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Moved FoW management from CGObjectInstance to callback
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@@ -121,7 +121,7 @@ public:
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PlayerColor getOwner() const;
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void setOwner(PlayerColor ow);
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/// APPEARANCE ACCESSORS ///
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/** APPEARANCE ACCESSORS **/
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int getWidth() const; //returns width of object graphic in tiles
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int getHeight() const; //returns height of object graphic in tiles
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@@ -133,14 +133,7 @@ public:
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std::set<int3> getBlockedOffsets() const; //returns set of relative positions blocked by this object
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bool isVisitable() const; //returns true if object is visitable
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/// HELPERS THAT SHOULD BE REMOVED ///
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/// fills set with tiles which are visible from this object. TODO: remove?
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void getSightTiles(std::unordered_set<int3, ShashInt3> &tiles) const;
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/// Hides tiles visible for any player but ours. TODO: move to callback/game state?
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void hideTiles(PlayerColor ourplayer, int radius) const;
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/// VIRTUAL METHODS ///
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/** VIRTUAL METHODS **/
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/// Returns true if player can pass through visitable tiles of this object
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virtual bool passableFor(PlayerColor color) const;
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@@ -154,7 +147,7 @@ public:
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/// Called mostly during map randomization to turn random object into a regular one (e.g. "Random Monster" into "Pikeman")
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virtual void setType(si32 ID, si32 subID);
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///IObjectInterface OVERRIDES
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/** OVERRIDES OF IObjectInterface **/
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void initObj() override;
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void onHeroVisit(const CGHeroInstance * h) const override;
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