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mirror of https://github.com/vcmi/vcmi.git synced 2025-08-13 19:54:17 +02:00

Code style. Typo. Code clean up.

This commit is contained in:
SoundSSGood
2022-11-10 18:29:39 +02:00
parent b9087e2d63
commit ad47a7573c
9 changed files with 39 additions and 67 deletions

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@@ -286,7 +286,7 @@ void MoveArtifact::applyCl(CClient *cl)
void BulkMoveArtifacts::applyCl(CClient * cl) void BulkMoveArtifacts::applyCl(CClient * cl)
{ {
auto & movingArts = artsPack0; auto & movingArts = artsPack0;
for (auto & slotToMove : movingArts) for(auto & slotToMove : movingArts)
{ {
auto srcLoc = ArtifactLocation(srcArtHolder, slotToMove.srcPos); auto srcLoc = ArtifactLocation(srcArtHolder, slotToMove.srcPos);
auto dstLoc = ArtifactLocation(dstArtHolder, slotToMove.dstPos); auto dstLoc = ArtifactLocation(dstArtHolder, slotToMove.dstPos);
@@ -295,15 +295,15 @@ void BulkMoveArtifacts::applyCl(CClient * cl)
callInterfaceIfPresent(cl, dstLoc.owningPlayer(), &IGameEventsReceiver::artifactMoved, srcLoc, dstLoc); callInterfaceIfPresent(cl, dstLoc.owningPlayer(), &IGameEventsReceiver::artifactMoved, srcLoc, dstLoc);
} }
if (swap) if(swap)
{ {
movingArts = artsPack1; movingArts = artsPack1;
for (auto & slotToMove : movingArts) for(auto & slotToMove : movingArts)
{ {
auto srcLoc = ArtifactLocation(srcArtHolder, slotToMove.srcPos); auto srcLoc = ArtifactLocation(srcArtHolder, slotToMove.srcPos);
auto dstLoc = ArtifactLocation(dstArtHolder, slotToMove.dstPos); auto dstLoc = ArtifactLocation(dstArtHolder, slotToMove.dstPos);
callInterfaceIfPresent(cl, srcLoc.owningPlayer(), &IGameEventsReceiver::artifactMoved, srcLoc, dstLoc); callInterfaceIfPresent(cl, srcLoc.owningPlayer(), &IGameEventsReceiver::artifactMoved, srcLoc, dstLoc);
if (srcLoc.owningPlayer() != dstLoc.owningPlayer()) if(srcLoc.owningPlayer() != dstLoc.owningPlayer())
callInterfaceIfPresent(cl, dstLoc.owningPlayer(), &IGameEventsReceiver::artifactMoved, srcLoc, dstLoc); callInterfaceIfPresent(cl, dstLoc.owningPlayer(), &IGameEventsReceiver::artifactMoved, srcLoc, dstLoc);
} }
} }

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@@ -884,33 +884,6 @@ std::vector<CArtifactInstance *> getBackpackArts(const CGHeroInstance * hero)
return result; return result;
} }
// Puts all composite arts to backpack and returns their previous location
std::vector<HeroArtifact> CExchangeController::moveCompositeArtsToBackpack()
{
std::vector<const CGHeroInstance *> sides = {left, right};
std::vector<HeroArtifact> artPositions;
for(auto hero : sides)
{
for(int i = ArtifactPosition::HEAD; i < ArtifactPosition::AFTER_LAST; i++)
{
auto artPosition = ArtifactPosition(i);
auto art = hero->getArt(artPosition);
if(art && art->canBeDisassembled())
{
cb->swapArtifacts(
ArtifactLocation(hero, artPosition),
ArtifactLocation(hero, ArtifactPosition(GameConstants::BACKPACK_START)));
artPositions.push_back(HeroArtifact(hero, art, artPosition));
}
}
}
return artPositions;
}
std::function<void()> CExchangeController::onSwapArtifacts() std::function<void()> CExchangeController::onSwapArtifacts()
{ {
return [&]() return [&]()

