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Add some utility bonuses for player resources boosting
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@@ -751,25 +751,20 @@ void CGameHandler::onNewTurn()
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n.res[elem.first] = elem.second.resources;
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if(!firstTurn && newWeek) //weekly crystal generation if 1 or more crystal dragons in any hero army or town garrison
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if(!firstTurn)
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{
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bool hasCrystalGenCreature = false;
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for(CGHeroInstance * hero : elem.second.heroes)
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for (GameResID k = GameResID::WOOD; k < GameResID::COUNT; k++)
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{
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for(auto stack : hero->stacks)
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{
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if(stack.second->hasBonusOfType(BonusType::SPECIAL_CRYSTAL_GENERATION))
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{
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hasCrystalGenCreature = true;
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break;
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}
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}
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n.res[elem.first][k] += elem.second.valOfBonuses(BonusType::RESOURCES_CONSTANT_BOOST, BonusSubtypeID(k));
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n.res[elem.first][k] += elem.second.valOfBonuses(BonusType::RESOURCES_TOWN_MULTIPLYING_BOOST, BonusSubtypeID(k)) * elem.second.towns.size();
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}
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if(!hasCrystalGenCreature) //not found in armies, check towns
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if(newWeek) //weekly crystal generation if 1 or more crystal dragons in any hero army or town garrison
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{
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for(CGTownInstance * town : elem.second.towns)
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bool hasCrystalGenCreature = false;
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for(CGHeroInstance * hero : elem.second.heroes)
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{
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for(auto stack : town->stacks)
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for(auto stack : hero->stacks)
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{
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if(stack.second->hasBonusOfType(BonusType::SPECIAL_CRYSTAL_GENERATION))
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{
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@@ -778,9 +773,23 @@ void CGameHandler::onNewTurn()
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}
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}
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}
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if(!hasCrystalGenCreature) //not found in armies, check towns
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{
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for(CGTownInstance * town : elem.second.towns)
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{
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for(auto stack : town->stacks)
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{
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if(stack.second->hasBonusOfType(BonusType::SPECIAL_CRYSTAL_GENERATION))
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{
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hasCrystalGenCreature = true;
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break;
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}
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}
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}
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}
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if(hasCrystalGenCreature)
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n.res[elem.first][EGameResID::CRYSTAL] += 3;
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}
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if(hasCrystalGenCreature)
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n.res[elem.first][EGameResID::CRYSTAL] += 3;
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}
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for (CGHeroInstance *h : (elem).second.heroes)
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