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Initial implementation for rewardable town building
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@ -284,5 +284,146 @@ void CTownBonus::applyBonuses(CGHeroInstance * h, const BonusList & bonuses) con
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town->addHeroToStructureVisitors(h, indexOnTV);
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}
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CTownRewardableBuilding::CTownRewardableBuilding(const BuildingID & index, BuildingSubID::EBuildingSubID subId, CGTownInstance * cgTown)
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{
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bID = index;
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bType = subId;
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town = cgTown;
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indexOnTV = static_cast<si32>(town->bonusingBuildings.size());
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}
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void CTownRewardableBuilding::setProperty(ui8 what, ui32 val)
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{
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switch (what)
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{
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case ObjProperty::VISITORS:
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visitors.insert(ObjectInstanceID(val));
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break;
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case ObjProperty::REWARD_RANDOMIZE:
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//initObj(cb->gameState()->getRandomGenerator());
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break;
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case ObjProperty::REWARD_SELECT:
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selectedReward = val;
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break;
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}
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}
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bool CTownRewardableBuilding::wasVisitedBefore(const CGHeroInstance * contextHero) const
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{
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switch (getConfiguration().visitMode)
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{
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case Rewardable::VISIT_UNLIMITED:
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return false;
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case Rewardable::VISIT_ONCE:
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return false; //not supported
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case Rewardable::VISIT_PLAYER:
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return false; //not supported
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case Rewardable::VISIT_BONUS:
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return contextHero->hasBonusFrom(Bonus::TOWN_STRUCTURE, Bonus::getSid32(town->town->faction->getIndex(), bID));
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case Rewardable::VISIT_HERO:
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return visitors.find(contextHero->id) != visitors.end();
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default:
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return false;
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}
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}
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void CTownRewardableBuilding::onHeroVisit(const CGHeroInstance *h) const
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{
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auto grantRewardWithMessage = [&](int index) -> void
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{
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auto vi = getConfiguration().info.at(index);
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logGlobal->debug("Granting reward %d. Message says: %s", index, vi.message.toString());
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InfoWindow iw;
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iw.player = h->tempOwner;
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iw.text = vi.message;
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vi.reward.loadComponents(iw.components, h);
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iw.type = getConfiguration().infoWindowType;
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if(!iw.components.empty() || !iw.text.toString().empty())
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cb->showInfoDialog(&iw);
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//grantReward(index, h);
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};
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auto selectRewardsMessage = [&](const std::vector<ui32> & rewards, const MetaString & dialog) -> void
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{
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BlockingDialog sd(getConfiguration().canRefuse, rewards.size() > 1);
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sd.player = h->tempOwner;
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sd.text = dialog;
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if (rewards.size() > 1)
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for (auto index : rewards)
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sd.components.push_back(getConfiguration().info.at(index).reward.getDisplayedComponent(h));
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if (rewards.size() == 1)
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getConfiguration().info.at(rewards.front()).reward.loadComponents(sd.components, h);
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cb->showBlockingDialog(&sd);
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};
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if(!town->hasBuilt(bID))
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return;
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if(!wasVisitedBefore(h))
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{
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town->addHeroToStructureVisitors(h, indexOnTV);
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auto rewards = getAvailableRewards(h, CRewardVisitInfo::EVENT_FIRST_VISIT);
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logGlobal->debug("Visiting object with %d possible rewards", rewards.size());
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switch (rewards.size())
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{
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case 0: // no available rewards, e.g. visiting School of War without gold
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{
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auto emptyRewards = getAvailableRewards(h, CRewardVisitInfo::EVENT_NOT_AVAILABLE);
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if (!emptyRewards.empty())
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grantRewardWithMessage(emptyRewards[0]);
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else
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logMod->warn("No applicable message for visiting empty object!");
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break;
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}
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case 1: // one reward. Just give it with message
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{
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if (getConfiguration().canRefuse)
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selectRewardsMessage(rewards, getConfiguration().info.at(rewards.front()).message);
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else
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grantRewardWithMessage(rewards.front());
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break;
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}
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default: // multiple rewards. Act according to select mode