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@@ -324,7 +324,6 @@ private:
void moveArtifacts(bool leftToRight); void moveArtifacts(bool leftToRight);
void moveArtifact(const CGHeroInstance * source, const CGHeroInstance * target, ArtifactPosition srcPosition); void moveArtifact(const CGHeroInstance * source, const CGHeroInstance * target, ArtifactPosition srcPosition);
void moveStack(const CGHeroInstance * source, const CGHeroInstance * target, SlotID sourceSlot); void moveStack(const CGHeroInstance * source, const CGHeroInstance * target, SlotID sourceSlot);
std::vector<HeroArtifact> moveCompositeArtsToBackpack();
}; };
class CExchangeWindow : public CStatusbarWindow, public CGarrisonHolder, public CWindowWithArtifacts class CExchangeWindow : public CStatusbarWindow, public CGarrisonHolder, public CWindowWithArtifacts

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@@ -1469,11 +1469,11 @@ void CArtifactFittingSet::setNewArtSlot(ArtifactPosition slot, CArtifactInstance
asi.locked = locked; asi.locked = locked;
} }
void CArtifactFittingSet::putArtifact(ArtifactPosition pos, CArtifactInstance & art) void CArtifactFittingSet::putArtifact(ArtifactPosition pos, CArtifactInstance * art)
{ {
if (art->canBeDisassembled() && (pos < ArtifactPosition::AFTER_LAST)) if(art && art->canBeDisassembled() && (pos < ArtifactPosition::AFTER_LAST))
{ {
for (auto part : dynamic_cast<CCombinedArtifactInstance*>(art)->constituentsInfo) for(auto & part : dynamic_cast<CCombinedArtifactInstance*>(art)->constituentsInfo)
{ {
// For the ArtFittingSet is no needed to do figureMainConstituent, just lock slots // For the ArtFittingSet is no needed to do figureMainConstituent, just lock slots
this->setNewArtSlot(part.art->firstAvailableSlot(this), part.art, true); this->setNewArtSlot(part.art->firstAvailableSlot(this), part.art, true);
@@ -1491,14 +1491,14 @@ ArtBearer::ArtBearer CArtifactFittingSet::bearerType() const
} }
DLL_LINKAGE ArtifactPosition ArtifactUtils::getArtifactDstPosition(const CArtifactInstance * artifact, DLL_LINKAGE ArtifactPosition ArtifactUtils::getArtifactDstPosition(const CArtifactInstance * artifact,
const CArtifactSet * target, ArtBearer::ArtBearer barer) const CArtifactSet * target, ArtBearer::ArtBearer bearer)
{ {
for (auto slot : artifact->artType->possibleSlots.at(barer)) for(auto slot : artifact->artType->possibleSlots.at(bearer))
{ {
auto existingArtifact = target->getArt(slot); auto existingArtifact = target->getArt(slot);
auto existingArtInfo = target->getSlot(slot); auto existingArtInfo = target->getSlot(slot);
if (!existingArtifact if(!existingArtifact
&& (!existingArtInfo || !existingArtInfo->locked) && (!existingArtInfo || !existingArtInfo->locked)
&& artifact->canBePutAt(target, slot)) && artifact->canBePutAt(target, slot))
{ {
@@ -1524,11 +1524,11 @@ DLL_LINKAGE bool ArtifactUtils::checkSpellbookIsNeeded(const CGHeroInstance * he
{ {
// TODO what'll happen if Titan's thunder is equipped by pickin git up or the start of game? // TODO what'll happen if Titan's thunder is equipped by pickin git up or the start of game?
// Titan's Thunder creates new spellbook on equip // Titan's Thunder creates new spellbook on equip
if (artID == ArtifactID::TITANS_THUNDER && slot == ArtifactPosition::RIGHT_HAND) if(artID == ArtifactID::TITANS_THUNDER && slot == ArtifactPosition::RIGHT_HAND)
{ {
if (heroPtr) if(heroPtr)
{ {
if (heroPtr && !heroPtr->hasSpellbook()) if(heroPtr && !heroPtr->hasSpellbook())
return true; return true;
} }
} }

