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Next part of town configuration:
- town screen is mostly implemented, has some minor issues - factions are now separate from towns, neutrals have faction with id=9 - more constants to GameConstants: town-specific buildings, strings for terrains and resources - replaced most access to builtBuildings with isBuilt() method - replaced id's with enums for town subtype and buildings id's
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@ -356,26 +356,11 @@ ui64 CHeroHandler::reqExp (ui32 level) const
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void CHeroHandler::loadTerrains()
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{
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int faction = 0;
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const JsonNode config(ResourceID("config/terrains.json"));
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nativeTerrains.resize(GameConstants::F_NUMBER);
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BOOST_FOREACH(const JsonNode &terrain, config["terrains"].Vector()) {
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BOOST_FOREACH(const JsonNode &cost, terrain["costs"].Vector()) {
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int curCost = cost.Float();
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heroClasses[2*faction]->terrCosts.push_back(curCost);
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heroClasses[2*faction+1]->terrCosts.push_back(curCost);
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}
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nativeTerrains[faction] = terrain["native"].Float();
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faction ++;
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}
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assert(faction == GameConstants::F_NUMBER);
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terrCosts.reserve(GameConstants::TERRAIN_TYPES);
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BOOST_FOREACH(const std::string & name, GameConstants::TERRAIN_NAMES)
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terrCosts.push_back(config[name].Float());
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}
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CHero::CHero()
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