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https://github.com/vcmi/vcmi.git
synced 2024-12-24 22:14:36 +02:00
vcmi: rename IFactionMember and ICreature
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parent
1d34c73c2d
commit
b6eb2dc060
@ -372,7 +372,7 @@ CTownTooltip::CTownTooltip(Point pos, const CGTownInstance * town)
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init(InfoAboutTown(town, true));
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}
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void MoraleLuckBox::set(const IFactionMember * node)
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void MoraleLuckBox::set(const AFactionMember * node)
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{
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OBJECT_CONSTRUCTION_CUSTOM_CAPTURING(255-DISPOSE);
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@ -16,7 +16,7 @@ VCMI_LIB_NAMESPACE_BEGIN
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class CGGarrison;
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struct InfoAboutArmy;
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class CArmedInstance;
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class IFactionMember;
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class AFactionMember;
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VCMI_LIB_NAMESPACE_END
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@ -170,7 +170,7 @@ public:
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bool morale; //true if morale, false if luck
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bool small;
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void set(const IFactionMember *node);
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void set(const AFactionMember *node);
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MoraleLuckBox(bool Morale, const Rect &r, bool Small=false);
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};
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@ -47,7 +47,7 @@ public:
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};
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//helper class for calculating values of hero bonuses without bonuses from picked up artifact
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class CHeroWithMaybePickedArtifact : public IBonusBearer, public IFactionMember
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class CHeroWithMaybePickedArtifact : public IBonusBearer, public AFactionMember
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{
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public:
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const CGHeroInstance * hero;
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@ -19,7 +19,7 @@ class ResourceSet;
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enum class EGameResID : int8_t;
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/// Base class for creatures and battle stacks
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class DLL_LINKAGE ICreature: public IFactionMember
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class DLL_LINKAGE ACreature: public AFactionMember
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{
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public:
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bool isLiving() const; //non-undead, non-non living or alive
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@ -28,7 +28,7 @@ public:
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};
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template <typename IdType>
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class DLL_LINKAGE CreatureEntity : public EntityT<IdType>, public ICreature
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class DLL_LINKAGE CreatureEntity : public EntityT<IdType>, public ACreature
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{
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};
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@ -21,7 +21,7 @@ namespace PrimarySkill
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enum PrimarySkill : int8_t;
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}
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class DLL_LINKAGE IFactionMember: public IConstBonusProvider, public INativeTerrainProvider
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class DLL_LINKAGE AFactionMember: public IConstBonusProvider, public INativeTerrainProvider
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{
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public:
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/**
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@ -27,7 +27,7 @@ bool INativeTerrainProvider::isNativeTerrain(TerrainId terrain) const
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return native == terrain || native == ETerrainId::ANY_TERRAIN;
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}
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TerrainId IFactionMember::getNativeTerrain() const
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TerrainId AFactionMember::getNativeTerrain() const
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{
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constexpr auto any = TerrainId(ETerrainId::ANY_TERRAIN);
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const std::string cachingStringNoTerrainPenalty = "type_NO_TERRAIN_PENALTY_sANY";
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@ -39,14 +39,14 @@ TerrainId IFactionMember::getNativeTerrain() const
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? any : VLC->factions()->getById(getFaction())->getNativeTerrain();
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}
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int32_t IFactionMember::magicResistance() const
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int32_t AFactionMember::magicResistance() const
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{
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si32 val = getBonusBearer()->valOfBonuses(Selector::type()(Bonus::MAGIC_RESISTANCE));
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vstd::amin (val, 100);
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return val;
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}
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int IFactionMember::getAttack(bool ranged) const
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int AFactionMember::getAttack(bool ranged) const
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{
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const std::string cachingStr = "type_PRIMARY_SKILLs_ATTACK";
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@ -55,7 +55,7 @@ int IFactionMember::getAttack(bool ranged) const
