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Improvements to bonus system node types / propagators
- Node type is now set on construction and never changes - Added army propagator that also checks for TOWN and HERO - Renamed existing propagators to be in sync with enumeration
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@@ -467,7 +467,8 @@ BattleInfo::BattleInfo(IGameInfoCallback *cb, const BattleLayout & layout):
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}
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BattleInfo::BattleInfo(IGameInfoCallback *cb)
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:GameCallbackHolder(cb),
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:CBonusSystemNode(BonusNodeType::BATTLE_WIDE),
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GameCallbackHolder(cb),
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sides({SideInBattle(cb), SideInBattle(cb)}),
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layout(std::make_unique<BattleLayout>()),
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round(-1),
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@@ -477,7 +478,6 @@ BattleInfo::BattleInfo(IGameInfoCallback *cb)
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tacticsSide(BattleSide::NONE),
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tacticDistance(0)
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{
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setNodeType(BATTLE);
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}
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BattleLayout BattleInfo::getLayout() const
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