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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.
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@ -1112,20 +1112,31 @@ int CGameHandler::moveStack(int stack, BattleHex dest)
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{
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for(int i = path.first.size()-1; i >= 0; i--)
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{
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auto needOpenGates = [&](BattleHex hex) -> bool
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{
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if(gs->curB->town->subID == ETownType::FORTRESS && hex == BattleHex::GATE_BRIDGE)
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return true;
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if(hex == BattleHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] == BattleHex::GATE_OUTER)
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return true;
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else if(hex == BattleHex::GATE_OUTER || hex == BattleHex::GATE_INNER)
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return true;
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return false;
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};
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auto hex = path.first[i];
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if(!openGateAtHex.isValid() && dbState != EDrawbridgeState::LOWERED)
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{
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if(gs->curB->town->subID == ETownType::FORTRESS && hex == BattleHex::GATE_BRIDGE)
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{
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if(needOpenGates(hex))
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openGateAtHex = path.first[i+1];
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}
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if(hex == BattleHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] == BattleHex::GATE_OUTER)
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//TODO we need find batter way to handle double-wide stacks
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//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.
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if(curStack->doubleWide())
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{
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openGateAtHex = path.first[i+1];
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}
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else if(hex == BattleHex::GATE_OUTER || hex == BattleHex::GATE_INNER)
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{
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openGateAtHex = path.first[i+1];
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BattleHex otherHex = curStack->occupiedHex(hex);
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if(otherHex.isValid() && needOpenGates(otherHex))
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openGateAtHex = path.first[i+2];
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}
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//gate may be opened and then closed during stack movement, but not other way around
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@ -1250,7 +1261,7 @@ int CGameHandler::moveStack(int stack, BattleHex dest)
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}
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else if(curStack->position == gateMayCloseAtHex)
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{
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openGateAtHex = BattleHex();
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gateMayCloseAtHex = BattleHex();
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updateDrawbridgeState();
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}
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}
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