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@ -478,7 +478,6 @@ EGateState CBattleInfoEssentials::battleGetGateState() const
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return getBattle()->si.gateState;
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}
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PlayerColor CBattleInfoEssentials::battleGetOwner(const CStack * stack) const
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{
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RETURN_IF_NOT_BATTLE(PlayerColor::CANNOT_DETERMINE);
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@ -499,6 +498,8 @@ bool CBattleInfoEssentials::battleMatchOwner(const CStack * attacker, const CSta
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RETURN_IF_NOT_BATTLE(false);
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if(boost::logic::indeterminate(positivness))
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return true;
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else if(defender->owner != battleGetOwner(defender))
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return true;//mind controlled unit is attackable for both sides
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else
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return (battleGetOwner(attacker) == battleGetOwner(defender)) == positivness;
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}
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@ -856,7 +857,7 @@ bool CBattleInfoCallback::battleCanAttack(const CStack * stack, const CStack * t
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if (!stack || !target)
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return false;
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if (stack->owner == target->owner)
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if(!battleMatchOwner(stack, target))
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return false;
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auto &id = stack->getCreature()->idNumber;
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@ -888,7 +889,7 @@ bool CBattleInfoCallback::battleCanShoot(const CStack * stack, BattleHex dest) c
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return false;
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if(stack->hasBonusOfType(Bonus::SHOOTER)//it's shooter
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&& stack->owner != dst->owner
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&& battleMatchOwner(stack, dst)
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&& dst->alive()
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&& (!battleIsStackBlocked(stack) || stack->hasBonusOfType(Bonus::FREE_SHOOTING))
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&& stack->shots
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@ -267,6 +267,19 @@ bool CSpell::isNeutral() const
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return positiveness == NEUTRAL;
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}
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boost::logic::tribool CSpell::getPositiveness() const
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{
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switch (positiveness)
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{
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case CSpell::POSITIVE:
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return true;
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case CSpell::NEGATIVE:
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return false;
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default:
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return boost::logic::indeterminate;
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}
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}
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bool CSpell::isRisingSpell() const
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{
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return isRising;
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@ -204,6 +204,8 @@ public:
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bool isNegative() const;
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bool isNeutral() const;
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boost::logic::tribool getPositiveness() const;
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bool isDamageSpell() const;
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bool isRisingSpell() const;
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bool isOffensiveSpell() const;
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@ -5726,7 +5726,7 @@ void CGameHandler::runBattle()
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continue;
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}
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const CGHeroInstance * curOwner = gs->curB->battleGetOwnerHero(next);
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const CGHeroInstance * curOwner = battleGetOwnerHero(next);
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if( (next->position < 0 || next->getCreature()->idNumber == CreatureID::BALLISTA) //arrow turret or ballista
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&& (!curOwner || curOwner->getSecSkillLevel(SecondarySkill::ARTILLERY) == 0)) //hero has no artillery
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