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@@ -381,7 +381,7 @@ namespace ArtifactUtils
{ {
// Calculates where an artifact gets placed when it gets transferred from one hero to another. // Calculates where an artifact gets placed when it gets transferred from one hero to another.
DLL_LINKAGE ArtifactPosition getArtifactDstPosition(const CArtifactInstance * artifact, const CArtifactSet * target, DLL_LINKAGE ArtifactPosition getArtifactDstPosition(const CArtifactInstance * artifact, const CArtifactSet * target,
ArtBearer::ArtBearer barer); ArtBearer::ArtBearer bearer);
DLL_LINKAGE std::vector<ArtifactPosition> unmovablePositions(); // TODO: Make this constexpr when the toolset is upgraded DLL_LINKAGE std::vector<ArtifactPosition> unmovablePositions(); // TODO: Make this constexpr when the toolset is upgraded
DLL_LINKAGE bool isArtRemovable(const std::pair<ArtifactPosition, ArtSlotInfo> & slot); DLL_LINKAGE bool isArtRemovable(const std::pair<ArtifactPosition, ArtSlotInfo> & slot);
DLL_LINKAGE bool checkSpellbookIsNeeded(const CGHeroInstance * heroPtr, ArtifactID artID, ArtifactPosition slot); DLL_LINKAGE bool checkSpellbookIsNeeded(const CGHeroInstance * heroPtr, ArtifactID artID, ArtifactPosition slot);

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@@ -846,7 +846,7 @@ DLL_LINKAGE CBonusSystemNode *ArtifactLocation::getHolderNode()
DLL_LINKAGE const CArtifactInstance *ArtifactLocation::getArt() const DLL_LINKAGE const CArtifactInstance *ArtifactLocation::getArt() const
{ {
auto s = getSlot(); auto s = getSlot();
if (s) if(s)
return s->getArt(); return s->getArt();
else else
return nullptr; return nullptr;
@@ -1098,7 +1098,7 @@ DLL_LINKAGE void MoveArtifact::applyGs(CGameState * gs)
DLL_LINKAGE void BulkMoveArtifacts::applyGs(CGameState * gs) DLL_LINKAGE void BulkMoveArtifacts::applyGs(CGameState * gs)
{ {
int numBackpackArtifactsMoved = 0; int numBackpackArtifactsMoved = 0;
if (swap) if(swap)
{ {
// Swap // Swap
auto leftSet = getSrcHolderArtSet(); auto leftSet = getSrcHolderArtSet();
@@ -1107,17 +1107,17 @@ DLL_LINKAGE void BulkMoveArtifacts::applyGs(CGameState * gs)
std::vector<std::pair<ArtifactPosition, ArtSlotInfo>> unmovableArtsLeftHero, unmovableArtsRightHero; std::vector<std::pair<ArtifactPosition, ArtSlotInfo>> unmovableArtsLeftHero, unmovableArtsRightHero;
// Keep unmovable artifacts separately until the swap // Keep unmovable artifacts separately until the swap
for (auto artPos : ArtifactUtils::unmovablePositions()) for(auto artPos : ArtifactUtils::unmovablePositions())
{ {
auto slotInfo = leftSet->getSlot(artPos); auto slotInfo = leftSet->getSlot(artPos);
if (slotInfo) if(slotInfo)
{ {
unmovableArtsLeftHero.push_back(std::make_pair(artPos, *slotInfo)); unmovableArtsLeftHero.push_back(std::make_pair(artPos, *slotInfo));
leftSet->eraseArtSlot(artPos); leftSet->eraseArtSlot(artPos);
} }
slotInfo = rightSet->getSlot(artPos); slotInfo = rightSet->getSlot(artPos);
if (slotInfo) if(slotInfo)
{ {
unmovableArtsRightHero.push_back(std::make_pair(artPos, *slotInfo)); unmovableArtsRightHero.push_back(std::make_pair(artPos, *slotInfo));
rightSet->eraseArtSlot(artPos); rightSet->eraseArtSlot(artPos);
@@ -1132,11 +1132,11 @@ DLL_LINKAGE void BulkMoveArtifacts::applyGs(CGameState * gs)
leftSet->artifactsInBackpack = ArtFittingSet.artifactsInBackpack; leftSet->artifactsInBackpack = ArtFittingSet.artifactsInBackpack;
// Return non movable artifacts to their place after the swap // Return non movable artifacts to their place after the swap
for (auto & art : unmovableArtsLeftHero) for(auto & art : unmovableArtsLeftHero)
{ {
leftSet->putArtifact(art.first, art.second.artifact); leftSet->putArtifact(art.first, art.second.artifact);
} }
for (auto & art : unmovableArtsRightHero) for(auto & art : unmovableArtsRightHero)
{ {
rightSet->putArtifact(art.first, art.second.artifact); rightSet->putArtifact(art.first, art.second.artifact);
} }
@@ -1144,12 +1144,12 @@ DLL_LINKAGE void BulkMoveArtifacts::applyGs(CGameState * gs)
else else
{ {
// Move // Move
for (auto & slot : artsPack0) for(auto & slot : artsPack0)
{ {
// When an object gets removed from the backpack, the backpack shrinks // When an object gets removed from the backpack, the backpack shrinks
// so all the following indices will be affected. Thus, we need to update // so all the following indices will be affected. Thus, we need to update
// the subsequent artifact slots to account for that // the subsequent artifact slots to account for that
if (slot.srcPos >= GameConstants::BACKPACK_START) if(slot.srcPos >= GameConstants::BACKPACK_START)
{ {
slot.srcPos = ArtifactPosition(slot.srcPos.num - numBackpackArtifactsMoved); slot.srcPos = ArtifactPosition(slot.srcPos.num - numBackpackArtifactsMoved);
} }
@@ -1160,7 +1160,7 @@ DLL_LINKAGE void BulkMoveArtifacts::applyGs(CGameState * gs)
const_cast<CArtifactInstance*>(art)->move( const_cast<CArtifactInstance*>(art)->move(
ArtifactLocation(srcArtHolder, slot.srcPos), ArtifactLocation(dstArtHolder, slot.dstPos)); ArtifactLocation(srcArtHolder, slot.srcPos), ArtifactLocation(dstArtHolder, slot.dstPos));
if (slot.srcPos >= GameConstants::BACKPACK_START) if(slot.srcPos >= GameConstants::BACKPACK_START)
{ {
numBackpackArtifactsMoved++; numBackpackArtifactsMoved++;
} }

