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Update army in case of summoned creatures
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b024237e8a
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@ -651,8 +651,8 @@ void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHer
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sendAndApply(&cs);
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}
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cab1.takeFromArmy(this);
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cab2.takeFromArmy(this); //take casualties after battle is deleted
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cab1.updateArmy(this);
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cab2.updateArmy(this); //take casualties after battle is deleted
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//if one hero has lost we will erase him
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if(battleResult.data->winner!=0 && hero1)
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@ -5805,13 +5805,29 @@ void CGameHandler::duelFinished()
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return;
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}
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CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance *army, BattleInfo *bat)
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CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance * _army, BattleInfo *bat):
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army(_army)
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{
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heroWithDeadCommander = ObjectInstanceID();
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PlayerColor color = army->tempOwner;
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if(color == PlayerColor::UNFLAGGABLE)
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color = PlayerColor::NEUTRAL;
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auto killStack = [&, this](const SlotID slot, const CStackInstance * instance)
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{
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StackLocation sl(army, slot);
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newStackCounts.push_back(TStackAndItsNewCount(sl, 0));
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if(nullptr == instance)
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return;
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auto c = dynamic_cast <const CCommanderInstance *>(instance);
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if (c) //switch commander status to dead
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{
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auto h = dynamic_cast <const CGHeroInstance *>(army);
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if (h && h->commander == c)
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heroWithDeadCommander = army->id; //TODO: unify commander handling
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}
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};
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//1. Find removed stacks.
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for(const auto & slotInfo : army->stacks)
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@ -5832,10 +5848,7 @@ CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance *army, BattleI
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}
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//stack in this slot was removed == it is dead
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if(!found)
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{
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StackLocation sl(army, slot);
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newStackCounts.push_back(TStackAndItsNewCount(sl, 0));
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}
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killStack(slot, instance);
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}
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}
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@ -5859,29 +5872,32 @@ CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance *army, BattleI
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removedWarMachines.push_back (ArtifactLocation(hero, hero->getArtPos(warMachine, true)));
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}
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}
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if(!army->slotEmpty(st->slot) && st->count < army->getStackCount(st->slot))
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if(army->slotEmpty(st->slot))
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{
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StackLocation sl(army, st->slot);
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if(st->alive())
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newStackCounts.push_back(std::pair<StackLocation, int>(sl, st->count));
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else
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newStackCounts.push_back(std::pair<StackLocation, int>(sl, 0));
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}
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if (st->base && !st->count)
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{
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auto c = dynamic_cast <const CCommanderInstance *>(st->base);
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if (c) //switch commander status to dead
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if(st->slot == SlotID(255) && !vstd::contains(st->state, EBattleStackState::SUMMONED) && st->alive())
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{
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auto h = dynamic_cast <const CGHeroInstance *>(army);
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if (h && h->commander == c)
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heroWithDeadCommander = army->id; //TODO: unify commander handling
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//this stack was permanently summoned
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const CreatureID summonedType = st->type->idNumber;
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summoned[summonedType] += st->count;
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}
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}
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else
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{
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if(st->count == 0 || !st->alive())
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{
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killStack(st->slot, st->base);
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}
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else if(st->count < army->getStackCount(st->slot))
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{
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StackLocation sl(army, st->slot);
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newStackCounts.push_back(TStackAndItsNewCount(sl, st->count));
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}
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}
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}
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}
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void CasualtiesAfterBattle::takeFromArmy(CGameHandler *gh)
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void CasualtiesAfterBattle::updateArmy(CGameHandler *gh)
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{
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for(TStackAndItsNewCount &ncount : newStackCounts)
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{
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@ -5890,6 +5906,21 @@ void CasualtiesAfterBattle::takeFromArmy(CGameHandler *gh)
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else
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gh->eraseStack(ncount.first, true);
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}
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for(auto summoned_iter : summoned)
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{
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SlotID slot = army->getSlotFor(summoned_iter.first);
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if(slot.validSlot())
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{
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StackLocation location(army, slot);
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gh->addToSlot(location, summoned_iter.first.toCreature(), summoned_iter.second);
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}
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else
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{
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//even if it will be possible to summon anything permanently it should be checked for free slot
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//necromancy is handled separately
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gh->complain("No free slot to put summoned creature");
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}
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}
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for (auto al : removedWarMachines)
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{
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gh->removeArtifact(al);
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@ -71,13 +71,16 @@ public:
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struct CasualtiesAfterBattle
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{
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typedef std::pair<StackLocation, int> TStackAndItsNewCount;
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typedef std::map<CreatureID, TQuantity> TSummoned;
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enum {ERASE = -1};
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const CArmedInstance * army;
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std::vector<TStackAndItsNewCount> newStackCounts;
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std::vector<ArtifactLocation> removedWarMachines;
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ObjectInstanceID heroWithDeadCommander; //TODO: unify stack loactions
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TSummoned summoned;
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ObjectInstanceID heroWithDeadCommander; //TODO: unify stack locations
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CasualtiesAfterBattle(const CArmedInstance *army, BattleInfo *bat);
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void takeFromArmy(CGameHandler *gh);
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CasualtiesAfterBattle(const CArmedInstance * _army, BattleInfo *bat);
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void updateArmy(CGameHandler *gh);
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};
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class CGameHandler : public IGameCallback, CBattleInfoCallback
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