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Lighthouse / flaggable objects now has dedicated bonus system node
this alows to remove multiple hacks from lighthouse logic
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@ -20,10 +20,11 @@
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"seaMovement" : {
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"type" : "MOVEMENT",
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"subtype" : "heroMovementSea",
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"val" : 500
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"val" : 500,
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"propagator": "PLAYER_PROPAGATOR"
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}
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}
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}
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}
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}
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}
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}
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@ -21,7 +21,8 @@ Currently, it is possible to make flaggable objects that provide player with:
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// Alternatively, it is possible to reuse existing string from H3 using form '@core.advevent.69'
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"onVisit" : "{Object Name}\r\n\r\nText of messages that player will see on visit.",
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// List of bonuses that will be granted to player that owns this object
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// List of bonuses that player that owns this object may receive
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// Make sure to use required propagator, such as PLAYER_PROPAGATOR
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"bonuses" : {
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"firstBonus" : { BONUS FORMAT },
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"secondBonus" : { BONUS FORMAT },
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@ -1571,7 +1571,7 @@ void CGameState::obtainPlayersStats(SThievesGuildInfo & tgi, int level)
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void CGameState::buildBonusSystemTree()
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{
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buildGlobalTeamPlayerTree();
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for(auto & armed : map->getObjects<CArmedInstance>())
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for(auto & armed : map->getObjects<CGObjectInstance>())
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armed->attachToBonusSystem(*this);
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}
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@ -1580,7 +1580,7 @@ void CGameState::restoreBonusSystemTree()
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heroesPool->setGameState(this);
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buildGlobalTeamPlayerTree();
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for(auto & armed : map->getObjects<CArmedInstance>())
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for(auto & armed : map->getObjects<CGObjectInstance>())
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armed->restoreBonusSystem(*this);
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for(auto & art : map->getArtifacts())
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@ -1093,7 +1093,7 @@ void GameStatePackVisitor::visitSetObjectProperty(SetObjectProperty & pack)
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gs.getPlayerState(newOwner)->addOwnedObject(obj);
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}
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if(pack.what == ObjProperty::OWNER && cai)
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if(pack.what == ObjProperty::OWNER)
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{
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if(obj->ID == Obj::TOWN)
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{
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@ -1116,9 +1116,9 @@ void GameStatePackVisitor::visitSetObjectProperty(SetObjectProperty & pack)
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}
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}
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cai->detachFromBonusSystem(gs);
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obj->detachFromBonusSystem(gs);
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obj->setProperty(pack.what, pack.identifier);
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cai->attachToBonusSystem(gs);
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obj->attachToBonusSystem(gs);
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}
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else //not an armed instance
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{
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@ -12,11 +12,13 @@
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#include "FlaggableMapObject.h"
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#include "CGHeroInstance.h"
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#include "../CPlayerState.h"
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#include "../callback/CPrivilegedInfoCallback.h"
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#include "../callback/IGameEventCallback.h"
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#include "../networkPacks/PacksForClient.h"
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#include "../gameState/CGameState.h"
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#include "../mapObjectConstructors/FlaggableInstanceConstructor.h"
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#include "../gameState/GameStatePackVisitor.h"
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#include "../networkPacks/PacksForClient.h"
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VCMI_LIB_NAMESPACE_BEGIN
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@ -40,32 +42,17 @@ void FlaggableMapObject::onHeroVisit(IGameEventCallback & gameEvents, const CGHe
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if (cb->getPlayerRelations(h->getOwner(), getOwner()) != PlayerRelations::ENEMIES)
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return; // H3 behavior - revisiting owned Lighthouse is a no-op
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if (getOwner().isValidPlayer())
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takeBonusFrom(gameEvents, getOwner());
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gameEvents.setOwner(this, h->getOwner()); //not ours? flag it!
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InfoWindow iw;
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iw.player = h->getOwner();
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iw.text.appendTextID(getFlaggableHandler()->getVisitMessageTextID());
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gameEvents.showInfoDialog(&iw);
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giveBonusTo(gameEvents, h->getOwner());
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}
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void FlaggableMapObject::markAsDeleted() const
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{
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// if(getOwner().isValidPlayer())
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// takeBonusFrom(gameEvents, getOwner());
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}
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void FlaggableMapObject::initObj(vstd::RNG & rand)
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{
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// if(getOwner().isValidPlayer())
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// {
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// // FIXME: This is dirty hack
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// giveBonusTo(gameEvents, getOwner(), true);
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// }
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initBonuses();
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}
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std::shared_ptr<FlaggableInstanceConstructor> FlaggableMapObject::getFlaggableHandler() const
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@ -73,39 +60,10 @@ std::shared_ptr<FlaggableInstanceConstructor> FlaggableMapObject::getFlaggableHa
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return std::dynamic_pointer_cast<FlaggableInstanceConstructor>(getObjectHandler());
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}
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void FlaggableMapObject::giveBonusTo(IGameEventCallback & gameEvents, const PlayerColor & player, bool onInit) const
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void FlaggableMapObject::initBonuses()
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{
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for (auto const & bonus : getFlaggableHandler()->getProvidedBonuses())
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{
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GiveBonus gb(GiveBonus::ETarget::PLAYER);
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gb.id = player;
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gb.bonus = *bonus;
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// FIXME: better place for this code?
