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Refactoring of campaign handler: rename types and use strong typing
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@@ -870,10 +870,10 @@ void CVCMIServer::optionNextCastle(PlayerColor player, int dir)
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s.bonus = PlayerSettings::RANDOM;
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}
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void CVCMIServer::setCampaignMap(int mapId)
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void CVCMIServer::setCampaignMap(CampaignScenarioID mapId)
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{
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campaignMap = mapId;
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si->difficulty = si->campState->camp->scenarios[mapId].difficulty;
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si->difficulty = si->campState->scenarios[mapId].difficulty;
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campaignBonus = -1;
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updateStartInfoOnMapChange(si->campState->getMapInfo(mapId));
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}
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@@ -882,9 +882,9 @@ void CVCMIServer::setCampaignBonus(int bonusId)
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{
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campaignBonus = bonusId;
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const CCampaignScenario & scenario = si->campState->camp->scenarios[campaignMap];
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const std::vector<CScenarioTravel::STravelBonus> & bonDescs = scenario.travelOptions.bonusesToChoose;
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if(bonDescs[bonusId].type == CScenarioTravel::STravelBonus::HERO)
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const CampaignScenario & scenario = si->campState->scenarios[campaignMap];
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const std::vector<CampaignBonus> & bonDescs = scenario.travelOptions.bonusesToChoose;
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if(bonDescs[bonusId].type == CampaignBonusType::HERO)
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{
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for(auto & elem : si->playerInfos)
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{
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