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First step at unifying game identifiers code
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@@ -840,10 +840,10 @@ void CVCMIServer::optionNextCastle(PlayerColor player, int dir)
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auto & allowed = getPlayerInfo(player.getNum()).allowedFactions;
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const bool allowRandomTown = getPlayerInfo(player.getNum()).isFactionRandom;
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if(cur == PlayerSettings::NONE) //no change
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if(cur.getNum() == PlayerSettings::NONE) //no change
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return;
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if(cur == PlayerSettings::RANDOM) //first/last available
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if(cur.getNum() == PlayerSettings::RANDOM) //first/last available
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{
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if(dir > 0)
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cur = *allowed.begin(); //id of first town
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@@ -880,7 +880,7 @@ void CVCMIServer::optionNextCastle(PlayerColor player, int dir)
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{
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s.hero = PlayerSettings::RANDOM;
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}
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if(cur < 0 && s.bonus == PlayerSettings::RESOURCE)
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if(cur.getNum() < 0 && s.bonus == PlayerSettings::RESOURCE)
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s.bonus = PlayerSettings::RANDOM;
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}
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@@ -935,7 +935,7 @@ void CVCMIServer::setCampaignBonus(int bonusId)
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void CVCMIServer::optionNextHero(PlayerColor player, int dir)
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{
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PlayerSettings & s = si->playerInfos[player];
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if(s.castle < 0 || s.hero == PlayerSettings::NONE)
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if(s.castle.getNum() < 0 || s.hero == PlayerSettings::NONE)
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return;
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if(s.hero == PlayerSettings::RANDOM) // first/last available
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@@ -1004,7 +1004,7 @@ void CVCMIServer::optionNextBonus(PlayerColor player, int dir)
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if(ret < PlayerSettings::RANDOM)
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ret = PlayerSettings::RESOURCE;
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if(s.castle == PlayerSettings::RANDOM && ret == PlayerSettings::RESOURCE) //random castle - can't be resource
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if(s.castle.getNum() == PlayerSettings::RANDOM && ret == PlayerSettings::RESOURCE) //random castle - can't be resource
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{
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if(dir < 0)
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ret = PlayerSettings::GOLD;
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