Pathfinding: change argument order for getPath and AUTO layer as default
This still need investigation, but likely most of external code shouldn't be aware of layers in order to work properly because only LAND and SAIL can be targeted and single tile can't have both of these layers.
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@@ -372,7 +372,7 @@ int3 whereToExplore(HeroPtr h)
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{
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int3 op = obj->visitablePos();
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CGPath p;
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ai->myCb->getPathsInfo(h.get())->getPath(op, p);
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ai->myCb->getPathsInfo(h.get())->getPath(p, ops);
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if (p.nodes.size() && p.endPos() == op && p.nodes.size() <= DIST_LIMIT)
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if (ai->isGoodForVisit(obj, h, sm))
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nearbyVisitableObjs.push_back(obj);
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+2
-2
@@ -1840,7 +1840,7 @@ bool VCAI::moveHeroToTile(int3 dst, HeroPtr h)
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else
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{
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CGPath path;
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cb->getPathsInfo(h.get())->getPath(dst, path);
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cb->getPathsInfo(h.get())->getPath(path, dst);
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if(path.nodes.empty())
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{
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logAi->errorStream() << "Hero " << h->name << " cannot reach " << dst;
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@@ -2519,7 +2519,7 @@ int3 VCAI::explorationNewPoint(HeroPtr h)
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continue;
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CGPath path;
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cb->getPathsInfo(hero)->getPath(tile, path);
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cb->getPathsInfo(hero)->getPath(path, tile);
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float ourValue = (float)howManyTilesWillBeDiscovered(tile, radius, cbp) / (path.nodes.size() + 1); //+1 prevents erratic jumps
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if (ourValue > bestValue) //avoid costly checks of tiles that don't reveal much
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