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https://github.com/vcmi/vcmi.git
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Working Version
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@@ -50,6 +50,33 @@ BattleFieldController::BattleFieldController(BattleInterface & owner):
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attackCursors = std::make_shared<CAnimation>("CRCOMBAT");
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attackCursors->preload();
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// load single edges
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fullDamageRangeLimitImages[0b000001] = IImage::createFromFile("rangeHighlights/green/topLeft.PNG", EImageBlitMode::COLORKEY);
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fullDamageRangeLimitImages[0b000010] = IImage::createFromFile("rangeHighlights/green/topRight.PNG", EImageBlitMode::COLORKEY);
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fullDamageRangeLimitImages[0b000100] = IImage::createFromFile("rangeHighlights/green/right.PNG", EImageBlitMode::COLORKEY);
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fullDamageRangeLimitImages[0b001000] = IImage::createFromFile("rangeHighlights/green/bottomRight.PNG", EImageBlitMode::COLORKEY);
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fullDamageRangeLimitImages[0b010000] = IImage::createFromFile("rangeHighlights/green/bottomLeft.PNG", EImageBlitMode::COLORKEY);
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fullDamageRangeLimitImages[0b100000] = IImage::createFromFile("rangeHighlights/green/left.PNG", EImageBlitMode::COLORKEY);
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// load double edges
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fullDamageRangeLimitImages[0b000011] = IImage::createFromFile("rangeHighlights/green/top.PNG", EImageBlitMode::COLORKEY);
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fullDamageRangeLimitImages[0b011000] = IImage::createFromFile("rangeHighlights/green/bottom.PNG", EImageBlitMode::COLORKEY);
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fullDamageRangeLimitImages[0b000110] = IImage::createFromFile("rangeHighlights/green/topRightHalfCorner.PNG", EImageBlitMode::COLORKEY);
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fullDamageRangeLimitImages[0b001100] = IImage::createFromFile("rangeHighlights/green/bottomRightHalfCorner.PNG", EImageBlitMode::COLORKEY);
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fullDamageRangeLimitImages[0b110000] = IImage::createFromFile("rangeHighlights/green/bottomLeftHalfCorner.PNG", EImageBlitMode::COLORKEY);
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fullDamageRangeLimitImages[0b100001] = IImage::createFromFile("rangeHighlights/green/topLeftHalfCorner.PNG", EImageBlitMode::COLORKEY);
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// load halves
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fullDamageRangeLimitImages[0b001110] = IImage::createFromFile("rangeHighlights/green/rightHalf.PNG", EImageBlitMode::COLORKEY);
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fullDamageRangeLimitImages[0b110001] = IImage::createFromFile("rangeHighlights/green/leftHalf.PNG", EImageBlitMode::COLORKEY);
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// load corners
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fullDamageRangeLimitImages[0b000111] = IImage::createFromFile("rangeHighlights/green/topRightCorner.PNG", EImageBlitMode::COLORKEY);
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fullDamageRangeLimitImages[0b011100] = IImage::createFromFile("rangeHighlights/green/bottomRightCorner.PNG", EImageBlitMode::COLORKEY);
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fullDamageRangeLimitImages[0b111000] = IImage::createFromFile("rangeHighlights/green/bottomLeftCorner.PNG", EImageBlitMode::COLORKEY);
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fullDamageRangeLimitImages[0b100011] = IImage::createFromFile("rangeHighlights/green/topLeftCorner.PNG", EImageBlitMode::COLORKEY);
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if(!owner.siegeController)
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{
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auto bfieldType = owner.curInt->cb->battleGetBattlefieldType();
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@@ -361,6 +388,124 @@ std::set<BattleHex> BattleFieldController::getHighlightedHexesForMovementTarget(
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return {};
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}
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std::vector<BattleHex> BattleFieldController::getRangedFullDamageHexes()
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{
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std::vector<BattleHex> rangedFullDamageHexes; // used for return
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std::set<BattleHex> battleFieldWithoutSideColumns;
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// if not a hovered arcer unit -> return
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auto hoveredHex = getHoveredHex();
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const CStack * hoveredStack = owner.curInt->cb->battleGetStackByPos(hoveredHex, true);
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if (!settings["battle"]["rangedFullDamageLimitHighlightOnHover"].Bool() && !GH.isKeyboardShiftDown())
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return rangedFullDamageHexes;
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if(!(hoveredStack && hoveredStack->isShooter()))
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return rangedFullDamageHexes;
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// construct battlefield grid without the 2 unusable sidecolumns
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for(auto x = 1; x < GameConstants::BFIELD_WIDTH - 1; ++x)
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{
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for(auto y = 0; y < GameConstants::BFIELD_HEIGHT; ++y)
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battleFieldWithoutSideColumns.insert(BattleHex(x, y));
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}
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auto rangedFullDamageDistance = GameConstants::BATTLE_PENALTY_DISTANCE;
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// overwrite full ranged damage distance from Additional info field of LIMITED_SHOOTING_RANGE bonus
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auto bonus = hoveredStack->getBonus(Selector::type()(BonusType::LIMITED_SHOOTING_RANGE));
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if(bonus != nullptr && bonus->additionalInfo != CAddInfo::NONE)
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rangedFullDamageDistance = bonus->additionalInfo[0];
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// get only battlefield hexes that are in full range damage distance
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std::set<BattleHex> fullRangeLimit;
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for(auto & hex : battleFieldWithoutSideColumns)
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{
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if(BattleHex::getDistance(hoveredHex, hex) <= rangedFullDamageDistance)
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rangedFullDamageHexes.push_back(hex);
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}
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return rangedFullDamageHexes;
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}
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std::vector<BattleHex> BattleFieldController::getRangedFullDamageLimitHexes(std::vector<BattleHex> rangedFullDamageHexes)
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{
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std::vector<BattleHex> rangedFullDamageLimitHexes; // used for return
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// if not a hovered arcer unit -> return
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auto hoveredHex = getHoveredHex();
