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CPathfinder: move embark special case to isMovementToDestPossible
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@@ -327,6 +327,7 @@ bool CPathfinder::isLayerTransitionPossible() const
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{
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return false;
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}
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break;
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case ELayer::AIR:
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@@ -382,8 +383,12 @@ bool CPathfinder::isMovementToDestPossible() const
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case ELayer::SAIL:
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if(!canMoveBetween(cp->coord, dp->coord) || dp->accessible == CGPathNode::BLOCKED)
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return false;
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if(isSourceGuarded() && !isDestinationGuardian()) // Can step into tile of guard
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return false;
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if(isSourceGuarded())
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{
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// Hero embarked a boat standing on a guarded tile -> we must allow to move away from that tile
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if(cp->action != CGPathNode::EMBARK && !isDestinationGuardian())
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return false;
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}
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if(cp->layer == ELayer::LAND)
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{
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@@ -393,6 +398,7 @@ bool CPathfinder::isMovementToDestPossible() const
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if(dObj->ID != Obj::BOAT && dObj->ID != Obj::HERO)
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return false;
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}
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break;
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case ELayer::WATER:
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@@ -526,17 +532,14 @@ int3 CPathfinder::getSourceGuardPosition() const
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bool CPathfinder::isSourceGuarded() const
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{
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//map can start with hero on guarded tile or teleport there using dimension door
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//so threat tile hero standing on like it's not guarded because it's should be possible to move out of here
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/// Hero can move from guarded tile if movement started on that tile
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/// It's possible at least in these cases:
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/// - Map start with hero on guarded tile
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/// - Dimention door used
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/// TODO: check what happen when there is several guards
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if(getSourceGuardPosition() != int3(-1, -1, -1) && !isSourceInitialPosition())
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{
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//special case -> hero embarked a boat standing on a guarded tile -> we must allow to move away from that tile
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if(cp->accessible != CGPathNode::VISITABLE ||
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cp->theNodeBefore->layer == ELayer::LAND ||
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cObj->ID != Obj::BOAT)
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{
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return true;
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}
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return true;
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}
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return false;
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