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https://github.com/vcmi/vcmi.git
synced 2025-06-29 00:41:38 +02:00
Fixed Duel mode. Integrated some changes from programmingChallenge branch - it's possible to define duel parameters using JSON.
This commit is contained in:
@ -848,56 +848,8 @@ void CGameState::init(StartInfo * si)
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}
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break;
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case StartInfo::DUEL:
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{
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DuelParameters dp;
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try
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{
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CLoadFile lf(scenarioOps->mapname);
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lf >> dp;
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}
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catch(...)
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{}
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const CArmedInstance *armies[2] = {0};
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const CGHeroInstance *heroes[2] = {0};
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CGTownInstance *town = NULL;
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for(int i = 0; i < 2; i++)
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{
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CArmedInstance *obj = NULL;
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if(dp.sides[i].heroId >= 0)
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{
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CGHeroInstance *h = new CGHeroInstance();
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armies[i] = heroes[i] = h;
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obj = h;
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h->subID = dp.sides[i].heroId;
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h->initHero(h->subID);
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}
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else
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{
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CGCreature *c = new CGCreature();
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armies[i] = obj = c;
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c->subID = 34;
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}
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obj->initObj();
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obj->setOwner(i);
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for(int j = 0; j < ARRAY_COUNT(dp.sides[i].stacks); j++)
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{
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int cre = dp.sides[i].stacks[j].type, count = dp.sides[i].stacks[j].count;
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if(count || obj->hasStackAtSlot(j))
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obj->setCreature(j, cre, count);
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}
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}
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curB = BattleInfo::setupBattle(int3(), dp.bfieldType, dp.terType, armies, heroes, false, town);
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curB->localInit();
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return;
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}
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break;
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initDuel();
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return;
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default:
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tlog1 << "Wrong mode: " << (int)scenarioOps->mode << std::endl;
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return;
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@ -1527,6 +1479,108 @@ void CGameState::init(StartInfo * si)
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}
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}
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void CGameState::initDuel()
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{
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DuelParameters dp;
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try //CLoadFile likes throwing
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{
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if(boost::algorithm::ends_with(scenarioOps->mapname, ".json"))
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{
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tlog0 << "Loading duel settings from JSON file: " << scenarioOps->mapname << std::endl;
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dp = DuelParameters::fromJSON(scenarioOps->mapname);
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tlog0 << "JSON file has been successfully read!\n";
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}
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else
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{
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CLoadFile lf(scenarioOps->mapname);
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lf >> dp;
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}
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}
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catch(...)
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{
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tlog1 << "Cannot load duel settings from " << scenarioOps->mapname << std::endl;
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throw;
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}
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const CArmedInstance *armies[2] = {0};
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const CGHeroInstance *heroes[2] = {0};
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CGTownInstance *town = NULL;
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for(int i = 0; i < 2; i++)
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{
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CArmedInstance *obj = NULL;
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if(dp.sides[i].heroId >= 0)
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{
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const DuelParameters::SideSettings &ss = dp.sides[i];
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CGHeroInstance *h = new CGHeroInstance();
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armies[i] = heroes[i] = h;
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obj = h;
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h->subID = ss.heroId;
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for(int i = 0; i < ss.heroPrimSkills.size(); i++)
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h->pushPrimSkill(i, ss.heroPrimSkills[i]);
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if(ss.spells.size())
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{
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h->putArtifact(ArtifactPosition::SPELLBOOK, CArtifactInstance::createNewArtifactInstance(0));
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boost::copy(ss.spells, std::inserter(h->spells, h->spells.begin()));
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}
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BOOST_FOREACH(auto &parka, ss.artifacts)
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{
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h->putArtifact(parka.first, parka.second);
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}
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typedef const std::pair<si32, si8> &TSecSKill;
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BOOST_FOREACH(TSecSKill secSkill, ss.heroSecSkills)
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h->setSecSkillLevel((CGHeroInstance::SecondarySkill)secSkill.first, secSkill.second, 1);
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h->initHero(h->subID);
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obj->initObj();
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}
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else
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{
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CGCreature *c = new CGCreature();
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armies[i] = obj = c;
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//c->subID = 34;
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}
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obj->setOwner(i);
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for(int j = 0; j < ARRAY_COUNT(dp.sides[i].stacks); j++)
