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Use unit->getHexes()
instead of battle::Unit::getHexes(stack->getPosition(), stack->doubleWide(), stack->unitSide())
This commit is contained in:
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a1593948b7
commit
30bd975f95
@ -1024,7 +1024,7 @@ AccessibilityInfo CBattleInfoCallback::getAccessibility() const
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AccessibilityInfo CBattleInfoCallback::getAccessibility(const battle::Unit * stack) const
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AccessibilityInfo CBattleInfoCallback::getAccessibility(const battle::Unit * stack) const
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{
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{
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return getAccessibility(battle::Unit::getHexes(stack->getPosition(), stack->doubleWide(), stack->unitSide()));
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return getAccessibility(stack->getHexes());
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}
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}
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AccessibilityInfo CBattleInfoCallback::getAccessibility(const BattleHexArray & accessibleHexes) const
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AccessibilityInfo CBattleInfoCallback::getAccessibility(const BattleHexArray & accessibleHexes) const
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@ -1458,7 +1458,7 @@ battle::Units CBattleInfoCallback::getAttackedBattleUnits(
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if (unit->isGhost() || !unit->alive())
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if (unit->isGhost() || !unit->alive())
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return false;
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return false;
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for (const BattleHex & hex : battle::Unit::getHexes(unit->getPosition(), unit->doubleWide(), unit->unitSide()))
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for (const BattleHex & hex : unit->getHexes())
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{
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{
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if (at.hostileCreaturePositions.contains(hex))
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if (at.hostileCreaturePositions.contains(hex))
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return true;
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return true;
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@ -68,19 +68,13 @@ const BattleHexArray & Unit::getSurroundingHexes(const BattleHex & position, boo
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BattleHexArray Unit::getAttackableHexes(const Unit * attacker) const
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BattleHexArray Unit::getAttackableHexes(const Unit * attacker) const
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{
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{
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const BattleHexArray & defenderHexes = battle::Unit::getHexes(
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const BattleHexArray & defenderHexes = getHexes();
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getPosition(),
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doubleWide(),
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unitSide());
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BattleHexArray targetableHexes;
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BattleHexArray targetableHexes;
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for(const auto & defenderHex : defenderHexes)
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for(const auto & defenderHex : defenderHexes)
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{
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{
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auto hexes = battle::Unit::getHexes(
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auto hexes = battle::Unit::getHexes(defenderHex);
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defenderHex,
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attacker->doubleWide(),
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unitSide());
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if(hexes.size() == 2 && BattleHex::getDistance(hexes.front(), hexes.back()) != 1)
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if(hexes.size() == 2 && BattleHex::getDistance(hexes.front(), hexes.back()) != 1)
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hexes.pop_back();
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hexes.pop_back();
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@ -107,7 +107,7 @@ bool DemonSummon::isValidTarget(const Mechanics * m, const battle::Unit * unit)
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return false;
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return false;
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//check if alive unit blocks rising
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//check if alive unit blocks rising
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for(const BattleHex & hex : battle::Unit::getHexes(unit->getPosition(), unit->doubleWide(), unit->unitSide()))
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for(const BattleHex & hex : unit->getHexes())
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{
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{
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auto blocking = m->battle()->battleGetUnitsIf([hex, unit](const battle::Unit * other)
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auto blocking = m->battle()->battleGetUnitsIf([hex, unit](const battle::Unit * other)
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{
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{
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@ -70,7 +70,7 @@ bool Heal::isValidTarget(const Mechanics * m, const battle::Unit * unit) const
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if(unit->isDead())
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if(unit->isDead())
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{
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{
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//check if alive unit blocks resurrection
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//check if alive unit blocks resurrection
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for(const BattleHex & hex : battle::Unit::getHexes(unit->getPosition(), unit->doubleWide(), unit->unitSide()))
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for(const BattleHex & hex : unit->getHexes())
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{
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{
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auto blocking = m->battle()->battleGetUnitsIf([hex, unit](const battle::Unit * other)
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auto blocking = m->battle()->battleGetUnitsIf([hex, unit](const battle::Unit * other)
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{
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{
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@ -202,7 +202,7 @@ EffectTarget UnitEffect::transformTargetByChain(const Mechanics * m, const Targe
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for(const auto *unit : possibleTargets)
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for(const auto *unit : possibleTargets)
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{
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{
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for(const auto & hex : battle::Unit::getHexes(unit->getPosition(), unit->doubleWide(), unit->unitSide()))
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for(const auto & hex : unit->getHexes())
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possibleHexes.insert(hex);
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possibleHexes.insert(hex);
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}
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}
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@ -222,7 +222,7 @@ EffectTarget UnitEffect::transformTargetByChain(const Mechanics * m, const Targe
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else
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else
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effectTarget.emplace_back();
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effectTarget.emplace_back();
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for(const auto & hex : battle::Unit::getHexes(unit->getPosition(), unit->doubleWide(), unit->unitSide()))
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for(const auto & hex : unit->getHexes())
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if (possibleHexes.contains(hex))
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if (possibleHexes.contains(hex))
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possibleHexes.erase(hex);
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possibleHexes.erase(hex);
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