boolignoreKnownAccessible=false;//Ignore obstacles if it is in accessible hexes
std::vector<BattleHex>knownAccessible;//hexes that will be treated as accessible, even if they're occupied by stack (by default - tiles occupied by stack we do reachability for, so it doesn't block itself)
BattleHexstartPosition;//assumed position of stack
BattlePerspective::BattlePerspectiveperspective=BattlePerspective::ALL_KNOWING;//some obstacles (eg. quicksands) may be invisible for some side