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{
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switch (getConfiguration().selectMode) {
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case Rewardable::SELECT_PLAYER: // player must select
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selectRewardsMessage(rewards, getConfiguration().onSelect);
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break;
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case Rewardable::SELECT_FIRST: // give first available
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grantRewardWithMessage(rewards.front());
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break;
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case Rewardable::SELECT_RANDOM: // give random
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//TODO: support
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//grantRewardWithMessage(*RandomGeneratorUtil::nextItem(rewards, cb->gameState()->getRandomGenerator()));
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break;
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}
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break;
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}
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}
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if(getAvailableRewards(h, CRewardVisitInfo::EVENT_FIRST_VISIT).empty())
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{
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//ChangeObjectVisitors cov(ChangeObjectVisitors::VISITOR_ADD_TEAM, id, h->id);
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//cb->sendAndApply(&cov);
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}
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}
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else
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{
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logGlobal->debug("Revisiting already visited object");
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auto visitedRewards = getAvailableRewards(h, CRewardVisitInfo::EVENT_ALREADY_VISITED);
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if (!visitedRewards.empty())
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grantRewardWithMessage(visitedRewards[0]);
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else
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logMod->warn("No applicable message for visiting already visited object!");
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}
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}
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VCMI_LIB_NAMESPACE_END
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@ -11,7 +11,7 @@
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#pragma once
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#include "CObjectHandler.h"
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#include "CRewardableObject.h"
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#include "Rewardable.h"
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VCMI_LIB_NAMESPACE_BEGIN
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@ -107,11 +107,18 @@ private:
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class DLL_LINKAGE CTownRewardableBuilding : public CGTownBuilding, public Rewardable::Interface
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{
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/// reward selected by player, no serialize
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ui16 selectedReward = 0;
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std::set<ObjectInstanceID> visitors;
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bool wasVisitedBefore(const CGHeroInstance * contextHero) const;
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public:
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void setProperty(ui8 what, ui32 val) override;
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void onHeroVisit (const CGHeroInstance * h) const override;
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void onHeroVisit(const CGHeroInstance * h) const override;
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CTownRewardableBuilding(CGTownInstance * TOWN);
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CTownRewardableBuilding(const BuildingID & index, BuildingSubID::EBuildingSubID subId, CGTownInstance * TOWN);
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CTownRewardableBuilding() = default;
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template <typename Handler> void serialize(Handler &h, const int version)
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@ -10,6 +10,7 @@
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#include "StdInc.h"
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#include "CGTownInstance.h"
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#include "CGTownBuilding.h"
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#include "CObjectClassesHandler.h"
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#include "../spells/CSpellHandler.h"
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#include "../battle/IBattleInfoCallback.h"
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@ -380,7 +381,7 @@ void CGTownInstance::addTownBonuses(CRandomGenerator & rand)
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if(kvp.second->subId == BuildingSubID::CONFIGURABLE_REWARD)
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{
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auto * newBuilding = new CTownRewardableBuilding(this);
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auto * newBuilding = new CTownRewardableBuilding(kvp.second->bid, kvp.second->subId, this);
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kvp.second->rewardableObjectInfo.configureObject(newBuilding->configuration(), rand);
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bonusingBuildings.push_back(newBuilding);
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}
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@ -18,7 +18,6 @@
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#include "CGDwelling.h"
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#include "CGHeroInstance.h"
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#include "CGMarket.h"
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#include "CGTownBuilding.h"
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#include "CGTownInstance.h"
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#include "CGPandoraBox.h"
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#include "CRewardableObject.h"
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@ -21,6 +21,7 @@
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#include "../mapObjects/CRewardableConstructor.h"
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#include "../mapObjects/CommonConstructors.h"
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#include "../mapObjects/MapObjects.h"
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#include "../mapObjects/CGTownBuilding.h"
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#include "../battle/CObstacleInstance.h"
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#include "../CStack.h"
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@ -153,7 +154,8 @@ void registerTypesMapObjects2(Serializer &s)
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//Other object-related
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s.template registerType<IObjectInterface, CGTownBuilding>();
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s.template registerType<CGTownBuilding, CTownBonus>();
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s.template registerType<CGTownBuilding, COPWBonus>();
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s.template registerType<CGTownBuilding, COPWBonus>();
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s.template registerType<CGTownBuilding, CTownRewardableBuilding>();
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s.template registerType<CGObjectInstance, CRewardableObject>();
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