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Statistics is now managed as part of CGameHandler
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@@ -343,21 +343,21 @@ void BattleResultProcessor::endBattleConfirm(const CBattleInfoCallback & battle)
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if(!strongestHero || hero->exp > strongestHero->exp)
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strongestHero = hero;
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if(strongestHero->id == finishingBattle->loserId && strongestHero->level > 5)
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gameHandler->gameState().statistic.accumulatedValues[finishingBattle->victor].lastDefeatedStrongestHeroDay = gameHandler->gameState().getDate(Date::DAY);
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gameHandler->statistics->accumulatedValues[finishingBattle->victor].lastDefeatedStrongestHeroDay = gameHandler->gameState().getDate(Date::DAY);
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}
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if(battle.sideToPlayer(BattleSide::ATTACKER) == PlayerColor::NEUTRAL || battle.sideToPlayer(BattleSide::DEFENDER) == PlayerColor::NEUTRAL)
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{
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gameHandler->gameState().statistic.accumulatedValues[battle.sideToPlayer(BattleSide::ATTACKER)].numBattlesNeutral++;
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gameHandler->gameState().statistic.accumulatedValues[battle.sideToPlayer(BattleSide::DEFENDER)].numBattlesNeutral++;
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gameHandler->statistics->accumulatedValues[battle.sideToPlayer(BattleSide::ATTACKER)].numBattlesNeutral++;
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gameHandler->statistics->accumulatedValues[battle.sideToPlayer(BattleSide::DEFENDER)].numBattlesNeutral++;
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if(!finishingBattle->isDraw())
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gameHandler->gameState().statistic.accumulatedValues[battle.sideToPlayer(finishingBattle->winnerSide)].numWinBattlesNeutral++;
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gameHandler->statistics->accumulatedValues[battle.sideToPlayer(finishingBattle->winnerSide)].numWinBattlesNeutral++;
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}
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else
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{
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gameHandler->gameState().statistic.accumulatedValues[battle.sideToPlayer(BattleSide::ATTACKER)].numBattlesPlayer++;
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gameHandler->gameState().statistic.accumulatedValues[battle.sideToPlayer(BattleSide::DEFENDER)].numBattlesPlayer++;
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gameHandler->statistics->accumulatedValues[battle.sideToPlayer(BattleSide::ATTACKER)].numBattlesPlayer++;
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gameHandler->statistics->accumulatedValues[battle.sideToPlayer(BattleSide::DEFENDER)].numBattlesPlayer++;
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if(!finishingBattle->isDraw())
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gameHandler->gameState().statistic.accumulatedValues[battle.sideToPlayer(finishingBattle->winnerSide)].numWinBattlesPlayer++;
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gameHandler->statistics->accumulatedValues[battle.sideToPlayer(finishingBattle->winnerSide)].numWinBattlesPlayer++;
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}
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BattleResultAccepted raccepted;
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@@ -563,13 +563,13 @@ void BattleResultProcessor::battleFinalize(const BattleID & battleID, const Batt
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if (result.result == EBattleResult::SURRENDER)
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{
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gameHandler->gameState().statistic.accumulatedValues[finishingBattle->loser].numHeroSurrendered++;
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gameHandler->statistics->accumulatedValues[finishingBattle->loser].numHeroSurrendered++;
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gameHandler->heroPool->onHeroSurrendered(finishingBattle->loser, loserHero);
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}
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if (result.result == EBattleResult::ESCAPE)
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{
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gameHandler->gameState().statistic.accumulatedValues[finishingBattle->loser].numHeroEscaped++;
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gameHandler->statistics->accumulatedValues[finishingBattle->loser].numHeroEscaped++;
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gameHandler->heroPool->onHeroEscaped(finishingBattle->loser, loserHero);
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}
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