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gb.bonus.duration = BonusDuration::PERMANENT;
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gb.bonus.source = BonusSource::OBJECT_INSTANCE;
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gb.bonus.sid = BonusSourceID(id);
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// FIXME: This is really dirty hack
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// Proper fix would be to make FlaggableMapObject into bonus system node
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// Unfortunately this will cause saves breakage
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if(onInit)
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{
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GameStatePackVisitor visitor(cb->gameState());
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gb.visit(visitor);
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}
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else
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gameEvents.sendAndApply(gb);
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}
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}
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void FlaggableMapObject::takeBonusFrom(IGameEventCallback & gameEvents, const PlayerColor & player) const
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{
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RemoveBonus rb(GiveBonus::ETarget::PLAYER);
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rb.whoID = player;
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rb.source = BonusSource::OBJECT_INSTANCE;
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rb.id = BonusSourceID(id);
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gameEvents.sendAndApply(rb);
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addNewBonus(bonus);
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}
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void FlaggableMapObject::serializeJsonOptions(JsonSerializeFormat& handler)
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@ -113,4 +71,21 @@ void FlaggableMapObject::serializeJsonOptions(JsonSerializeFormat& handler)
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serializeJsonOwner(handler);
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}
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void FlaggableMapObject::attachToBonusSystem(CGameState & gs)
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{
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if (getOwner().isValidPlayer())
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attachTo(*gs.getPlayerState(getOwner()));
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}
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void FlaggableMapObject::detachFromBonusSystem(CGameState & gs)
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{
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if (getOwner().isValidPlayer())
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detachFrom(*gs.getPlayerState(getOwner()));
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}
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void FlaggableMapObject::restoreBonusSystem(CGameState & gs)
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{
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attachToBonusSystem(gs);
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}
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VCMI_LIB_NAMESPACE_END
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@ -11,32 +11,49 @@
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#include "CGObjectInstance.h"
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#include "IOwnableObject.h"
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#include "../bonuses/CBonusSystemNode.h"
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VCMI_LIB_NAMESPACE_BEGIN
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struct Bonus;
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class FlaggableInstanceConstructor;
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class DLL_LINKAGE FlaggableMapObject : public CGObjectInstance, public IOwnableObject
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class DLL_LINKAGE FlaggableMapObject final : public CGObjectInstance, public IOwnableObject, public CBonusSystemNode
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{
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std::shared_ptr<FlaggableInstanceConstructor> getFlaggableHandler() const;
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void giveBonusTo(IGameEventCallback & gameEvents, const PlayerColor & player, bool onInit = false) const;
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void takeBonusFrom(IGameEventCallback & gameEvents, const PlayerColor & player) const;
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void initBonuses();
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public:
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using CGObjectInstance::CGObjectInstance;
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void onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const override;
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void markAsDeleted() const;
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void initObj(vstd::RNG & rand) override;
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const IOwnableObject * asOwnable() const final;
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ResourceSet dailyIncome() const override;
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std::vector<CreatureID> providedCreatures() const override;
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protected:
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void attachToBonusSystem(CGameState & gs) override;
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void detachFromBonusSystem(CGameState & gs) override;
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void restoreBonusSystem(CGameState & gs) override;
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PlayerColor getOwner() const override
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{
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return CGObjectInstance::getOwner();
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}
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void serializeJsonOptions(JsonSerializeFormat & handler) override;
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template <typename Handler> void serialize(Handler &h)
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{
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h & static_cast<CGObjectInstance&>(*this);
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if (h.version >= Handler::Version::FLAGGABLE_BONUS_SYSTEM_NODE)
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h & static_cast<CBonusSystemNode&>(*this);
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else
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initBonuses();
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}
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};
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VCMI_LIB_NAMESPACE_END
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@ -40,8 +40,9 @@ enum class ESerializationVersion : int32_t
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STACK_INSTANCE_ARMY_FIX, // remove serialization of army that owns stack instance
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STORE_UID_COUNTER_IN_CMAP, // fix crash caused by conflicting instanceName after loading game
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REWARDABLE_EXTENSIONS, // new functionality for rewardable objects
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FLAGGABLE_BONUS_SYSTEM_NODE, // flaggable objects now contain bonus system node
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CURRENT = REWARDABLE_EXTENSIONS,
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CURRENT = FLAGGABLE_BONUS_SYSTEM_NODE,
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};
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static_assert(ESerializationVersion::MINIMAL <= ESerializationVersion::CURRENT, "Invalid serialization version definition!");
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