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TerrainTile: implement exclusion for topVisitable functions
For pathfinder we usually want to check what object hero staying on. Hero is always top object so we need option to exclude it.
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@ -125,14 +125,18 @@ bool TerrainTile::isClear(const TerrainTile *from /*= nullptr*/) const
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return entrableTerrain(from) && !blocked;
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return entrableTerrain(from) && !blocked;
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}
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}
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int TerrainTile::topVisitableId() const
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Obj TerrainTile::topVisitableId(bool excludeTop) const
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{
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{
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return visitableObjects.size() ? visitableObjects.back()->ID : -1;
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return topVisitableObj(excludeTop) ? topVisitableObj(excludeTop)->ID : Obj(Obj::NO_OBJ);
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}
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}
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CGObjectInstance * TerrainTile::topVisitableObj() const
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CGObjectInstance * TerrainTile::topVisitableObj(bool excludeTop) const
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{
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{
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return visitableObjects.size() ? visitableObjects.back() : nullptr;
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auto visitableObj = visitableObjects;
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if(excludeTop && visitableObj.size())
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visitableObj.pop_back();
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return visitableObj.size() ? visitableObj.back() : nullptr;
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}
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}
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bool TerrainTile::isCoastal() const
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bool TerrainTile::isCoastal() const
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@ -289,8 +289,8 @@ struct DLL_LINKAGE TerrainTile
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/// Checks for blocking objects and terraint type (water / land).
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/// Checks for blocking objects and terraint type (water / land).
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bool isClear(const TerrainTile * from = nullptr) const;
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bool isClear(const TerrainTile * from = nullptr) const;
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/// Gets the ID of the top visitable object or -1 if there is none.
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/// Gets the ID of the top visitable object or -1 if there is none.
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int topVisitableId() const;
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Obj topVisitableId(bool excludeTop = false) const;
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CGObjectInstance * topVisitableObj() const;
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CGObjectInstance * topVisitableObj(bool excludeTop = false) const;
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bool isWater() const;
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bool isWater() const;
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bool isCoastal() const;
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bool isCoastal() const;
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bool hasFavourableWinds() const;
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bool hasFavourableWinds() const;
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