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@@ -3943,9 +3943,9 @@ bool CGameHandler::bulkMoveArtifacts(ObjectInstanceID srcHero, ObjectInstanceID
ArtFittingSet.artifactsWorn = pdstHero->artifactsWorn; ArtFittingSet.artifactsWorn = pdstHero->artifactsWorn;
// Move over artifacts that are worn // Move over artifacts that are worn
for (auto & artInfo : psrcHero->artifactsWorn) for(auto & artInfo : psrcHero->artifactsWorn)
{ {
if (ArtifactUtils::isArtRemovable(artInfo)) if(ArtifactUtils::isArtRemovable(artInfo))
{ {
auto artifact = psrcHero->getArt(artInfo.first); auto artifact = psrcHero->getArt(artInfo.first);
auto dstSlot = ArtifactUtils::getArtifactDstPosition(artifact, &ArtFittingSet, pdstHero->bearerType()); auto dstSlot = ArtifactUtils::getArtifactDstPosition(artifact, &ArtFittingSet, pdstHero->bearerType());
@@ -3953,19 +3953,19 @@ bool CGameHandler::bulkMoveArtifacts(ObjectInstanceID srcHero, ObjectInstanceID
static_cast<ConstTransitivePtr<CArtifactInstance>>(psrcHero->getArt(artInfo.first))); static_cast<ConstTransitivePtr<CArtifactInstance>>(psrcHero->getArt(artInfo.first)));
slots->push_back(BulkMoveArtifacts::LinkedSlots(artInfo.first, dstSlot)); slots->push_back(BulkMoveArtifacts::LinkedSlots(artInfo.first, dstSlot));
if (ArtifactUtils::checkSpellbookIsNeeded(pdstHero, artifact->artType->id, dstSlot)) if(ArtifactUtils::checkSpellbookIsNeeded(pdstHero, artifact->artType->id, dstSlot))
giveHeroNewArtifact(pdstHero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK); giveHeroNewArtifact(pdstHero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
} }
} }
// Move over artifacts that are in backpack // Move over artifacts that are in backpack
for (auto & slotInfo : psrcHero->artifactsInBackpack) for(auto & slotInfo : psrcHero->artifactsInBackpack)
{ {
auto artifact = psrcHero->getArt(psrcHero->getArtPos(slotInfo.artifact)); auto artifact = psrcHero->getArt(psrcHero->getArtPos(slotInfo.artifact));
auto dstSlot = ArtifactUtils::getArtifactDstPosition(artifact, &ArtFittingSet, pdstHero->bearerType()); auto dstSlot = ArtifactUtils::getArtifactDstPosition(artifact, &ArtFittingSet, pdstHero->bearerType());
ArtFittingSet.putArtifact(dstSlot, static_cast<ConstTransitivePtr<CArtifactInstance>>(slotInfo.artifact)); ArtFittingSet.putArtifact(dstSlot, static_cast<ConstTransitivePtr<CArtifactInstance>>(slotInfo.artifact));
slots->push_back(BulkMoveArtifacts::LinkedSlots(psrcHero->getArtPos(slotInfo.artifact), dstSlot)); slots->push_back(BulkMoveArtifacts::LinkedSlots(psrcHero->getArtPos(slotInfo.artifact), dstSlot));
if (ArtifactUtils::checkSpellbookIsNeeded(pdstHero, artifact->artType->id, dstSlot)) if(ArtifactUtils::checkSpellbookIsNeeded(pdstHero, artifact->artType->id, dstSlot))
giveHeroNewArtifact(pdstHero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK); giveHeroNewArtifact(pdstHero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
} }
sendAndApply(&ma); sendAndApply(&ma);
@@ -3975,7 +3975,7 @@ bool CGameHandler::bulkMoveArtifacts(ObjectInstanceID srcHero, ObjectInstanceID
bool CGameHandler::bulkSwapArtifacts(ObjectInstanceID leftHero, ObjectInstanceID rightHero) bool CGameHandler::bulkSwapArtifacts(ObjectInstanceID leftHero, ObjectInstanceID rightHero)
{ {
// Make sure exchange is even possible between the two heroes. // Make sure exchange is even possible between the two heroes.
if (!isAllowedExchange(leftHero, rightHero)) if(!isAllowedExchange(leftHero, rightHero))
