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@@ -342,80 +342,61 @@ void BattleResultProcessor::endBattleConfirm(const CBattleInfoCallback & battle)
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if(result == EBattleResult::NORMAL && !finishingBattle->isDraw() && finishingBattle->winnerHero)
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{
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auto sendMoveArtifact = [&](const CArtifactInstance *art, MoveArtifact *ma)
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BulkMoveArtifacts bma(finishingBattle->winnerHero->getOwner(), finishingBattle->loserHero->id, finishingBattle->winnerHero->id, false);
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bma.askAssemble = true;
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CArtifactFittingSet artFittingSet(*finishingBattle->winnerHero);
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const auto addArtifactToTransfer = [&](const ArtifactPosition & srcSlot, const CArtifactInstance * art)
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{
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const auto slot = ArtifactUtils::getArtAnyPosition(finishingBattle->winnerHero, art->getTypeId());
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if(slot != ArtifactPosition::PRE_FIRST)
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const auto dstSlot = ArtifactUtils::getArtAnyPosition(&artFittingSet, art->getTypeId());
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if(dstSlot != ArtifactPosition::PRE_FIRST)
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{
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arts.push_back(art);
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ma->dst = ArtifactLocation(finishingBattle->winnerHero->id, slot);
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if(ArtifactUtils::isSlotBackpack(slot))
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ma->askAssemble = false;
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gameHandler->sendAndApply(ma);
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bma.artsPack0.emplace_back(BulkMoveArtifacts::LinkedSlots(srcSlot, dstSlot));
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arts.emplace_back(art);
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artFittingSet.putArtifact(dstSlot, const_cast<CArtifactInstance*>(art));
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}
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};
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if (finishingBattle->loserHero)
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const auto sendArtifacts = [&bma, this]()
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{
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//TODO: wrap it into a function, somehow (std::variant -_-)
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auto artifactsWorn = finishingBattle->loserHero->artifactsWorn;
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for (auto artSlot : artifactsWorn)
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if(!bma.artsPack0.empty())
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gameHandler->sendAndApply(&bma);
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};
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if(finishingBattle->loserHero)
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{
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for(const auto & artSlot : finishingBattle->loserHero->artifactsWorn)
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{
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MoveArtifact ma;
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ma.src = ArtifactLocation(finishingBattle->loserHero->id, artSlot.first);
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const CArtifactInstance * art = finishingBattle->loserHero->getArt(artSlot.first);
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if (art && !art->artType->isBig() &&
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art->artType->getId() != ArtifactID::SPELLBOOK)
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// don't move war machines or locked arts (spellbook)
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{
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sendMoveArtifact(art, &ma);
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}
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if(ArtifactUtils::isArtRemovable(artSlot))
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addArtifactToTransfer(artSlot.first, artSlot.second.getArt());
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}
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for(int slotNumber = finishingBattle->loserHero->artifactsInBackpack.size() - 1; slotNumber >= 0; slotNumber--)
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for(const auto & artSlot : finishingBattle->loserHero->artifactsInBackpack)
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{
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//we assume that no big artifacts can be found
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MoveArtifact ma;
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ma.src = ArtifactLocation(finishingBattle->loserHero->id,
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ArtifactPosition(ArtifactPosition::BACKPACK_START + slotNumber)); //backpack automatically shifts arts to beginning
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const CArtifactInstance * art = finishingBattle->loserHero->getArt(ArtifactPosition::BACKPACK_START + slotNumber);
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if (art->artType->getId() != ArtifactID::GRAIL) //grail may not be won
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{
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sendMoveArtifact(art, &ma);
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}
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const auto art = artSlot.getArt();
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if(art->getTypeId() != ArtifactID::GRAIL)
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addArtifactToTransfer(finishingBattle->loserHero->getArtPos(art), art);
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}
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if (finishingBattle->loserHero->commander) //TODO: what if commanders belong to no hero?
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sendArtifacts();
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bma.askAssemble = false;
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bma.artsPack0.clear();
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if(finishingBattle->loserHero->commander)
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{
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artifactsWorn = finishingBattle->loserHero->commander->artifactsWorn;
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for (auto artSlot : artifactsWorn)
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{
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MoveArtifact ma;
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ma.src = ArtifactLocation(finishingBattle->loserHero->id, artSlot.first);
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ma.src.creature = finishingBattle->loserHero->findStack(finishingBattle->loserHero->commander);
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const auto art = finishingBattle->loserHero->commander->getArt(artSlot.first);
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if (art && !art->artType->isBig())
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{
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sendMoveArtifact(art, &ma);
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}
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}
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bma.srcCreature = finishingBattle->loserHero->findStack(finishingBattle->loserHero->commander);
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for(const auto & artSlot : finishingBattle->loserHero->commander->artifactsWorn)
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addArtifactToTransfer(artSlot.first, artSlot.second.getArt());
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sendArtifacts();
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}
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}
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auto loser = battle.otherSide(battleResult->winner);
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for (auto armySlot : battle.battleGetArmyObject(loser)->stacks)
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auto armyObj = battle.battleGetArmyObject(battle.otherSide(battleResult->winner));
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bma.srcArtHolder = armyObj->id;
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for(const auto & armySlot : armyObj->stacks)
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{
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auto artifactsWorn = armySlot.second->artifactsWorn;
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for(const auto & artSlot : artifactsWorn)
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{
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MoveArtifact ma;
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ma.src = ArtifactLocation(finishingBattle->loserHero->id, artSlot.first);
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ma.src.creature = finishingBattle->loserHero->findStack(finishingBattle->loserHero->commander);
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const auto art = finishingBattle->loserHero->commander->getArt(artSlot.first);
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if (art && !art->artType->isBig())
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{
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sendMoveArtifact(art, &ma);
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}
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}
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bma.artsPack0.clear();
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bma.interfaceOwner = finishingBattle->winnerHero->getOwner();
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bma.srcCreature = armySlot.first;
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for(const auto & artSlot : armySlot.second->artifactsWorn)
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addArtifactToTransfer(artSlot.first, armySlot.second->getArt(artSlot.first));
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sendArtifacts();
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}
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}
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