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Win/loss condition texts use MetaString
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@ -398,17 +398,17 @@ void CMap::checkForObjectives()
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switch (cond.condition)
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{
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case EventCondition::HAVE_ARTIFACT:
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boost::algorithm::replace_first(event.onFulfill, "%s", VLC->arth->objects[cond.objectType]->getNameTranslated());
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event.onFulfill.replaceTextID(VLC->artifacts()->getByIndex(cond.objectType)->getNameTextID());
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break;
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case EventCondition::HAVE_CREATURES:
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boost::algorithm::replace_first(event.onFulfill, "%s", VLC->creh->objects[cond.objectType]->getNameSingularTranslated());
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boost::algorithm::replace_first(event.onFulfill, "%d", std::to_string(cond.value));
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event.onFulfill.replaceTextID(VLC->creatures()->getByIndex(cond.objectType)->getNameSingularTextID());
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event.onFulfill.replaceNumber(cond.value);
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break;
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case EventCondition::HAVE_RESOURCES:
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boost::algorithm::replace_first(event.onFulfill, "%s", VLC->generaltexth->restypes[cond.objectType]);
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boost::algorithm::replace_first(event.onFulfill, "%d", std::to_string(cond.value));
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event.onFulfill.replaceLocalString(EMetaText::RES_NAMES, cond.objectType);
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event.onFulfill.replaceNumber(cond.value);
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break;
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case EventCondition::HAVE_BUILDING:
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@ -424,10 +424,10 @@ void CMap::checkForObjectives()
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{
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const auto * town = dynamic_cast<const CGTownInstance *>(cond.object);
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if (town)
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boost::algorithm::replace_first(event.onFulfill, "%s", town->getNameTranslated());
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event.onFulfill.replaceRawString(town->getNameTranslated());
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const auto * hero = dynamic_cast<const CGHeroInstance *>(cond.object);
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if (hero)
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boost::algorithm::replace_first(event.onFulfill, "%s", hero->getNameTranslated());
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event.onFulfill.replaceRawString(hero->getNameTranslated());
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}
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break;
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@ -439,7 +439,7 @@ void CMap::checkForObjectives()
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{
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const auto * hero = dynamic_cast<const CGHeroInstance *>(cond.object);
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if (hero)
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boost::algorithm::replace_first(event.onFulfill, "%s", hero->getNameTranslated());
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event.onFulfill.replaceRawString(hero->getNameTranslated());
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}
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break;
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case EventCondition::TRANSPORT:
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@ -499,7 +499,6 @@ void CMap::removeQuestInstance(CQuest * quest)
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}
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void CMap::setUniqueInstanceName(CGObjectInstance * obj)
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{
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//this gives object unique name even if objects are removed later
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