COMPLAIN_RET("That heroes cannot make any exchange!"); COMPLAIN_RET("That heroes cannot make any exchange!");
auto pleftHero = getHero(leftHero); auto pleftHero = getHero(leftHero);
@@ -3990,15 +3990,15 @@ bool CGameHandler::bulkSwapArtifacts(ObjectInstanceID leftHero, ObjectInstanceID
auto moveArtsWorn = [this](const CGHeroInstance * srcHero, const CGHeroInstance * dstHero, auto moveArtsWorn = [this](const CGHeroInstance * srcHero, const CGHeroInstance * dstHero,
std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
{ {
for (auto & artifact : srcHero->artifactsWorn) for(auto & artifact : srcHero->artifactsWorn)
{ {
if (artifact.second.locked) if(artifact.second.locked)
continue; continue;
if (!ArtifactUtils::isArtRemovable(artifact)) if(!ArtifactUtils::isArtRemovable(artifact))
continue; continue;
slots.push_back(BulkMoveArtifacts::LinkedSlots(artifact.first, artifact.first)); slots.push_back(BulkMoveArtifacts::LinkedSlots(artifact.first, artifact.first));
if (ArtifactUtils::checkSpellbookIsNeeded(dstHero, artifact.second.getArt()->artType->id, artifact.first)) if(ArtifactUtils::checkSpellbookIsNeeded(dstHero, artifact.second.getArt()->artType->id, artifact.first))
giveHeroNewArtifact(dstHero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK); giveHeroNewArtifact(dstHero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
} }
}; };
@@ -4007,13 +4007,13 @@ bool CGameHandler::bulkSwapArtifacts(ObjectInstanceID leftHero, ObjectInstanceID
// Move over artifacts that are worn rightHero -> leftHero // Move over artifacts that are worn rightHero -> leftHero
moveArtsWorn(prightHero, pleftHero, slotsRightLeft); moveArtsWorn(prightHero, pleftHero, slotsRightLeft);
// Move over artifacts that are in backpack leftHero -> rightHero // Move over artifacts that are in backpack leftHero -> rightHero
for (auto & slotInfo : pleftHero->artifactsInBackpack) for(auto & slotInfo : pleftHero->artifactsInBackpack)
{ {
auto slot = pleftHero->getArtPos(slotInfo.artifact); auto slot = pleftHero->getArtPos(slotInfo.artifact);
slotsLeftRight.push_back(BulkMoveArtifacts::LinkedSlots(slot, slot)); slotsLeftRight.push_back(BulkMoveArtifacts::LinkedSlots(slot, slot));
} }
// Move over artifacts that are in backpack rightHero -> leftHero // Move over artifacts that are in backpack rightHero -> leftHero
for (auto & slotInfo : prightHero->artifactsInBackpack) for(auto & slotInfo : prightHero->artifactsInBackpack)
{ {
auto slot = prightHero->getArtPos(slotInfo.artifact); auto slot = prightHero->getArtPos(slotInfo.artifact);
slotsRightLeft.push_back(BulkMoveArtifacts::LinkedSlots(slot, slot)); slotsRightLeft.push_back(BulkMoveArtifacts::LinkedSlots(slot, slot));
@@ -4046,7 +4046,7 @@ bool CGameHandler::assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition
if (!vstd::contains(destArtifact->assemblyPossibilities(hero), combinedArt)) if (!vstd::contains(destArtifact->assemblyPossibilities(hero), combinedArt))
COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!"); COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
if (ArtifactUtils::checkSpellbookIsNeeded(hero, assembleTo, artifactSlot)) if(ArtifactUtils::checkSpellbookIsNeeded(hero, assembleTo, artifactSlot))
giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK); giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
AssembledArtifact aa; AssembledArtifact aa;

