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Refactor BattleHex, remake the use of precomputed neighbouring tiles containers.
- Moved short, frequently used functions to the BattleHex header for inlining - Made BattleHex a class with a private hex value - Moved getClosestTile implementation back to BattleHex - Enabled access to static precomputed data in BattleHexArray via BattleHex (note: circular dependency prevented static precomputed containers being directly placed in BattleHex)
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@@ -228,7 +228,7 @@ EffectTarget UnitEffect::transformTargetByChain(const Mechanics * m, const Targe
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if(possibleHexes.empty())
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break;
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destHex = possibleHexes.getClosestTile(unit->unitSide(), destHex);
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destHex = BattleHex::getClosestTile(possibleHexes, unit->unitSide(), destHex);
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}
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return effectTarget;
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