ui64 evaluateDanger(crint3 tile) { const TerrainTile *t = cb->getTile(tile, false); if(!t) //we can know about guard but can't check its tile (the edge of fow) return 190000000; //MUCH ui64 objectDanger = 0, guardDanger = 0; auto visObjs = cb->getVisitableObjs(tile); if(visObjs.size()) objectDanger = evaluateDanger(visObjs.back()); int3 guardPos = cb->guardingCreaturePosition(tile); if(guardPos.x >= 0 && guardPos != tile) guardDanger = evaluateDanger(guardPos); //TODO mozna odwiedzic blockvis nie ruszajac straznika return std::max(objectDanger, guardDanger); }