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@@ -371,7 +371,7 @@ bool CGarrisonDialogQuery::blocksPack(const CPack * pack) const
if(auto dismiss = dynamic_ptr_cast<DisbandCreature>(pack)) if(auto dismiss = dynamic_ptr_cast<DisbandCreature>(pack))
return !vstd::contains(ourIds, dismiss->id); return !vstd::contains(ourIds, dismiss->id);
if (auto arts = dynamic_ptr_cast<BulkExchangeArtifacts>(pack)) if(auto arts = dynamic_ptr_cast<BulkExchangeArtifacts>(pack))
return !vstd::contains(ourIds, arts->srcHero) || !vstd::contains(ourIds, arts->dstHero); return !vstd::contains(ourIds, arts->srcHero) || !vstd::contains(ourIds, arts->dstHero);
if(auto dismiss = dynamic_ptr_cast<AssembleArtifacts>(pack)) if(auto dismiss = dynamic_ptr_cast<AssembleArtifacts>(pack))

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@@ -184,7 +184,7 @@ bool BulkExchangeArtifacts::applyGh(CGameHandler * gh)
{ {
const CGHeroInstance * pSrcHero = gh->getHero(srcHero); const CGHeroInstance * pSrcHero = gh->getHero(srcHero);
throwOnWrongPlayer(gh, pSrcHero->getOwner()); throwOnWrongPlayer(gh, pSrcHero->getOwner());
if (swap) if(swap)
return gh->bulkSwapArtifacts(srcHero, dstHero); return gh->bulkSwapArtifacts(srcHero, dstHero);
else else
return gh->bulkMoveArtifacts(srcHero, dstHero); return gh->bulkMoveArtifacts(srcHero, dstHero);