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Accessibility tweaks + fix some compile errors

This commit is contained in:
Dydzio
2018-08-05 20:59:04 +02:00
parent b29d5bb001
commit 12d750a767
2 changed files with 7 additions and 9 deletions

View File

@@ -245,7 +245,7 @@ ui64 evaluateDanger(crint3 tile, const CGHeroInstance * visitor)
auto armedObj = dynamic_cast<const CArmedInstance *>(dangerousObject);
if(armedObj)
{
float tacticalAdvantage = fh->getTacticalAdvantage(visitor, armedObj);
float tacticalAdvantage = fh->tacticalAdvantageEngine.getTacticalAdvantage(visitor, armedObj);
objectDanger *= tacticalAdvantage; //this line tends to go infinite for allied towns (?)
}
}
@@ -258,7 +258,7 @@ ui64 evaluateDanger(crint3 tile, const CGHeroInstance * visitor)
auto guards = cb->getGuardingCreatures(it->second->visitablePos());
for(auto cre : guards)
{
vstd::amax(guardDanger, evaluateDanger(cre) * fh->getTacticalAdvantage(visitor, dynamic_cast<const CArmedInstance *>(cre)));
vstd::amax(guardDanger, evaluateDanger(cre) * fh->tacticalAdvantageEngine.getTacticalAdvantage(visitor, dynamic_cast<const CArmedInstance *>(cre)));
}
}
}
@@ -267,7 +267,7 @@ ui64 evaluateDanger(crint3 tile, const CGHeroInstance * visitor)
auto guards = cb->getGuardingCreatures(tile);
for(auto cre : guards)
{
vstd::amax(guardDanger, evaluateDanger(cre) * fh->getTacticalAdvantage(visitor, dynamic_cast<const CArmedInstance *>(cre))); //we are interested in strongest monster around
vstd::amax(guardDanger, evaluateDanger(cre) * fh->tacticalAdvantageEngine.getTacticalAdvantage(visitor, dynamic_cast<const CArmedInstance *>(cre))); //we are interested in strongest monster around
}
//TODO mozna odwiedzic blockvis nie ruszajac straznika