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CPathfinder: rename functions to better represent what they doing
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@@ -110,7 +110,7 @@ void CPathfinder::calculatePaths()
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if(cp->layer != i && !isLayerTransitionPossible())
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continue;
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if(!isMovementPossible())
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if(!isMovementToDestPossible())
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continue;
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int cost = gs->getMovementCost(hero, cp->coord, dp->coord, movement);
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@@ -138,7 +138,7 @@ void CPathfinder::calculatePaths()
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dp->turns = turnAtNextTile;
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dp->theNodeBefore = cp;
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if(checkDestinationTile())
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if(isMovementAfterDestPossible())
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mq.push_back(dp);
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}
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}
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@@ -225,7 +225,7 @@ void CPathfinder::addTeleportExits(bool noTeleportExcludes)
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}
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}
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bool CPathfinder::isMovementPossible()
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bool CPathfinder::isMovementToDestPossible()
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{
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switch (dp->layer)
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{
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@@ -263,7 +263,7 @@ bool CPathfinder::isMovementPossible()
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return true;
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}
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bool CPathfinder::checkDestinationTile()
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bool CPathfinder::isMovementAfterDestPossible()
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{
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if(dp->accessible == CGPathNode::ACCESSIBLE)
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return true;
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@@ -105,8 +105,8 @@ private:
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void addNeighbours(const int3 &coord);
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void addTeleportExits(bool noTeleportExcludes = false);
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bool isMovementPossible(); //checks if current move will be between sea<->land. If so, checks it legality (returns false if movement is not possible) and sets useEmbarkCost
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bool checkDestinationTile();
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bool isMovementToDestPossible(); //checks if current move will be between sea<->land. If so, checks it legality (returns false if movement is not possible) and sets useEmbarkCost
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bool isMovementAfterDestPossible();
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int3 getSourceGuardPosition();
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bool isSourceGuarded();
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