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Partially split CommonConstructors.cpp into few separate files
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255
lib/mapObjectConstructors/CBankInstanceConstructor.cpp
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255
lib/mapObjectConstructors/CBankInstanceConstructor.cpp
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/*
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* CBankInstanceConstructor.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "CBankInstanceConstructor.h"
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#include "../JsonRandom.h"
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#include "../CGeneralTextHandler.h"
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#include "../IGameCallback.h"
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VCMI_LIB_NAMESPACE_BEGIN
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bool CBankInstanceConstructor::hasNameTextID() const
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{
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return true;
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}
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void CBankInstanceConstructor::initTypeData(const JsonNode & input)
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{
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if (input.Struct().count("name") == 0)
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logMod->warn("Bank %s missing name!", getJsonKey());
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VLC->generaltexth->registerString(input.meta, getNameTextID(), input["name"].String());
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levels = input["levels"].Vector();
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bankResetDuration = static_cast<si32>(input["resetDuration"].Float());
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}
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CGObjectInstance *CBankInstanceConstructor::create(std::shared_ptr<const ObjectTemplate> tmpl) const
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{
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return createTyped(tmpl);
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}
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BankConfig CBankInstanceConstructor::generateConfig(const JsonNode & level, CRandomGenerator & rng) const
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{
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BankConfig bc;
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bc.chance = static_cast<ui32>(level["chance"].Float());
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bc.guards = JsonRandom::loadCreatures(level["guards"], rng);
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bc.upgradeChance = static_cast<ui32>(level["upgrade_chance"].Float());
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bc.combatValue = static_cast<ui32>(level["combat_value"].Float());
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std::vector<SpellID> spells;
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IObjectInterface::cb->getAllowedSpells(spells);
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bc.resources = ResourceSet(level["reward"]["resources"]);
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bc.creatures = JsonRandom::loadCreatures(level["reward"]["creatures"], rng);
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bc.artifacts = JsonRandom::loadArtifacts(level["reward"]["artifacts"], rng);
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bc.spells = JsonRandom::loadSpells(level["reward"]["spells"], rng, spells);
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bc.value = static_cast<ui32>(level["value"].Float());
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return bc;
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}
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void CBankInstanceConstructor::configureObject(CGObjectInstance * object, CRandomGenerator & rng) const
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{
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auto * bank = dynamic_cast<CBank *>(object);
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bank->resetDuration = bankResetDuration;
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si32 totalChance = 0;
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for(const auto & node : levels)
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totalChance += static_cast<si32>(node["chance"].Float());
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assert(totalChance != 0);
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si32 selectedChance = rng.nextInt(totalChance - 1);
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int cumulativeChance = 0;
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for(const auto & node : levels)
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{
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cumulativeChance += static_cast<int>(node["chance"].Float());
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if(selectedChance < cumulativeChance)
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{
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bank->setConfig(generateConfig(node, rng));
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break;
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}
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}
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}
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CBankInfo::CBankInfo(const JsonVector & Config) :
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config(Config)
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{
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assert(!Config.empty());
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}
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static void addStackToArmy(IObjectInfo::CArmyStructure & army, const CCreature * crea, si32 amount)
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{
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army.totalStrength += crea->getFightValue() * amount;
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bool walker = true;
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if(crea->hasBonusOfType(BonusType::SHOOTER))
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{
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army.shootersStrength += crea->getFightValue() * amount;
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walker = false;
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}
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if(crea->hasBonusOfType(BonusType::FLYING))
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{
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army.flyersStrength += crea->getFightValue() * amount;
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walker = false;
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}
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if(walker)
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army.walkersStrength += crea->getFightValue() * amount;
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}
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IObjectInfo::CArmyStructure CBankInfo::minGuards() const
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{
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std::vector<IObjectInfo::CArmyStructure> armies;
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for(auto configEntry : config)
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{
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auto stacks = JsonRandom::evaluateCreatures(configEntry["guards"]);
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IObjectInfo::CArmyStructure army;
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for(auto & stack : stacks)
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{
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assert(!stack.allowedCreatures.empty());
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auto weakest = boost::range::min_element(stack.allowedCreatures, [](const CCreature * a, const CCreature * b)
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{
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return a->getFightValue() < b->getFightValue();
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});
