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https://github.com/vcmi/vcmi.git
synced 2025-11-27 22:49:25 +02:00
Moved NewTurn pack generation to NewTurnProcessor
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@@ -608,13 +608,8 @@ void CGameHandler::addStatistics(StatisticDataSet &stat) const
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void CGameHandler::onNewTurn()
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{
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logGlobal->trace("Turn %d", gs->day+1);
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NewTurn n;
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n.specialWeek = EWeekType::FIRST_WEEK;
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n.creatureid = CreatureID::NONE;
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n.day = gs->day + 1;
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bool firstTurn = !getDate(Date::DAY);
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bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
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bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
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if (firstTurn)
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@@ -626,53 +621,16 @@ void CGameHandler::onNewTurn()
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giveExperience(getHero(obj->id), 0);
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}
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}
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for (auto & elem : gs->players)
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heroPool->onNewWeek(elem.first);
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}
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else
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{
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addStatistics(gameState()->statistic); // write at end of turn
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}
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for (const auto & player : gs->players)
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{
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if (player.second.status != EPlayerStatus::INGAME)
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continue;
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if (player.second.getHeroes().empty() && player.second.getTowns().empty())
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throw std::runtime_error("Invalid player in player state! Player " + std::to_string(player.first.getNum()) + ", map name: " + gs->map->name.toString() + ", map description: " + gs->map->description.toString());
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}
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if (!firstTurn)
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{
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for (const auto & player : gs->players)
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n.playerIncome[player.first] = newTurnProcessor->generatePlayerIncome(player.first, newWeek);
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}
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if (newWeek && !firstTurn)
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{
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auto [specialWeek, creatureID] = newTurnProcessor->pickWeekType(newMonth);
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n.specialWeek = specialWeek;
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n.creatureid = creatureID;
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}
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if (firstTurn)
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{
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for (auto & elem : gs->players)
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heroPool->onNewWeek(elem.first);
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}
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n.heroesMana = newTurnProcessor->updateHeroesManaPoints();
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n.heroesMovement = newTurnProcessor->updateHeroesMovementPoints();
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if (newWeek)
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{
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for (CGTownInstance *t : gs->map->towns)
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if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
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setPortalDwelling(t, true, (n.specialWeek == EWeekType::PLAGUE ? true : false)); //set creatures for Portal of Summoning
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for (CGTownInstance *t : gs->map->towns)
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n.availableCreatures.push_back(newTurnProcessor->generateTownGrowth(t, n.specialWeek, n.creatureid, firstTurn));
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}
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for (CGTownInstance *t : gs->map->towns)
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{
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PlayerColor player = t->tempOwner;
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@@ -681,25 +639,27 @@ void CGameHandler::onNewTurn()
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&& t->town->buildings.at(BuildingID::GRAIL)->height == CBuilding::HEIGHT_SKYSHIP)
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{
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// Skyship, probably easier to handle same as Veil of darkness
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//do it every new day after veils apply
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if (player != PlayerColor::NEUTRAL) //do not reveal fow for neutral player
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// do it every new day before veils
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if (player.isValidPlayer())
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{
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FoWChange fw;
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fw.mode = ETileVisibility::REVEALED;
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fw.player = player;
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std::unordered_set<int3> revealedTiles;
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// find all hidden tiles
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const auto & fow = getPlayerTeam(player)->fogOfWarMap;
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auto shape = fow.shape();
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for(size_t z = 0; z < shape[0]; z++)
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for(size_t x = 0; x < shape[1]; x++)
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for(size_t y = 0; y < shape[2]; y++)
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if (!fow[z][x][y])
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fw.tiles.insert(int3(x, y, z));
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revealedTiles.insert(int3(x, y, z));
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sendAndApply (&fw);
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changeFogOfWar(revealedTiles, player, ETileVisibility::REVEALED);
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}
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}
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}
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for (CGTownInstance *t : gs->map->towns)
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{
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if (t->hasBonusOfType (BonusType::DARKNESS))
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{
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for (auto & player : gs->players)
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@@ -711,9 +671,6 @@ void CGameHandler::onNewTurn()
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}
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}
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if (newWeek)
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n.newRumor = newTurnProcessor->pickNewRumor();
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if (newMonth)
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{
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SetAvailableArtifacts saa;
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@@ -721,67 +678,12 @@ void CGameHandler::onNewTurn()
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pickAllowedArtsSet(saa.arts, getRandomGenerator());
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sendAndApply(&saa);
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}
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sendAndApply(&n);
