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Split CQuery file into multiple files
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227
server/queries/MapQueries.cpp
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227
server/queries/MapQueries.cpp
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/*
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* MapQueries.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "MapQueries.h"
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#include "QueriesProcessor.h"
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#include "../CGameHandler.h"
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#include "../../lib/mapObjects/MiscObjects.h"
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#include "../../lib/serializer/Cast.h"
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CObjectVisitQuery::CObjectVisitQuery(CGameHandler * owner, const CGObjectInstance * Obj, const CGHeroInstance * Hero, int3 Tile):
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CGhQuery(owner), visitedObject(Obj), visitingHero(Hero), tile(Tile), removeObjectAfterVisit(false)
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{
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addPlayer(Hero->tempOwner);
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}
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bool CObjectVisitQuery::blocksPack(const CPack *pack) const
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{
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//During the visit itself ALL actions are blocked.
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//(However, the visit may trigger a query above that'll pass some.)
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return true;
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}
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void CObjectVisitQuery::onRemoval(PlayerColor color)
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{
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gh->objectVisitEnded(*this);
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//TODO or should it be destructor?
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//Can object visit affect 2 players and what would be desired behavior?
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if(removeObjectAfterVisit)
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gh->removeObject(visitedObject);
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}
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void CObjectVisitQuery::onExposure(QueryPtr topQuery)
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{
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//Object may have been removed and deleted.
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if(gh->isValidObject(visitedObject))
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topQuery->notifyObjectAboutRemoval(*this);
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owner->popIfTop(*this);
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}
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void CGarrisonDialogQuery::notifyObjectAboutRemoval(const CObjectVisitQuery & objectVisit) const
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{
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objectVisit.visitedObject->garrisonDialogClosed(objectVisit.visitingHero);
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}
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CGarrisonDialogQuery::CGarrisonDialogQuery(CGameHandler * owner, const CArmedInstance * up, const CArmedInstance * down):
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CDialogQuery(owner)
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{
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exchangingArmies[0] = up;
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exchangingArmies[1] = down;
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addPlayer(up->tempOwner);
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addPlayer(down->tempOwner);
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}
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bool CGarrisonDialogQuery::blocksPack(const CPack * pack) const
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{
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std::set<ObjectInstanceID> ourIds;
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ourIds.insert(this->exchangingArmies[0]->id);
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ourIds.insert(this->exchangingArmies[1]->id);
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if(auto stacks = dynamic_ptr_cast<ArrangeStacks>(pack))
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return !vstd::contains(ourIds, stacks->id1) || !vstd::contains(ourIds, stacks->id2);
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if(auto stacks = dynamic_ptr_cast<BulkSplitStack>(pack))
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return !vstd::contains(ourIds, stacks->srcOwner);
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if(auto stacks = dynamic_ptr_cast<BulkMergeStacks>(pack))
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return !vstd::contains(ourIds, stacks->srcOwner);
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if(auto stacks = dynamic_ptr_cast<BulkSmartSplitStack>(pack))
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return !vstd::contains(ourIds, stacks->srcOwner);
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if(auto stacks = dynamic_ptr_cast<BulkMoveArmy>(pack))
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return !vstd::contains(ourIds, stacks->srcArmy) || !vstd::contains(ourIds, stacks->destArmy);
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if(auto arts = dynamic_ptr_cast<ExchangeArtifacts>(pack))
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{
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if(auto id1 = std::visit(GetEngagedHeroIds(), arts->src.artHolder))
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if(!vstd::contains(ourIds, *id1))
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return true;
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if(auto id2 = std::visit(GetEngagedHeroIds(), arts->dst.artHolder))
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if(!vstd::contains(ourIds, *id2))
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return true;
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return false;
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}
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if(auto dismiss = dynamic_ptr_cast<DisbandCreature>(pack))
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return !vstd::contains(ourIds, dismiss->id);
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if(auto arts = dynamic_ptr_cast<BulkExchangeArtifacts>(pack))
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return !vstd::contains(ourIds, arts->srcHero) || !vstd::contains(ourIds, arts->dstHero);
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if(auto art = dynamic_ptr_cast<EraseArtifactByClient>(pack))
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{
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if (auto id = std::visit(GetEngagedHeroIds(), art->al.artHolder))
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return !vstd::contains(ourIds, *id);
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}
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if(auto dismiss = dynamic_ptr_cast<AssembleArtifacts>(pack))
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return !vstd::contains(ourIds, dismiss->heroID);
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if(auto upgrade = dynamic_ptr_cast<UpgradeCreature>(pack))
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return !vstd::contains(ourIds, upgrade->id);
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if(auto formation = dynamic_ptr_cast<SetFormation>(pack))
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return !vstd::contains(ourIds, formation->hid);
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return CDialogQuery::blocksPack(pack);
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}
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void CBlockingDialogQuery::notifyObjectAboutRemoval(const CObjectVisitQuery & objectVisit) const
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{
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assert(answer);
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objectVisit.visitedObject->blockingDialogAnswered(objectVisit.visitingHero, *answer);
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}
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CBlockingDialogQuery::CBlockingDialogQuery(CGameHandler * owner, const BlockingDialog & bd):
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CDialogQuery(owner)
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{
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this->bd = bd;
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addPlayer(bd.player);
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}
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void CTeleportDialogQuery::notifyObjectAboutRemoval(const CObjectVisitQuery & objectVisit) const
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{
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// do not change to dynamic_ptr_cast - SIGSEGV!
