mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-28 23:06:24 +02:00
600 lines
17 KiB
C++
600 lines
17 KiB
C++
/*
|
|
* CGameStateCampaign.cpp, part of VCMI engine
|
|
*
|
|
* Authors: listed in file AUTHORS in main folder
|
|
*
|
|
* License: GNU General Public License v2.0 or later
|
|
* Full text of license available in license.txt file, in main folder
|
|
*
|
|
*/
|
|
#include "StdInc.h"
|
|
#include "CGameStateCampaign.h"
|
|
|
|
#include "CGameState.h"
|
|
#include "QuestInfo.h"
|
|
|
|
#include "../campaign/CampaignState.h"
|
|
#include "../mapping/CMapEditManager.h"
|
|
#include "../mapObjects/CGHeroInstance.h"
|
|
#include "../registerTypes/RegisterTypes.h"
|
|
#include "../mapObjectConstructors/AObjectTypeHandler.h"
|
|
#include "../mapObjectConstructors/CObjectClassesHandler.h"
|
|
#include "../StartInfo.h"
|
|
#include "../CBuildingHandler.h"
|
|
#include "../CHeroHandler.h"
|
|
#include "../mapping/CMap.h"
|
|
#include "../ArtifactUtils.h"
|
|
#include "../CPlayerState.h"
|
|
#include "../serializer/CMemorySerializer.h"
|
|
|
|
VCMI_LIB_NAMESPACE_BEGIN
|
|
|
|
CampaignHeroReplacement::CampaignHeroReplacement(CGHeroInstance * hero, const ObjectInstanceID & heroPlaceholderId):
|
|
hero(hero),
|
|
heroPlaceholderId(heroPlaceholderId)
|
|
{
|
|
}
|
|
|
|
CGameStateCampaign::CGameStateCampaign(CGameState * owner):
|
|
gameState(owner)
|
|
{
|
|
assert(gameState->scenarioOps->mode == StartInfo::CAMPAIGN);
|
|
assert(gameState->scenarioOps->campState != nullptr);
|
|
}
|
|
|
|
std::optional<CampaignBonus> CGameStateCampaign::currentBonus() const
|
|
{
|
|
auto campaignState = gameState->scenarioOps->campState;
|
|
return campaignState->getBonus(*campaignState->currentScenario());
|
|
}
|
|
|
|
std::optional<CampaignScenarioID> CGameStateCampaign::getHeroesSourceScenario() const
|
|
{
|
|
auto campaignState = gameState->scenarioOps->campState;
|
|
auto bonus = currentBonus();
|
|
|
|
if(bonus && bonus->type == CampaignBonusType::HEROES_FROM_PREVIOUS_SCENARIO)
|
|
return static_cast<CampaignScenarioID>(bonus->info2);;
|
|
|
|
return campaignState->lastScenario();
|
|
}
|
|
|
|
void CGameStateCampaign::trimCrossoverHeroesParameters(std::vector<CampaignHeroReplacement> & campaignHeroReplacements, const CampaignTravel & travelOptions)
|
|
{
|
|
// create heroes list for convenience iterating
|
|
std::vector<CGHeroInstance *> crossoverHeroes;
|
|
crossoverHeroes.reserve(campaignHeroReplacements.size());
|
|
for(auto & campaignHeroReplacement : campaignHeroReplacements)
|
|
{
|
|
crossoverHeroes.push_back(campaignHeroReplacement.hero);
|
|
}
|
|
|
|
// TODO this logic (what should be kept) should be part of CScenarioTravel and be exposed via some clean set of methods
|
|
if(!travelOptions.whatHeroKeeps.experience)
|
|
{
|
|
//trimming experience
|
|
for(CGHeroInstance * cgh : crossoverHeroes)
|
|
{
|
|
cgh->initExp(gameState->getRandomGenerator());
|
|
}
|
|
}
|
|
|
|
if(!travelOptions.whatHeroKeeps.primarySkills)
|
|
{
|
|
//trimming prim skills
|
|
for(CGHeroInstance * cgh : crossoverHeroes)
|
|
{
|
|
for(int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
|
|
{
|
|
auto sel = Selector::type()(BonusType::PRIMARY_SKILL)
|
|
