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AI: optimizae explore logically, reduce amount of scanned tiles during full map scan for new exploration point
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@@ -107,11 +107,6 @@ std::vector<AIPath> PathfindingManager::getPathsToTile(HeroPtr hero, int3 tile)
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return pathfinder->getPathInfo(hero, tile);
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}
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bool PathfindingManager::isTileAccessible(HeroPtr hero, int3 tile)
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{
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return pathfinder->isTileAccessible(hero, tile);
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}
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Goals::TGoalVec PathfindingManager::findPath(
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HeroPtr hero,
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crint3 dest,
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