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Add isMeleeAttacker to Unit
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@@ -280,8 +280,11 @@ std::vector<PossiblePlayerBattleAction> CBattleInfoCallback::getClientActionsFor
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if(stack->hasBonusOfType(BonusType::RETURN_AFTER_STRIKE))
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allowedActionList.push_back(PossiblePlayerBattleAction::ATTACK_AND_RETURN);
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allowedActionList.push_back(PossiblePlayerBattleAction::ATTACK); //all active stacks can attack
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allowedActionList.push_back(PossiblePlayerBattleAction::WALK_AND_ATTACK); //not all stacks can always walk, but we will check this elsewhere
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if (stack->isMeleeAttacker()) //not all stacks can actually attack or walk and attack, check this elsewhere
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{
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allowedActionList.push_back(PossiblePlayerBattleAction::ATTACK);
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allowedActionList.push_back(PossiblePlayerBattleAction::WALK_AND_ATTACK);
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}
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if(stack->canMove() && stack->getMovementRange(0)) //probably no reason to try move war machines or bound stacks
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allowedActionList.push_back(PossiblePlayerBattleAction::MOVE_STACK);
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@@ -683,6 +686,9 @@ bool CBattleInfoCallback::battleCanAttack(const battle::Unit * stack, const batt
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if(!battleMatchOwner(stack, target))
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return false;
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if (!stack->isMeleeAttacker())
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return false;
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if (stack->getPosition() != dest)
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{
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for (const auto & obstacle : battleGetAllObstacles())
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@@ -695,10 +701,6 @@ bool CBattleInfoCallback::battleCanAttack(const battle::Unit * stack, const batt
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}
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}
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auto id = stack->unitType()->getId();
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if (id == CreatureID::FIRST_AID_TENT || id == CreatureID::CATAPULT)
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return false;
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return target->alive();
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}
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@@ -545,6 +545,22 @@ bool CUnitState::isShooter() const
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return shots.total() > 0;
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}
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bool CUnitState::isMeleeAttacker() const
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{
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//exclude non melee attackers
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static const std::set<CreatureID> nonMeleeAttackers{
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CreatureID::FIRST_AID_TENT,
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CreatureID::CATAPULT,
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CreatureID::BALLISTA,
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CreatureID::AMMO_CART,
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CreatureID::ARROW_TOWERS
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};
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if (vstd::contains(nonMeleeAttackers, creatureId()))
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return false;
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return true;
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}
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int32_t CUnitState::getKilled() const
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{
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int32_t res = unitBaseAmount() - health.getCount() + health.getResurrected();
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@@ -205,6 +205,7 @@ public:
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bool canShootBlocked() const override;
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bool canShoot() const override;
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bool isShooter() const override;
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bool isMeleeAttacker() const override;
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int32_t getKilled() const override;
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int32_t getCount() const override;
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@@ -97,6 +97,7 @@ public:
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virtual bool canShootBlocked() const = 0;
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virtual bool canShoot() const = 0;
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virtual bool isShooter() const = 0;
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virtual bool isMeleeAttacker() const = 0;
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/// returns initial size of this unit
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virtual int32_t getCount() const = 0;
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