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Implemented View Earth / View Air spells
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@@ -489,7 +489,7 @@ void AIGateway::showMarketWindow(const IMarket * market, const CGHeroInstance *
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NET_EVENT_HANDLER;
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}
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void AIGateway::showWorldViewEx(const std::vector<ObjectPosInfo> & objectPositions)
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void AIGateway::showWorldViewEx(const std::vector<ObjectPosInfo> & objectPositions, bool showTerrain)
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{
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//TODO: AI support for ViewXXX spell
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LOG_TRACE(logAi);
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@@ -165,7 +165,7 @@ public:
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void buildChanged(const CGTownInstance * town, BuildingID buildingID, int what) override;
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void heroBonusChanged(const CGHeroInstance * hero, const Bonus & bonus, bool gain) override;
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void showMarketWindow(const IMarket * market, const CGHeroInstance * visitor) override;
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void showWorldViewEx(const std::vector<ObjectPosInfo> & objectPositions) override;
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void showWorldViewEx(const std::vector<ObjectPosInfo> & objectPositions, bool showTerrain) override;
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boost::optional<BattleAction> makeSurrenderRetreatDecision(const BattleStateInfoForRetreat & battleState) override;
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void battleStart(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool side) override;
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@@ -572,7 +572,7 @@ void VCAI::showMarketWindow(const IMarket * market, const CGHeroInstance * visit
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NET_EVENT_HANDLER;
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}
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void VCAI::showWorldViewEx(const std::vector<ObjectPosInfo> & objectPositions)
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void VCAI::showWorldViewEx(const std::vector<ObjectPosInfo> & objectPositions, bool showTerrain)
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{
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//TODO: AI support for ViewXXX spell
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LOG_TRACE(logAi);
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@@ -198,7 +198,7 @@ public:
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void buildChanged(const CGTownInstance * town, BuildingID buildingID, int what) override;
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void heroBonusChanged(const CGHeroInstance * hero, const Bonus & bonus, bool gain) override;
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void showMarketWindow(const IMarket * market, const CGHeroInstance * visitor) override;
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void showWorldViewEx(const std::vector<ObjectPosInfo> & objectPositions) override;
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void showWorldViewEx(const std::vector<ObjectPosInfo> & objectPositions, bool showTerrain) override;
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void battleStart(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool side) override;
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void battleEnd(const BattleResult * br) override;
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