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Block usage of preselected starting heroes for prisons in RMG
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@ -388,6 +388,13 @@ void CMapGenOptions::setStartingTownForPlayer(const PlayerColor & color, Faction
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it->second.setStartingTown(town);
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}
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void CMapGenOptions::setStartingHeroForPlayer(const PlayerColor & color, HeroTypeID hero)
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{
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auto it = players.find(color);
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assert(it != players.end());
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it->second.setStartingHero(hero);
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}
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void CMapGenOptions::setPlayerTypeForStandardPlayer(const PlayerColor & color, EPlayerType playerType)
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{
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// FIXME: Why actually not set it to COMP_ONLY? Ie. when swapping human to another color?
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@ -746,7 +753,7 @@ const CRmgTemplate * CMapGenOptions::getPossibleTemplate(CRandomGenerator & rand
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return *RandomGeneratorUtil::nextItem(templates, rand);
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}
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CMapGenOptions::CPlayerSettings::CPlayerSettings() : color(0), startingTown(FactionID::RANDOM), playerType(EPlayerType::AI), team(TeamID::NO_TEAM)
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CMapGenOptions::CPlayerSettings::CPlayerSettings() : color(0), startingTown(FactionID::RANDOM), startingHero(HeroTypeID::RANDOM), playerType(EPlayerType::AI), team(TeamID::NO_TEAM)
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{
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}
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@ -778,6 +785,17 @@ void CMapGenOptions::CPlayerSettings::setStartingTown(FactionID value)
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startingTown = value;
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}
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HeroTypeID CMapGenOptions::CPlayerSettings::getStartingHero() const
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{
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return startingHero;
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}
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void CMapGenOptions::CPlayerSettings::setStartingHero(HeroTypeID value)
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{
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assert(value == HeroTypeID::RANDOM || value.toEntity(VLC) != nullptr);
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startingHero = value;
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}
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EPlayerType CMapGenOptions::CPlayerSettings::getPlayerType() const
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{
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return playerType;
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@ -45,6 +45,11 @@ public:
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FactionID getStartingTown() const;
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void setStartingTown(FactionID value);
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/// The starting hero of the player ranging from 0 to hero max count or RANDOM_HERO.
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/// The default value is RANDOM_HERO
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HeroTypeID getStartingHero() const;
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void setStartingHero(HeroTypeID value);
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/// The default value is EPlayerType::AI.
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EPlayerType getPlayerType() const;
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void setPlayerType(EPlayerType value);
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@ -56,6 +61,7 @@ public:
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private:
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PlayerColor color;
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FactionID startingTown;
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HeroTypeID startingHero;
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EPlayerType playerType;
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TeamID team;
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@ -68,6 +74,10 @@ public:
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h & playerType;
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if(version >= 806)
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h & team;
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if (version >= 832)
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h & startingHero;
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else
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startingHero = HeroTypeID::RANDOM;
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}
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};
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@ -120,6 +130,7 @@ public:
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const std::map<PlayerColor, CPlayerSettings> & getPlayersSettings() const;
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const std::map<PlayerColor, CPlayerSettings> & getSavedPlayersMap() const;
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void setStartingTownForPlayer(const PlayerColor & color, FactionID town);
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void setStartingHeroForPlayer(const PlayerColor & color, HeroTypeID hero);
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/// Sets a player type for a standard player. A standard player is the opposite of a computer only player. The
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/// values which can be chosen for the player type are EPlayerType::AI or EPlayerType::HUMAN.
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void setPlayerTypeForStandardPlayer(const PlayerColor & color, EPlayerType playerType);
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@ -491,15 +491,22 @@ const std::vector<HeroTypeID> CMapGenerator::getAllPossibleHeroes() const
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for (HeroTypeID hero : map->getMap(this).allowedHeroes)
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{
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auto * h = dynamic_cast<const CHero*>(VLC->heroTypes()->getById(hero));
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if ((h->onlyOnWaterMap && !isWaterMap) || (h->onlyOnMapWithoutWater && isWaterMap))
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{
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if(h->onlyOnWaterMap && !isWaterMap)
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continue;
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}
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else
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{
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if(h->onlyOnMapWithoutWater && isWaterMap)
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continue;
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bool heroUsedAsStarting = false;
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for (auto const & player : map->getMapGenOptions().getPlayersSettings())
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if (player.second.getStartingHero() == hero)
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heroUsedAsStarting = true;
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if (heroUsedAsStarting)
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continue;
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ret.push_back(hero);
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}
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}
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return ret;
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}
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@ -14,7 +14,7 @@
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VCMI_LIB_NAMESPACE_BEGIN
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const ui32 SERIALIZATION_VERSION = 831;
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const ui32 SERIALIZATION_VERSION = 832;
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const ui32 MINIMAL_SERIALIZATION_VERSION = 831;
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const std::string SAVEGAME_MAGIC = "VCMISVG";
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@ -762,6 +762,7 @@ void CVCMIServer::updateAndPropagateLobbyState()
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{
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const auto & pset = psetPair.second;
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si->mapGenOptions->setStartingTownForPlayer(pset.color, pset.castle);
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si->mapGenOptions->setStartingHeroForPlayer(pset.color, pset.hero);
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if(pset.isControlledByHuman())
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{
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si->mapGenOptions->setPlayerTypeForStandardPlayer(pset.color, EPlayerType::HUMAN);
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