.And(Selector::subtype()(g))
|
|
.And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL));
|
|
|
|
cgh->getBonusLocalFirst(sel)->val = cgh->type->heroClass->primarySkillInitial[g];
|
|
}
|
|
}
|
|
}
|
|
|
|
if(!travelOptions.whatHeroKeeps.secondarySkills)
|
|
{
|
|
//trimming sec skills
|
|
for(CGHeroInstance * cgh : crossoverHeroes)
|
|
{
|
|
cgh->secSkills = cgh->type->secSkillsInit;
|
|
cgh->recreateSecondarySkillsBonuses();
|
|
}
|
|
}
|
|
|
|
if(!travelOptions.whatHeroKeeps.spells)
|
|
{
|
|
for(CGHeroInstance * cgh : crossoverHeroes)
|
|
{
|
|
cgh->removeSpellbook();
|
|
}
|
|
}
|
|
|
|
if(!travelOptions.whatHeroKeeps.artifacts)
|
|
{
|
|
//trimming artifacts
|
|
for(CGHeroInstance * hero : crossoverHeroes)
|
|
{
|
|
auto const & checkAndRemoveArtifact = [&](const ArtifactPosition & artifactPosition )
|
|
{
|
|
if(artifactPosition == ArtifactPosition::SPELLBOOK)
|
|
return; // do not handle spellbook this way
|
|
|
|
const ArtSlotInfo *info = hero->getSlot(artifactPosition);
|
|
if(!info)
|
|
return;
|
|
|
|
// TODO: why would there be nullptr artifacts?
|
|
const CArtifactInstance *art = info->artifact;
|
|
if(!art)
|
|
return;
|
|
|
|
bool takeable = travelOptions.artifactsKeptByHero.count(art->artType->getId());
|
|
|
|
ArtifactLocation al(hero, artifactPosition);
|
|
if(!takeable && !al.getSlot()->locked) //don't try removing locked artifacts -> it crashes #1719
|
|
al.removeArtifact();
|
|
};
|
|
|
|
// process on copy - removal of artifact will invalidate container
|
|
auto artifactsWorn = hero->artifactsWorn;
|
|
for (auto const & art : artifactsWorn)
|
|
checkAndRemoveArtifact(art.first);
|
|
|
|
// process in reverse - removal of artifact will shift all artifacts after this one
|
|
for(int slotNumber = hero->artifactsInBackpack.size() - 1; slotNumber >= 0; slotNumber--)
|
|
checkAndRemoveArtifact(ArtifactPosition::BACKPACK_START + slotNumber);
|
|
}
|
|
}
|
|
|
|
//trimming creatures
|
|
for(CGHeroInstance * cgh : crossoverHeroes)
|
|
{
|
|
auto shouldSlotBeErased = [&](const std::pair<SlotID, CStackInstance *> & j) -> bool
|
|
{
|
|
CreatureID crid = j.second->getCreatureID();
|
|
return !travelOptions.monstersKeptByHero.count(crid);
|
|
};
|
|
|
|
auto stacksCopy = cgh->stacks; //copy of the map, so we can iterate iover it and remove stacks
|
|
for(auto &slotPair : stacksCopy)
|
|
if(shouldSlotBeErased(slotPair))
|
|
cgh->eraseStack(slotPair.first);
|
|
}
|
|
|
|
// Removing short-term bonuses
|
|
for(CGHeroInstance * cgh : crossoverHeroes)
|
|
{
|
|
cgh->removeBonusesRecursive(CSelector(Bonus::OneDay)
|
|
.Or(CSelector(Bonus::OneWeek))
|
|
.Or(CSelector(Bonus::NTurns))
|
|
.Or(CSelector(Bonus::NDays))
|
|
.Or(CSelector(Bonus::OneBattle)));
|
|
}
|
|
}
|
|
|
|
void CGameStateCampaign::placeCampaignHeroes()
|
|
{
|
|
// place bonus hero
|
|
auto campaignState = gameState->scenarioOps->campState;
|
|
auto campaignBonus = campaignState->getBonus(*campaignState->currentScenario());
|
|
bool campaignGiveHero = campaignBonus && campaignBonus->type == CampaignBonusType::HERO;
|
|
|
|
if(campaignGiveHero)
|
|
{
|
|
auto playerColor = PlayerColor(campaignBonus->info1);
|
|
auto it = gameState->scenarioOps->playerInfos.find(playerColor);
|
