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Huge optimization based on profiling - cut generation time by almost half (Jebus XL+U).
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@@ -94,12 +94,16 @@ public:
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ui32 getZoneCount(TFaction faction);
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ui32 getTotalZoneCount() const;
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TRmgTemplateZoneId getZoneID(const int3& tile) const;
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void setZoneID(const int3& tile, TRmgTemplateZoneId zid);
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private:
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std::map<TRmgTemplateZoneId, CRmgTemplateZone*> zones;
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std::map<TFaction, ui32> zonesPerFaction;
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ui32 zonesTotal; //zones that have their main town only
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CTileInfo*** tiles;
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boost::multi_array<TRmgTemplateZoneId, 3> zoneColouring; //[z][x][y]
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int prisonsRemaining;
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//int questArtsRemaining;
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