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CPathfinder: get rid of addNeighbours coord argument
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@ -107,7 +107,7 @@ void CPathfinder::calculatePaths()
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}
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}
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//add accessible neighbouring nodes to the queue
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//add accessible neighbouring nodes to the queue
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addNeighbours(cp->coord);
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addNeighbours();
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for(auto & neighbour : neighbours)
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for(auto & neighbour : neighbours)
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{
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{
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dt = &gs->map->getTile(neighbour);
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dt = &gs->map->getTile(neighbour);
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@ -186,11 +186,11 @@ void CPathfinder::calculatePaths()
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} //queue loop
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} //queue loop
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}
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}
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void CPathfinder::addNeighbours(const int3 & coord)
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void CPathfinder::addNeighbours()
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{
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{
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neighbours.clear();
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neighbours.clear();
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std::vector<int3> tiles;
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std::vector<int3> tiles;
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CPathfinderHelper::getNeighbours(gs, *ct, coord, tiles, boost::logic::indeterminate, cp->layer == ELayer::SAIL); // TODO: find out if we still need "limitCoastSailing" option
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CPathfinderHelper::getNeighbours(gs, *ct, cp->coord, tiles, boost::logic::indeterminate, cp->layer == ELayer::SAIL); // TODO: find out if we still need "limitCoastSailing" option
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if(isSourceVisitableObj())
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if(isSourceVisitableObj())
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{
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{
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for(int3 tile: tiles)
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for(int3 tile: tiles)
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@ -165,7 +165,7 @@ private:
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const CGObjectInstance * ctObj, * dtObj;
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const CGObjectInstance * ctObj, * dtObj;
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CGPathNode::ENodeAction destAction;
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CGPathNode::ENodeAction destAction;
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void addNeighbours(const int3 & coord);
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void addNeighbours();
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void addTeleportExits();
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void addTeleportExits();
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bool isLayerTransitionPossible() const;
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bool isLayerTransitionPossible() const;
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