstTransitivePtr<CGTownInstance> visitedTown; //set if hero is visiting town or in the town garrison
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ConstTransitivePtr<CCommanderInstance> commander;
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const CGBoat * boat = nullptr; //set to CGBoat when sailing
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static constexpr si32 UNINITIALIZED_MANA = -1;
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@@ -103,8 +101,6 @@ public:
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static constexpr auto UNINITIALIZED_EXPERIENCE = std::numeric_limits<TExpType>::max();
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static const ui32 NO_PATROLLING;
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//std::vector<const CArtifact*> artifacts; //hero's artifacts from bag
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//std::map<ui16, const CArtifact*> artifWorn; //map<position,artifact_id>; positions: 0 - head; 1 - shoulders; 2 - neck; 3 - right hand; 4 - left hand; 5 - torso; 6 - right ring; 7 - left ring; 8 - feet; 9 - misc1; 10 - misc2; 11 - misc3; 12 - misc4; 13 - mach1; 14 - mach2; 15 - mach3; 16 - mach4; 17 - spellbook; 18 - misc5
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std::set<ObjectInstanceID> visitedObjects;
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struct DLL_LINKAGE Patrol
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@@ -252,6 +248,14 @@ public:
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HeroTypeID getHeroTypeID() const;
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void setHeroType(HeroTypeID type);
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bool isGarrisoned() const;
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const CGTownInstance * getVisitedTown() const;
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CGTownInstance * getVisitedTown();
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void setVisitedTown(const CGTownInstance * town, bool garrisoned);
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const CCommanderInstance * getCommander() const;
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CCommanderInstance * getCommander();
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void initObj(vstd::RNG & rand) override;
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void initHero(vstd::RNG & rand);
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void initHero(vstd::RNG & rand, const HeroTypeID & SUBID);
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