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https://github.com/vcmi/vcmi.git
synced 2025-06-15 00:05:02 +02:00
Fix 2160 dismissing a VIP hero
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@ -66,6 +66,10 @@ const PlayerState * CGameInfoCallback::getPlayer(PlayerColor color, bool verbose
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{
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//funtion written from scratch since it's accessed A LOT by AI
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if(!color.isValidPlayer())
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{
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return nullptr;
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}
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auto player = gs->players.find(color);
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if (player != gs->players.end())
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{
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@ -229,13 +233,13 @@ bool CGameInfoCallback::getTownInfo(const CGObjectInstance * town, InfoAboutTown
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{
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if(!detailed && nullptr != selectedObject)
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{
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const CGHeroInstance * selectedHero = dynamic_cast<const CGHeroInstance *>(selectedObject);
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const CGHeroInstance * selectedHero = dynamic_cast<const CGHeroInstance *>(selectedObject);
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if(nullptr != selectedHero)
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detailed = selectedHero->hasVisions(town, 1);
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detailed = selectedHero->hasVisions(town, 1);
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}
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dest.initFromTown(static_cast<const CGTownInstance *>(town), detailed);
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}
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}
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else if(town->ID == Obj::GARRISON || town->ID == Obj::GARRISON2)
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dest.initFromArmy(static_cast<const CArmedInstance *>(town), detailed);
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else
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@ -268,28 +272,28 @@ bool CGameInfoCallback::getHeroInfo(const CGObjectInstance * hero, InfoAboutHero
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ERROR_RET_VAL_IF(!isVisible(h->getPosition(false)), "That hero is not visible!", false);
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bool accessFlag = hasAccess(h->tempOwner);
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if(!accessFlag && nullptr != selectedObject)
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{
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const CGHeroInstance * selectedHero = dynamic_cast<const CGHeroInstance *>(selectedObject);
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const CGHeroInstance * selectedHero = dynamic_cast<const CGHeroInstance *>(selectedObject);
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if(nullptr != selectedHero)
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accessFlag = selectedHero->hasVisions(hero, 1);
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accessFlag = selectedHero->hasVisions(hero, 1);
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}
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dest.initFromHero(h, accessFlag);
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//DISGUISED bonus implementation
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if(getPlayerRelations(getLocalPlayer(), hero->tempOwner) == PlayerRelations::ENEMIES)
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{
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//todo: bonus cashing
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//todo: bonus cashing
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int disguiseLevel = h->valOfBonuses(Selector::typeSubtype(Bonus::DISGUISED, 0));
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auto doBasicDisguise = [disguiseLevel](InfoAboutHero & info)
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auto doBasicDisguise = [disguiseLevel](InfoAboutHero & info)
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{
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int maxAIValue = 0;
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const CCreature * mostStrong = nullptr;
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for(auto & elem : info.army)
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{
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if(elem.second.type->AIValue > maxAIValue)
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@ -298,7 +302,7 @@ bool CGameInfoCallback::getHeroInfo(const CGObjectInstance * hero, InfoAboutHero
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mostStrong = elem.second.type;
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}
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}
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if(nullptr == mostStrong)//just in case
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logGlobal->errorStream() << "CGameInfoCallback::getHeroInfo: Unable to select most strong stack" << disguiseLevel;
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else
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@ -307,25 +311,25 @@ bool CGameInfoCallback::getHeroInfo(const CGObjectInstance * hero, InfoAboutHero
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elem.second.type = mostStrong;
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}
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};
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auto doAdvancedDisguise = [accessFlag, &doBasicDisguise](InfoAboutHero & info)
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auto doAdvancedDisguise = [accessFlag, &doBasicDisguise](InfoAboutHero & info)
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{
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doBasicDisguise(info);
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for(auto & elem : info.army)
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elem.second.count = 0;
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};
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auto doExpertDisguise = [this,h](InfoAboutHero & info)
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auto doExpertDisguise = [this,h](InfoAboutHero & info)
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{
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for(auto & elem : info.army)
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elem.second.count = 0;
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const auto factionIndex = getStartInfo(false)->playerInfos.at(h->tempOwner).castle;
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int maxAIValue = 0;
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const CCreature * mostStrong = nullptr;
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for(auto creature : VLC->creh->creatures)
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{
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if(creature->faction == factionIndex && creature->AIValue > maxAIValue)
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@ -334,35 +338,35 @@ bool CGameInfoCallback::getHeroInfo(const CGObjectInstance * hero, InfoAboutHero
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mostStrong = creature;
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}
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}
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if(nullptr != mostStrong) //possible, faction may have no creatures at all
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for(auto & elem : info.army)
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elem.second.type = mostStrong;
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};
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};
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switch (disguiseLevel)
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{
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case 0:
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//no bonus at all - do nothing
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break;
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break;
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case 1:
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doBasicDisguise(dest);
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break;
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break;
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case 2:
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doAdvancedDisguise(dest);
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break;
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break;
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case 3:
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doExpertDisguise(dest);
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break;
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break;
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default:
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//invalid value
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logGlobal->errorStream() << "CGameInfoCallback::getHeroInfo: Invalid DISGUISED bonus value " << disguiseLevel;
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break;
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}
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}
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return true;
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}
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@ -486,7 +490,7 @@ std::shared_ptr<boost::multi_array<TerrainTile*, 3>> CGameInfoCallback::getAllVi
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boost::multi_array<TerrainTile*, 3> tileArray(boost::extents[width][height][levels]);
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for (size_t x = 0; x < width; x++)
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for (size_t y = 0; y < height; y++)
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for (size_t z = 0; z < levels; z++)
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@ -964,4 +968,3 @@ void IGameEventRealizer::setObjProperty(ObjectInstanceID objid, int prop, si64 v
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sob.val = static_cast<ui32>(val);
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commitPackage(&sob);
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}
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