Refactor building access keys
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@@ -16,7 +16,6 @@ private:
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VoxelLodTerrain *terrain;
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Node *current_scene;
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ConfigFile config;
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HashMap<int, Node *> item_nodes;
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using tile_key_t = std::tuple<int, int>;
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struct tile_hash : public std::unary_function<key_t, std::size_t> {
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std::size_t operator()(const tile_key_t &k) const
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