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Removed creatureBank flag from battle, battles now receive BattleLayout
struct that defines how units are placed in combat
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@@ -14,6 +14,7 @@
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#include "../CPlayerState.h"
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#include "../GameSettings.h"
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#include "../IGameCallback.h"
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#include "../battle/BattleLayout.h"
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#include "../gameState/CGameState.h"
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#include "../mapObjectConstructors/AObjectTypeHandler.h"
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#include "../mapObjectConstructors/CObjectClassesHandler.h"
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@@ -127,7 +128,7 @@ void CRewardableObject::onHeroVisit(const CGHeroInstance *hero) const
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bd.text = guardedReward.message;
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bd.components = getPopupComponents(hero->getOwner());
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cb->showBlockingDialog(&bd);
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cb->showBlockingDialog(this, &bd);
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}
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else
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{
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@@ -238,7 +239,10 @@ void CRewardableObject::blockingDialogAnswered(const CGHeroInstance * hero, int3
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if(guardedPresently())
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{
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if (answer)
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cb->startBattleI(hero, this, true);
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{
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auto layout = BattleLayout::createLayout(cb, configuration.guardsLayout, hero, this);
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cb->startBattle(hero, this, visitablePos(), hero, nullptr, layout, nullptr);
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}
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}
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else
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{
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@@ -405,7 +409,7 @@ std::vector<Component> CRewardableObject::getPopupComponentsImpl(PlayerColor pla
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if (guardedPresently())
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{
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if (!VLC->settings()->getBoolean(EGameSettings::BANKS_SHOW_GUARDS_COMPOSITION))
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if (!cb->getSettings().getBoolean(EGameSettings::BANKS_SHOW_GUARDS_COMPOSITION))
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return {};
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std::map<CreatureID, int> guardsAmounts;
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