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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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@ -1,11 +1,5 @@
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#pragma once
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#ifndef _MSC_VER
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#include "CHeroHandler.h"
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#include "CTownHandler.h"
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#include "../lib/VCMI_Lib.h"
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#endif
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#include "../lib/CCreatureSet.h"
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#include "CArtHandler.h"
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#include "../lib/ConstTransitivePtr.h"
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@ -636,7 +630,9 @@ public:
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GrowthInfo getGrowthInfo(int level) const;
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bool hasFort() const;
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bool hasCapitol() const;
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//checks if building is constructed and town has same subID
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bool hasBuilt(int buildingID) const;
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bool hasBuilt(int buildingID, int townID) const;
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int dailyIncome() const; //calculates daily income of this town
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int spellsAtLevel(int level, bool checkGuild) const; //levels are counted from 1 (1 - 5)
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void removeCapitols (ui8 owner) const;
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