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Fix crash, fix invisible boat blocking the tile
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e484066772
commit
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@ -1382,9 +1382,8 @@ void HeroRecruited::applyGs(CGameState * gs) const
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auto * boat = dynamic_cast<CGBoat *>(obj);
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if (boat)
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{
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h->boat = boat;
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h->attachTo(*boat);
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boat->hero = h;
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gs->map->removeBlockVisTiles(boat);
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h->attachToBoat(boat);
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}
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}
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@ -1419,9 +1418,8 @@ void GiveHero::applyGs(CGameState * gs) const
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auto * boat = dynamic_cast<CGBoat *>(obj);
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if (boat)
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{
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h->boat = boat;
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h->attachTo(*boat);
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boat->hero = h;
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gs->map->removeBlockVisTiles(boat);
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h->attachToBoat(boat);
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}
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}
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@ -857,8 +857,7 @@ void CGameState::initHeroes()
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map->objects.emplace_back(boat);
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map->addBlockVisTiles(boat);
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boat->hero = hero;
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hero->boat = boat;
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hero->attachToBoat(boat);
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}
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}
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@ -484,9 +484,12 @@ void CGHeroInstance::onHeroVisit(const CGHeroInstance * h) const
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if (cb->gameState()->map->getTile(boatPos).isWater())
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{
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smp.val = movementPointsLimit(false);
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//Create a new boat for hero
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cb->createObject(boatPos, Obj::BOAT, getBoatType().getNum());
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boatId = cb->getTopObj(boatPos)->id;
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if (!boat)
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{
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//Create a new boat for hero
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cb->createObject(boatPos, Obj::BOAT, getBoatType().getNum());
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boatId = cb->getTopObj(boatPos)->id;
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}
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}
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else
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{
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@ -1119,6 +1122,15 @@ int CGHeroInstance::maxSpellLevel() const
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return std::min(GameConstants::SPELL_LEVELS, valOfBonuses(Selector::type()(BonusType::MAX_LEARNABLE_SPELL_LEVEL)));
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}
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void CGHeroInstance::attachToBoat(CGBoat* newBoat)
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{
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assert(newBoat);
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boat = newBoat;
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attachTo(const_cast<CGBoat&>(*boat));
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const_cast<CGBoat*>(boat)->hero = this;
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}
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void CGHeroInstance::deserializationFix()
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{
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artDeserializationFix(this);
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@ -282,6 +282,7 @@ public:
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void getCastDescription(const spells::Spell * spell, const std::vector<const battle::Unit *> & attacked, MetaString & text) const override;
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void spendMana(ServerCallback * server, const int spellCost) const override;
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void attachToBoat(CGBoat* newBoat);
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void boatDeserializationFix();
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void deserializationFix();
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@ -237,18 +237,19 @@ bool HeroPoolProcessor::hireHero(const ObjectInstanceID & objectID, const HeroTy
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gameHandler->complain("Hero is not available for hiring!");
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return false;
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}
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const auto targetPos = mapObject->visitablePos();
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HeroRecruited hr;
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hr.tid = mapObject->id;
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hr.hid = recruitedHero->subID;
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hr.player = player;
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hr.tile = recruitedHero->convertFromVisitablePos(mapObject->visitablePos());
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if(gameHandler->getTile(hr.tile)->isWater())
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hr.tile = recruitedHero->convertFromVisitablePos(targetPos );
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if(gameHandler->getTile(hr.tile)->isWater() && !recruitedHero->boat)
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{
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//Create a new boat for hero
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gameHandler->createObject(mapObject->visitablePos(), Obj::BOAT, recruitedHero->getBoatType().getNum());
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gameHandler->createObject(targetPos , Obj::BOAT, recruitedHero->getBoatType().getNum());
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hr.boatId = gameHandler->getTopObj(hr.tile)->id;
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hr.boatId = gameHandler->getTopObj(targetPos)->id;
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}
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// apply netpack -> this will remove hired hero from pool
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