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- Commanders are now a part of faction config
- Support for external dwellings for new towns
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@ -4,6 +4,7 @@
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"index" : 0,
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"nativeTerrain": "grass",
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"alignment" : "good",
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"commander" : "Paladin1",
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"creatureBackground" :
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{
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"120px" : "TPCASCAS",
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@ -4,6 +4,7 @@
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"index" : 8,
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"nativeTerrain": "grass",
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"alignment" : "neutral",
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"commander" : "AstralSpirit1",
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"creatureBackground" :
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{
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"120px" : "TPCASELE",
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@ -4,6 +4,7 @@
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"index" : 5,
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"nativeTerrain": "subterra",
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"alignment" : "evil",
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"commander" : "Brute1",
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"creatureBackground" :
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{
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"120px" : "TPCASDUN",
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@ -4,6 +4,7 @@
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"index" : 7,
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"nativeTerrain": "swamp",
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"alignment" : "neutral",
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"commander" : "Shaman1",
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"creatureBackground" :
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{
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"120px" : "TPCASFOR",
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@ -4,6 +4,7 @@
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"index" : 3,
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"nativeTerrain": "lava",
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"alignment" : "evil",
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"commander" : "Succubus1",
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"creatureBackground" :
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{
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"120px" : "TPCASINF",
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@ -4,6 +4,7 @@
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"index" : 4,
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"nativeTerrain": "dirt",
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"alignment" : "evil",
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"commander" : "SoulEater1",
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"creatureBackground" :
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{
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"120px" : "TPCASNEC",
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@ -7,6 +7,7 @@
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{
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"120px" : "TPCASNEU",
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"130px" : "CRBKGNEU"
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}
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},
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"commander" : "Enchanter" //just in case
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}
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}
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@ -4,6 +4,7 @@
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"index" : 1,
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"nativeTerrain": "grass",
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"alignment" : "good",
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"commander" : "Hierophant1",
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"creatureBackground" :
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{
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"120px" : "TPCASRAM",
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@ -4,6 +4,7 @@
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"index" : 6,
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"nativeTerrain": "rough",
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"alignment" : "neutral",
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"commander" : "OgreLeader1",
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"creatureBackground" :
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{
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"120px" : "TPCASSTR",
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@ -4,6 +4,7 @@
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"index" : 2,
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"nativeTerrain" : "snow",
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"alignment" : "good",
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"commander" : "TempleGuardian1",
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"creatureBackground" :
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{
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"120px" : "TPCASTOW",
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@ -502,10 +502,6 @@ void CCreatureHandler::loadCreatures()
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tlog5 << "\t\tReading config/commanders.json" << std::endl;
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const JsonNode config3(ResourceID("config/commanders.json"));
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BOOST_FOREACH (auto creature, config3["factionCreatures"].Vector())
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{
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factionCommanders[creature["faction"].Float()] = creature["id"].Float();
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}
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BOOST_FOREACH (auto bonus, config3["bonusPerLevel"].Vector())
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{
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commanderLevelPremy.push_back(JsonUtils::parseBonus (bonus.Vector()));
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@ -139,7 +139,6 @@ public:
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si8 expAfterUpgrade;//multiplier in %
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//Commanders
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std::map <TFaction, TCreature> factionCommanders;
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BonusList commanderLevelPremy; //bonus values added with each level-up
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std::vector< std::vector <ui8> > skillLevels; //how much of a bonus will be given to commander with every level. SPELL_POWER also gives CASTS and RESISTANCE
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std::vector <std::pair <Bonus, std::pair <ui8, ui8> > > skillRequirements; // first - Bonus, second - which two skills are needed to use it
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@ -179,7 +178,7 @@ public:
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//TODO: should be optimized, not all these informations needs to be serialized (same for ccreature)
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h & notUsedMonsters & creatures;
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h & stackBonuses & expRanks & maxExpPerBattle & expAfterUpgrade;
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h & factionCommanders & skillLevels & skillRequirements & commanderLevelPremy;
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h & skillLevels & skillRequirements & commanderLevelPremy;
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h & allCreatures;
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h & creaturesOfLevel;
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BONUS_TREE_DESERIALIZATION_FIX
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@ -582,7 +582,7 @@ std::pair<int,int> CGameState::pickObject (CGObjectInstance *obj)
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//if castle alignment available
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if (auto info = dynamic_cast<CCreGenAsCastleInfo*>(dwl->info))
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{
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faction = ran()%GameConstants::F_NUMBER;
