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https://github.com/vcmi/vcmi.git
synced 2025-02-03 13:01:33 +02:00
Fixed Battle Creature Order
Fixed the messy creature order. It now follows correctly all creature ordering rules.
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aee4bb7281
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@ -804,7 +804,6 @@ void BattleInfo::addUnit(uint32_t id, const JsonNode & data)
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void BattleInfo::moveUnit(uint32_t id, BattleHex destination)
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{
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auto sta = getStack(id);
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if(!sta)
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{
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logGlobal->error("Cannot find stack %d", id);
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@ -1063,28 +1062,38 @@ bool CMP_stack::operator()(const battle::Unit * a, const battle::Unit * b)
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int as = a->getInitiative(turn), bs = b->getInitiative(turn);
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if(as != bs)
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return as > bs;
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else if(as == bs)
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{
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if(a->unitSide() == b->unitSide())
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return a->unitSlot() < b->unitSlot();
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else
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return a->unitSlot() < b->unitSlot(); //FIXME: what about summoned stacks?
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return a->unitSide() == side ? false : true;
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}
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//FIXME: what about summoned stacks
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}
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case 2: //fastest last, upper slot first
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//TODO: should be replaced with order of receiving morale!
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case 3: //fastest last, upper slot first
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{
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int as = a->getInitiative(turn), bs = b->getInitiative(turn);
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if(as != bs)
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return as < bs;
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else
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return as > bs;
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else if(as == bs)
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{
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if(a->unitSide() == b->unitSide())
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return a->unitSlot() < b->unitSlot();
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else
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return a->unitSide() == side ? false : true;
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}
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}
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default:
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assert(0);
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return false;
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}
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}
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CMP_stack::CMP_stack(int Phase, int Turn)
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CMP_stack::CMP_stack(int Phase, int Turn, int Side)
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{
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phase = Phase;
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turn = Turn;
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side = Side;
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}
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@ -144,8 +144,9 @@ class DLL_LINKAGE CMP_stack
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{
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int phase; //rules of which phase will be used
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int turn;
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bool side;
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public:
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bool operator ()(const battle::Unit * a, const battle::Unit * b);
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CMP_stack(int Phase = 1, int Turn = 0);
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CMP_stack(int Phase = 1, int Turn = 0, int Side = BattleSide::ATTACKER);
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};
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@ -353,57 +353,67 @@ battle::Units CBattleInfoCallback::battleAliveUnits(ui8 side) const
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//T is battle::Unit descendant
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template <typename T>
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const T * takeOneUnit(std::vector<const T *> & all, const int turn, int8_t & lastMoved)
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const T * takeOneUnit(std::vector<const T*> & all, const int turn, int8_t & lastMoved, int phase)
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{
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const T * ret = nullptr;
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size_t i, //fastest stack
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j=0; //fastest stack of the other side
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for(i = 0; i < all.size(); i++)
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const T * retCreature = nullptr;
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size_t fastestIndex = 0;
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for(int i = 0; i < all.size(); i++)
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{
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int32_t curUnitSpeed = -1;
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int32_t retUnitSpeed = -1;
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if(all[i])
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break;
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curUnitSpeed = all[i]->getInitiative(turn);
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if(retCreature)
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retUnitSpeed = retCreature->getInitiative(turn);
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//no stacks left
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if(i == all.size())
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switch(phase)
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{
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case 1: // Faster first, attacker priority, higher slot first
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if(all[i] && (retCreature == nullptr || (curUnitSpeed > retUnitSpeed)))
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{
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retCreature = all[i];
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fastestIndex = i;
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}
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else if(all[i] && (curUnitSpeed == retUnitSpeed))
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{
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if(lastMoved == -1 && turn <= 0 && all[i]->unitSide() == BattleSide::ATTACKER
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&& !(retCreature->unitSide() == all[i]->unitSide() && retCreature->unitSlot() < all[i]->unitSlot())) // Turn 0 attacker priority
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{
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retCreature = all[i];
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fastestIndex = i;
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}
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else if(lastMoved != -1 && all[i]->unitSide() != lastMoved
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&& !(retCreature->unitSide() == all[i]->unitSide() && retCreature->unitSlot() < all[i]->unitSlot())) // Alternate equal speeds units
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{
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retCreature = all[i];
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fastestIndex = i;
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}
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}
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break;
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case 2: // Slower first, higher slot first
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case 3:
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if(all[i] && (retCreature == nullptr || (curUnitSpeed < retUnitSpeed)))
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{
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retCreature = all[i];
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fastestIndex = i;
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}
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else if(all[i] && curUnitSpeed == retUnitSpeed && lastMoved != -1 && all[i]->unitSide() != lastMoved
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&& !(retCreature->unitSide() == all[i]->unitSide() && retCreature->unitSlot() < all[i]->unitSlot())) // Alternate equal speeds units
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{
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retCreature = all[i];
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fastestIndex = i;
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}
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break;
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default:
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break;
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}
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}
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if(!retCreature)
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return nullptr;
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const T * fastest = all[i], *other = nullptr;
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int bestSpeed = fastest->getInitiative(turn);
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if(fastest->unitSide() == lastMoved)
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{
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ret = fastest;
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}
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else
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{
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for(j = i + 1; j < all.size(); j++)
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{
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if(!all[j]) continue;
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if(all[j]->unitSide() != lastMoved || all[j]->getInitiative(turn) != bestSpeed)
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break;
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}
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if(j >= all.size())
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{
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ret = fastest;
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}
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else
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{
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other = all[j];
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if(other->getInitiative(turn) != bestSpeed)
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ret = fastest;
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else
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ret = other;
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}
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}
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assert(ret);
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if(ret == fastest)
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all[i] = nullptr;
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else
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all[j] = nullptr;
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lastMoved = ret->unitSide();
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return ret;
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all[fastestIndex] = nullptr;
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return retCreature;
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}
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void CBattleInfoCallback::battleGetTurnOrder(std::vector<battle::Units> & out, const size_t maxUnits, const int maxTurns, const int turn, int8_t lastMoved) const
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@ -483,27 +493,36 @@ void CBattleInfoCallback::battleGetTurnOrder(std::vector<battle::Units> & out, c
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phase[p].push_back(one);
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}
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boost::sort(phase[0], CMP_stack(0, actualTurn));
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boost::sort(phase[0], CMP_stack(0, actualTurn, lastMoved));
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std::copy(phase[0].begin(), phase[0].end(), std::back_inserter(out.back()));
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if(outputFull())
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return;
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for(int i = 1; i < 4; i++)
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boost::sort(phase[i], CMP_stack(i, actualTurn));
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if(lastMoved < 0)
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lastMoved = BattleSide::ATTACKER;
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boost::sort(phase[i], CMP_stack(i, actualTurn, lastMoved));
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int pi = 1;
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while(!outputFull() && pi < 4)
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{
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auto current = takeOneUnit(phase[pi], actualTurn, lastMoved);
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const battle::Unit * current = nullptr;
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if(phase[pi].empty())
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pi++;
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else
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{
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current = takeOneUnit(phase[pi], actualTurn, lastMoved, pi);
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if(!current)
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pi++;
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else
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{
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out.back().push_back(current);
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lastMoved = current->unitSide();
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}
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}
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}
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if (lastMoved < 0)
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lastMoved = BattleSide::ATTACKER;
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if(!outputFull() && (maxTurns == 0 || out.size() < maxTurns))
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battleGetTurnOrder(out, maxUnits, maxTurns, actualTurn + 1, lastMoved);
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