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Refactoring of campaign handler: rename types and use strong typing

This commit is contained in:
Ivan Savenko
2023-06-25 21:16:03 +03:00
parent 453d441562
commit d1e5a347ff
29 changed files with 419 additions and 397 deletions

View File

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