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addStackToArmy(army, *weakest, stack.minAmount);
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}
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armies.push_back(army);
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}
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return *boost::range::min_element(armies);
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}
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IObjectInfo::CArmyStructure CBankInfo::maxGuards() const
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{
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std::vector<IObjectInfo::CArmyStructure> armies;
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for(auto configEntry : config)
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{
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auto stacks = JsonRandom::evaluateCreatures(configEntry["guards"]);
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IObjectInfo::CArmyStructure army;
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for(auto & stack : stacks)
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{
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assert(!stack.allowedCreatures.empty());
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auto strongest = boost::range::max_element(stack.allowedCreatures, [](const CCreature * a, const CCreature * b)
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{
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return a->getFightValue() < b->getFightValue();
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});
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addStackToArmy(army, *strongest, stack.maxAmount);
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}
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armies.push_back(army);
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}
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return *boost::range::max_element(armies);
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}
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TPossibleGuards CBankInfo::getPossibleGuards() const
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{
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TPossibleGuards out;
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for(const JsonNode & configEntry : config)
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{
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const JsonNode & guardsInfo = configEntry["guards"];
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auto stacks = JsonRandom::evaluateCreatures(guardsInfo);
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IObjectInfo::CArmyStructure army;
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for(auto stack : stacks)
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{
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army.totalStrength += stack.allowedCreatures.front()->getAIValue() * (stack.minAmount + stack.maxAmount) / 2;
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//TODO: add fields for flyers, walkers etc...
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}
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ui8 chance = static_cast<ui8>(configEntry["chance"].Float());
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out.push_back(std::make_pair(chance, army));
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}
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return out;
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}
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std::vector<PossibleReward<TResources>> CBankInfo::getPossibleResourcesReward() const
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{
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std::vector<PossibleReward<TResources>> result;
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for(const JsonNode & configEntry : config)
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{
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const JsonNode & resourcesInfo = configEntry["reward"]["resources"];
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if(!resourcesInfo.isNull())
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{
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result.emplace_back(configEntry["chance"].Integer(), TResources(resourcesInfo));
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}
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}
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return result;
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}
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std::vector<PossibleReward<CStackBasicDescriptor>> CBankInfo::getPossibleCreaturesReward() const
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{
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std::vector<PossibleReward<CStackBasicDescriptor>> aproximateReward;
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for(const JsonNode & configEntry : config)
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{
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const JsonNode & guardsInfo = configEntry["reward"]["creatures"];
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auto stacks = JsonRandom::evaluateCreatures(guardsInfo);
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for(auto stack : stacks)
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{
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const auto * creature = stack.allowedCreatures.front();
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aproximateReward.emplace_back(configEntry["chance"].Integer(), CStackBasicDescriptor(creature, (stack.minAmount + stack.maxAmount) / 2));
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}
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}
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return aproximateReward;
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}
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bool CBankInfo::givesResources() const
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{
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for(const JsonNode & node : config)
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if(!node["reward"]["resources"].isNull())
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return true;
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return false;
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}
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bool CBankInfo::givesArtifacts() const
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{
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for(const JsonNode & node : config)
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if(!node["reward"]["artifacts"].isNull())
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return true;
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return false;
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}
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bool CBankInfo::givesCreatures() const
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{
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for(const JsonNode & node : config)
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if(!node["reward"]["creatures"].isNull())
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return true;
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return false;
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}
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bool CBankInfo::givesSpells() const
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{
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for(const JsonNode & node : config)
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if(!node["reward"]["spells"].isNull())
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return true;
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return false;
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}
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std::unique_ptr<IObjectInfo> CBankInstanceConstructor::getObjectInfo(std::shared_ptr<const ObjectTemplate> tmpl) const
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{
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return std::unique_ptr<IObjectInfo>(new CBankInfo(levels));
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}
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VCMI_LIB_NAMESPACE_END
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