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code review
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@@ -519,10 +519,10 @@
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/// Strength of generic creature specialties ( "creature" : "creatureName" ) per level
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"specialtyCreatureGrowth" : 5,
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/// Amount of advanced or expert skills selectable (if any)
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"skillSelectionAmountUpgr" : 1,
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/// Amount of basic skills selectable (if fewer advanced or expert skills than expected they will also filled up with basic skills)
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"skillSelectionAmount" : 1
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/// Maximum amount of skills that can be offered to hero on levelup
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"levelupTotalSkillsAmount" : 2,
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/// Maximum amount of advanced or expert skills that can be offered to hero on levelup
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"levelupUpgradedSkillsAmount" : 1
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},
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"towns":
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@@ -52,8 +52,8 @@
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"specialtyCreatureGrowth" : { "type" : "number" },
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"specialtySecondarySkillGrowth" : { "type" : "number" },
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"baseScoutingRange" : { "type" : "number" },
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"skillSelectionAmountUpgr" : { "type" : "number" },
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"skillSelectionAmount" : { "type" : "number" }
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"levelupTotalSkillsAmount" : { "type" : "number" },
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"levelupUpgradedSkillsAmount" : { "type" : "number" }
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}
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},
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"towns" : {
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@@ -86,8 +86,8 @@ const std::vector<GameSettings::SettingOption> GameSettings::settingProperties =
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{EGameSettings::HEROES_SKILL_PER_HERO, "heroes", "skillPerHero" },
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{EGameSettings::HEROES_SPECIALTY_CREATURE_GROWTH, "heroes", "specialtyCreatureGrowth" },
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{EGameSettings::HEROES_SPECIALTY_SECONDARY_SKILL_GROWTH, "heroes", "specialtySecondarySkillGrowth" },
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{EGameSettings::HEROES_SKILL_SELECTION_AMOUNT_UPGR, "heroes", "skillSelectionAmountUpgr" },
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{EGameSettings::HEROES_SKILL_SELECTION_AMOUNT, "heroes", "skillSelectionAmount" },
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{EGameSettings::LEVEL_UP_TOTAL_SKILLS_AMOUNT, "heroes", "levelupTotalSkillsAmount" },
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{EGameSettings::LEVEL_UP_UPGRADED_SKILLS_AMOUNT, "heroes", "levelupUpgradedSkillsAmount" },
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{EGameSettings::MAP_FORMAT_ARMAGEDDONS_BLADE, "mapFormat", "armageddonsBlade" },
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{EGameSettings::MAP_FORMAT_CHRONICLES, "mapFormat", "chronicles" },
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{EGameSettings::MAP_FORMAT_HORN_OF_THE_ABYSS, "mapFormat", "hornOfTheAbyss" },
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@@ -59,8 +59,8 @@ enum class EGameSettings
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HEROES_SKILL_PER_HERO,
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HEROES_SPECIALTY_CREATURE_GROWTH,
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HEROES_SPECIALTY_SECONDARY_SKILL_GROWTH,
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HEROES_SKILL_SELECTION_AMOUNT_UPGR,
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HEROES_SKILL_SELECTION_AMOUNT,
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LEVEL_UP_TOTAL_SKILLS_AMOUNT,
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LEVEL_UP_UPGRADED_SKILLS_AMOUNT,
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INTERFACE_PLAYER_COLORED_BACKGROUND,
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MAP_FORMAT_ARMAGEDDONS_BLADE,
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MAP_FORMAT_CHRONICLES,
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@@ -1413,27 +1413,18 @@ std::vector<SecondarySkill> CGHeroInstance::getLevelupSkillCandidates(IGameRando
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none.erase(elem.first);
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}
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for(;;)
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int maxUpgradedSkills = cb->getSettings().getInteger(EGameSettings::LEVEL_UP_UPGRADED_SKILLS_AMOUNT);
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while (skills.size() < maxUpgradedSkills && !basicAndAdv.empty())
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{
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if(skills.size() >= cb->getSettings().getInteger(EGameSettings::HEROES_SKILL_SELECTION_AMOUNT_UPGR) || basicAndAdv.empty())
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break;
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if (!basicAndAdv.empty())
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{
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skills.push_back(gameRandomizer.rollSecondarySkillForLevelup(this, basicAndAdv));
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basicAndAdv.erase(skills.back());
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}
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skills.push_back(gameRandomizer.rollSecondarySkillForLevelup(this, basicAndAdv));
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basicAndAdv.erase(skills.back());
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}
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for(;;)
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{
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if(skills.size() >= cb->getSettings().getInteger(EGameSettings::HEROES_SKILL_SELECTION_AMOUNT) + cb->getSettings().getInteger(EGameSettings::HEROES_SKILL_SELECTION_AMOUNT_UPGR) || none.empty())
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break;
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if (!none.empty())
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{
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skills.push_back(gameRandomizer.rollSecondarySkillForLevelup(this, none));
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none.erase(skills.back());
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}
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int maxTotalSkills = cb->getSettings().getInteger(EGameSettings::LEVEL_UP_TOTAL_SKILLS_AMOUNT);
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while (skills.size() < maxTotalSkills && !none.empty())
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{
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skills.push_back(gameRandomizer.rollSecondarySkillForLevelup(this, none));
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none.erase(skills.back());
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}
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return skills;
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