src/game/Strategic/StrategicMap_Secrets.cc
BOOLEAN IsTownFound(INT8 const bTownID)
{
	auto town = GCM->getTown(bTownID);
	if (!town)
	{
		STLOGW("Town #{} not found", bTownID);
		return FALSE;
	}

	if (isSecretFound.find(town->getBaseSector()) == isSecretFound.end())
	{
		// town is always known to the player
		return TRUE;
	}

	return IsSecretFoundAt(town->getBaseSector());
}
// only considers the town's base sector
only considers the town's base sector
only considers the town ' s base sector
BOOLEAN IsTownFound(INT8 const bTownID)
{
	auto town = GCM->getTown(bTownID);
	if (!town)
	{
		STLOGW("Town #{} not found", bTownID);
		return FALSE;
	}
	if (isSecretFound.find(town->getBaseSector()) == isSecretFound.end())
	{
		return TRUE;
	}
	return IsSecretFoundAt(town->getBaseSector());
}
BOOLEAN IsTownFound ( INT8 const bTownID ) { auto town = GCM -> getTown ( bTownID ) ; if ( ! town ) { STLOGW ( " " , bTownID ) ; return FALSE ; } if ( isSecretFound . find ( town -> getBaseSector ( ) ) == isSecretFound . end ( ) ) { return TRUE ; } return IsSecretFoundAt ( town -> getBaseSector ( ) ) ; }
only considers the town's base sector
only considers the town ' s base sector
// town is always known to the player