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Final tweaks. Not going to add anything more to this PR.
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@ -1513,7 +1513,12 @@ void VCAI::wander(HeroPtr h)
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auto compareReinforcements = [h](const CGTownInstance * lhs, const CGTownInstance * rhs) -> bool
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auto compareReinforcements = [h](const CGTownInstance * lhs, const CGTownInstance * rhs) -> bool
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{
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{
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return howManyReinforcementsCanGet(h, lhs) < howManyReinforcementsCanGet(h, rhs);
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auto r1 = howManyReinforcementsCanGet(h, lhs),
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r2 = howManyReinforcementsCanGet(h, rhs);
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if (r1 != r2)
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return r1 < r2;
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else
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return howManyReinforcementsCanBuy(h, lhs) < howManyReinforcementsCanBuy(h, rhs);
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};
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};
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std::vector<const CGTownInstance *> townsReachable;
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std::vector<const CGTownInstance *> townsReachable;
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@ -3340,7 +3345,7 @@ int3 SectorMap::firstTileToGet(HeroPtr h, crint3 dst)
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if(sourceSector != destinationSector) //use ships, shipyards etc..
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if(sourceSector != destinationSector) //use ships, shipyards etc..
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{
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{
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if(ai->isAccessibleForHero(dst, h)) //pathfinder can find a way using ships and gates if tile is not blocked by objects
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if(ai->isAccessibleForHero(dst, h, true)) //pathfinder can find a way using ships and gates if tile is not blocked by objects
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return dst;
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return dst;
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std::map<const Sector *, const Sector *> preds;
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std::map<const Sector *, const Sector *> preds;
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