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Converted several namespace enums to enum class
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@@ -315,7 +315,7 @@ void CGHeroInstance::initHero(CRandomGenerator & rand)
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{
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for(int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
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{
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pushPrimSkill(static_cast<PrimarySkill::PrimarySkill>(g), type->heroClass->primarySkillInitial[g]);
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pushPrimSkill(static_cast<PrimarySkill>(g), type->heroClass->primarySkillInitial[g]);
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}
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}
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if(secSkills.size() == 1 && secSkills[0] == std::pair<SecondarySkill,ui8>(SecondarySkill::DEFAULT, -1)) //set secondary skills to default
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@@ -456,7 +456,7 @@ void CGHeroInstance::onHeroVisit(const CGHeroInstance * h) const
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if (ID == Obj::HERO)
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{
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if( cb->gameState()->getPlayerRelations(tempOwner, h->tempOwner)) //our or ally hero
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if( cb->gameState()->getPlayerRelations(tempOwner, h->tempOwner) != PlayerRelations::ENEMIES)
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{
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//exchange
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cb->heroExchange(h->id, id);
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@@ -997,11 +997,11 @@ int32_t CGHeroInstance::getSpellCost(const spells::Spell * sp) const
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return sp->getCost(getSpellSchoolLevel(sp));
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}
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void CGHeroInstance::pushPrimSkill( PrimarySkill::PrimarySkill which, int val )
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void CGHeroInstance::pushPrimSkill( PrimarySkill which, int val )
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{
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assert(!hasBonus(Selector::typeSubtype(BonusType::PRIMARY_SKILL, which)
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assert(!hasBonus(Selector::typeSubtype(BonusType::PRIMARY_SKILL, static_cast<int>(which))
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.And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL))));
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addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::PRIMARY_SKILL, BonusSource::HERO_BASE_SKILL, val, id.getNum(), which));
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addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::PRIMARY_SKILL, BonusSource::HERO_BASE_SKILL, val, id.getNum(), static_cast<int>(which)));
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}
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EAlignment CGHeroInstance::getAlignment() const
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@@ -1314,7 +1314,7 @@ std::vector<SecondarySkill> CGHeroInstance::getLevelUpProposedSecondarySkills()
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return skills;
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}
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PrimarySkill::PrimarySkill CGHeroInstance::nextPrimarySkill(CRandomGenerator & rand) const
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PrimarySkill CGHeroInstance::nextPrimarySkill(CRandomGenerator & rand) const
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{
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assert(gainsLevel());
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int randomValue = rand.nextInt(99);
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@@ -1338,7 +1338,7 @@ PrimarySkill::PrimarySkill CGHeroInstance::nextPrimarySkill(CRandomGenerator & r
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randomValue = 100 / GameConstants::PRIMARY_SKILLS;
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}
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logGlobal->trace("The hero gets the primary skill %d with a probability of %d %%.", primarySkill, randomValue);
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return static_cast<PrimarySkill::PrimarySkill>(primarySkill);
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return static_cast<PrimarySkill>(primarySkill);
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}
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std::optional<SecondarySkill> CGHeroInstance::nextSecondarySkill(CRandomGenerator & rand) const
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@@ -1372,12 +1372,12 @@ std::optional<SecondarySkill> CGHeroInstance::nextSecondarySkill(CRandomGenerato
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return chosenSecondarySkill;
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}
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void CGHeroInstance::setPrimarySkill(PrimarySkill::PrimarySkill primarySkill, si64 value, ui8 abs)
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void CGHeroInstance::setPrimarySkill(PrimarySkill primarySkill, si64 value, ui8 abs)
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{
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if(primarySkill < PrimarySkill::EXPERIENCE)
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{
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auto skill = getBonusLocalFirst(Selector::type()(BonusType::PRIMARY_SKILL)
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.And(Selector::subtype()(primarySkill))
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.And(Selector::subtype()(static_cast<int>(primarySkill)))
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.And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL)));
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assert(skill);
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@@ -1578,7 +1578,7 @@ void CGHeroInstance::serializeCommonOptions(JsonSerializeFormat & handler)
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{
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int value = valOfBonuses(Selector::typeSubtype(BonusType::PRIMARY_SKILL, i).And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL)));
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handler.serializeInt(PrimarySkill::names[i], value, 0);
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handler.serializeInt(NPrimarySkill::names[i], value, 0);
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}
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}
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}
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@@ -1591,8 +1591,8 @@ void CGHeroInstance::serializeCommonOptions(JsonSerializeFormat & handler)
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for(int i = 0; i < GameConstants::PRIMARY_SKILLS; ++i)
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{
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int value = 0;
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handler.serializeInt(PrimarySkill::names[i], value, 0);
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pushPrimSkill(static_cast<PrimarySkill::PrimarySkill>(i), value);
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handler.serializeInt(NPrimarySkill::names[i], value, 0);
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pushPrimSkill(static_cast<PrimarySkill>(i), value);
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}
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}
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}
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