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Unified handling of battle sides ID's
- Replaced BattleSide namespace-enum with enum class - Merged two different BattleSide enum's into one - Merged BattlePerspective enum into BattleSide enum - Changed all places that use integers to represent battle side to use BattleSide enum - Added BattleSideArray convenience wrapper for std::array that is always 2-elements in size and allows access to its elements using BattleSide enum
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@ -205,7 +205,7 @@ ui32 CGMine::getProducedQuantity() const
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void CGMine::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const
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{
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if(result.winner == 0) //attacker won
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if(result.winner == BattleSide::ATTACKER) //attacker won
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{
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if(isAbandoned())
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{
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@ -344,7 +344,7 @@ void CGResource::collectRes(const PlayerColor & player) const
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void CGResource::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const
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{
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if(result.winner == 0) //attacker won
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if(result.winner == BattleSide::ATTACKER) //attacker won
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collectRes(hero->getOwner());
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}
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@ -911,7 +911,7 @@ BattleField CGArtifact::getBattlefield() const
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void CGArtifact::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const
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{
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if(result.winner == 0) //attacker won
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if(result.winner == BattleSide::ATTACKER) //attacker won
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pick(hero);
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}
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@ -1010,7 +1010,7 @@ bool CGGarrison::passableFor(PlayerColor player) const
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void CGGarrison::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const
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{
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if (result.winner == 0)
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if (result.winner == BattleSide::ATTACKER)
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onHeroVisit(hero);
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}
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