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faction = ran() % VLC->townh->factions.size();
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if (info->asCastle)
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{
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for(ui32 i=0;i<map->objects.size();i++)
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@ -9,6 +9,7 @@
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#include "CArtHandler.h"
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#include "CTownHandler.h"
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#include "CHeroHandler.h"
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#include "CObjectHandler.h"
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/*
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* CModHandler.h, part of VCMI engine
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@ -224,6 +225,21 @@ void CModHandler::reload()
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VLC->dobjinfo->capitols[town.first] = new CGDefInfo(*townInfos[town.first]);
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VLC->dobjinfo->capitols[town.first]->name = cientInfo.advMapCapitol;
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for (int i = 0; i < town.second.dwellings.size(); ++i)
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{
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const CGDefInfo * baseInfo = VLC->dobjinfo->gobjs[Obj::CREATURE_GENERATOR1][i]; //get same blockmap as first dwelling of tier i
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BOOST_FOREACH (auto cre, town.second.creatures[i]) //both unupgraded and upgraded get same dwelling
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{
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CGDefInfo * info = new CGDefInfo(*baseInfo);
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info->subid = cre;
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info->name = town.second.dwellings[i];
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VLC->dobjinfo->gobjs[Obj::CREATURE_GENERATOR1][cre] = info;
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VLC->objh->cregens[cre] = cre; //map of dwelling -> creature id
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}
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}
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}
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}
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}
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@ -762,7 +762,7 @@ void CGHeroInstance::initHero()
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if (VLC->modh->modules.COMMANDERS)
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{
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commander = new CCommanderInstance (VLC->creh->factionCommanders[type->heroClass->faction]);
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commander = new CCommanderInstance (VLC->townh->factions[type->heroClass->faction].commander);
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commander->setArmyObj (castToArmyObj()); //TODO: separate function for setting commanders
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}
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@ -1531,7 +1531,14 @@ void CGDwelling::initObj()
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creatures.resize(1);
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creatures[0].second.push_back(crid);
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hoverName = VLC->generaltexth->creGens[subID];
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if (subID >= VLC->generaltexth->creGens.size()) //very messy workaround
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{
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int faction = VLC->creh->creatures[subID]->faction;
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assert (VLC->townh->towns[faction].dwellingNames.size());
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hoverName = VLC->townh->towns[faction].dwellingNames[VLC->creh->creatures[subID]->level - 1];
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}
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else
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hoverName = VLC->generaltexth->creGens[subID];
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if(crs->level > 4)
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putStack(0, new CStackInstance(crs, (crs->growth) * 3));
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if (getOwner() != GameConstants::NEUTRAL_PLAYER)
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@ -392,6 +392,16 @@ void CTownHandler::loadClientData(CTown &town, const JsonNode & source)
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town.clientInfo.advMapCastle = source["adventureMap"]["castle"].String();
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town.clientInfo.advMapCapitol = source["adventureMap"]["capitol"].String();
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const JsonNode *value = &source["adventureMap"]["dwellings"];
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if (!value->isNull())
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{
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BOOST_FOREACH (const JsonNode &d, value->Vector())
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{
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town.dwellings.push_back (d["graphics"].String());
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town.dwellingNames.push_back (d["name"].String());
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}
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}
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loadTownHall(town, source["hallSlots"]);
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loadStructures(town, source["structures"]);
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loadSiegeScreen(town, source["siege"]);
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@ -506,6 +516,12 @@ void CTownHandler::load(const JsonNode &source)
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faction.factionID = id;
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faction.name = node.second["name"].String();
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VLC->modh->identifiers.requestIdentifier ("creature." + node.second["commander"].String(),
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[=](si32 commanderID)
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{
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factions[id].commander = commanderID;
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}); //TODO: resolve string id
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faction.creatureBg120 = node.second["creatureBackground"]["120px"].String();
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faction.creatureBg130 = node.second["creatureBackground"]["130px"].String();
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@ -94,6 +94,9 @@ public:
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bmap<int, ConstTransitivePtr<CBuilding> > buildings;
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std::vector<std::string> dwellings; //defs for adventure map dwellings for new towns, [0] means tier 1 creatures etc.
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std::vector<std::string> dwellingNames;
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// should be removed at least from configs in favour of auto-detection
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std::map<int,int> hordeLvl; //[0] - first horde building creature level; [1] - second horde building (-1 if not present)
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ui32 mageLevel; //max available mage guild level
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@ -145,7 +148,7 @@ public:
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & names & typeID & creatures & buildings & hordeLvl & mageLevel
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h & names & typeID & creatures & dwellings & dwellingNames & buildings & hordeLvl & mageLevel
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& primaryRes & warMachine & clientInfo;
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}
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};
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@ -173,6 +176,9 @@ public:
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ui8 nativeTerrain;
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ui8 alignment; // uses EAlignment enum
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//std::string commanderClass;
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TCreature commander;
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std::string creatureBg120;
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std::string creatureBg130;
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