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# Updates to actor prop-switching system
Forced variant names to lowercase. Allowed empty prop model names to remove inherited props. Removed a little code duplication. Entity: Changed confusing (and probably incorrect) loop/STL logic, to use slightly more confusing syntax instead. This was SVN commit r3761.
This commit is contained in:
@@ -5,6 +5,7 @@
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#include "ObjectManager.h"
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#include "XML/Xeromyces.h"
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#include "CLogger.h"
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#include "lib/timer.h"
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#define LOG_CATEGORY "graphics"
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@@ -16,7 +17,7 @@ CObjectBase::CObjectBase()
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bool CObjectBase::Load(const char* filename)
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{
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m_Variants.clear();
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m_VariantGroups.clear();
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CStr filePath ("art/actors/");
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filePath += filename;
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@@ -69,27 +70,25 @@ bool CObjectBase::Load(const char* filename)
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// of elements, to avoid wasteful copying/reallocation later.
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{
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// Count the variants in each group
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std::vector<int> variantSizes;
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std::vector<int> variantGroupSizes;
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XERO_ITER_EL(root, child)
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{
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if (child.getNodeName() == el_group)
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{
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variantSizes.push_back(0);
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XERO_ITER_EL(child, variant)
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++variantSizes.back();
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variantGroupSizes.push_back(child.getChildNodes().Count);
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}
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}
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m_Variants.resize(variantSizes.size());
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m_VariantGroups.resize(variantGroupSizes.size());
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// Set each vector to match the number of variants
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for (size_t i = 0; i < variantSizes.size(); ++i)
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m_Variants[i].resize(variantSizes[i]);
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for (size_t i = 0; i < variantGroupSizes.size(); ++i)
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m_VariantGroups[i].resize(variantGroupSizes[i]);
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}
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// (This XML-reading code is rather worryingly verbose...)
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std::vector<std::vector<Variant> >::iterator currentGroup = m_Variants.begin();
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std::vector<std::vector<Variant> >::iterator currentGroup = m_VariantGroups.begin();
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XERO_ITER_EL(root, child)
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{
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@@ -104,7 +103,7 @@ bool CObjectBase::Load(const char* filename)
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XERO_ITER_ATTR(variant, attr)
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{
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if (attr.Name == at_name)
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currentVariant->m_VariantName = attr.Value;
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currentVariant->m_VariantName = CStr(attr.Value).LowerCase();
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else if (attr.Name == at_frequency)
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currentVariant->m_Frequency = CStr(attr.Value).ToInt();
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@@ -134,9 +133,13 @@ bool CObjectBase::Load(const char* filename)
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XERO_ITER_ATTR(anim_element, ae)
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{
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if (ae.Name == at_name)
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{
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anim.m_AnimName = ae.Value;
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}
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else if (ae.Name == at_file)
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{
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anim.m_FileName = "art/animation/" + CStr(ae.Value);
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}
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else if (ae.Name == at_speed)
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{
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anim.m_Speed = CStr(ae.Value).ToInt() / 100.f;
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@@ -209,8 +212,14 @@ bool CObjectBase::Load(const char* filename)
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return true;
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}
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TIMER_ADD_CLIENT(tc_CalculateVariationKey)
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std::vector<u8> CObjectBase::CalculateVariationKey(const std::vector<std::set<CStrW> >& selections)
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{
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TIMER_ACCRUE(tc_CalculateVariationKey);
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// (TODO: see CObjectManager::FindObjectVariation for an opportunity to
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// call this function a bit less frequently)
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// Calculate a complete list of choices, one per group, based on the
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// supposedly-complete selections (i.e. not making random choices at this
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// stage).
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@@ -223,8 +232,8 @@ std::vector<u8> CObjectBase::CalculateVariationKey(const std::vector<std::set<CS
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std::map<CStr, CStr> chosenProps;
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for (std::vector<std::vector<CObjectBase::Variant> >::iterator grp = m_Variants.begin();
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grp != m_Variants.end();
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for (std::vector<std::vector<CObjectBase::Variant> >::iterator grp = m_VariantGroups.begin();
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grp != m_VariantGroups.end();
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++grp)
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{
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// Ignore groups with nothing inside. (A warning will have been
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@@ -274,7 +283,10 @@ std::vector<u8> CObjectBase::CalculateVariationKey(const std::vector<std::set<CS
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CObjectBase::Variant& var ((*grp)[match]);
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for (std::vector<CObjectBase::Prop>::iterator it = var.m_Props.begin(); it != var.m_Props.end(); ++it)
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{
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chosenProps[it->m_PropPointName] = it->m_ModelName;
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if (it->m_ModelName.Length())
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chosenProps[it->m_PropPointName] = it->m_ModelName;
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else
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chosenProps.erase(it->m_PropPointName);
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}
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}
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@@ -292,6 +304,70 @@ std::vector<u8> CObjectBase::CalculateVariationKey(const std::vector<std::set<CS
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return choices;
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}
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const CObjectBase::Variation CObjectBase::BuildVariation(const std::vector<u8>& variationKey)
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{
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Variation variation;
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// variationKey should correspond with m_Variants, giving the id of the
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// chosen variant from each group. (Except variationKey has some bits stuck
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// on the end for props, but we don't care about those in here.)
