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Build fort unconditionally with high priority, no fort=no dwellings
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@ -169,11 +169,15 @@ bool BuildingManager::getBuildingOptions(const CGTownInstance * t)
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if (tryBuildAnyStructure(t, std::vector<BuildingID>(essential, essential + ARRAY_COUNT(essential))))
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return true;
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//the more gold the better and less problems later
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//the more gold the better and less problems later //TODO: what about building mage guild / marketplace etc. with city hall disabled in editor?
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if (tryBuildNextStructure(t, std::vector<BuildingID>(goldSource, goldSource + ARRAY_COUNT(goldSource))))
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return true;
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//workaround for mantis #2696 - build fort and citadel - building castle will be handled without bug
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if(!t->hasBuilt(BuildingID::FORT)) //in vast majority of situations fort is top priority building if we already have city hall, TODO: unite with unitGrowth building chain
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if(tryBuildThisStructure(t, BuildingID::FORT))
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return true;
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//workaround for mantis #2696 - build fort and citadel - building castle will be handled without bug //RECHECK THIS CODE BLOCK - its logic predates building manager
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if (vstd::contains(t->builtBuildings, BuildingID::CITY_HALL) &&
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cb->canBuildStructure(t, BuildingID::CAPITOL) != EBuildingState::HAVE_CAPITAL)
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{
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@ -195,8 +199,8 @@ bool BuildingManager::getBuildingOptions(const CGTownInstance * t)
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return true;
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}
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// first in-game week or second half of any week: try build dwellings
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if (cb->getDate(Date::DAY) < 7 || cb->getDate(Date::DAY_OF_WEEK) > 3)
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// first in-game week or second half of any week: try build dwellings //TODO: this condition looks not optimal, rethink
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if (t->hasBuilt(BuildingID::FORT) && (cb->getDate(Date::DAY) < 7 || cb->getDate(Date::DAY_OF_WEEK) > 3))
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{
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if (tryBuildAnyStructure(t, std::vector<BuildingID>(unitsSource,
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unitsSource + ARRAY_COUNT(unitsSource)), 8 - cb->getDate(Date::DAY_OF_WEEK)))
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