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vcmi: massive refactoring v1
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@ -424,26 +424,26 @@ CGCreature * ObjectManager::chooseGuard(si32 strength, bool zoneGuard)
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{
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if(cre->special)
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continue;
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if(!cre->AIValue) //bug #2681
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if(!cre->getAIValue()) //bug #2681
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continue;
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if(!vstd::contains(zone.getMonsterTypes(), cre->faction))
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if(!vstd::contains(zone.getMonsterTypes(), cre->getFactionIndex()))
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continue;
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if((static_cast<si32>(cre->AIValue * (cre->ammMin + cre->ammMax) / 2) < strength) && (strength < static_cast<si32>(cre->AIValue) * 100)) //at least one full monster. size between average size of given stack and 100
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if((static_cast<si32>(cre->getAIValue() * (cre->ammMin + cre->ammMax) / 2) < strength) && (strength < static_cast<si32>(cre->getAIValue()) * 100)) //at least one full monster. size between average size of given stack and 100
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{
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possibleCreatures.push_back(cre->idNumber);
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possibleCreatures.push_back(cre->getId());
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}
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}
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if(!possibleCreatures.empty())
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{
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creId = *RandomGeneratorUtil::nextItem(possibleCreatures, generator.rand);
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amount = strength / VLC->creh->objects[creId]->AIValue;
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amount = strength / VLC->creh->objects[creId]->getAIValue();
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if (amount >= 4)
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amount = static_cast<int>(amount * generator.rand.nextDouble(0.75, 1.25));
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}
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else //just pick any available creature
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{
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creId = CreatureID(132); //Azure Dragon
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amount = strength / VLC->creh->objects[creId]->AIValue;
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amount = strength / VLC->creh->objects[creId]->getAIValue();
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}
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auto guardFactory = VLC->objtypeh->getHandlerFor(Obj::MONSTER, creId);
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