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@@ -119,6 +119,41 @@ uint64_t getDwellingScore(const CGObjectInstance * target, bool checkGold)
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return score;
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}
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+uint64_t evaluateArtifactArmyValue(CArtifactInstance * art)
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+{
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+ if(art->artType->id == ArtifactID::SPELL_SCROLL)
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+ return 1500;
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+
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+ auto statsValue =
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+ 4 * art->valOfBonuses(Bonus::LAND_MOVEMENT)
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+ + 700 * art->valOfBonuses(Bonus::MORALE)
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+ + 700 * art->getAttack(false)
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+ + 700 * art->getDefence(false)
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+ + 700 * art->valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::KNOWLEDGE)
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+ + 700 * art->valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::SPELL_POWER)
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+ + 700 * art->getDefence(false)
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+ + 500 * art->valOfBonuses(Bonus::LUCK);
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+
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+ auto classValue = 0;
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+
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+ switch(art->artType->aClass)
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+ {
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+ case CArtifact::EartClass::ART_MINOR:
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+ classValue = 1000;
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+ break;
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+
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+ case CArtifact::EartClass::ART_MAJOR:
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+ classValue = 3000;
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+ break;
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+ case CArtifact::EartClass::ART_RELIC:
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+ case CArtifact::EartClass::ART_SPECIAL:
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+ classValue = 8000;
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+ break;
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+ }
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+
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+ return statsValue > classValue ? statsValue : classValue;
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+}
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+
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uint64_t getArmyReward(const CGObjectInstance * target, const CGHeroInstance * hero, bool checkGold)
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{
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if(!target)
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@@ -138,9 +173,10 @@ uint64_t getArmyReward(const CGObjectInstance * target, const CGHeroInstance * h
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case Obj::CRYPT:
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case Obj::SHIPWRECK:
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case Obj::SHIPWRECK_SURVIVOR:
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+ case Obj::WARRIORS_TOMB:
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return 1500;
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case Obj::ARTIFACT:
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- return dynamic_cast<const CGArtifact *>(target)->storedArtifact-> artType->getArtClassSerial() * 300;
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+ return evaluateArtifactArmyValue(dynamic_cast<const CGArtifact *>(target)->storedArtifact);
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case Obj::DRAGON_UTOPIA:
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return 10000;
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default:
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@@ -220,6 +256,8 @@ int32_t getGoldReward(const CGObjectInstance * target, const CGHeroInstance * he
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return 100;
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case Obj::CAMPFIRE:
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return 800;
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+ case Obj::WAGON:
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+ return 100;
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case Obj::CREATURE_BANK:
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return getCreatureBankResources(target, hero)[Res::GOLD];
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case Obj::CRYPT:
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