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Update tests
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@ -423,7 +423,7 @@ RumorState NewTurnProcessor::pickNewRumor()
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rumorId = *RandomGeneratorUtil::nextItem(sRumorTypes, rand);
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if(rumorId == RumorState::RUMOR_GRAIL)
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{
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rumorExtra = gameHandler->gameState()->getTile(gameHandler->gameState()->map->grailPos)->terType->getIndex();
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rumorExtra = gameHandler->gameState()->getTile(gameHandler->gameState()->map->grailPos)->getTerrainID().getNum();
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break;
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}
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@ -555,7 +555,7 @@ std::vector<SetMovePoints> NewTurnProcessor::updateHeroesMovementPoints()
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{
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auto ti = std::make_unique<TurnInfo>(h, 1);
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// NOTE: this code executed when bonuses of previous day not yet updated (this happen in NewTurn::applyGs). See issue 2356
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int32_t newMovementPoints = h->movementPointsLimitCached(gameHandler->gameState()->map->getTile(h->visitablePos()).terType->isLand(), ti.get());
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int32_t newMovementPoints = h->movementPointsLimitCached(gameHandler->gameState()->map->getTile(h->visitablePos()).isLand(), ti.get());
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if (newMovementPoints != h->movementPointsRemaining())
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result.emplace_back(h->id, newMovementPoints, true);
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