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{
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TCreature cre = dp.sides[i].stacks[j].type;
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TQuantity count = dp.sides[i].stacks[j].count;
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if(count || obj->hasStackAtSlot(j))
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obj->setCreature(j, cre, count);
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}
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BOOST_FOREACH(const DuelParameters::CusomCreature &cc, dp.creatures)
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{
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CCreature *c = VLC->creh->creatures[cc.id];
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if(cc.attack >= 0)
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c->getBonus(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK))->val = cc.attack;
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if(cc.defense >= 0)
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c->getBonus(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE))->val = cc.defense;
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if(cc.speed >= 0)
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c->getBonus(Selector::type(Bonus::STACKS_SPEED))->val = cc.speed;
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if(cc.HP >= 0)
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c->getBonus(Selector::type(Bonus::STACK_HEALTH))->val = cc.HP;
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if(cc.dmg >= 0)
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{
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c->getBonus(Selector::typeSubtype(Bonus::CREATURE_DAMAGE, 1))->val = cc.dmg;
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c->getBonus(Selector::typeSubtype(Bonus::CREATURE_DAMAGE, 2))->val = cc.dmg;
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}
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if(cc.shoots >= 0)
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c->getBonus(Selector::type(Bonus::SHOTS))->val = cc.shoots;
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}
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}
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curB = BattleInfo::setupBattle(int3(), dp.bfieldType, dp.terType, armies, heroes, false, town);
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curB->obstacles = dp.obstacles;
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curB->localInit();
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return;
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}
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int CGameState::battleGetBattlefieldType(int3 tile) const
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{
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if(tile==int3() && curB)
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@ -2723,6 +2777,88 @@ DuelParameters::DuelParameters()
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bfieldType = 15;
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}
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DuelParameters DuelParameters::fromJSON(const std::string &fname)
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{
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DuelParameters ret;
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const JsonNode duelData(fname);
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ret.terType = duelData["terType"].Float();
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ret.bfieldType = duelData["bfieldType"].Float();
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BOOST_FOREACH(const JsonNode &n, duelData["sides"].Vector())
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{
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SideSettings &ss = ret.sides[(int)n["side"].Float()];
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int i = 0;
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BOOST_FOREACH(const JsonNode &stackNode, n["army"].Vector())
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{
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ss.stacks[i].type = stackNode.Vector()[0].Float();
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ss.stacks[i].count = stackNode.Vector()[1].Float();
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i++;
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}
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if(n["heroid"].getType() == JsonNode::DATA_FLOAT)
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ss.heroId = n["heroid"].Float();
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else
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ss.heroId = -1;
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BOOST_FOREACH(const JsonNode &n, n["heroPrimSkills"].Vector())
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ss.heroPrimSkills.push_back(n.Float());
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BOOST_FOREACH(const JsonNode &skillNode, n["heroSecSkills"].Vector())
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{
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std::pair<si32, si8> secSkill;
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secSkill.first = skillNode.Vector()[0].Float();
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secSkill.second = skillNode.Vector()[1].Float();
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ss.heroSecSkills.push_back(secSkill);
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}
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assert(ss.heroPrimSkills.empty() || ss.heroPrimSkills.size() == GameConstants::PRIMARY_SKILLS);
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if(ss.heroId != -1)
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BOOST_FOREACH(const JsonNode &spell, n["spells"].Vector())
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ss.spells.insert(spell.Float());
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}
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BOOST_FOREACH(const JsonNode &n, duelData["obstacles"].Vector())
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{
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auto oi = make_shared<CObstacleInstance>();
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if(n.getType() == JsonNode::DATA_VECTOR)
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{
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oi->ID = n.Vector()[0].Float();
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oi->pos = n.Vector()[1].Float();
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}
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else
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{
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assert(n.getType() == JsonNode::DATA_FLOAT);
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oi->ID = 21;
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oi->pos = n.Float();
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}
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oi->uniqueID = ret.obstacles.size();
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ret.obstacles.push_back(oi);
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}
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BOOST_FOREACH(const JsonNode &n, duelData["creatures"].Vector())
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{
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CusomCreature cc;
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cc.id = n["id"].Float();
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#define retreive(name) \
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if(n[ #name ].getType() == JsonNode::DATA_FLOAT)\
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cc.name = n[ #name ].Float(); \
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else \
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cc.name = -1;
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retreive(attack);
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retreive(defense);
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retreive(HP);
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retreive(dmg);
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retreive(shoots);
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retreive(speed);
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ret.creatures.push_back(cc);
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}
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return ret;
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}
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TeamState::TeamState()
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{
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setNodeType(TEAM);
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