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After-battle object visitation will now occur after levelups
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b638b0b679
commit
f39aaf2495
@ -27,7 +27,7 @@ void CBattleQuery::notifyObjectAboutRemoval(const CObjectVisitQuery & objectVisi
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{
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assert(result);
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if(result && !isAiVsHuman)
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if(result)
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objectVisit.visitedObject->battleFinished(objectVisit.visitingHero, *result);
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}
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@ -38,8 +38,6 @@ CBattleQuery::CBattleQuery(CGameHandler * owner, const IBattleInfo * bi):
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belligerents[0] = bi->getSideArmy(0);
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belligerents[1] = bi->getSideArmy(1);
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isAiVsHuman = bi->getSidePlayer(1).isValidPlayer() && gh->getPlayerState(bi->getSidePlayer(0))->isHuman() != gh->getPlayerState(bi->getSidePlayer(1))->isHuman();
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addPlayer(bi->getSidePlayer(0));
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addPlayer(bi->getSidePlayer(1));
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}
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@ -89,7 +87,9 @@ CBattleDialogQuery::CBattleDialogQuery(CGameHandler * owner, const IBattleInfo *
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void CBattleDialogQuery::onRemoval(PlayerColor color)
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{
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if (!gh->getPlayerState(color)->isHuman())
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// answer to this query was already processed when handling 1st player
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// this removal call for 2nd player which can be safely ignored
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if (resultProcessed)
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return;
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assert(answer);
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@ -108,13 +108,7 @@ void CBattleDialogQuery::onRemoval(PlayerColor color)
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}
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else
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{
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auto hero = bi->getSideHero(BattleSide::ATTACKER);
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auto visitingObj = bi->getDefendedTown() ? bi->getDefendedTown() : gh->getVisitingObject(hero);
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bool isAiVsHuman = bi->getSidePlayer(1).isValidPlayer() && gh->getPlayerState(bi->getSidePlayer(0))->isHuman() != gh->getPlayerState(bi->getSidePlayer(1))->isHuman();
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gh->battles->endBattleConfirm(bi->getBattleID());
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if(visitingObj && result && isAiVsHuman)
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visitingObj->battleFinished(hero, *result);
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}
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resultProcessed = true;
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}
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@ -23,7 +23,6 @@ public:
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std::array<const CArmedInstance *,2> belligerents;
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std::array<int, 2> initialHeroMana;
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bool isAiVsHuman;
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BattleID battleID;
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std::optional<BattleResult> result;
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@ -37,6 +36,7 @@ public:
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class CBattleDialogQuery : public CDialogQuery
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{
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bool resultProcessed = false;
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public:
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CBattleDialogQuery(CGameHandler * owner, const IBattleInfo * Bi, std::optional<BattleResult> Br);
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