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https://github.com/vcmi/vcmi.git
synced 2025-01-02 00:10:22 +02:00
Reworked and fixed gendered hero sprites on adventure map
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8cd19f639f
commit
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@ -4,7 +4,7 @@
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"title" : "VCMI hero format",
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"description" : "Format used to define new heroes in VCMI",
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"required" : [ "class", "army", "skills", "texts" ],
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"oneOf" : [
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"anyOf" : [
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{
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"required" : [ "images" ]
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},
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@ -60,9 +60,7 @@
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"properties" : {
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"filters" : {
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"type" : "object",
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"additionalProperties" : {
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"type" : "array"
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}
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"additionalProperties" : true
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}
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}
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},
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@ -90,7 +90,7 @@ public:
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/// returns preferred template for this object, if present (e.g. one of 3 possible templates for town - village, fort and castle)
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/// note that appearance will not be changed - this must be done separately (either by assignment or via pack from server)
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std::shared_ptr<const ObjectTemplate> getOverride(TerrainId terrainType, const CGObjectInstance * object) const;
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virtual std::shared_ptr<const ObjectTemplate> getOverride(TerrainId terrainType, const CGObjectInstance * object) const;
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BattleField getBattlefield() const;
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@ -123,34 +123,71 @@ void CHeroInstanceConstructor::initTypeData(const JsonNode & input)
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input["heroClass"],
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[&](si32 index) { heroClass = HeroClassID(index).toHeroClass(); });
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filtersJson = input["filters"];
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}
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for (const auto & [name, config] : input["filters"].Struct())
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{
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HeroFilter filter;
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filter.allowFemale = config["female"].Bool();
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filter.allowMale = config["male"].Bool();
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filters[name] = filter;
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void CHeroInstanceConstructor::afterLoadFinalization()
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{
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for(const auto & entry : filtersJson.Struct())
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if (!config["hero"].isNull())
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{
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filters[entry.first] = LogicalExpression<HeroTypeID>(entry.second, [](const JsonNode & node)
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{
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return HeroTypeID(VLC->identifiers()->getIdentifier("hero", node.Vector()[0]).value_or(-1));
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VLC->identifiers()->requestIdentifier( "hero", config["hero"], [this, templateName = name](si32 index) {
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filters.at(templateName).fixedHero = HeroTypeID(index);
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});
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}
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}
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}
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bool CHeroInstanceConstructor::objectFilter(const CGObjectInstance * object, std::shared_ptr<const ObjectTemplate> templ) const
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std::shared_ptr<const ObjectTemplate> CHeroInstanceConstructor::getOverride(TerrainId terrainType, const CGObjectInstance * object) const
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{
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const auto * hero = dynamic_cast<const CGHeroInstance *>(object);
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auto heroTest = [&](const HeroTypeID & id)
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{
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return hero->getHeroTypeID() == id;
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};
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std::vector<std::shared_ptr<const ObjectTemplate>> allTemplates = getTemplates();
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std::shared_ptr<const ObjectTemplate> candidateFullMatch;
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std::shared_ptr<const ObjectTemplate> candidateGenderMatch;
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std::shared_ptr<const ObjectTemplate> candidateBase;
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if(filters.count(templ->stringID))
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assert(hero->gender != EHeroGender::DEFAULT);
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for (const auto & templ : allTemplates)
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{
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return filters.at(templ->stringID).test(heroTest);
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if (filters.count(templ->stringID))
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{
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const auto & filter = filters.at(templ->stringID);
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if (filter.fixedHero.hasValue())
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{
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if (filter.fixedHero == hero->getHeroTypeID())
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candidateFullMatch = templ;
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}
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return false;
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else if (filter.allowMale)
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{
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if (hero->gender == EHeroGender::MALE)
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candidateGenderMatch = templ;
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}
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else if (filter.allowFemale)
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{
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if (hero->gender == EHeroGender::FEMALE)
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candidateGenderMatch = templ;
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}
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else
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{
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candidateBase = templ;
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}
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}
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else
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{
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candidateBase = templ;
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}
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}
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if (candidateFullMatch)
