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Water heroes will now be correctly banned on random maps.
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@ -413,6 +413,7 @@ void CMapGenerator::addHeaderInfo()
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m.difficulty = 1;
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addPlayerInfo();
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m.waterMap = (mapGenOptions.getWaterContent() != EWaterContent::EWaterContent::NONE);
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banWaterHeroes();
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}
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int CMapGenerator::getNextMonlithIndex()
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@ -452,6 +453,24 @@ const std::vector<ArtifactID> & CMapGenerator::getAllPossibleQuestArtifacts() co
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return questArtifacts;
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}
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void CMapGenerator::banWaterHeroes()
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{
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//This also bans only-land heroes on wazter maps
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auto isWaterMap = map->getMap(this).isWaterMap();
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for (int j = 0; j < map->getMap(this).allowedHeroes.size(); j++)
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{
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if (map->getMap(this).allowedHeroes[j])
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{
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auto* h = dynamic_cast<const CHero*>(VLC->heroTypes()->getByIndex(j));
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if ((h->onlyOnWaterMap && !isWaterMap) || (h->onlyOnMapWithoutWater && isWaterMap)) //TODO: Refactor? Move to hero?
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{
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banHero(HeroTypeID(j));
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}
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}
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}
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}
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const std::vector<HeroTypeID> CMapGenerator::getAllPossibleHeroes() const
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{
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auto isWaterMap = map->getMap(this).isWaterMap();
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@ -63,6 +63,7 @@ public:
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int getPrisonsRemaning() const;
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std::shared_ptr<CZonePlacer> getZonePlacer() const;
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const std::vector<ArtifactID> & getAllPossibleQuestArtifacts() const;
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void banWaterHeroes();
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const std::vector<HeroTypeID> getAllPossibleHeroes() const;
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void banQuestArt(const ArtifactID & id);
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void banHero(const HeroTypeID& id);
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