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Possibly fixed #1583 and other issues concerning players capturing towns.
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@ -1937,18 +1937,26 @@ void CGameHandler::setOwner(const CGObjectInstance * obj, PlayerColor owner)
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std::set<PlayerColor> playerColors = {owner, oldOwner};
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checkVictoryLossConditions(playerColors);
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if(owner < PlayerColor::PLAYER_LIMIT && dynamic_cast<const CGTownInstance *>(obj)) //town captured
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if(dynamic_cast<const CGTownInstance *>(obj)) //town captured
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{
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const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
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if (town->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
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setPortalDwelling(town, true, false);
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if (!gs->getPlayer(owner)->towns.size())//player lost last town
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if (owner < PlayerColor::PLAYER_LIMIT) //new owner is real player
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{
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InfoWindow iw;
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iw.player = oldOwner;
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iw.text.addTxt(MetaString::GENERAL_TXT, 6); //%s, you have lost your last town. If you do not conquer another town in the next week, you will be eliminated.
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sendAndApply(&iw);
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const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
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if (town->hasBuilt(BuildingID::PORTAL_OF_SUMMON, ETownType::DUNGEON))
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setPortalDwelling(town, true, false);
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gs->getPlayer(owner)->daysWithoutCastle = boost::none; // reset counter
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}
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if (oldOwner < PlayerColor::PLAYER_LIMIT) //old owner is real player
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{
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if (gs->getPlayer(oldOwner)->towns.empty())//previous player lost last last town
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{
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InfoWindow iw;
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iw.player = oldOwner;
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iw.text.addTxt (MetaString::GENERAL_TXT, 6); //%s, you have lost your last town. If you do not conquer another town in the next week, you will be eliminated.
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sendAndApply(&iw);
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}
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}
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}
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