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return candidateFullMatch;
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if (candidateGenderMatch)
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return candidateGenderMatch;
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return candidateBase;
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}
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void CHeroInstanceConstructor::randomizeObject(CGHeroInstance * object, vstd::RNG & rng) const
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@ -72,17 +72,21 @@ public:
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class CHeroInstanceConstructor : public CDefaultObjectTypeHandler<CGHeroInstance>
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{
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JsonNode filtersJson;
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protected:
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bool objectFilter(const CGObjectInstance * obj, std::shared_ptr<const ObjectTemplate> tmpl) const override;
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struct HeroFilter
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{
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HeroTypeID fixedHero;
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bool allowMale;
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bool allowFemale;
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};
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std::map<std::string, HeroFilter> filters;
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const CHeroClass * heroClass = nullptr;
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std::shared_ptr<const ObjectTemplate> getOverride(TerrainId terrainType, const CGObjectInstance * object) const override;
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void initTypeData(const JsonNode & input) override;
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public:
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const CHeroClass * heroClass = nullptr;
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std::map<std::string, LogicalExpression<HeroTypeID>> filters;
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void randomizeObject(CGHeroInstance * object, vstd::RNG & rng) const override;
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void afterLoadFinalization() override;
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bool hasNameTextID() const override;
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std::string getNameTextID() const override;
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@ -336,6 +336,11 @@ void CGHeroInstance::setHeroType(HeroTypeID heroType)
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subID = heroType;
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}
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void CGHeroInstance::initObj(vstd::RNG & rand)
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{
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updateAppearance();
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}
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void CGHeroInstance::initHero(vstd::RNG & rand, const HeroTypeID & SUBID)
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{
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subID = SUBID.getNum();
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@ -350,12 +355,27 @@ TObjectTypeHandler CGHeroInstance::getObjectHandler() const
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return VLC->objtypeh->getHandlerFor(ID, 0);
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}
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void CGHeroInstance::updateAppearance()
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{
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auto handler = VLC->objtypeh->getHandlerFor(Obj::HERO, getHeroClass()->getIndex());;
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auto terrain = cb->gameState()->getTile(visitablePos())->terType->getId();
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auto app = handler->getOverride(terrain, this);
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if (app)
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appearance = app;
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}
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void CGHeroInstance::initHero(vstd::RNG & rand)
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{
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assert(validTypes(true));
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if (gender == EHeroGender::DEFAULT)
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gender = getHeroType()->gender;
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if (ID == Obj::HERO)
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appearance = getObjectHandler()->getTemplates().front();
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{
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auto handler = VLC->objtypeh->getHandlerFor(Obj::HERO, getHeroClass()->getIndex());;
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appearance = handler->getTemplates().front();
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}
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if(!vstd::contains(spells, SpellID::PRESET))
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{
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@ -394,9 +414,6 @@ void CGHeroInstance::initHero(vstd::RNG & rand)
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if(secSkills.size() == 1 && secSkills[0] == std::pair<SecondarySkill,ui8>(SecondarySkill::NONE, -1)) //set secondary skills to default
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secSkills = getHeroType()->secSkillsInit;
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if (gender == EHeroGender::DEFAULT)
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gender = getHeroType()->gender;
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setFormation(EArmyFormation::LOOSE);
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if (!stacksCount()) //standard army//initial army
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{
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@ -241,6 +241,7 @@ public:
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HeroTypeID getHeroTypeID() const;
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void setHeroType(HeroTypeID type);
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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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@ -300,6 +301,7 @@ public:
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void attachToBoat(CGBoat* newBoat);
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void boatDeserializationFix();
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void deserializationFix();
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void updateAppearance();
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void pickRandomObject(vstd::RNG & rand) override;
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void onHeroVisit(const CGHeroInstance * h) const override;
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@ -1430,6 +1430,7 @@ void HeroRecruited::applyGs(CGameState *gs)
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h->setOwner(player);
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h->pos = tile;
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h->updateAppearance();
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if(h->id == ObjectInstanceID())
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{
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@ -1469,7 +1470,7 @@ void GiveHero::applyGs(CGameState *gs)
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auto oldVisitablePos = h->visitablePos();
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gs->map->removeBlockVisTiles(h,true);
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h->appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, h->getHeroClassID().getNum())->getTemplates().front();
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h->updateAppearance();
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h->setOwner(player);
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h->setMovementPoints(h->movementPointsLimit(true));
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