this will also now be flexible i port spaces are added or removed via scripting.
Map* EditorGameBase::mutable_map() will give you a Map pointer that you can use and call allows_seafaring() on.
this will also now be flexible i port spaces are added or removed via scripting.
Map* EditorGameBase: :mutable_ map() will give you a Map pointer that you can use and call allows_seafaring() on.