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Merge pull request #3743 from dydzio0614/special-factions
Allow factions to be special
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@@ -1058,6 +1058,7 @@ CFaction * CTownHandler::loadFromJson(const std::string & scope, const JsonNode
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auto preferUndergound = source["preferUndergroundPlacement"];
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faction->preferUndergroundPlacement = preferUndergound.isNull() ? false : preferUndergound.Bool();
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faction->special = source["special"].Bool();
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// NOTE: semi-workaround - normally, towns are supposed to have native terrains.
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// Towns without one are exceptions. So, vcmi requires nativeTerrain to be defined
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@@ -1249,7 +1250,7 @@ std::set<FactionID> CTownHandler::getDefaultAllowed() const
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std::set<FactionID> allowedFactions;
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for(auto town : objects)
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if (town->town != nullptr)
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if (town->town != nullptr && !town->special)
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allowedFactions.insert(town->getId());
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return allowedFactions;
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