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Removed incomplete functionality from rewardable object
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@ -104,8 +104,7 @@ std::vector<ui32> CRewardableObject::getAvailableRewards(const CGHeroInstance *
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{
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const CRewardVisitInfo & visit = info[i];
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if((visit.numOfGrantsAllowed == 0 || visit.numOfGrantsPerformed < visit.numOfGrantsAllowed) // reward has unlimited uses or some are still available
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&& visit.limiter.heroAllowed(hero))
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if(visit.limiter.heroAllowed(hero))
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{
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logGlobal->trace("Reward %d is allowed", i);
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ret.push_back(static_cast<ui32>(i));
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@ -188,9 +187,6 @@ void CRewardableObject::onHeroVisit(const CGHeroInstance *h) const
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case SELECT_FIRST: // give first available
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grantRewardWithMessage(rewards[0]);
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break;
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case SELECT_RANDOM: // select one randomly //TODO: use weights
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grantRewardWithMessage(rewards[CRandomGenerator::getDefault().nextInt((int)rewards.size()-1)]);
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break;
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}
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break;
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}
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@ -489,13 +485,8 @@ void CRewardableObject::setPropertyDer(ui8 what, ui32 val)
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case ObjProperty::REWARD_RANDOMIZE:
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initObj(cb->gameState()->getRandomGenerator());
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break;
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case ObjProperty::REWARDS_CLEAR_GRANTS:
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for (auto & visit : info)
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visit.numOfGrantsPerformed = 0;
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break;
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case ObjProperty::REWARD_SELECT:
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selectedReward = val;
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info[val].numOfGrantsPerformed++;
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break;
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}
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}
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@ -506,10 +497,6 @@ void CRewardableObject::triggerReset() const
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{
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cb->setObjProperty(id, ObjProperty::REWARD_RANDOMIZE, 0);
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}
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if (resetParameters.grants)
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{
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cb->setObjProperty(id, ObjProperty::REWARDS_CLEAR_GRANTS, 0);
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}
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if (resetParameters.visitors)
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{
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ChangeObjectVisitors cov(ChangeObjectVisitors::VISITOR_CLEAR, id);
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