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auto obj = dynamic_cast<const CGTeleport*>(objectVisit.visitedObject);
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if(obj)
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obj->teleportDialogAnswered(objectVisit.visitingHero, *answer, td.exits);
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else
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logGlobal->error("Invalid instance in teleport query");
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}
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CTeleportDialogQuery::CTeleportDialogQuery(CGameHandler * owner, const TeleportDialog & td):
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CDialogQuery(owner)
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{
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this->td = td;
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addPlayer(td.player);
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}
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CHeroLevelUpDialogQuery::CHeroLevelUpDialogQuery(CGameHandler * owner, const HeroLevelUp & Hlu, const CGHeroInstance * Hero):
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CDialogQuery(owner), hero(Hero)
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{
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hlu = Hlu;
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addPlayer(hero->tempOwner);
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}
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void CHeroLevelUpDialogQuery::onRemoval(PlayerColor color)
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{
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assert(answer);
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logGlobal->trace("Completing hero level-up query. %s gains skill %d", hero->getObjectName(), answer.value());
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gh->levelUpHero(hero, hlu.skills[*answer]);
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}
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void CHeroLevelUpDialogQuery::notifyObjectAboutRemoval(const CObjectVisitQuery & objectVisit) const
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{
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objectVisit.visitedObject->heroLevelUpDone(objectVisit.visitingHero);
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}
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CCommanderLevelUpDialogQuery::CCommanderLevelUpDialogQuery(CGameHandler * owner, const CommanderLevelUp & Clu, const CGHeroInstance * Hero):
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CDialogQuery(owner), hero(Hero)
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{
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clu = Clu;
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addPlayer(hero->tempOwner);
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}
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void CCommanderLevelUpDialogQuery::onRemoval(PlayerColor color)
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{
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assert(answer);
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logGlobal->trace("Completing commander level-up query. Commander of hero %s gains skill %s", hero->getObjectName(), answer.value());
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gh->levelUpCommander(hero->commander, clu.skills[*answer]);
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}
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void CCommanderLevelUpDialogQuery::notifyObjectAboutRemoval(const CObjectVisitQuery & objectVisit) const
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{
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objectVisit.visitedObject->heroLevelUpDone(objectVisit.visitingHero);
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}
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CHeroMovementQuery::CHeroMovementQuery(CGameHandler * owner, const TryMoveHero & Tmh, const CGHeroInstance * Hero, bool VisitDestAfterVictory):
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CGhQuery(owner), tmh(Tmh), visitDestAfterVictory(VisitDestAfterVictory), hero(Hero)
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{
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players.push_back(hero->tempOwner);
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}
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void CHeroMovementQuery::onExposure(QueryPtr topQuery)
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{
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assert(players.size() == 1);
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if(visitDestAfterVictory && hero->tempOwner == players[0]) //hero still alive, so he won with the guard
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//TODO what if there were H4-like escape? we should also check pos
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{
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logGlobal->trace("Hero %s after victory over guard finishes visit to %s", hero->getNameTranslated(), tmh.end.toString());
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//finish movement
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visitDestAfterVictory = false;
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gh->visitObjectOnTile(*gh->getTile(hero->convertToVisitablePos(tmh.end)), hero);
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}
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owner->popIfTop(*this);
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}
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void CHeroMovementQuery::onRemoval(PlayerColor color)
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{
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PlayerBlocked pb;
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pb.player = color;
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pb.reason = PlayerBlocked::ONGOING_MOVEMENT;
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pb.startOrEnd = PlayerBlocked::BLOCKADE_ENDED;
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gh->sendAndApply(&pb);
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}
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void CHeroMovementQuery::onAdding(PlayerColor color)
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{
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PlayerBlocked pb;
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pb.player = color;
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pb.reason = PlayerBlocked::ONGOING_MOVEMENT;
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pb.startOrEnd = PlayerBlocked::BLOCKADE_STARTED;
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gh->sendAndApply(&pb);
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}
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