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Add Marketplace, Blacksmith into extra buildings category to ensure they get built. Misc changes.
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@@ -139,7 +139,6 @@ void BuildingManager::setAI(VCAI * AI)
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//Set of buildings for different goals. Does not include any prerequisites.
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static const std::vector<BuildingID> essential = { BuildingID::TAVERN, BuildingID::TOWN_HALL };
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static const std::vector<BuildingID> basicGoldSource = { BuildingID::TOWN_HALL, BuildingID::CITY_HALL };
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static const std::vector<BuildingID> cityhallRequirements = { BuildingID::TOWN_HALL, BuildingID::MARKETPLACE, BuildingID::BLACKSMITH, BuildingID::MAGES_GUILD_1 };
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static const std::vector<BuildingID> defence = { BuildingID::FORT, BuildingID::CITADEL, BuildingID::CASTLE };
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static const std::vector<BuildingID> capitolAndRequirements = { BuildingID::FORT, BuildingID::CITADEL, BuildingID::CASTLE, BuildingID::CAPITOL };
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static const std::vector<BuildingID> unitsSource = { BuildingID::DWELL_LVL_1, BuildingID::DWELL_LVL_2, BuildingID::DWELL_LVL_3,
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@@ -149,8 +148,8 @@ BuildingID::DWELL_LVL_4_UP, BuildingID::DWELL_LVL_5_UP, BuildingID::DWELL_LVL_6_
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static const std::vector<BuildingID> unitGrowth = { BuildingID::HORDE_1, BuildingID::HORDE_1_UPGR, BuildingID::HORDE_2, BuildingID::HORDE_2_UPGR };
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static const std::vector<BuildingID> _spells = { BuildingID::MAGES_GUILD_1, BuildingID::MAGES_GUILD_2, BuildingID::MAGES_GUILD_3,
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BuildingID::MAGES_GUILD_4, BuildingID::MAGES_GUILD_5 };
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static const std::vector<BuildingID> extra = { BuildingID::RESOURCE_SILO, BuildingID::SPECIAL_1, BuildingID::SPECIAL_2, BuildingID::SPECIAL_3,
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BuildingID::SPECIAL_4, BuildingID::SHIPYARD }; // all remaining buildings
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static const std::vector<BuildingID> extra = { BuildingID::MARKETPLACE, BuildingID::BLACKSMITH, BuildingID::RESOURCE_SILO, BuildingID::SPECIAL_1, BuildingID::SPECIAL_2,
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BuildingID::SPECIAL_3, BuildingID::SPECIAL_4, BuildingID::SHIPYARD }; // all remaining buildings
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bool BuildingManager::getBuildingOptions(const CGTownInstance * t)
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{
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@@ -187,23 +186,13 @@ bool BuildingManager::getBuildingOptions(const CGTownInstance * t)
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if (t->hasBuilt(BuildingID::CASTLE))
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{
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if (tryBuildAnyStructure(t, unitGrowth, 4))
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if (tryBuildAnyStructure(t, unitGrowth))
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return true;
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}
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//make required structures for City Hall
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if(tryBuildNextStructure(t, cityhallRequirements))
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return true;
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//try to make City Hall
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for (int i = 0; i < cityhallRequirements.size(); i++)
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{
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if (t->hasBuilt(cityhallRequirements[i]))
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{
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if (tryBuildThisStructure(t, BuildingID::CITY_HALL))
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if (tryBuildNextStructure(t, basicGoldSource))
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return true;
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}
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}
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//workaround for mantis #2696 - build capitol with separate algorithm if it is available
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if(vstd::contains(t->builtBuildings, BuildingID::CITY_HALL) && getMaxPossibleGoldBuilding(t) == BuildingID::CAPITOL)
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