Avoid teardrops in priority calculation
When choosing a new priority value, don't look at teardrops (which have high priority)
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@ -75,7 +75,10 @@ std::unique_ptr<ZONE> ZONE_CREATE_HELPER::createNewZone( bool aKeepout )
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unsigned priority = 0;
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unsigned priority = 0;
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for( ZONE* zone : board->Zones() )
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for( ZONE* zone : board->Zones() )
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{
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if( zone->GetTeardropAreaType() == TEARDROP_TYPE::TD_NONE )
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priority = std::max( priority, zone->GetAssignedPriority() );
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priority = std::max( priority, zone->GetAssignedPriority() );
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}
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zoneInfo.m_ZonePriority = static_cast<int>( priority + 1 );
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zoneInfo.m_ZonePriority = static_cast<int>( priority + 1 );
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}
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}
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