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return getBonusBearer()->valOfBonuses(selector, cachingStr);
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}
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int IFactionMember::getDefense(bool ranged) const
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int AFactionMember::getDefense(bool ranged) const
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{
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const std::string cachingStr = "type_PRIMARY_SKILLs_DEFENSE";
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@ -64,21 +64,21 @@ int IFactionMember::getDefense(bool ranged) const
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return getBonusBearer()->valOfBonuses(selector, cachingStr);
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}
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int IFactionMember::getMinDamage(bool ranged) const
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int AFactionMember::getMinDamage(bool ranged) const
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{
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const std::string cachingStr = "type_CREATURE_DAMAGEs_0Otype_CREATURE_DAMAGEs_1";
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static const auto selector = Selector::typeSubtype(Bonus::CREATURE_DAMAGE, 0).Or(Selector::typeSubtype(Bonus::CREATURE_DAMAGE, 1));
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return getBonusBearer()->valOfBonuses(selector, cachingStr);
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}
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int IFactionMember::getMaxDamage(bool ranged) const
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int AFactionMember::getMaxDamage(bool ranged) const
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{
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const std::string cachingStr = "type_CREATURE_DAMAGEs_0Otype_CREATURE_DAMAGEs_2";
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static const auto selector = Selector::typeSubtype(Bonus::CREATURE_DAMAGE, 0).Or(Selector::typeSubtype(Bonus::CREATURE_DAMAGE, 2));
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return getBonusBearer()->valOfBonuses(selector, cachingStr);
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}
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int IFactionMember::getPrimSkillLevel(PrimarySkill::PrimarySkill id) const
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int AFactionMember::getPrimSkillLevel(PrimarySkill::PrimarySkill id) const
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{
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static const CSelector selectorAllSkills = Selector::type()(Bonus::PRIMARY_SKILL);
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static const std::string keyAllSkills = "type_PRIMARY_SKILL";
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@ -88,12 +88,12 @@ int IFactionMember::getPrimSkillLevel(PrimarySkill::PrimarySkill id) const
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return std::max(ret, minSkillValue); //otherwise, some artifacts may cause negative skill value effect, sp=0 works in old saves
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}
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int IFactionMember::MoraleValAndBonusList(TConstBonusListPtr & bonusList) const
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int AFactionMember::MoraleValAndBonusList(TConstBonusListPtr & bonusList) const
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{
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static const auto unaffectedByMoraleSelector = Selector::type()(Bonus::NON_LIVING).Or(Selector::type()(Bonus::UNDEAD))
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.Or(Selector::type()(Bonus::SIEGE_WEAPON)).Or(Selector::type()(Bonus::NO_MORALE));
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static const std::string cachingStrUn = "IFactionMember::unaffectedByMoraleSelector";
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static const std::string cachingStrUn = "AFactionMember::unaffectedByMoraleSelector";
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auto unaffected = getBonusBearer()->hasBonus(unaffectedByMoraleSelector, cachingStrUn);
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if(unaffected)
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{
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@ -109,7 +109,7 @@ int IFactionMember::MoraleValAndBonusList(TConstBonusListPtr & bonusList) const
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return std::clamp(bonusList->totalValue(), -3, +3);
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}
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int IFactionMember::LuckValAndBonusList(TConstBonusListPtr & bonusList) const
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int AFactionMember::LuckValAndBonusList(TConstBonusListPtr & bonusList) const
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{
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if(getBonusBearer()->hasBonusOfType(Bonus::NO_LUCK))
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{
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@ -125,19 +125,19 @@ int IFactionMember::LuckValAndBonusList(TConstBonusListPtr & bonusList) const
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return std::clamp(bonusList->totalValue(), -3, +3);
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}
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int IFactionMember::MoraleVal() const
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int AFactionMember::MoraleVal() const
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{
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TConstBonusListPtr tmp = nullptr;
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return MoraleValAndBonusList(tmp);
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}
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int IFactionMember::LuckVal() const
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int AFactionMember::LuckVal() const
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{
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TConstBonusListPtr tmp = nullptr;
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return LuckValAndBonusList(tmp);
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}
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ui32 ICreature::MaxHealth() const
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ui32 ACreature::MaxHealth() const
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{
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const std::string cachingStr = "type_STACK_HEALTH";
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static const auto selector = Selector::type()(Bonus::STACK_HEALTH);