|
if(it != gameState->scenarioOps->playerInfos.end())
|
|
{
|
|
auto heroTypeId = campaignBonus->info2;
|
|
if(heroTypeId == 0xffff) // random bonus hero
|
|
{
|
|
heroTypeId = gameState->pickUnusedHeroTypeRandomly(playerColor);
|
|
}
|
|
|
|
gameState->placeStartingHero(playerColor, HeroTypeID(heroTypeId), gameState->map->players[playerColor.getNum()].posOfMainTown);
|
|
}
|
|
}
|
|
|
|
logGlobal->debug("\tGenerate list of hero placeholders");
|
|
auto campaignHeroReplacements = generateCampaignHeroesToReplace();
|
|
|
|
logGlobal->debug("\tPrepare crossover heroes");
|
|
trimCrossoverHeroesParameters(campaignHeroReplacements, campaignState->scenario(*campaignState->currentScenario()).travelOptions);
|
|
|
|
// remove same heroes on the map which will be added through crossover heroes
|
|
// INFO: we will remove heroes because later it may be possible that the API doesn't allow having heroes
|
|
// with the same hero type id
|
|
std::vector<CGHeroInstance *> removedHeroes;
|
|
|
|
std::set<HeroTypeID> heroesToRemove = campaignState->getReservedHeroes();
|
|
|
|
for(auto & campaignHeroReplacement : campaignHeroReplacements)
|
|
heroesToRemove.insert(HeroTypeID(campaignHeroReplacement.hero->subID));
|
|
|
|
for(auto & heroID : heroesToRemove)
|
|
{
|
|
auto * hero = gameState->getUsedHero(heroID);
|
|
if(hero)
|
|
{
|
|
removedHeroes.push_back(hero);
|
|
gameState->map->heroesOnMap -= hero;
|
|
gameState->map->objects[hero->id.getNum()] = nullptr;
|
|
gameState->map->removeBlockVisTiles(hero, true);
|
|
}
|
|
}
|
|
|
|
logGlobal->debug("\tReplace placeholders with heroes");
|
|
replaceHeroesPlaceholders(campaignHeroReplacements);
|
|
|
|
// now add removed heroes again with unused type ID
|
|
for(auto * hero : removedHeroes)
|
|
{
|
|
si32 heroTypeId = 0;
|
|
if(hero->ID == Obj::HERO)
|
|
{
|
|
heroTypeId = gameState->pickUnusedHeroTypeRandomly(hero->tempOwner);
|
|
}
|
|
else if(hero->ID == Obj::PRISON)
|
|
{
|
|
auto unusedHeroTypeIds = gameState->getUnusedAllowedHeroes();
|
|
if(!unusedHeroTypeIds.empty())
|
|
{
|
|
heroTypeId = (*RandomGeneratorUtil::nextItem(unusedHeroTypeIds, gameState->getRandomGenerator())).getNum();
|
|
}
|
|
else
|
|
{
|
|
logGlobal->error("No free hero type ID found to replace prison.");
|
|
assert(0);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
assert(0); // should not happen
|
|
}
|
|
|
|
hero->subID = heroTypeId;
|
|
hero->portrait = hero->subID;
|
|
gameState->map->getEditManager()->insertObject(hero);
|
|
}
|
|
}
|
|
|
|
void CGameStateCampaign::giveCampaignBonusToHero(CGHeroInstance * hero)
|
|
{
|
|
auto curBonus = currentBonus();
|
|
if(!curBonus)
|
|
return;
|
|
|
|
assert(curBonus->isBonusForHero());
|
|
|
|
//apply bonus
|
|
switch(curBonus->type)
|
|
{
|
|
case CampaignBonusType::SPELL:
|
|
{
|
|
hero->addSpellToSpellbook(SpellID(curBonus->info2));
|
|
break;
|
|
}
|
|
case CampaignBonusType::MONSTER:
|
|
{
|
|
for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
|
|
{
|
|
if(hero->slotEmpty(SlotID(i)))
|
|
{
|
|
hero->addToSlot(SlotID(i), CreatureID(curBonus->info2), curBonus->info3);
|
|
break;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
case CampaignBonusType::ARTIFACT:
|
|
{
|
