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first part of town configuration:
- moved almost all loading to TownHandler - CBuildings and CStructures are now part of CTown - merged hall.json into buildings.json Should not cause any crashes or glitches
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@@ -547,7 +547,7 @@ int CGameInfoCallback::canBuildStructure( const CGTownInstance *t, int ID )
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if(t->builded >= GameConstants::MAX_BUILDING_PER_TURN)
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ret = EBuildingState::CANT_BUILD_TODAY; //building limit
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CBuilding * pom = VLC->buildh->buildings[t->subID][ID];
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CBuilding * pom = t->town->buildings[ID];
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if(!pom)
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return EBuildingState::BUILDING_ERROR;
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@@ -603,7 +603,7 @@ std::set<int> CGameInfoCallback::getBuildingRequiments( const CGTownInstance *t,
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std::set<int> used;
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used.insert(ID);
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std::set<int> reqs = VLC->buildh->buildings[t->subID][ID]->requirements;
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std::set<int> reqs = t->town->buildings[ID]->requirements;
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while(true)
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{
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@@ -614,8 +614,8 @@ std::set<int> CGameInfoCallback::getBuildingRequiments( const CGTownInstance *t,
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{
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used.insert(*i);
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for(
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std::set<int>::iterator j=VLC->buildh->buildings[t->subID][*i]->requirements.begin();
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j!= VLC->buildh->buildings[t->subID][*i]->requirements.end();
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std::set<int>::iterator j= t->town->buildings[*i]->requirements.begin();
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j!= t->town->buildings[*i]->requirements.end();
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j++)
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{
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reqs.insert(*j);//creating full list of requirements
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