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Cache SectorMaps to evaluate multiple goals -> huge performance boost
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@@ -465,7 +465,7 @@ const TerrainTile * CGameInfoCallback::getTile( int3 tile, bool verbose) const
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}
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//TODO: typedef?
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unique_ptr<boost::multi_array<TerrainTile*, 3>> CGameInfoCallback::getAllVisibleTiles() const
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shared_ptr<boost::multi_array<TerrainTile*, 3>> CGameInfoCallback::getAllVisibleTiles() const
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{
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assert(player.is_initialized());
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auto team = getPlayerTeam(player.get());
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@@ -486,7 +486,7 @@ unique_ptr<boost::multi_array<TerrainTile*, 3>> CGameInfoCallback::getAllVisible
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else
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tileArray[x][y][z] = nullptr;
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}
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return make_unique<boost::multi_array<TerrainTile*, 3>>(tileArray);
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return make_shared<boost::multi_array<TerrainTile*, 3>>(tileArray);
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}
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EBuildingState::EBuildingState CGameInfoCallback::canBuildStructure( const CGTownInstance *t, BuildingID ID )
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