|
if(!gameState->giveHeroArtifact(hero, static_cast<ArtifactID>(curBonus->info2)))
|
|
logGlobal->error("Cannot give starting artifact - no free slots!");
|
|
break;
|
|
}
|
|
case CampaignBonusType::SPELL_SCROLL:
|
|
{
|
|
CArtifactInstance * scroll = ArtifactUtils::createScroll(SpellID(curBonus->info2));
|
|
const auto slot = ArtifactUtils::getArtAnyPosition(hero, scroll->getTypeId());
|
|
if(ArtifactUtils::isSlotEquipment(slot) || ArtifactUtils::isSlotBackpack(slot))
|
|
scroll->putAt(ArtifactLocation(hero, slot));
|
|
else
|
|
logGlobal->error("Cannot give starting scroll - no free slots!");
|
|
break;
|
|
}
|
|
case CampaignBonusType::PRIMARY_SKILL:
|
|
{
|
|
const ui8 * ptr = reinterpret_cast<const ui8 *>(&curBonus->info2);
|
|
for(int g = 0; g < GameConstants::PRIMARY_SKILLS; ++g)
|
|
{
|
|
int val = ptr[g];
|
|
if(val == 0)
|
|
{
|
|
continue;
|
|
}
|
|
auto bb = std::make_shared<Bonus>(
|
|
BonusDuration::PERMANENT, BonusType::PRIMARY_SKILL, BonusSource::CAMPAIGN_BONUS, val, static_cast<int>(*gameState->scenarioOps->campState->currentScenario()), g
|
|
);
|
|
hero->addNewBonus(bb);
|
|
}
|
|
break;
|
|
}
|
|
case CampaignBonusType::SECONDARY_SKILL:
|
|
{
|
|
hero->setSecSkillLevel(SecondarySkill(curBonus->info2), curBonus->info3, true);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void CGameStateCampaign::replaceHeroesPlaceholders(const std::vector<CampaignHeroReplacement> & campaignHeroReplacements)
|
|
{
|
|
for(const auto & campaignHeroReplacement : campaignHeroReplacements)
|
|
{
|
|
auto * heroPlaceholder = dynamic_cast<CGHeroPlaceholder *>(gameState->getObjInstance(campaignHeroReplacement.heroPlaceholderId));
|
|
|
|
CGHeroInstance *heroToPlace = campaignHeroReplacement.hero;
|
|
heroToPlace->id = campaignHeroReplacement.heroPlaceholderId;
|
|
heroToPlace->tempOwner = heroPlaceholder->tempOwner;
|
|
heroToPlace->pos = heroPlaceholder->pos;
|
|
heroToPlace->type = VLC->heroh->objects[heroToPlace->subID];
|
|
heroToPlace->appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, heroToPlace->type->heroClass->getIndex())->getTemplates().front();
|
|
|
|
gameState->map->removeBlockVisTiles(heroPlaceholder, true);
|
|
gameState->map->objects[heroPlaceholder->id.getNum()] = nullptr;
|
|
gameState->map->instanceNames.erase(heroPlaceholder->instanceName);
|
|
|
|
gameState->map->heroesOnMap.emplace_back(heroToPlace);
|
|
gameState->map->objects[heroToPlace->id.getNum()] = heroToPlace;
|
|
gameState->map->addBlockVisTiles(heroToPlace);
|
|
gameState->map->instanceNames[heroToPlace->instanceName] = heroToPlace;
|
|
|
|
delete heroPlaceholder;
|
|
}
|
|
}
|
|
|
|
std::vector<CampaignHeroReplacement> CGameStateCampaign::generateCampaignHeroesToReplace()
|
|
{
|
|
auto campaignState = gameState->scenarioOps->campState;
|
|
|
|
std::vector<CampaignHeroReplacement> campaignHeroReplacements;
|
|
std::vector<CGHeroPlaceholder *> placeholdersByPower;
|
|
std::vector<CGHeroPlaceholder *> placeholdersByType;
|
|
|
|
// find all placeholders on map
|
|
for(auto obj : gameState->map->objects)
|
|
{
|
|
if(!obj)
|
|
continue;
|
|
|
|
if (obj->ID != Obj::HERO_PLACEHOLDER)
|
|
continue;
|
|
|
|
auto * heroPlaceholder = dynamic_cast<CGHeroPlaceholder *>(obj.get());
