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6f6f399911
@ -1369,7 +1369,6 @@ void VCAI::buildStructure(const CGTownInstance * t)
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//below algorithm focuses on economy growth at start of the game.
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TResources currentRes = cb->getResourceAmount();
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TResources currentIncome = t->dailyIncome();
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int townIncome = currentIncome[Res::GOLD];
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if(tryBuildAnyStructure(t, std::vector<BuildingID>(essential, essential + ARRAY_COUNT(essential))))
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return;
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@ -1042,7 +1042,6 @@ void CPlayerInterface::battleAttack(const BattleAttack * ba)
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}
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else
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{
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auto attackFrom = actionTarget.at(0).hexValue;
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auto attackTarget = actionTarget.at(1).hexValue;
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//TODO: use information from BattleAttack but not curAction
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@ -1336,7 +1335,7 @@ template <typename Handler> void CPlayerInterface::serializeTempl( Handler &h, c
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{
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if(version < 774 && !h.saving)
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{
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bool observerInDuelMode;
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bool observerInDuelMode = false;
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h & observerInDuelMode;
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}
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@ -2747,7 +2747,7 @@ void CBattleInterface::obstaclePlaced(const CObstacleInstance & oi)
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//so when multiple obstacles are added, they show up one after another
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waitForAnims();
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soundBase::soundID sound; // FIXME(v.markovtsev): soundh->playSound() is commented in the end => warning
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//soundBase::soundID sound; // FIXME(v.markovtsev): soundh->playSound() is commented in the end => warning
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std::string defname;
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@ -250,7 +250,7 @@ std::string CLegacyConfigParser::readRawString()
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else
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ret = extractNormalString();//string without quotes - copy till \t or \r
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curr++;
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curr++;
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return ret;
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}
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@ -292,7 +292,7 @@ bool CLegacyConfigParser::endLine()
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while (curr < end && *curr != '\n')
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readString();
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curr++;
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curr++;
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return curr < end;
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}
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@ -597,10 +597,9 @@ bool CRmgTemplateZone::createRoad(const int3& src, const int3& dst)
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if (distance < bestDistanceSoFar)
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{
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auto tile = &gen->map->getTile(pos);
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auto obj = tile->topVisitableObj();
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bool canMoveBetween = gen->map->canMoveBetween(currentNode, pos);
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if (gen->isFree(pos) && gen->isFree(currentNode) //empty path
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if ((gen->isFree(pos) && gen->isFree(currentNode)) //empty path
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|| ((tile->visitable || currentTile->visitable) && canMoveBetween) //moving from or to visitable object
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|| pos == dst) //we already compledted the path
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{
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@ -580,7 +580,6 @@ void CVCMIServer::setPlayer(PlayerColor clickedColor)
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PlayerSettings & clicked = si->playerInfos[clickedColor];
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PlayerSettings * old = nullptr;
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//identify clicked player
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int clickedNameID = 0; //number of player - zero means AI, assume it initially
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@ -628,7 +627,6 @@ void CVCMIServer::setPlayer(PlayerColor clickedColor)
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playerToRestore.color = i->first;
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playerToRestore.id = newPlayer;
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setPlayerConnectedId(i->second, PlayerSettings::PLAYER_AI); //set computer
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old = &i->second;
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break;
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}
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}
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