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Merge pull request #2436 from vcmi/fix-freeze-ai-attacking-dwelling
Fix freeze ai attacking dwelling
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@@ -2128,6 +2128,9 @@ void CGameHandler::setupBattle(int3 tile, const CArmedInstance *armies[2], const
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BattleStart bs;
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BattleStart bs;
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bs.info = BattleInfo::setupBattle(tile, terrain, terType, armies, heroes, creatureBank, town);
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bs.info = BattleInfo::setupBattle(tile, terrain, terType, armies, heroes, creatureBank, town);
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engageIntoBattle(bs.info->sides[0].color);
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engageIntoBattle(bs.info->sides[1].color);
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auto lastBattleQuery = std::dynamic_pointer_cast<CBattleQuery>(queries.topQuery(bs.info->sides[0].color));
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auto lastBattleQuery = std::dynamic_pointer_cast<CBattleQuery>(queries.topQuery(bs.info->sides[0].color));
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bs.info->replayAllowed = lastBattleQuery == nullptr && !bs.info->sides[1].color.isValidPlayer();
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bs.info->replayAllowed = lastBattleQuery == nullptr && !bs.info->sides[1].color.isValidPlayer();
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@@ -2590,9 +2593,6 @@ void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedI
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if(gs->curB)
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if(gs->curB)
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gs->curB.dellNull();
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gs->curB.dellNull();
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engageIntoBattle(army1->tempOwner);
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engageIntoBattle(army2->tempOwner);
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static const CArmedInstance *armies[2];
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static const CArmedInstance *armies[2];
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armies[0] = army1;
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armies[0] = army1;
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armies[1] = army2;
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armies[1] = army2;
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