|
|
|
|
// only 1 field must be set
|
|
assert(heroPlaceholder->powerRank != heroPlaceholder->heroType);
|
|
|
|
if(heroPlaceholder->powerRank)
|
|
placeholdersByPower.push_back(heroPlaceholder);
|
|
|
|
if(heroPlaceholder->heroType)
|
|
placeholdersByType.push_back(heroPlaceholder);
|
|
}
|
|
|
|
//selecting heroes by type
|
|
for (auto const * placeholder : placeholdersByType)
|
|
{
|
|
auto const & node = campaignState->getHeroByType(*placeholder->heroType);
|
|
if (node.isNull())
|
|
{
|
|
logGlobal->info("Hero crossover: Unable to replace placeholder for %d (%s)!", placeholder->heroType->getNum(), VLC->heroTypes()->getById(*placeholder->heroType)->getNameTranslated());
|
|
continue;
|
|
}
|
|
|
|
CGHeroInstance * hero = CampaignState::crossoverDeserialize(node, gameState->map);
|
|
|
|
logGlobal->info("Hero crossover: Loading placeholder for %d (%s)", hero->subID, hero->getNameTranslated());
|
|
|
|
campaignHeroReplacements.emplace_back(hero, placeholder->id);
|
|
}
|
|
|
|
auto lastScenario = getHeroesSourceScenario();
|
|
|
|
if (!placeholdersByPower.empty() && lastScenario)
|
|
{
|
|
// sort hero placeholders descending power
|
|
boost::range::sort(placeholdersByPower, [](const CGHeroPlaceholder * a, const CGHeroPlaceholder * b)
|
|
{
|
|
return *a->powerRank > *b->powerRank;
|
|
});
|
|
|
|
auto const & nodeList = campaignState->getHeroesByPower(lastScenario.value());
|
|
auto nodeListIter = nodeList.begin();
|
|
|
|
for (auto const * placeholder : placeholdersByPower)
|
|
{
|
|
if (nodeListIter == nodeList.end())
|
|
break;
|
|
|
|
CGHeroInstance * hero = CampaignState::crossoverDeserialize(*nodeListIter, gameState->map);
|
|
nodeListIter++;
|
|
|
|
logGlobal->info("Hero crossover: Loading placeholder as %d (%s)", hero->subID, hero->getNameTranslated());
|
|
|
|
campaignHeroReplacements.emplace_back(hero, placeholder->id);
|
|
}
|
|
}
|
|
return campaignHeroReplacements;
|
|
}
|
|
|
|
void CGameStateCampaign::initHeroes()
|
|
{
|
|
auto chosenBonus = currentBonus();
|
|
if (chosenBonus && chosenBonus->isBonusForHero() && chosenBonus->info1 != 0xFFFE) //exclude generated heroes
|
|
{
|
|
//find human player
|
|
PlayerColor humanPlayer=PlayerColor::NEUTRAL;
|
|
for (auto & elem : gameState->players)
|
|
{
|
|
if(elem.second.human)
|
|
{
|
|
humanPlayer = elem.first;
|
|
break;
|
|
}
|
|
}
|
|
assert(humanPlayer != PlayerColor::NEUTRAL);
|
|
|
|
std::vector<ConstTransitivePtr<CGHeroInstance> > & heroes = gameState->players[humanPlayer].heroes;
|
|
|
|
if (chosenBonus->info1 == 0xFFFD) //most powerful
|
|
{
|
|
int maxB = -1;
|
|
for (int b=0; b<heroes.size(); ++b)
|
|
{
|
|
if (maxB == -1 || heroes[b]->getTotalStrength() > heroes[maxB]->getTotalStrength())
|
|
{
|
|
maxB = b;
|
|
}
|
|
}
|
|
if(maxB < 0)
|
|
logGlobal->warn("Cannot give bonus to hero cause there are no heroes!");
|
|
else
|
|
giveCampaignBonusToHero(heroes[maxB]);
|
|
}
|
|
else //specific hero
|
|
{
|
|
for (auto & heroe : heroes)
|
|
{
|
|
if (heroe->subID == chosenBonus->info1)
|
|
{
|
|
giveCampaignBonusToHero(heroe);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void CGameStateCampaign::initStartingResources()
|
|
{
|
|
