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Removed unused code, which is not needed with new Pathfinder.
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@ -3260,30 +3260,6 @@ For ship construction etc, another function (goal?) is needed
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sectorQueue.push(neigh);
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}
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}
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/*
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// TODO: this code need to be rewritten in order to work porperly
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// And we need to support teleport channels instead of just gates
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//
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// At moment it's cause more issues than it's solve so it's disabled.
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// Check mantis 2119, 2228 and 2212 (Warmonger posts)
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for (auto gate : s->subterraneanGates)
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{
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auto gatePair = ai->knownSubterraneanGates.find(gate);
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if (gatePair != ai->knownSubterraneanGates.end())
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{
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//check the other side of gate
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Sector *neigh = &infoOnSectors[retreiveTile(gatePair->second->visitablePos())];
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if(!preds[neigh]) //if we didn't come into this sector yet
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{
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preds[neigh] = s; //it becomes our new target sector
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sectorQueue.push(neigh);
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}
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}
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}
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*/
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}
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if(!preds[dest])
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@ -3389,34 +3365,8 @@ For ship construction etc, another function (goal?) is needed
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//disembark
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return ret;
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}
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else //use subterranean gates
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else //use subterranean gates - not needed since gates are now handled via Pathfinder
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{
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//auto t = findFirstVisitableTile (h, dst);
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//if (t.valid())
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// return t;
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//TODO: pop sectors linked by Subterranean Gate in loop
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/*
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// Same as above, check issues 2119, 2228
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auto firstGate = boost::find_if(src->subterraneanGates, [=](const CGObjectInstance * gate) -> bool
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{
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//make sure no hero block the way
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auto pos = ai->knownSubterraneanGates[gate]->visitablePos();
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const TerrainTile *t = getTile(pos);
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return t && t->visitableObjects.size() == 1 && t->topVisitableId() == Obj::SUBTERRANEAN_GATE
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&& retreiveTile(pos) == sectorToReach->id;
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});
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if(firstGate != src->subterraneanGates.end())
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{
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//TODO: pahtfinder can find path through subterranean gates, but this function only reaches closest gate
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return (*firstGate)->visitablePos();
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}
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*/
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//TODO
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//Monolith? Whirlpool? ...
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return ret;
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//throw cannotFulfillGoalException("Land-land and water-water inter-sector transitions are not implemented!");
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}
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