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@@ -30,7 +30,7 @@ class DLL_LINKAGE CPrivilagedInfoCallback : public CGameInfoCallback
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public:
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public:
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CGameState * gameState();
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CGameState * gameState();
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void getFreeTiles (std::vector<int3> &tiles) const; //used for random spawns
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void getFreeTiles (std::vector<int3> &tiles) const; //used for random spawns
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- void getTilesInRange(std::unordered_set<int3, ShashInt3> &tiles, int3 pos, int radious, boost::optional<PlayerColor> player = boost::optional<PlayerColor>(), int mode=0) const; //mode 1 - only unrevealed tiles; mode 0 - all, mode -1 - only unrevealed
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+ void getTilesInRange(std::unordered_set<int3, ShashInt3> &tiles, int3 pos, int radious, boost::optional<PlayerColor> player = boost::optional<PlayerColor>(), int mode = 0, bool patrolDistance = false) const; //mode 1 - only unrevealed tiles; mode 0 - all, mode -1 - only unrevealed
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void getAllTiles (std::unordered_set<int3, ShashInt3> &tiles, boost::optional<PlayerColor> player = boost::optional<PlayerColor>(), int level=-1, int surface=0) const; //returns all tiles on given level (-1 - both levels, otherwise number of level); surface: 0 - land and water, 1 - only land, 2 - only water
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void getAllTiles (std::unordered_set<int3, ShashInt3> &tiles, boost::optional<PlayerColor> player = boost::optional<PlayerColor>(), int level=-1, int surface=0) const; //returns all tiles on given level (-1 - both levels, otherwise number of level); surface: 0 - land and water, 1 - only land, 2 - only water
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void pickAllowedArtsSet(std::vector<const CArtifact*> &out); //gives 3 treasures, 3 minors, 1 major -> used by Black Market and Artifact Merchant
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void pickAllowedArtsSet(std::vector<const CArtifact*> &out); //gives 3 treasures, 3 minors, 1 major -> used by Black Market and Artifact Merchant
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void getAllowedSpells(std::vector<SpellID> &out, ui16 level);
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void getAllowedSpells(std::vector<SpellID> &out, ui16 level);
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