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battle and general upgrades and bugfixes
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@@ -97,12 +97,14 @@ public:
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int battleGetBattlefieldType(); // 1. sand/shore 2. sand/mesas 3. dirt/birches 4. dirt/hills 5. dirt/pines 6. grass/hills 7. grass/pines 8. lava 9. magic plains 10. snow/mountains 11. snow/trees 12. subterranean 13. swamp/trees 14. fiery fields 15. rock lands 16. magic clouds 17. lucid pools 18. holy ground 19. clover field 20. evil fog 21. "favourable winds" text on magic plains background 22. cursed ground 23. rough 24. ship to ship 25. ship
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int battleGetObstaclesAtTile(int tile); //returns bitfield
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int battleGetStack(int pos); //returns ID of stack on the tile
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CStack battleGetStackByID(int ID); //returns stack info by given ID
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int battleGetPos(int stack); //returns position (tile ID) of stack
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int battleMakeAction(BattleAction* action);//perform action with an active stack (or custom action)
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std::map<int, CStack> battleGetStacks(); //returns stacks on battlefield
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CCreature battleGetCreature(int number); //returns type of creature by given number of stack
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bool battleMoveCreature(int ID, int dest); //moves creature with id ID to dest if possible
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std::vector<int> battleGetAvailableHexes(int ID); //reutrns numbers of hexes reachable by creature with id ID
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bool battleIsStackMine(int ID); //returns true if stack with id ID belongs to caller
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//friends
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