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Some refactoring, commiting current state after tests
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@@ -35,6 +35,7 @@ public:
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int3 getVisitablePosition() const;
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bool isVisitableFrom(const int3 & tile) const;
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bool isBlockedVisitable() const;
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const Area & getAccessibleArea() const;
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void setTemplate(TerrainId terrain, CRandomGenerator &); //cache invalidation
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void setAnyTemplate(CRandomGenerator &); //cache invalidation
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@@ -71,6 +72,7 @@ public:
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int3 getVisitablePosition() const;
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const Area & getAccessibleArea(bool exceptLast = false) const;
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const Area & getBlockVisitableArea() const;
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const int3 & getPosition() const;
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void setPosition(const int3 & position);
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@@ -83,12 +85,14 @@ public:
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void setGuardedIfMonster(const Instance & object);
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void finalize(RmgMap & map, CRandomGenerator &);
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void clearCachedArea() const;
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void clear();
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private:
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std::list<Instance> dInstances;
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mutable Area dFullAreaCache;
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mutable Area dAccessibleAreaCache, dAccessibleAreaFullCache;
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mutable Area dBlockVisitableCache;
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int3 dPosition;
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ui32 dStrength;
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bool guarded;
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