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Support for #448. Few code tweaks.
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@ -1564,6 +1564,11 @@ int CGTownInstance::creatureGrowth(const int & level) const
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if(tempOwner != NEUTRAL_PLAYER)
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{
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ret *= (1 + cb->gameState()->players[tempOwner].valOfBonuses(Bonus::CREATURE_GROWTH_PERCENT)/100); //Statue of Legion
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for (std::vector<CGDwelling*>::const_iterator it = cb->gameState()->players[tempOwner].dwellings.begin(); it != cb->gameState()->players[tempOwner].dwellings.end(); ++it)
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{ //+1 for each dwelling
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if (VLC->creh->creatures[town->basicCreatures[level]]->idNumber == (*it)->creatures[0].second[0])
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++ret;
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}
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}
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if(getHordeLevel(0)==level)
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if((builtBuildings.find(18)!=builtBuildings.end()) || (builtBuildings.find(19)!=builtBuildings.end()))
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@ -1577,11 +1582,6 @@ int CGTownInstance::creatureGrowth(const int & level) const
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ret += garrisonHero->valOfBonuses(Bonus::CREATURE_GROWTH, level);
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if(visitingHero)
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ret += visitingHero->valOfBonuses(Bonus::CREATURE_GROWTH, level);
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for (std::vector<CGDwelling*>::const_iterator it = cb->gameState()->players[tempOwner].dwellings.begin(); it != cb->gameState()->players[tempOwner].dwellings.end(); ++it)
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{ //+1 for each dwelling
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if (VLC->creh->creatures[town->basicCreatures[level]]->idNumber == (*it)->creatures[0].second[0])
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++ret;
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}
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if(builtBuildings.find(26)!=builtBuildings.end()) //grail - +50% to ALL growth
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ret*=1.5;
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return ret;//check CCastleInterface.cpp->CCastleInterface::CCreaInfo::clickRight if this one will be modified
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@ -1766,6 +1766,54 @@ void CGTownInstance::newTurn() const
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if ((*i)->ID == 21)
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cb->setObjProperty (id, 12, (*i)->id); //reset visitors for Mana Vortex
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}
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if (tempOwner == NEUTRAL_PLAYER) //garrison growth for neutral towns
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{
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TSlots slt = Slots(); //meh, waste of time
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std::vector<ui8> nativeCrits; //slots
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for (TSlots::const_iterator it = slt.begin(); it != slt.end(); it++)
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{
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if (it->second.type->faction == subID) //native
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{
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nativeCrits.push_back(it->first); //collect matching slots
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}
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}
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if (nativeCrits.size())
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{
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int pos = nativeCrits[rand() % nativeCrits.size()];
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if (rand()%100 < 90 || slt[pos].type->upgrades.empty()) //increase number if no upgrade avaliable
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{
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SetGarrisons sg;
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sg.garrs[id] = getArmy();
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sg.garrs[id].slots[pos].count += slt[pos].type->growth;
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cb->sendAndApply(&sg);
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}
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else //upgrade
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{
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SetGarrisons sg; //somewhat better upgrade pack would come in handy
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sg.garrs[id] = getArmy();
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sg.garrs[id].setCreature(pos, *slt[pos].type->upgrades.begin(), slt[pos].count);
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cb->sendAndApply(&sg);
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}
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}
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if ((stacksCount() < ARMY_SIZE && rand()%100 < 25) || slt.empty()) //add new stack
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{
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int n, i = rand() % std::min (ARMY_SIZE, cb->getDate(3)<<1);
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{//no lower tiers or above current month
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if (n = getSlotFor(town->basicCreatures[i], ARMY_SIZE));
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{
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SetGarrisons sg;
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sg.garrs[id] = getArmy();
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if (slotEmpty(n))
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sg.garrs[id].setCreature (n, town->basicCreatures[i], creatureGrowth(i)); //if the stack is not yet present
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else
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sg.garrs[id].addToSlot(n, town->basicCreatures[i], creatureGrowth(i)); //add to existing
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cb->sendAndApply(&sg);
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}
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}
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}
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}
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}
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}
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@ -1125,24 +1125,24 @@ int CGameState::getDate(int mode) const
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int temp;
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switch (mode)
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{
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case 0:
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case 0: //day number
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return day;
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break;
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case 1:
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case 1: //day of week
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temp = (day)%7;
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if (temp)
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return temp;
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else return 7;
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break;
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case 2:
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case 2: //current week
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temp = ((day-1)/7)+1;
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if (!(temp%4))
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return 4;
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else
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return (temp%4);
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break;
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case 3:
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return ((day-1)/28)+1;
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case 3: //current month
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return ((day-1)/28)+1;
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break;
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}
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return 0;
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@ -992,9 +992,9 @@ void CGameHandler::newTurn()
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ui8 player = (*j)->tempOwner;
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if(gs->getDate(1)==7) //first day of week
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{
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if ( (**j).subID == 1 && gs->getDate(0) && player < PLAYER_LIMIT
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&& vstd::contains((**j).builtBuildings,22) )//dwarven treasury
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if ((**j).subID == 1 && gs->getDate(0) && player < PLAYER_LIMIT && vstd::contains((**j).builtBuildings, 22))//dwarven treasury
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n.res[player][6] += hadGold[player]/10; //give 10% of starting gold
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SetAvailableCreatures sac;
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sac.tid = (**j).id;
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sac.creatures = (**j).creatures;
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