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Code style and improved readability
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@ -1062,7 +1062,7 @@ bool CMP_stack::operator()(const battle::Unit * a, const battle::Unit * b)
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int as = a->getInitiative(turn), bs = b->getInitiative(turn);
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if(as != bs)
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return as > bs;
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else if(as == bs)
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else
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{
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if(a->unitSide() == b->unitSide())
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return a->unitSlot() < b->unitSlot();
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@ -1077,7 +1077,7 @@ bool CMP_stack::operator()(const battle::Unit * a, const battle::Unit * b)
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int as = a->getInitiative(turn), bs = b->getInitiative(turn);
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if(as != bs)
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return as > bs;
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else if(as == bs)
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else
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{
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if(a->unitSide() == b->unitSide())
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return a->unitSlot() < b->unitSlot();
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@ -1091,7 +1091,7 @@ bool CMP_stack::operator()(const battle::Unit * a, const battle::Unit * b)
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}
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}
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CMP_stack::CMP_stack(int Phase, int Turn, int Side)
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CMP_stack::CMP_stack(int Phase, int Turn, uint8_t Side)
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{
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phase = Phase;
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turn = Turn;
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@ -144,9 +144,9 @@ class DLL_LINKAGE CMP_stack
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{
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int phase; //rules of which phase will be used
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int turn;
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bool side;
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uint8_t side;
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public:
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bool operator ()(const battle::Unit * a, const battle::Unit * b);
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CMP_stack(int Phase = 1, int Turn = 0, int Side = BattleSide::ATTACKER);
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CMP_stack(int Phase = 1, int Turn = 0, uint8_t Side = BattleSide::ATTACKER);
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};
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@ -355,65 +355,66 @@ battle::Units CBattleInfoCallback::battleAliveUnits(ui8 side) const
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template <typename T>
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const T * takeOneUnit(std::vector<const T*> & all, const int turn, int8_t & lastMoved, int phase)
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{
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const T * retCreature = nullptr;
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size_t fastestIndex = 0;
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const T * returnedUnit = nullptr;
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size_t currentUnitIndex = 0;
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for(int i = 0; i < all.size(); i++)
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for(size_t i = 0; i < all.size(); i++)
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{
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int32_t curUnitSpeed = -1;
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int32_t retUnitSpeed = -1;
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int32_t currentUnitSpeed = -1;
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int32_t returnedUnitSpeed = -1;
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if(returnedUnit)
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returnedUnitSpeed = returnedUnit->getInitiative(turn);
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if(all[i])
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curUnitSpeed = all[i]->getInitiative(turn);
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if(retCreature)
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retUnitSpeed = retCreature->getInitiative(turn);
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{
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currentUnitSpeed = all[i]->getInitiative(turn);
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switch (phase)
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{
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case 1: // Faster first, attacker priority, higher slot first
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if(all[i] && (retCreature == nullptr || (curUnitSpeed > retUnitSpeed)))
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if(returnedUnit == nullptr || currentUnitSpeed > returnedUnitSpeed)
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{
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retCreature = all[i];
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fastestIndex = i;
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returnedUnit = all[i];
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currentUnitIndex = i;
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}
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else if(all[i] && (curUnitSpeed == retUnitSpeed))
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else if(currentUnitSpeed == returnedUnitSpeed)
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{
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if(lastMoved == -1 && turn <= 0 && all[i]->unitSide() == BattleSide::ATTACKER
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&& !(retCreature->unitSide() == all[i]->unitSide() && retCreature->unitSlot() < all[i]->unitSlot())) // Turn 0 attacker priority
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&& !(returnedUnit->unitSide() == all[i]->unitSide() && returnedUnit->unitSlot() < all[i]->unitSlot())) // Turn 0 attacker priority
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{
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retCreature = all[i];
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fastestIndex = i;
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returnedUnit = all[i];
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currentUnitIndex = i;
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}
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else if(lastMoved != -1 && all[i]->unitSide() != lastMoved
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&& !(retCreature->unitSide() == all[i]->unitSide() && retCreature->unitSlot() < all[i]->unitSlot())) // Alternate equal speeds units
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&& !(returnedUnit->unitSide() == all[i]->unitSide() && returnedUnit->unitSlot() < all[i]->unitSlot())) // Alternate equal speeds units
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{
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retCreature = all[i];
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fastestIndex = i;
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returnedUnit = all[i];
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currentUnitIndex = i;
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}
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}
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break;
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case 2: // Slower first, higher slot first
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case 3:
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if(all[i] && (retCreature == nullptr || (curUnitSpeed < retUnitSpeed)))
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if(returnedUnit == nullptr || currentUnitSpeed < returnedUnitSpeed)
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{
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retCreature = all[i];
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fastestIndex = i;
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returnedUnit = all[i];
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currentUnitIndex = i;
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}
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else if(all[i] && curUnitSpeed == retUnitSpeed && lastMoved != -1 && all[i]->unitSide() != lastMoved
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&& !(retCreature->unitSide() == all[i]->unitSide() && retCreature->unitSlot() < all[i]->unitSlot())) // Alternate equal speeds units
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else if(currentUnitSpeed == returnedUnitSpeed && lastMoved != -1 && all[i]->unitSide() != lastMoved
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&& !(returnedUnit->unitSide() == all[i]->unitSide() && returnedUnit->unitSlot() < all[i]->unitSlot())) // Alternate equal speeds units
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{
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retCreature = all[i];
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fastestIndex = i;
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returnedUnit = all[i];
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currentUnitIndex = i;
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}
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break;
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default:
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break;
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}
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}
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}
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if(!retCreature)
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if(!returnedUnit)
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return nullptr;
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all[fastestIndex] = nullptr;
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return retCreature;
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all[currentUnitIndex] = nullptr;
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return returnedUnit;
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}
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void CBattleInfoCallback::battleGetTurnOrder(std::vector<battle::Units> & out, const size_t maxUnits, const int maxTurns, const int turn, int8_t lastMoved) const
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