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* Added comments to map.h * Refactoring(renamed attributes, some steps towards coding guidelines, ..)
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@ -430,9 +430,9 @@ bool CGameInfoCallback::verifyPath(CPath * path, bool blockSea) const
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continue;
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const TerrainTile *prev = getTile(path->nodes[i-1].coord); //tile of previous node on the path
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if (( t->tertype == TerrainTile::water && prev->tertype != TerrainTile::water)
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|| (t->tertype != TerrainTile::water && prev->tertype == TerrainTile::water)
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|| prev->tertype == TerrainTile::rock
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if (( t->tertype == ETerrainType::WATER && prev->tertype != ETerrainType::WATER)
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|| (t->tertype != ETerrainType::WATER && prev->tertype == ETerrainType::WATER)
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|| prev->tertype == ETerrainType::ROCK
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)
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return false;
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}
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@ -594,7 +594,7 @@ int CGameInfoCallback::canBuildStructure( const CGTownInstance *t, int ID )
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{
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const TerrainTile *tile = getTile(t->bestLocation(), false);
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if(!tile || tile->tertype != TerrainTile::water )
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if(!tile || tile->tertype != ETerrainType::WATER)
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return EBuildingState::NO_WATER; //lack of water
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}
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