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Use vstd::contains
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@@ -1100,14 +1100,14 @@ void CZonePlacer::dropRandomRoads(vstd::RNG * rand)
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auto current = stack.top();
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auto current = stack.top();
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stack.pop();
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stack.pop();
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if(visited.find(current) != visited.end())
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if(vstd::contains(visited, current))
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continue;
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continue;
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visited.insert(current);
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visited.insert(current);
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for(auto & neighbor : roadGraph[current])
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for(auto & neighbor : roadGraph[current])
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{
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{
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if(visited.find(neighbor.first) == visited.end())
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if(!vstd::contains(visited, neighbor.first))
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{
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{
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stack.push(neighbor.first);
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stack.push(neighbor.first);
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}
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}
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@@ -1117,7 +1117,7 @@ void CZonePlacer::dropRandomRoads(vstd::RNG * rand)
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//Check if all zones with roads are still reachable
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//Check if all zones with roads are still reachable
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for(auto zoneId : zonesWithRoads)
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for(auto zoneId : zonesWithRoads)
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{
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{
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if(visited.find(zoneId) == visited.end())
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if(!vstd::contains(visited, zoneId))
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{
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{
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canRemove = false;
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canRemove = false;
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break;
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break;
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@@ -1128,7 +1128,7 @@ void CZonePlacer::dropRandomRoads(vstd::RNG * rand)
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if(!canRemove)
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if(!canRemove)
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{
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{
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//Restore connection and try next one
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//Restore connection and try next one
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if(roadGraph[zoneA].find(zoneB) == roadGraph[zoneA].end())
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if(!vstd::contains(roadGraph[zoneA], zoneB))
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{
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{
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roadGraph[zoneA][zoneB] = 1;
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roadGraph[zoneA][zoneB] = 1;
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roadGraph[zoneB][zoneA] = 1;
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roadGraph[zoneB][zoneA] = 1;
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