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Naah, revert my changes.
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@ -1073,16 +1073,13 @@ TSubgoal Goals::CollectRes::whatToDoToTrade()
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auto backObj = cb->getTopObj(m->o->visitablePos()); //it'll be a hero if we have one there; otherwise marketplace
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assert(backObj);
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auto objid = m->o->id.getNum();
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if (backObj->tempOwner != ai->playerID)
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if (backObj->tempOwner != ai->playerID) //top object not owned
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{
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return sptr(Goals::GetObj(objid));
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return sptr(Goals::GetObj(objid)); //just go there
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}
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else
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else //either it's our town, or we have hero there
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{
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if (m->o->ID == Obj::TOWN) //just trade remotely using town objid
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return sptr(setobjid(objid).setisElementar(true));
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else //just go there
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return sptr(Goals::GetObj(objid));
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return sptr(setobjid(objid).setisElementar(true));
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}
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}
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}
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@ -2158,7 +2158,7 @@ void VCAI::tryRealize(Goals::DigAtTile & g)
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void VCAI::tryRealize(Goals::CollectRes & g) //trade
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{
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if(ah->freeResources()[g.resID] >= g.value) //goal is already fulfilled. Why we need this chek, anyway?
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if(ah->freeResources()[g.resID] >= g.value) //goal is already fulfilled. Why we need this check, anyway?
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throw goalFulfilledException(sptr(g));
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if(const CGObjectInstance * obj = cb->getObj(ObjectInstanceID(g.objid), false))
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