auto getHumanPlayerInfo = [&]() -> std::vector<const PlayerSettings *>
|
|
{
|
|
std::vector<const PlayerSettings *> ret;
|
|
for(const auto & playerInfo : gameState->scenarioOps->playerInfos)
|
|
{
|
|
if(playerInfo.second.isControlledByHuman())
|
|
ret.push_back(&playerInfo.second);
|
|
}
|
|
|
|
return ret;
|
|
};
|
|
|
|
auto chosenBonus = currentBonus();
|
|
if(chosenBonus && chosenBonus->type == CampaignBonusType::RESOURCE)
|
|
{
|
|
std::vector<const PlayerSettings *> people = getHumanPlayerInfo(); //players we will give resource bonus
|
|
for(const PlayerSettings *ps : people)
|
|
{
|
|
std::vector<int> res; //resources we will give
|
|
switch (chosenBonus->info1)
|
|
{
|
|
case 0: case 1: case 2: case 3: case 4: case 5: case 6:
|
|
res.push_back(chosenBonus->info1);
|
|
break;
|
|
case 0xFD: //wood+ore
|
|
res.push_back(GameResID(EGameResID::WOOD));
|
|
res.push_back(GameResID(EGameResID::ORE));
|
|
break;
|
|
case 0xFE: //rare
|
|
res.push_back(GameResID(EGameResID::MERCURY));
|
|
res.push_back(GameResID(EGameResID::SULFUR));
|
|
res.push_back(GameResID(EGameResID::CRYSTAL));
|
|
res.push_back(GameResID(EGameResID::GEMS));
|
|
break;
|
|
default:
|
|
assert(0);
|
|
break;
|
|
}
|
|
//increasing resource quantity
|
|
for (auto & re : res)
|
|
{
|
|
gameState->players[ps->color].resources[re] += chosenBonus->info2;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void CGameStateCampaign::initTowns()
|
|
{
|
|
auto chosenBonus = currentBonus();
|
|
|
|
if (!chosenBonus)
|
|
return;
|
|
|
|
if (chosenBonus->type != CampaignBonusType::BUILDING)
|
|
return;
|
|
|
|
for (int g=0; g<gameState->map->towns.size(); ++g)
|
|
{
|
|
CGTownInstance * town = gameState->map->towns[g];
|
|
|
|
PlayerState * owner = gameState->getPlayerState(town->getOwner());
|
|
if (!owner)
|
|
continue;
|
|
|
|
PlayerInfo & pi = gameState->map->players[owner->color.getNum()];
|
|
|
|
if (!owner->human)
|
|
continue;
|
|
|
|
if (town->pos != pi.posOfMainTown)
|
|
continue;
|
|
|
|
BuildingID newBuilding;
|
|
if(gameState->scenarioOps->campState->formatVCMI())
|
|
newBuilding = BuildingID(chosenBonus->info1);
|
|
else
|
|
newBuilding = CBuildingHandler::campToERMU(chosenBonus->info1, town->subID, town->builtBuildings);
|
|
|
|
// Build granted building & all prerequisites - e.g. Mages Guild Lvl 3 should also give Mages Guild Lvl 1 & 2
|
|
while(true)
|
|
{
|
|
if (newBuilding == BuildingID::NONE)
|
|
break;
|
|
|
|
if (town->builtBuildings.count(newBuilding) != 0)
|
|
break;
|
|
|
|
town->builtBuildings.insert(newBuilding);
|
|
|
|
auto building = town->town->buildings.at(newBuilding);
|
|
newBuilding = building->upgrade;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
bool CGameStateCampaign::playerHasStartingHero(PlayerColor playerColor) const
|
|
{
|
|
auto campaignBonus = currentBonus();
|
|
|
|
if (!campaignBonus)
|
|
return false;
|
|
|
|
if(campaignBonus->type == CampaignBonusType::HERO && playerColor == PlayerColor(campaignBonus->info1))
|
|
return true;
|
|
return false;
|
|
}
|
|
|
|
std::unique_ptr<CMap> CGameStateCampaign::getCurrentMap() const
|
|
{
|
|
return gameState->scenarioOps->campState->getMap(CampaignScenarioID::NONE);
|
|
}
|
|
|
|
VCMI_LIB_NAMESPACE_END
|