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- Refactored method CGameState::init
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@@ -443,10 +443,9 @@ boost::optional<CScenarioTravel::STravelBonus> CCampaignState::getBonusForCurren
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{
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auto bonuses = getCurrentScenario().travelOptions.bonusesToChoose;
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assert(chosenCampaignBonuses.count(*currentMap) || bonuses.size() == 0);
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if(bonuses.size())
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return bonuses[currentBonusID()];
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else
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return boost::optional<CScenarioTravel::STravelBonus>();
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if(bonuses.empty()) return boost::optional<CScenarioTravel::STravelBonus>();
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else return bonuses[currentBonusID()];
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}
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const CCampaignScenario & CCampaignState::getCurrentScenario() const
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@@ -83,16 +83,6 @@ public:
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class DLL_LINKAGE CCampaignScenario
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{
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public:
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std::string mapName; //*.h3m
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std::string scenarioName; //from header. human-readble
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ui32 packedMapSize; //generally not used
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std::set<ui8> preconditionRegions; //what we need to conquer to conquer this one (stored as bitfield in h3c)
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ui8 regionColor;
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ui8 difficulty;
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bool conquered;
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std::string regionText;
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struct DLL_LINKAGE SScenarioPrologEpilog
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{
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bool hasPrologEpilog;
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@@ -106,17 +96,23 @@ public:
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}
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};
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std::string mapName; //*.h3m
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std::string scenarioName; //from header. human-readble
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ui32 packedMapSize; //generally not used
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std::set<ui8> preconditionRegions; //what we need to conquer to conquer this one (stored as bitfield in h3c)
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ui8 regionColor;
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ui8 difficulty;
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bool conquered;
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std::string regionText;
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SScenarioPrologEpilog prolog, epilog;
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CScenarioTravel travelOptions;
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std::vector<CGHeroInstance *> crossoverHeroes;
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const CGHeroInstance * strongestHero(PlayerColor owner) const;
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void loadPreconditionRegions(ui32 regions);
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void prepareCrossoverHeroes(std::vector<CGHeroInstance *> heroes);
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bool isNotVoid() const;
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template <typename Handler> void serialize(Handler &h, const int formatVersion)
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