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@ -145,7 +145,7 @@ ui32 ICreature::MaxHealth() const
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return std::max(1, value); //never 0
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}
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ui32 ICreature::Speed(int turn, bool useBind) const
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ui32 ACreature::Speed(int turn, bool useBind) const
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{
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//war machines cannot move
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if(getBonusBearer()->hasBonus(Selector::type()(Bonus::SIEGE_WEAPON).And(Selector::turns(turn))))
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@ -161,9 +161,9 @@ ui32 ICreature::Speed(int turn, bool useBind) const
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return getBonusBearer()->valOfBonuses(Selector::type()(Bonus::STACKS_SPEED).And(Selector::turns(turn)));
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}
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bool ICreature::isLiving() const //TODO: theoreticaly there exists "LIVING" bonus in stack experience documentation
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bool ACreature::isLiving() const //TODO: theoreticaly there exists "LIVING" bonus in stack experience documentation
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{
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static const std::string cachingStr = "ICreature::isLiving";
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static const std::string cachingStr = "ACreature::isLiving";
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static const CSelector selector = Selector::type()(Bonus::UNDEAD)
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.Or(Selector::type()(Bonus::NON_LIVING))
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.Or(Selector::type()(Bonus::GARGOYLE))
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@ -64,7 +64,7 @@ public:
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void serializeJson(JsonSerializeFormat & handler);
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};
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class DLL_LINKAGE CStackInstance : public CBonusSystemNode, public CStackBasicDescriptor, public CArtifactSet, public ICreature
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class DLL_LINKAGE CStackInstance : public CBonusSystemNode, public CStackBasicDescriptor, public CArtifactSet, public ACreature
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{
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protected:
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const CArmedInstance *_armyObj; //stack must be part of some army, army must be part of some object
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@ -89,7 +89,7 @@ ui32 CStack::level() const
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si32 CStack::magicResistance() const
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{
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auto magicResistance = IFactionMember::magicResistance();
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auto magicResistance = AFactionMember::magicResistance();
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si32 auraBonus = 0;
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@ -41,7 +41,7 @@ namespace BattlePhases
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class CUnitState;
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class DLL_LINKAGE Unit : public IUnitInfo, public spells::Caster, public virtual IBonusBearer, public ICreature
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class DLL_LINKAGE Unit : public IUnitInfo, public spells::Caster, public virtual IBonusBearer, public ACreature
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{
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public:
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virtual ~Unit();
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@ -41,7 +41,7 @@ public:
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};
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class DLL_LINKAGE CGHeroInstance : public CArmedInstance, public IBoatGenerator, public CArtifactSet, public spells::Caster, public IFactionMember
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class DLL_LINKAGE CGHeroInstance : public CArmedInstance, public IBoatGenerator, public CArtifactSet, public spells::Caster, public AFactionMember
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{
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// We serialize heroes into JSON for crossover
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friend class CCampaignState;
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@ -29,10 +29,10 @@ VCMI_REGISTER_SCRIPT_API(UnitProxy, "battle.Unit")
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const std::vector<UnitProxy::CustomRegType> UnitProxy::REGISTER_CUSTOM =
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{
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{"getMinDamage", LuaMethodWrapper<Unit, decltype(&ICreature::getMinDamage), &ICreature::getMinDamage>::invoke, false},
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{"getMaxDamage", LuaMethodWrapper<Unit, decltype(&ICreature::getMaxDamage), &ICreature::getMaxDamage>::invoke, false},
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{"getAttack", LuaMethodWrapper<Unit, decltype(&ICreature::getAttack), &ICreature::getAttack>::invoke, false},
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{"getDefense", LuaMethodWrapper<Unit, decltype(&ICreature::getDefense), &ICreature::getDefense>::invoke, false},
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{"getMinDamage", LuaMethodWrapper<Unit, decltype(&ACreature::getMinDamage), &ACreature::getMinDamage>::invoke, false},
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{"getMaxDamage", LuaMethodWrapper<Unit, decltype(&ACreature::getMaxDamage), &ACreature::getMaxDamage>::invoke, false},
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{"getAttack", LuaMethodWrapper<Unit, decltype(&ACreature::getAttack), &ACreature::getAttack>::invoke, false},
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{"getDefense", LuaMethodWrapper<Unit, decltype(&ACreature::getDefense), &ACreature::getDefense>::invoke, false},
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{"isAlive", LuaMethodWrapper<Unit, decltype(&Unit::alive), &Unit::alive>::invoke, false},
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{"unitId", LuaMethodWrapper<Unit, decltype(&IUnitInfo::unitId), &IUnitInfo::unitId>::invoke, false},
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};
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