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Battles: better handling for walking double-wide creatures

Request opening of gate even if only second half of double-wide stack going to stop on it.
This commit is contained in:
Arseniy Shestakov 2016-02-09 15:41:37 +03:00
parent a07761b608
commit 01b4d0ae01

View File

@ -1112,20 +1112,31 @@ int CGameHandler::moveStack(int stack, BattleHex dest)
{
for(int i = path.first.size()-1; i >= 0; i--)
{
auto needOpenGates = [&](BattleHex hex) -> bool
{
if(gs->curB->town->subID == ETownType::FORTRESS && hex == BattleHex::GATE_BRIDGE)
return true;
if(hex == BattleHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] == BattleHex::GATE_OUTER)
return true;
else if(hex == BattleHex::GATE_OUTER || hex == BattleHex::GATE_INNER)
return true;
return false;
};
auto hex = path.first[i];
if(!openGateAtHex.isValid() && dbState != EDrawbridgeState::LOWERED)
{
if(gs->curB->town->subID == ETownType::FORTRESS && hex == BattleHex::GATE_BRIDGE)
{
if(needOpenGates(hex))
openGateAtHex = path.first[i+1];
}
if(hex == BattleHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] == BattleHex::GATE_OUTER)
//TODO we need find batter way to handle double-wide stacks
//currently if only second occupied stack part is standing on gate / bridge hex then stack will start to wait for bridge to lower before it's needed. Though this is just a visual bug.
if(curStack->doubleWide())
{
openGateAtHex = path.first[i+1];
}
else if(hex == BattleHex::GATE_OUTER || hex == BattleHex::GATE_INNER)
{
openGateAtHex = path.first[i+1];
BattleHex otherHex = curStack->occupiedHex(hex);
if(otherHex.isValid() && needOpenGates(otherHex))
openGateAtHex = path.first[i+2];
}
//gate may be opened and then closed during stack movement, but not other way around
@ -1250,7 +1261,7 @@ int CGameHandler::moveStack(int stack, BattleHex dest)
}
else if(curStack->position == gateMayCloseAtHex)
{
openGateAtHex = BattleHex();
gateMayCloseAtHex = BattleHex();
updateDrawbridgeState();
}
}