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Support multiple battles in AI
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@@ -1000,7 +1000,7 @@ void CPlayerInterface::battleGateStateChanged(const EGateState state)
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battleInt->gateStateChanged(state);
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}
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void CPlayerInterface::yourTacticPhase(int distance)
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void CPlayerInterface::yourTacticPhase(const BattleID & battleID, int distance)
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{
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EVENT_HANDLER_CALLED_BY_CLIENT;
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}
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@@ -2126,7 +2126,7 @@ void CPlayerInterface::showWorldViewEx(const std::vector<ObjectPosInfo>& objectP
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adventureInt->openWorldView(objectPositions, showTerrain );
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}
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std::optional<BattleAction> CPlayerInterface::makeSurrenderRetreatDecision(const BattleStateInfoForRetreat & battleState)
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std::optional<BattleAction> CPlayerInterface::makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState)
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{
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return std::nullopt;
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}
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