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Added move constructors for minimum required Bonus system`s classes
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@ -2924,6 +2924,25 @@ PlayerState::PlayerState()
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setNodeType(PLAYER);
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}
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PlayerState::PlayerState(PlayerState && other):
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CBonusSystemNode(std::move(other)),
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color(other.color),
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human(other.human),
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team(other.team),
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resources(other.resources),
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enteredWinningCheatCode(other.enteredWinningCheatCode),
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enteredLosingCheatCode(other.enteredLosingCheatCode),
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status(other.status),
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daysWithoutCastle(other.daysWithoutCastle)
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{
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std::swap(visitedObjects, other.visitedObjects);
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std::swap(heroes, other.heroes);
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std::swap(towns, other.towns);
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std::swap(availableHeroes, other.availableHeroes);
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std::swap(dwellings, other.dwellings);
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std::swap(quests, other.quests);
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}
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std::string PlayerState::nodeName() const
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{
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return "Player " + (color.getNum() < VLC->generaltexth->capColors.size() ? VLC->generaltexth->capColors[color.getNum()] : boost::lexical_cast<std::string>(color));
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@ -3223,6 +3242,15 @@ TeamState::TeamState()
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setNodeType(TEAM);
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}
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TeamState::TeamState(TeamState && other):
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CBonusSystemNode(std::move(other)),
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id(other.id)
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{
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std::swap(players, other.players);
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std::swap(fogOfWarMap, other.fogOfWarMap);
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}
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CRandomGenerator & CGameState::getRandomGenerator()
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{
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//logGlobal->traceStream() << "Fetching CGameState::rand with seed " << rand.nextInt();
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