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if (newWeek)
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{
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//spawn wandering monsters
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if (newMonth && (n.specialWeek == EWeekType::DOUBLE_GROWTH || n.specialWeek == EWeekType::DEITYOFFIRE))
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{
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spawnWanderingMonsters(n.creatureid);
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}
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//new week info popup
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if (!firstTurn)
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{
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InfoWindow iw;
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switch (n.specialWeek)
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{
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case EWeekType::DOUBLE_GROWTH:
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iw.text.appendLocalString(EMetaText::ARRAY_TXT, 131);
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iw.text.replaceNameSingular(n.creatureid);
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iw.text.replaceNameSingular(n.creatureid);
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break;
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case EWeekType::PLAGUE:
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iw.text.appendLocalString(EMetaText::ARRAY_TXT, 132);
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break;
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case EWeekType::BONUS_GROWTH:
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iw.text.appendLocalString(EMetaText::ARRAY_TXT, 134);
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iw.text.replaceNameSingular(n.creatureid);
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iw.text.replaceNameSingular(n.creatureid);
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break;
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case EWeekType::DEITYOFFIRE:
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iw.text.appendLocalString(EMetaText::ARRAY_TXT, 135);
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iw.text.replaceNameSingular(CreatureID::IMP); //%s imp
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iw.text.replaceNameSingular(CreatureID::IMP); //%s imp
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iw.text.replacePositiveNumber(15);//%+d 15
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iw.text.replaceNameSingular(CreatureID::FAMILIAR); //%s familiar
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iw.text.replacePositiveNumber(15);//%+d 15
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break;
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default:
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if (newMonth)
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{
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iw.text.appendLocalString(EMetaText::ARRAY_TXT, (130));
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iw.text.replaceLocalString(EMetaText::ARRAY_TXT, getRandomGenerator().nextInt(32, 41));
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}
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else
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{
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iw.text.appendLocalString(EMetaText::ARRAY_TXT, (133));
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iw.text.replaceLocalString(EMetaText::ARRAY_TXT, getRandomGenerator().nextInt(43, 57));
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}
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}
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for (auto & elem : gs->players)
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{
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iw.player = elem.first;
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sendAndApply(&iw);
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}
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}
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}
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newTurnProcessor->onNewTurn();
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if (!firstTurn)
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checkVictoryLossConditionsForAll(); // check for map turn limit
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logGlobal->trace("Info about turn %d has been sent!", n.day);
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//call objects
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for (auto & elem : gs->map->objects)
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{
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@@ -4045,19 +3947,6 @@ void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player,
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if (mode == ETileVisibility::HIDDEN)
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{
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getTilesInRange(tiles, center, radius, ETileVisibility::REVEALED, player);
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std::unordered_set<int3> observedTiles; //do not hide tiles observed by heroes. May lead to disastrous AI problems
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auto p = getPlayerState(player);
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for (auto h : p->getHeroes())
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{
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getTilesInRange(observedTiles, h->getSightCenter(), h->getSightRadius(), ETileVisibility::REVEALED, h->tempOwner);
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}
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for (auto t : p->getTowns())
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{
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getTilesInRange(observedTiles, t->getSightCenter(), t->getSightRadius(), ETileVisibility::REVEALED, t->tempOwner);
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}
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for (auto tile : observedTiles)
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vstd::erase_if_present (tiles, tile);
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}
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else
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{
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@@ -4066,7 +3955,7 @@ void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player,
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changeFogOfWar(tiles, player, mode);
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}
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void CGameHandler::changeFogOfWar(std::unordered_set<int3> &tiles, PlayerColor player, ETileVisibility mode)
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void CGameHandler::changeFogOfWar(const std::unordered_set<int3> &tiles, PlayerColor player, ETileVisibility mode)
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{
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if (tiles.empty())
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return;
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@@ -4075,6 +3964,22 @@ void CGameHandler::changeFogOfWar(std::unordered_set<int3> &tiles, PlayerColor p
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fow.tiles = tiles;
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fow.player = player;
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fow.mode = mode;
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if (mode == ETileVisibility::HIDDEN)
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{
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//do not hide tiles observed by owned objects. May lead to disastrous AI problems
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std::unordered_set<int3> observedTiles;
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auto p = getPlayerState(player);
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for (auto obj : p->getOwnedObjects())
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getTilesInRange(observedTiles, obj->getSightCenter(), obj->getSightRadius(), ETileVisibility::REVEALED, obj->getOwner());
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for (auto tile : observedTiles)
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vstd::erase_if_present (fow.tiles, tile);
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if (fow.tiles.empty())
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return;
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}
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sendAndApply(&fow);
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}
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