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https://github.com/devZoGok/PlanetFleet.git
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Merge branch 'develop' into cpu-ai-fixes
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@@ -383,8 +383,8 @@ namespace battleship{
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vector<int> cellIds;
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for(int i = vertId - numRings; i <= vertId + numRings; i++)
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for(int j = horId - numRings; j <= horId + numRings; j++)
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for(int i = max(vertId - numRings, 0); i <= min(vertId + numRings, numVertCells - 1); i++)
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for(int j = max(horId - numRings, 0); j <= min(horId + numRings, numHorCells - 1); j++)
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cellIds.push_back(numHorCells * i + j);
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return cellIds;
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+6
-8
@@ -209,14 +209,9 @@ namespace battleship{
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}
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void Vehicle::moveByPlane(Vector3 hypVec, float destOffset){
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float hypAngle = hypVec.norm().getAngleBetween(upVec) - PI / 2;
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float offset = hypVec.getLength() * sin(hypAngle);
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Vector3 linDest = Vector3(pathPoints[0].x, pos.y, pathPoints[0].z);
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Vector3 linDest = pathPoints[0] + upVec * offset;
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Vector3 destDir = (linDest - pos).norm();
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float angle = (destDir != Vector3::VEC_ZERO ? dirVec.getAngleBetween(destDir) : -1);
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if(pos.getDistanceFrom(pathPoints[0]) > destOffset){
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if(pos.getDistanceFrom(linDest) > destOffset){
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float dist = pos.getDistanceFrom(linDest);
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float movementAmmount = (speed > dist ? dist : speed);
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advance(movementAmmount);
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@@ -242,6 +237,8 @@ namespace battleship{
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Vector3 hypVec = (pathPoints[0] - pos);
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Vector3 baseDir = getVecToPlane(pos, hypVec, upVec);
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if(baseDir == Vector3::VEC_ZERO) baseDir = dirVec;
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float angle = baseDir.getAngleBetween(dirVec);
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if(angle > anglePrecision && pos.getDistanceFrom(pathPoints[0]) > destOffset)
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@@ -255,7 +252,8 @@ namespace battleship{
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void Vehicle::move(Order order) {
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navigate(0.5 * Map::getSingleton()->getCellSize().x);
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if(pathPoints.empty()) removeOrder(0);
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if(pathPoints.empty())
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removeOrder(0);
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}
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void Vehicle::exitGarrisonable(Vector3 exitPos){
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