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std::vector<std::vector<CObjectBase::Variant> >::iterator grp = m_VariantGroups.begin();
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std::vector<u8>::const_iterator match = variationKey.begin();
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for ( ;
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grp != m_VariantGroups.end() && match != variationKey.end();
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++grp, ++match)
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{
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// Ignore groups with nothing inside. (A warning will have been
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// emitted by the loading code.)
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if (grp->size() == 0)
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continue;
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size_t id = *match;
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if (id >= grp->size())
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{
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// This should be impossible
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debug_warn("BuildVariation: invalid variant id");
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continue;
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}
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// Get the matched variant
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CObjectBase::Variant& var ((*grp)[id]);
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// Apply its data:
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if (var.m_TextureFilename.Length())
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variation.texture = var.m_TextureFilename;
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if (var.m_ModelFilename.Length())
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variation.model = var.m_ModelFilename;
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if (var.m_Color.Length())
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variation.color = var.m_Color;
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for (std::vector<CObjectBase::Prop>::iterator it = var.m_Props.begin(); it != var.m_Props.end(); ++it)
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{
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if (it->m_ModelName.Length())
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variation.props[it->m_PropPointName] = *it;
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else
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variation.props.erase(it->m_PropPointName);
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}
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// If one variant defines one animation called e.g. "attack", and this
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// variant defines two different animations with the same name, the one
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// original should be erased, and replaced by the two new ones.
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//
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// So, erase all existing animations which are overridden by this variant:
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for (std::vector<CObjectBase::Anim>::iterator it = var.m_Anims.begin(); it != var.m_Anims.end(); ++it)
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variation.anims.erase(it->m_AnimName);
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// and then insert the new ones:
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for (std::vector<CObjectBase::Anim>::iterator it = var.m_Anims.begin(); it != var.m_Anims.end(); ++it)
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variation.anims.insert(make_pair(it->m_AnimName, *it));
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}
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return variation;
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}
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std::set<CStrW> CObjectBase::CalculateRandomVariation(const std::set<CStrW>& initialSelections)
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{
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std::set<CStrW> selections = initialSelections;
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@@ -308,8 +384,8 @@ std::set<CStrW> CObjectBase::CalculateRandomVariation(const std::set<CStrW>& ini
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// When choosing randomly, make use of each variant's frequency. If all
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// variants have frequency 0, treat them as if they were 1.
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for (std::vector<std::vector<CObjectBase::Variant> >::iterator grp = m_Variants.begin();
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grp != m_Variants.end();
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for (std::vector<std::vector<CObjectBase::Variant> >::iterator grp = m_VariantGroups.begin();
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grp != m_VariantGroups.end();
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++grp)
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{
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// Ignore groups with nothing inside. (A warning will have been
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@@ -383,7 +459,10 @@ std::set<CStrW> CObjectBase::CalculateRandomVariation(const std::set<CStrW>& ini
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CObjectBase::Variant& var ((*grp)[match]);
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for (std::vector<CObjectBase::Prop>::iterator it = var.m_Props.begin(); it != var.m_Props.end(); ++it)
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{
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chosenProps[it->m_PropPointName] = it->m_ModelName;
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if (it->m_ModelName.Length())
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chosenProps[it->m_PropPointName] = it->m_ModelName;
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else
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chosenProps.erase(it->m_PropPointName);
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}
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}
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@@ -394,6 +473,7 @@ std::set<CStrW> CObjectBase::CalculateRandomVariation(const std::set<CStrW>& ini
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if (prop)
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{
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std::set<CStrW> propSelections = prop->CalculateRandomVariation(selections);
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// selections = union(propSelections, selections)
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std::set<CStrW> newSelections;
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std::set_union(propSelections.begin(), propSelections.end(),
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selections.begin(), selections.end(),
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