Now access buildings externally only by string keys
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@@ -24,7 +24,7 @@ private:
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}
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};
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using tile_map_t = std::unordered_map<const tile_key_t,
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std::vector<int>, tile_hash>;
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std::vector<String>, tile_hash>;
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Vector3 eye;
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tile_map_t tiles;
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tile_map_t loaded_tiles;
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@@ -41,11 +41,11 @@ private:
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void terrain_dead();
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void load_tile(int tx, int ty);
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void erase_tile(int tx, int ty);
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void load_building(int id);
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void unload_building(int id);
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void request_item(int type, int item);
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void load_building(const String &key);
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void unload_building(const String &key);
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void request_item(int type, const String &key);
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void update_items();
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void remove_building(int index);
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void remove_building(const String &key);
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void remove_generated_stuff();
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void place_zebras();
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void undo();
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