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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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@ -1650,7 +1650,7 @@ bool CGameHandler::moveHero( ObjectInstanceID hid, int3 dst, ui8 teleporting, Pl
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}
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const TerrainTile t = *gs->getTile(hmpos);
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const int cost = gs->getMovementCost(h, h->getPosition(false), hmpos, h->movement);
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const int cost = gs->getMovementCost(h, h->getPosition(), hmpos, h->movement);
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const int3 guardPos = gs->guardingCreaturePosition(hmpos);
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const bool embarking = !h->boat && !t.visitableObjects.empty() && t.visitableObjects.back()->ID == Obj::BOAT;
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