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Add basic system to add more advantages for ai player
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89
config/difficulty.json
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89
config/difficulty.json
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@ -0,0 +1,89 @@
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// Starting resources, ordered by difficulty level (0 to 4)
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{
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"startres":
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[
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{
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"human": { "wood" : 30, "mercury": 15, "ore": 30, "sulfur": 15, "crystal": 15, "gems": 15, "gold": 30000, "mithril": 0 },
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"ai": { "wood" : 5, "mercury": 2, "ore": 5, "sulfur": 2, "crystal": 2, "gems": 2, "gold": 5000, "mithril": 0 }
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},
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{
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"human": { "wood" : 20, "mercury": 10, "ore": 20, "sulfur": 10, "crystal": 10, "gems": 10, "gold": 20000, "mithril": 0 },
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"ai": { "wood" : 10, "mercury": 4, "ore": 10, "sulfur": 4, "crystal": 4, "gems": 4, "gold": 7500, "mithril": 0 }
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},
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{
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"human": { "wood" : 15, "mercury": 7, "ore": 15, "sulfur": 7, "crystal": 7, "gems": 7, "gold": 15000, "mithril": 0 },
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"ai": { "wood" : 15, "mercury": 7, "ore": 15, "sulfur": 7, "crystal": 7, "gems": 7, "gold": 10000, "mithril": 0 }
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},
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{
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"human": { "wood" : 10, "mercury": 4, "ore": 10, "sulfur": 4, "crystal": 4, "gems": 4, "gold": 10000, "mithril": 0 },
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"ai": { "wood" : 15, "mercury": 7, "ore": 15, "sulfur": 7, "crystal": 7, "gems": 7, "gold": 10000, "mithril": 0 }
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},
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{
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"human": { "wood" : 0, "mercury": 0, "ore": 0 , "sulfur": 0, "crystal": 0, "gems": 0, "gold": 0, "mithril": 0 },
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"ai": { "wood" : 15, "mercury": 7, "ore": 15, "sulfur": 7, "crystal": 7, "gems": 7, "gold": 10000, "mithril": 0 }
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}
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],
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"battleBonus":
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[
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{
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},
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{
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"ai":
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[
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{
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"type" : "STACK_HEALTH",
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"val" : 50,
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"valueType" : "PERCENT_TO_ALL",
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"duration" : "ONE_BATTLE",
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"sourceType" : "OTHER"
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}
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],
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},
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{
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"ai":
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[
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{
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"type" : "STACK_HEALTH",
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"val" : 100,
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"valueType" : "PERCENT_TO_ALL",
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"duration" : "ONE_BATTLE",
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"sourceType" : "OTHER"
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}
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],
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},
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{
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"ai":
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[
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{
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"type" : "STACK_HEALTH",
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"val" : 150,
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"valueType" : "PERCENT_TO_ALL",
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"duration" : "ONE_BATTLE",
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"sourceType" : "OTHER"
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},
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],
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},
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{
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"ai":
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[
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{
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"type" : "STACK_HEALTH",
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"val" : 200,
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"valueType" : "PERCENT_TO_ALL",
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"duration" : "ONE_BATTLE",
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"sourceType" : "OTHER"
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},
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],
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},
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]
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}
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@ -1,31 +0,0 @@
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// Starting resources, ordered by difficulty level (0 to 4)
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{
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"difficulty":
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[
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{
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"human": { "wood" : 30, "mercury": 15, "ore": 30, "sulfur": 15, "crystal": 15, "gems": 15, "gold": 30000, "mithril": 0 },
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"ai": { "wood" : 5, "mercury": 2, "ore": 5, "sulfur": 2, "crystal": 2, "gems": 2, "gold": 5000, "mithril": 0 }
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},
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{
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"human": { "wood" : 20, "mercury": 10, "ore": 20, "sulfur": 10, "crystal": 10, "gems": 10, "gold": 20000, "mithril": 0 },
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"ai": { "wood" : 10, "mercury": 4, "ore": 10, "sulfur": 4, "crystal": 4, "gems": 4, "gold": 7500, "mithril": 0 }
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},
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{
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"human": { "wood" : 15, "mercury": 7, "ore": 15, "sulfur": 7, "crystal": 7, "gems": 7, "gold": 15000, "mithril": 0 },
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"ai": { "wood" : 15, "mercury": 7, "ore": 15, "sulfur": 7, "crystal": 7, "gems": 7, "gold": 10000, "mithril": 0 }
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},
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{
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"human": { "wood" : 10, "mercury": 4, "ore": 10, "sulfur": 4, "crystal": 4, "gems": 4, "gold": 10000, "mithril": 0 },
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"ai": { "wood" : 15, "mercury": 7, "ore": 15, "sulfur": 7, "crystal": 7, "gems": 7, "gold": 10000, "mithril": 0 }
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},
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{
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"human": { "wood" : 0, "mercury": 0, "ore": 0 , "sulfur": 0, "crystal": 0, "gems": 0, "gold": 0, "mithril": 0 },
