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Some more optimization.
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@ -2094,6 +2094,7 @@ void CGameState::getNeighbours(const TerrainTile &srct, int3 tile, std::vector<i
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static const int3 dirs[] = { int3(0,1,0),int3(0,-1,0),int3(-1,0,0),int3(+1,0,0),
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static const int3 dirs[] = { int3(0,1,0),int3(0,-1,0),int3(-1,0,0),int3(+1,0,0),
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int3(1,1,0),int3(-1,1,0),int3(1,-1,0),int3(-1,-1,0) };
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int3(1,1,0),int3(-1,1,0),int3(1,-1,0),int3(-1,-1,0) };
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//vec.reserve(8); //optimization
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for (auto & dir : dirs)
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for (auto & dir : dirs)
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{
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{
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const int3 hlp = tile + dir;
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const int3 hlp = tile + dir;
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@ -2171,6 +2172,7 @@ int CGameState::getMovementCost(const CGHeroInstance *h, const int3 &src, const
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if(checkLast && left > 0 && remainingMovePoints-ret < 250) //it might be the last tile - if no further move possible we take all move points
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if(checkLast && left > 0 && remainingMovePoints-ret < 250) //it might be the last tile - if no further move possible we take all move points
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{
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{
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std::vector<int3> vec;
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std::vector<int3> vec;
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vec.reserve(8); //optimization
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getNeighbours(d, dest, vec, s.terType != ETerrainType::WATER, true);
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getNeighbours(d, dest, vec, s.terType != ETerrainType::WATER, true);
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for(auto & elem : vec)
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for(auto & elem : vec)
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{
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{
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@ -2286,7 +2288,7 @@ int3 CGameState::guardingCreaturePosition (int3 pos) const
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{
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{
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for (CGObjectInstance* obj : tile.visitableObjects)
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for (CGObjectInstance* obj : tile.visitableObjects)
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{
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{
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if (obj->ID == Obj::MONSTER && checkForVisitableDir(pos, &map->getTile(originalPos), originalPos)) // Monster being able to attack investigated tile
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if (obj->ID == Obj::MONSTER && checkForVisitableDir(pos, &posTile, originalPos)) // Monster being able to attack investigated tile
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{
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{
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return pos;
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return pos;
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}
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}
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