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fix visiting objects other than town
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b0b3b9bb84
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@ -4194,6 +4194,19 @@ const CGHeroInstance * CGameHandler::getVisitingHero(const CGObjectInstance *obj
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return nullptr;
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return nullptr;
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}
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}
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const CGObjectInstance * CGameHandler::getVisitingObject(const CGHeroInstance *hero)
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{
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assert(hero);
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for(const auto & query : queries->allQueries())
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{
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auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(query);
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if (visit && visit->visitingHero == hero)
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return visit->visitedObject;
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}
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return nullptr;
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}
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bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
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bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
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{
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{
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assert(obj);
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assert(obj);
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@ -154,6 +154,7 @@ public:
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/// Returns hero that is currently visiting this object, or nullptr if no visit is active
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/// Returns hero that is currently visiting this object, or nullptr if no visit is active
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const CGHeroInstance * getVisitingHero(const CGObjectInstance *obj);
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const CGHeroInstance * getVisitingHero(const CGObjectInstance *obj);
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const CGObjectInstance * getVisitingObject(const CGHeroInstance *hero);
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bool isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero) override;
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bool isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero) override;
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void setObjPropertyValue(ObjectInstanceID objid, ObjProperty prop, int32_t value) override;
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void setObjPropertyValue(ObjectInstanceID objid, ObjProperty prop, int32_t value) override;
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void setObjPropertyID(ObjectInstanceID objid, ObjProperty prop, ObjPropertyID identifier) override;
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void setObjPropertyID(ObjectInstanceID objid, ObjProperty prop, ObjPropertyID identifier) override;
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@ -98,9 +98,12 @@ void CBattleDialogQuery::onRemoval(PlayerColor color)
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}
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}
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else
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else
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{
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{
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if(result && bi->getDefendedTown())
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auto hero = bi->getSideHero(BattleSide::ATTACKER);
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bi->getDefendedTown()->battleFinished(bi->getSideHero(BattleSide::ATTACKER), *result);
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auto visitingObj = bi->getDefendedTown() ? bi->getDefendedTown() : gh->getVisitingObject(hero);
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gh->battles->endBattleConfirm(bi->getBattleID());
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gh->battles->endBattleConfirm(bi->getBattleID());
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if(visitingObj)
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visitingObj->battleFinished(hero, *result);
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}
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}
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}
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}
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