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fix resource silo warning
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@@ -282,7 +282,31 @@ void CTownHandler::loadBuilding(CTown * town, const std::string & stringID, cons
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ret->subId = vstd::find_or(MappedKeys::SPECIAL_BUILDINGS, source["type"].String(), BuildingSubID::NONE);
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ret->subId = vstd::find_or(MappedKeys::SPECIAL_BUILDINGS, source["type"].String(), BuildingSubID::NONE);
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ret->resources.resolveFromJson(source["cost"]);
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ret->resources.resolveFromJson(source["cost"]);
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ret->produce.resolveFromJson(source["produce"]);
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//MODS COMPATIBILITY FOR pre-1.6
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bool produceEmpty = true;
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for(auto & res : source["produce"].Struct())
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if(res.second.Integer() != 0)
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produceEmpty = false;
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if(!produceEmpty)
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ret->produce.resolveFromJson(source["produce"]); // non legacy
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else if(ret->bid == BuildingID::RESOURCE_SILO)
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{
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logGlobal->warn("Resource silo in town '%s' does not produce any resources!", ret->town->faction->getJsonKey());
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switch (ret->town->primaryRes.toEnum())
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{
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case EGameResID::GOLD:
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ret->produce[ret->town->primaryRes] = 500;
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break;
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case EGameResID::WOOD_AND_ORE:
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ret->produce[EGameResID::WOOD] = 1;
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ret->produce[EGameResID::ORE] = 1;
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break;
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default:
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ret->produce[ret->town->primaryRes] = 1;
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break;
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}
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}
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ret->manualHeroVisit = source["manualHeroVisit"].Bool();
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ret->manualHeroVisit = source["manualHeroVisit"].Bool();
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ret->upgradeReplacesBonuses = source["upgradeReplacesBonuses"].Bool();
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ret->upgradeReplacesBonuses = source["upgradeReplacesBonuses"].Bool();
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@@ -325,24 +349,6 @@ void CTownHandler::loadBuilding(CTown * town, const std::string & stringID, cons
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if(!source["configuration"].isNull())
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if(!source["configuration"].isNull())
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ret->rewardableObjectInfo.init(source["configuration"], ret->getBaseTextID());
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ret->rewardableObjectInfo.init(source["configuration"], ret->getBaseTextID());
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//MODS COMPATIBILITY FOR pre-1.6
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if(ret->produce.empty() && ret->bid == BuildingID::RESOURCE_SILO)
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{
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logGlobal->warn("Resource silo in town '%s' does not produce any resources!", ret->town->faction->getJsonKey());
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switch (ret->town->primaryRes.toEnum())
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{
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case EGameResID::GOLD:
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ret->produce[ret->town->primaryRes] = 500;
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break;
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case EGameResID::WOOD_AND_ORE:
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ret->produce[EGameResID::WOOD] = 1;
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ret->produce[EGameResID::ORE] = 1;
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break;
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default:
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ret->produce[ret->town->primaryRes] = 1;
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break;
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}
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}
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loadBuildingRequirements(ret, source["requires"], requirementsToLoad);
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loadBuildingRequirements(ret, source["requires"], requirementsToLoad);
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if (!source["warMachine"].isNull())
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if (!source["warMachine"].isNull())
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