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Fix issues reported by Sonar, review fixes
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@@ -433,7 +433,7 @@ void CGameHandler::handleClientDisconnection(std::shared_ptr<CConnection> c)
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for(auto & playerConnections : connections)
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{
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PlayerColor playerId = playerConnections.first;
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auto * playerSettings = gameState().getStartInfo()->getPlayersSettings(playerId.getNum());
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const auto * playerSettings = gameState().getStartInfo()->getPlayersSettings(playerId.getNum());
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if(!playerSettings)
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continue;
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@@ -554,11 +554,11 @@ void CGameHandler::init(StartInfo *si, Load::ProgressAccumulator & progressTrack
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for (const auto & elem : gameState().players)
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turnOrder->addPlayer(elem.first);
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// for (auto & elem : gameState().getMap().allHeroes)
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// {
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// if(elem)
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// heroPool->getHeroSkillsRandomGenerator(elem->getHeroTypeID()); // init RMG seed
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// }
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for (const auto & elem : gameState().getMap().getObjects<CGHeroInstance>())
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heroPool->getHeroSkillsRandomGenerator(elem->getHeroTypeID()); // init RMG seed
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for (const auto & elem : gameState().getMap().getHeroesInPool())
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heroPool->getHeroSkillsRandomGenerator(elem); // init RMG seed
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reinitScripting();
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}
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@@ -674,9 +674,9 @@ void CGameHandler::onNewTurn()
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for (const auto & townID : gameState().getMap().getAllTowns())
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{
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auto t = gameState().getTown(townID);
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if (t->hasBonusOfType (BonusType::DARKNESS))
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if(t->hasBonusOfType(BonusType::DARKNESS))
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{
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for (auto & player : gameState().players)
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for(const auto & player : gameState().players)
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{
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if (getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
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getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES)
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@@ -733,7 +733,7 @@ void CGameHandler::start(bool resume)
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{
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onNewTurn();
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events::TurnStarted::defaultExecute(serverEventBus.get());
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for(auto & player : gameState().players)
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for(const auto & player : gameState().players)
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turnTimerHandler->onGameplayStart(player.first);
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}
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else
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