| 292 | } |
| 293 | |
| 294 | void BattleUnit::refreshUnitVisibility(GameState &state) |
| 295 | { |
| 296 | for (auto &entry : state.current_battle->units) |
| 297 | { |
| 298 | auto unit = entry.second; |
| 299 | if (!unit->isConscious()) |
| 300 | { |
| 301 | continue; |
| 302 | } |
| 303 | unit->refreshUnitVision(state, !unit->isWithinVision(position), {&state, id}); |
| 304 | } |
| 305 | } |
| 306 | |
| 307 | bool BattleUnit::isWithinVision(Vec3<int> pos) |
| 308 | { |
nothing calls this directly
no test coverage detected