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NKAI: fix headless and compilation
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@@ -116,7 +116,7 @@ void AINodeStorage::initialize(const PathfinderOptions & options, const CGameSta
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//Each thread gets different x, but an array of y located next to each other in memory
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parallel_for(blocked_range<size_t>(0, sizes.x), [&](const blocked_range<size_t>& r)
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tbb::parallel_for(tbb::blocked_range<size_t>(0, sizes.x), [&](const tbb::blocked_range<size_t>& r)
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{
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int3 pos;
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@@ -431,7 +431,7 @@ public:
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newChains.reserve(AIPathfinding::NUM_CHAINS);
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}
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void execute(const blocked_range<size_t>& r)
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void execute(const tbb::blocked_range<size_t>& r)
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{
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std::random_device randomDevice;
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std::mt19937 randomEngine(randomDevice());
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@@ -527,7 +527,7 @@ bool AINodeStorage::calculateHeroChain()
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std::shuffle(data.begin(), data.end(), randomEngine);
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parallel_for(blocked_range<size_t>(0, data.size()), [&](const blocked_range<size_t>& r)
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tbb::parallel_for(tbb::blocked_range<size_t>(0, data.size()), [&](const tbb::blocked_range<size_t>& r)
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{
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//auto r = blocked_range<size_t>(0, data.size());
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HeroChainCalculationTask task(*this, nodes, data, chainMask, heroChainTurn);
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@@ -543,7 +543,7 @@ bool AINodeStorage::calculateHeroChain()
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}
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else
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{
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auto r = blocked_range<size_t>(0, data.size());
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auto r = tbb::blocked_range<size_t>(0, data.size());
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HeroChainCalculationTask task(*this, nodes, data, chainMask, heroChainTurn);
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task.execute(r);
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@@ -1178,7 +1178,7 @@ void AINodeStorage::calculateTownPortalTeleportations(std::vector<CGPathNode *>
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if(actorsVector.size() * initialNodes.size() > 1000)
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{
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parallel_for(blocked_range<size_t>(0, actorsVector.size()), [&](const blocked_range<size_t> & r)
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tbb::parallel_for(tbb::blocked_range<size_t>(0, actorsVector.size()), [&](const tbb::blocked_range<size_t> & r)
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{
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for(int i = r.begin(); i != r.end(); i++)
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{
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