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Fix commander ability accumulation, change commander ability bonus
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20ede710c2
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@ -82,6 +82,13 @@ namespace Selector
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return CSelectFieldEqual<BonusValueType>(&Bonus::valType)(valType);
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}
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CSelector DLL_LINKAGE typeSubtypeValueType(BonusType Type, BonusSubtypeID Subtype, BonusValueType valType)
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{
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return type()(Type)
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.And(subtype()(Subtype))
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.And(valueType(valType));
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}
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DLL_LINKAGE CSelector all([](const Bonus * b){return true;});
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DLL_LINKAGE CSelector none([](const Bonus * b){return false;});
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}
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@ -139,6 +139,7 @@ namespace Selector
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CSelector DLL_LINKAGE source(BonusSource source, BonusSourceID sourceID);
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CSelector DLL_LINKAGE sourceTypeSel(BonusSource source);
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CSelector DLL_LINKAGE valueType(BonusValueType valType);
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CSelector DLL_LINKAGE typeSubtypeValueType(BonusType Type, BonusSubtypeID Subtype, BonusValueType valType);
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/**
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* Selects all bonuses
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@ -356,7 +356,7 @@ void CBonusSystemNode::addNewBonus(const std::shared_ptr<Bonus>& b)
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void CBonusSystemNode::accumulateBonus(const std::shared_ptr<Bonus>& b)
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{
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auto bonus = exportedBonuses.getFirst(Selector::typeSubtype(b->type, b->subtype)); //only local bonuses are interesting //TODO: what about value type?
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auto bonus = exportedBonuses.getFirst(Selector::typeSubtypeValueType(b->type, b->subtype, b->valType)); //only local bonuses are interesting
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if(bonus)
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bonus->val += b->val;
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else
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@ -253,11 +253,11 @@ void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
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break;
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case ECommander::HEALTH:
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scp.accumulatedBonus.type = BonusType::STACK_HEALTH;
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scp.accumulatedBonus.valType = BonusValueType::PERCENT_TO_BASE;
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scp.accumulatedBonus.valType = BonusValueType::PERCENT_TO_ALL;
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break;
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case ECommander::DAMAGE:
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scp.accumulatedBonus.type = BonusType::CREATURE_DAMAGE;
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scp.accumulatedBonus.valType = BonusValueType::PERCENT_TO_BASE;
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scp.accumulatedBonus.valType = BonusValueType::PERCENT_TO_ALL;
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break;
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case ECommander::SPEED:
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scp.accumulatedBonus.type = BonusType::STACKS_SPEED;
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