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Converted several namespace enums to enum class
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@@ -207,9 +207,9 @@ CHeroClass::CHeroClass():
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{
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}
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void CHeroClassHandler::fillPrimarySkillData(const JsonNode & node, CHeroClass * heroClass, PrimarySkill::PrimarySkill pSkill) const
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void CHeroClassHandler::fillPrimarySkillData(const JsonNode & node, CHeroClass * heroClass, PrimarySkill pSkill) const
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{
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const auto & skillName = PrimarySkill::names[pSkill];
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const auto & skillName = NPrimarySkill::names[static_cast<int>(pSkill)];
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auto currentPrimarySkillValue = static_cast<int>(node["primarySkills"][skillName].Integer());
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//minimal value is 0 for attack and defense and 1 for spell power and knowledge
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auto primarySkillLegalMinimum = (pSkill == PrimarySkill::ATTACK || pSkill == PrimarySkill::DEFENSE) ? 0 : 1;
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@@ -333,13 +333,13 @@ std::vector<JsonNode> CHeroClassHandler::loadLegacyData()
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parser.readNumber(); // unused aggression
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for(const auto & name : PrimarySkill::names)
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for(const auto & name : NPrimarySkill::names)
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entry["primarySkills"][name].Float() = parser.readNumber();
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for(const auto & name : PrimarySkill::names)
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for(const auto & name : NPrimarySkill::names)
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entry["lowLevelChance"][name].Float() = parser.readNumber();
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for(const auto & name : PrimarySkill::names)
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for(const auto & name : NPrimarySkill::names)
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entry["highLevelChance"][name].Float() = parser.readNumber();
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for(const auto & name : NSecondarySkill::names)
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@@ -547,7 +547,7 @@ static std::vector<std::shared_ptr<Bonus>> createCreatureSpecialty(CreatureID ba
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{
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std::shared_ptr<Bonus> bonus = std::make_shared<Bonus>();
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bonus->type = BonusType::PRIMARY_SKILL;
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bonus->subtype = PrimarySkill::ATTACK;
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bonus->subtype = static_cast<int>(PrimarySkill::ATTACK);
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bonus->val = 0;
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bonus->limiter.reset(new CCreatureTypeLimiter(specCreature, false));
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bonus->updater.reset(new GrowsWithLevelUpdater(specCreature.getAttack(false), stepSize));
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@@ -557,7 +557,7 @@ static std::vector<std::shared_ptr<Bonus>> createCreatureSpecialty(CreatureID ba
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{
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std::shared_ptr<Bonus> bonus = std::make_shared<Bonus>();
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bonus->type = BonusType::PRIMARY_SKILL;
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bonus->subtype = PrimarySkill::DEFENSE;
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bonus->subtype = static_cast<int>(PrimarySkill::DEFENSE);
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bonus->val = 0;
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bonus->limiter.reset(new CCreatureTypeLimiter(specCreature, false));
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bonus->updater.reset(new GrowsWithLevelUpdater(specCreature.getDefense(false), stepSize));
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