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const CStack * hoveredStack = owner.curInt->cb->battleGetStackByPos(hoveredHex, true);
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if(!(hoveredStack && hoveredStack->isShooter()))
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return rangedFullDamageLimitHexes;
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auto rangedFullDamageDistance = GameConstants::BATTLE_PENALTY_DISTANCE;
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// overwrite full ranged damage distance from Additional info field of LIMITED_SHOOTING_RANGE bonus
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auto bonus = hoveredStack->getBonus(Selector::type()(BonusType::LIMITED_SHOOTING_RANGE));
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if(bonus != nullptr && bonus->additionalInfo != CAddInfo::NONE)
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rangedFullDamageDistance = bonus->additionalInfo[0];
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// from ranged full damage hexes get only the ones at the limit
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for(auto & hex : rangedFullDamageHexes)
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{
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if(BattleHex::getDistance(hoveredHex, hex) == rangedFullDamageDistance)
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rangedFullDamageLimitHexes.push_back(hex);
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}
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return rangedFullDamageLimitHexes;
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}
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std::vector<std::vector<BattleHex::EDir>> BattleFieldController::getOutsideNeighbourDirectionsForLimitHexes(std::vector<BattleHex> rangedFullDamageHexes, std::vector<BattleHex> rangedFullDamageLimitHexes)
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{
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std::vector<std::vector<BattleHex::EDir>> output;
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if(rangedFullDamageHexes.empty())
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return output;
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for(auto & hex : rangedFullDamageLimitHexes)
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{
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// get all neighbours and their directions
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auto neighbours = hex.neighbouringTilesWithDirection();
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std::vector<BattleHex::EDir> outsideNeighbourDirections;
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// for each neighbour add to output only the ones not found in rangedFullDamageHexes
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for(auto & neighbour : neighbours)
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{
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auto it = std::find(rangedFullDamageHexes.begin(), rangedFullDamageHexes.end(), neighbour.second);
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if(it == rangedFullDamageHexes.end())
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outsideNeighbourDirections.push_back(neighbour.first); // push direction
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}
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output.push_back(outsideNeighbourDirections);
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}
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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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{
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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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return output;
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for(auto & directions : fullRangedDamageLimitHexesNeighbourDirections)
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{
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std::bitset<6> mask;
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// convert directions to mask
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for(auto direction : directions)
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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[imageKey]);
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}
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return output;
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}
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void BattleFieldController::showHighlightedHexes(Canvas & canvas)
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{
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std::set<BattleHex> hoveredStackMovementRangeHexes = getMovementRangeForHoveredStack();
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@@ -370,6 +515,12 @@ void BattleFieldController::showHighlightedHexes(Canvas & canvas)
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if(getHoveredHex() == BattleHex::INVALID)
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return;
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// calculate array with highlight images for ranged full damage limit
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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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auto const & hoveredMouseHexes = owner.actionsController->currentActionSpellcasting(getHoveredHex()) ? hoveredSpellHexes : hoveredMoveHexes;
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for(int hex = 0; hex < GameConstants::BFIELD_SIZE; ++hex)
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@@ -377,6 +528,16 @@ void BattleFieldController::showHighlightedHexes(Canvas & canvas)
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bool stackMovement = hoveredStackMovementRangeHexes.count(hex);
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bool mouse = hoveredMouseHexes.count(hex);
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// calculate if hex is Ranged Full Damage Limit and its position in highlight array
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bool isRangedFullDamageLimit = false;
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int hexIndexInRangedFullDamageLimit = 0;
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if(!rangedFullDamageLimitHexes.empty())
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{
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auto pos = std::find(rangedFullDamageLimitHexes.begin(), rangedFullDamageLimitHexes.end(), hex);
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hexIndexInRangedFullDamageLimit = std::distance(rangedFullDamageLimitHexes.begin(), pos);
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isRangedFullDamageLimit = pos != rangedFullDamageLimitHexes.end();
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}
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if(stackMovement && mouse) // area where hovered stackMovement can move shown with highlight. Because also affected by mouse cursor, shade as well
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{
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showHighlightedHex(canvas, cellUnitMovementHighlight, hex, false);
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@@ -390,6 +551,10 @@ void BattleFieldController::showHighlightedHexes(Canvas & canvas)
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{
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showHighlightedHex(canvas, cellUnitMovementHighlight, hex, false);
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}
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if(isRangedFullDamageLimit)
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{
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showHighlightedHex(canvas, rangedFullDamageLimitHexesHighligts[hexIndexInRangedFullDamageLimit], hex, false);
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}
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}
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}
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