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Some renamings for consistency
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@ -521,14 +521,14 @@ std::vector<std::vector<BattleHex::EDir>> BattleFieldController::getOutsideNeigh
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return output;
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}
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std::vector<std::shared_ptr<IImage>> BattleFieldController::calculateFullRangedDamageHighlightImages(std::vector<std::vector<BattleHex::EDir>> fullRangedDamageLimitHexesNeighbourDirections)
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std::vector<std::shared_ptr<IImage>> BattleFieldController::calculateRangedFullDamageHighlightImages(std::vector<std::vector<BattleHex::EDir>> rangedFullDamageLimitHexesNeighbourDirections)
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{
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std::vector<std::shared_ptr<IImage>> output; // if no image is to be shown an empty image is still added to help with traverssing the range
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if(fullRangedDamageLimitHexesNeighbourDirections.empty())
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if(rangedFullDamageLimitHexesNeighbourDirections.empty())
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return output;
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for(auto & directions : fullRangedDamageLimitHexesNeighbourDirections)
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for(auto & directions : rangedFullDamageLimitHexesNeighbourDirections)
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{
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std::bitset<6> mask;
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@ -537,7 +537,7 @@ std::vector<std::shared_ptr<IImage>> BattleFieldController::calculateFullRangedD
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mask.set(direction);
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uint8_t imageKey = static_cast<uint8_t>(mask.to_ulong());
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output.push_back(fullDamageRangeLimitImages->getImage(hexEdgeMaskToFrameIndex[imageKey]));
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output.push_back(rangedFullDamageLimitImages->getImage(hexEdgeMaskToFrameIndex[imageKey]));
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}
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return output;
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@ -556,7 +556,7 @@ void BattleFieldController::showHighlightedHexes(Canvas & canvas)
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std::vector<BattleHex> rangedFullDamageHexes = getRangedFullDamageHexes();
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std::vector<BattleHex> rangedFullDamageLimitHexes = getRangedFullDamageLimitHexes(rangedFullDamageHexes);
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std::vector<std::vector<BattleHex::EDir>> rangedFullDamageLimitHexesNeighbourDirections = getOutsideNeighbourDirectionsForLimitHexes(rangedFullDamageHexes, rangedFullDamageLimitHexes);
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std::vector<std::shared_ptr<IImage>> rangedFullDamageLimitHexesHighligts = calculateFullRangedDamageHighlightImages(rangedFullDamageLimitHexesNeighbourDirections);
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std::vector<std::shared_ptr<IImage>> rangedFullDamageLimitHexesHighligts = calculateRangedFullDamageHighlightImages(rangedFullDamageLimitHexesNeighbourDirections);
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auto const & hoveredMouseHexes = owner.actionsController->currentActionSpellcasting(getHoveredHex()) ? hoveredSpellHexes : hoveredMoveHexes;
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@ -33,7 +33,7 @@ class BattleFieldController : public CIntObject
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std::shared_ptr<IImage> cellUnitMovementHighlight;
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std::shared_ptr<IImage> cellUnitMaxMovementHighlight;
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std::shared_ptr<IImage> cellShade;
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std::unique_ptr<CAnimation> fullDamageRangeLimitImages;
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std::unique_ptr<CAnimation> rangedFullDamageLimitImages;
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std::shared_ptr<CAnimation> attackCursors;
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@ -85,7 +85,7 @@ class BattleFieldController : public CIntObject
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/// calculates what image to use as range limit, depending on the direction of neighbors
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/// a mask is used internally to mark the directions of all neighbours
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/// based on this mask the corresponding image is selected
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std::vector<std::shared_ptr<IImage>> calculateFullRangedDamageHighlightImages(std::vector<std::vector<BattleHex::EDir>> fullRangeLimitHexesNeighbourDirections);
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std::vector<std::shared_ptr<IImage>> calculateRangedFullDamageHighlightImages(std::vector<std::vector<BattleHex::EDir>> fullRangeLimitHexesNeighbourDirections);
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void showBackground(Canvas & canvas);
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void showBackgroundImage(Canvas & canvas);
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