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Fixed boat boarding

This commit is contained in:
Ivan Savenko
2023-09-27 21:25:04 +03:00
parent f4c33f49ee
commit 16424d2fc0

View File

@@ -1119,8 +1119,9 @@ bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, boo
const bool canWalkOnSea = pathfinderHelper->hasBonusOfType(BonusType::WATER_WALKING) || (h->boat && h->boat->layer == EPathfindingLayer::WATER); const bool canWalkOnSea = pathfinderHelper->hasBonusOfType(BonusType::WATER_WALKING) || (h->boat && h->boat->layer == EPathfindingLayer::WATER);
const int cost = pathfinderHelper->getMovementCost(h->visitablePos(), hmpos, nullptr, nullptr, h->movementPointsRemaining()); const int cost = pathfinderHelper->getMovementCost(h->visitablePos(), hmpos, nullptr, nullptr, h->movementPointsRemaining());
const bool standAtObstacle = t.blocked && !t.visitable; const bool movingOntoObstacle = t.blocked && !t.visitable;
const bool standAtWater = !h->boat && t.terType->isWater() && (objectToVisit || !objectToVisit->isCoastVisitable()); const bool objectCoastVisitable = objectToVisit && objectToVisit->isCoastVisitable();
const bool movingOntoWater = !h->boat && t.terType->isWater() && !objectCoastVisitable;
const auto complainRet = [&](const std::string & message) const auto complainRet = [&](const std::string & message)
{ {
@@ -1144,11 +1145,11 @@ bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, boo
//it's a rock or blocked and not visitable tile //it's a rock or blocked and not visitable tile
//OR hero is on land and dest is water and (there is not present only one object - boat) //OR hero is on land and dest is water and (there is not present only one object - boat)
if (!t.terType->isPassable() || (standAtObstacle && !canFly)) if (!t.terType->isPassable() || (movingOntoObstacle && !canFly))
return complainRet("Cannot move hero, destination tile is blocked!"); return complainRet("Cannot move hero, destination tile is blocked!");
//hero is not on boat/water walking and dst water tile doesn't contain boat/hero (objs visitable from land) -> we test back cause boat may be on top of another object (#276) //hero is not on boat/water walking and dst water tile doesn't contain boat/hero (objs visitable from land) -> we test back cause boat may be on top of another object (#276)
if(standAtWater && !canFly && !canWalkOnSea) if(movingOntoWater && !canFly && !canWalkOnSea)
return complainRet("Cannot move hero, destination tile is on water!"); return complainRet("Cannot move hero, destination tile is on water!");
if(h->boat && h->boat->layer == EPathfindingLayer::SAIL && t.terType->isLand() && t.blocked) if(h->boat && h->boat->layer == EPathfindingLayer::SAIL && t.terType->isLand() && t.blocked)
@@ -1294,7 +1295,7 @@ bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, boo
if(h->boat && !h->boat->onboardAssaultAllowed) if(h->boat && !h->boat->onboardAssaultAllowed)
lookForGuards = IGNORE_GUARDS; lookForGuards = IGNORE_GUARDS;
turnTimerHandler.setEndTurnAllowed(h->getOwner(), !standAtWater && !standAtObstacle); turnTimerHandler.setEndTurnAllowed(h->getOwner(), !movingOntoWater && !movingOntoObstacle);
doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE); doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);
return true; return true;
} }