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- Pre-distribute max number of Prisons
- Minor refactor for artifact and hero pool management
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@@ -63,9 +63,10 @@ public:
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int getNextMonlithIndex();
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int getPrisonsRemaning() const;
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std::shared_ptr<CZonePlacer> getZonePlacer() const;
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void decreasePrisonsRemaining();
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const std::vector<ArtifactID> & getQuestArtsRemaning() const;
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const std::vector<ArtifactID> & getAllPossibleQuestArtifacts() const;
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const std::vector<HeroTypeID>& getAllPossibleHeroes() const;
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void banQuestArt(const ArtifactID & id);
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void banHero(const HeroTypeID& id);
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Zone * getZoneWater() const;
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void addWaterTreasuresInfo();
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@@ -83,8 +84,7 @@ private:
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//std::pair<Zones::key_type, Zones::mapped_type> zoneWater;
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int prisonsRemaining;
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//int questArtsRemaining;
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int allowedPrisons;
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int monolithIndex;
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std::vector<ArtifactID> questArtifacts; //TODO: Protect with mutex
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