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Use enum instead of mix of bool's and int's for tile reveal
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@ -49,17 +49,17 @@ void Rewardable::Interface::grantRewardBeforeLevelup(IGameCallback * cb, const R
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if (info.reward.revealTiles)
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{
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auto const & props = *info.reward.revealTiles;
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const auto & props = *info.reward.revealTiles;
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FoWChange fw;
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if (props.hide)
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fw.mode = FoWChange::Mode::HIDE;
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fw.mode = ETileVisibility::HIDDEN;
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else
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fw.mode = FoWChange::Mode::REVEAL;
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fw.mode = ETileVisibility::REVEALED;
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fw.player = hero->tempOwner;
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auto const functor = [&props](const TerrainTile * tile)
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const auto functor = [&props](const TerrainTile * tile)
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{
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int score = 0;
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if (tile->terType->isSurface())
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@ -79,9 +79,9 @@ void Rewardable::Interface::grantRewardBeforeLevelup(IGameCallback * cb, const R
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if (props.radius > 0)
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{
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cb->getTilesInRange(fw.tiles, hero->getSightCenter(), props.radius, hero->tempOwner, 1);
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cb->getTilesInRange(fw.tiles, hero->getSightCenter(), props.radius, ETileVisibility::HIDDEN, hero->tempOwner);
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vstd::erase_if(fw.tiles, [&](const int3 & coord){
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return functor(cb->getTile(coord));
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return !functor(cb->getTile(coord));
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});
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}
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else
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