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"ai": { "wood" : 15, "mercury": 7, "ore": 15, "sulfur": 7, "crystal": 7, "gems": 7, "gold": 10000, "mithril": 0 }
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}
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]
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}
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@ -37,6 +37,7 @@ public:
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std::vector<ConstTransitivePtr<CGTownInstance> > towns;
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std::vector<ConstTransitivePtr<CGDwelling> > dwellings; //used for town growth
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std::vector<QuestInfo> quests; //store info about all received quests
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std::vector<Bonus> battleBonuses; //additional bonuses to be added during battle with neutrals
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bool enteredWinningCheatCode, enteredLosingCheatCode; //if true, this player has entered cheat codes for loss / victory
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EPlayerStatus status;
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@ -82,6 +83,7 @@ public:
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h & visitedObjects;
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h & status;
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h & daysWithoutCastle;
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h & battleBonuses;
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h & enteredLosingCheatCode;
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h & enteredWinningCheatCode;
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h & static_cast<CBonusSystemNode&>(*this);
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@ -450,6 +450,7 @@ void CGameState::init(const IMapService * mapService, StartInfo * si, Load::Prog
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initPlayerStates();
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if (campaign)
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campaign->placeCampaignHeroes();
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initBattleBonuses();
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removeHeroPlaceholders();
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initGrailPosition();
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initRandomFactionsForPlayers();
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@ -657,6 +658,31 @@ void CGameState::initGlobalBonuses()
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VLC->creh->loadCrExpBon(globalEffects);
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}
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void CGameState::initBattleBonuses()
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{
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logGlobal->debug("\tLoading battle bonuses up resources");
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const JsonNode config(JsonPath::builtin("config/difficulty.json"));
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const JsonVector &vector = config["battleBonus"].Vector();
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const JsonNode &level = vector[scenarioOps->difficulty];
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const JsonNode & bonusesAI(level["ai"]);
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const JsonNode & bonusesHuman(level["human"]);
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for (auto & elem : players)
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{
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PlayerState &p = elem.second;
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if(p.human)
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{
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for(auto & jsonBonus : bonusesHuman.Vector())
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p.battleBonuses.push_back(*JsonUtils::parseBonus(jsonBonus));
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}
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else
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{
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for(auto & jsonBonus : bonusesAI.Vector())
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p.battleBonuses.push_back(*JsonUtils::parseBonus(jsonBonus));
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}
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}
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}
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void CGameState::initGrailPosition()
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{
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logGlobal->debug("\tPicking grail position");
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@ -816,8 +842,8 @@ void CGameState::removeHeroPlaceholders()
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void CGameState::initStartingResources()
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{
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logGlobal->debug("\tSetting up resources");
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const JsonNode config(JsonPath::builtin("config/startres.json"));
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const JsonVector &vector = config["difficulty"].Vector();
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const JsonNode config(JsonPath::builtin("config/difficulty.json"));
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const JsonVector &vector = config["startres"].Vector();
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const JsonNode &level = vector[scenarioOps->difficulty];
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TResources startresAI(level["ai"]);
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@ -184,6 +184,7 @@ private:
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void initNewGame(const IMapService * mapService, bool allowSavingRandomMap, Load::ProgressAccumulator & progressTracking);
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void checkMapChecksum();
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void initGlobalBonuses();
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void initBattleBonuses();
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void initGrailPosition();
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void initRandomFactionsForPlayers();
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void randomizeMapObjects();
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@ -24,6 +24,7 @@
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#include "../../lib/gameState/CGameState.h"
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#include "../../lib/mapping/CMap.h"
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#include "../../lib/modding/IdentifierStorage.h"
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#include "../../lib/CPlayerState.h"
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BattleProcessor::BattleProcessor(CGameHandler * gameHandler)
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: gameHandler(gameHandler)
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@ -113,6 +114,19 @@ void BattleProcessor::startBattlePrimary(const CArmedInstance *army1, const CArm
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const auto * battle = gameHandler->gameState()->getBattle(battleID);
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assert(battle);
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//add battle bonuses based from player state only when attacks neutral creatures
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const auto * attackerInfo = gameHandler->getPlayerState(army1->getOwner(), false);
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if(attackerInfo && army2->getOwner() == PlayerColor::NEUTRAL)
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{
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for(auto bonus : attackerInfo->battleBonuses)
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{
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GiveBonus giveBonus(GiveBonus::ETarget::HERO);
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giveBonus.id = hero1->id.getNum();
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giveBonus.bonus = bonus;
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gameHandler->sendAndApply(&giveBonus);
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}
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}
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auto lastBattleQuery = std::dynamic_pointer_cast<CBattleQuery>(gameHandler->queries->topQuery(battle->sides[0].color));
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