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Renamed new types for consistency with code style
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@@ -71,7 +71,7 @@ float HeroManager::evaluateSecSkill(SecondarySkill skill, const CGHeroInstance *
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float HeroManager::evaluateSpeciality(const CGHeroInstance * hero) const
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{
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auto heroSpecial = Selector::source(BonusSource::HERO_SPECIAL, TBonusSourceID(hero->type->getId()));
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auto heroSpecial = Selector::source(BonusSource::HERO_SPECIAL, BonusSourceID(hero->type->getId()));
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auto secondarySkillBonus = Selector::targetSourceType()(BonusSource::SECONDARY_SKILL);
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auto specialSecondarySkillBonuses = hero->getBonuses(heroSpecial.And(secondarySkillBonus));
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auto secondarySkillBonuses = hero->getBonuses(Selector::sourceTypeSel(BonusSource::SECONDARY_SKILL));
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@@ -242,13 +242,13 @@ uint64_t evaluateArtifactArmyValue(CArtifactInstance * art)
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return 1500;
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auto statsValue =
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10 * art->valOfBonuses(BonusType::MOVEMENT, BonusSubtypeID::heroMovementLand)
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10 * art->valOfBonuses(BonusType::MOVEMENT, BonusCustomSubtype::heroMovementLand)
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+ 1200 * art->valOfBonuses(BonusType::STACKS_SPEED)
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+ 700 * art->valOfBonuses(BonusType::MORALE)
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+ 700 * art->valOfBonuses(BonusType::PRIMARY_SKILL, TBonusSubtype(PrimarySkill::ATTACK))
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+ 700 * art->valOfBonuses(BonusType::PRIMARY_SKILL, TBonusSubtype(PrimarySkill::DEFENSE))
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+ 700 * art->valOfBonuses(BonusType::PRIMARY_SKILL, TBonusSubtype(PrimarySkill::KNOWLEDGE))
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+ 700 * art->valOfBonuses(BonusType::PRIMARY_SKILL, TBonusSubtype(PrimarySkill::SPELL_POWER))
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+ 700 * art->valOfBonuses(BonusType::PRIMARY_SKILL, BonusSubtypeID(PrimarySkill::ATTACK))
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+ 700 * art->valOfBonuses(BonusType::PRIMARY_SKILL, BonusSubtypeID(PrimarySkill::DEFENSE))
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+ 700 * art->valOfBonuses(BonusType::PRIMARY_SKILL, BonusSubtypeID(PrimarySkill::KNOWLEDGE))
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+ 700 * art->valOfBonuses(BonusType::PRIMARY_SKILL, BonusSubtypeID(PrimarySkill::SPELL_POWER))
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+ 500 * art->valOfBonuses(BonusType::LUCK);
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auto classValue = 0;
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