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Remove unused frontline code.
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ff083942e8
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@ -43,8 +43,6 @@ class QLiberationMap(QGraphicsView):
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QLiberationMap.instance = self
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QLiberationMap.instance = self
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self.game_model = game_model
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self.game_model = game_model
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self.frontline_vector_cache = {}
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self.setMinimumSize(800,600)
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self.setMinimumSize(800,600)
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self.setMaximumHeight(2160)
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self.setMaximumHeight(2160)
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self._zoom = 0
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self._zoom = 0
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@ -255,23 +253,6 @@ class QLiberationMap(QGraphicsView):
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else:
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else:
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scene.addLine(pos[0], pos[1], pos2[0], pos2[1], pen=pen)
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scene.addLine(pos[0], pos[1], pos2[0], pos2[1], pen=pen)
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def _frontline_vector(self, from_cp: ControlPoint, to_cp: ControlPoint):
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# Cache mechanism to avoid performing frontline vector computation on every frame
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key = str(from_cp.id) + "_" + str(to_cp.id)
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if key in self.frontline_vector_cache:
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return self.frontline_vector_cache[key]
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else:
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frontline = Conflict.frontline_vector(from_cp, to_cp, self.game.theater)
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self.frontline_vector_cache[key] = frontline
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return frontline
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def _frontline_center(self, from_cp: ControlPoint, to_cp: ControlPoint) -> typing.Optional[Point]:
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frontline_vector = self._frontline_vector(from_cp, to_cp)
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if frontline_vector:
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return frontline_vector[0].point_from_heading(frontline_vector[1], frontline_vector[2]/2)
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else:
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return None
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def wheelEvent(self, event: QWheelEvent):
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def wheelEvent(self, event: QWheelEvent):
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if event.angleDelta().y() > 0:
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if event.angleDelta().y() > 0:
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