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- Changed aggregation method so now fuzzy engine takes all the factors into consideration
- Heroes now will use real path cost and their movement, which has numerous advantages: * Actual movement cost is taken into consideration * Groups of heroes will keep order * Fastest heroes will be used for exploration first
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@@ -332,6 +332,11 @@ bool CCallback::getPath2( int3 dest, CGPath &ret )
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return cl->pathInfo->getPath(dest, ret);
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}
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int CCallback::getMovementCost(const CGHeroInstance * hero, int3 dest)
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{
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return gs->getMovementCost(hero, hero->visitablePos(), dest, hero->movement);
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}
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void CCallback::recalculatePaths()
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{
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cl->calculatePaths(cl->IGameCallback::getSelectedHero(*player));
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