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Implement interactable town tooltip
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@ -382,6 +382,55 @@ CTownTooltip::CTownTooltip(Point pos, const CGTownInstance * town)
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init(InfoAboutTown(town, true));
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}
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CInteractableTownTooltip::CInteractableTownTooltip(Point pos, const CGTownInstance * town)
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: CGarrisonInt(pos.x, pos.y+73, 4, Point(0, 0), town->getUpperArmy(), nullptr, true, true, CGarrisonInt::EGarrisonIntSlotsLayout::REVERSED_TWO_ROWS)
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{
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init(InfoAboutTown(town, true));
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}
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void CInteractableTownTooltip::init(const InfoAboutTown & town)
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{
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OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
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//order of icons in def: fort, citadel, castle, no fort
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size_t fortIndex = town.fortLevel ? town.fortLevel - 1 : 3;
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fort = std::make_shared<CAnimImage>("ITMCLS", fortIndex, 0, 105, 31-73);
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assert(town.tType);
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size_t iconIndex = town.tType->clientInfo.icons[town.fortLevel > 0][town.built >= CGI->settings()->getInteger(EGameSettings::TOWNS_BUILDINGS_PER_TURN_CAP)];
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build = std::make_shared<CAnimImage>("itpt", iconIndex, 0, 3, 2-73);
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title = std::make_shared<CLabel>(66, 2-73, FONT_SMALL, ETextAlignment::TOPLEFT, Colors::WHITE, town.name);
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if(town.details)
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{
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hall = std::make_shared<CAnimImage>("ITMTLS", town.details->hallLevel, 0, 67, 31-73);
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if(town.details->goldIncome)
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{
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income = std::make_shared<CLabel>(157, 58-73, FONT_TINY, ETextAlignment::CENTER, Colors::WHITE,
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std::to_string(town.details->goldIncome));
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}
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if(town.details->garrisonedHero) //garrisoned hero icon
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garrisonedHero = std::make_shared<CPicture>("TOWNQKGH", 149, 76-73);
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if(town.details->customRes)//silo is built
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{
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if(town.tType->primaryRes == EGameResID::WOOD_AND_ORE )// wood & ore
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{
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res1 = std::make_shared<CAnimImage>("SMALRES", GameResID(EGameResID::WOOD), 0, 7, 75-73);
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res2 = std::make_shared<CAnimImage>("SMALRES", GameResID(EGameResID::ORE), 0, 7, 88-73);
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}
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else
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{
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res1 = std::make_shared<CAnimImage>("SMALRES", town.tType->primaryRes, 0, 7, 81-73);
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}
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}
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}
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}
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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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