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synced 2025-02-03 13:01:33 +02:00
Replaced Terrain::BORDER and WRONG with NONE
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parent
1b25043dab
commit
1e37e66e6c
@ -2372,7 +2372,7 @@ void CPlayerInterface::doMoveHero(const CGHeroInstance * h, CGPath path)
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for (auto & elem : path.nodes)
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elem.coord = h->convertFromVisitablePos(elem.coord);
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TerrainId currentTerrain = ETerrainId::BORDER; // not init yet
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TerrainId currentTerrain = ETerrainId::NONE;
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TerrainId newTerrain;
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bool wasOnRoad = true;
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int sh = -1;
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@ -1222,8 +1222,7 @@ class BattleField : public BaseForID<BattleField, si32>
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enum class ETerrainId {
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NATIVE_TERRAIN = -4,
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ANY_TERRAIN = -3,
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WRONG = -2,
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BORDER = -1,
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NONE = -1,
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FIRST_REGULAR_TERRAIN = 0,
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DIRT = 0,
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SAND,
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@ -721,7 +721,7 @@ DLL_LINKAGE void GiveHero::applyGs(CGameState *gs)
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DLL_LINKAGE void NewObject::applyGs(CGameState *gs)
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{
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TerrainId terrainType = ETerrainId::BORDER;
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TerrainId terrainType = ETerrainId::NONE;
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if(ID == Obj::BOAT && !gs->isInTheMap(pos)) //special handling for bug #3060 - pos outside map but visitablePos is not
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{
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@ -88,7 +88,7 @@ ui32 CGHeroInstance::getTileCost(const TerrainTile & dest, const TerrainTile & f
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}
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else if(ti->nativeTerrain != from.terType->getId() &&//the terrain is not native
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ti->nativeTerrain != ETerrainId::ANY_TERRAIN && //no special creature bonus
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!ti->hasBonusOfType(Bonus::NO_TERRAIN_PENALTY, from.terType->getId().getNum())) //no special movement bonus
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!ti->hasBonusOfType(Bonus::NO_TERRAIN_PENALTY, from.terType->getIndex())) //no special movement bonus
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{
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ret = VLC->heroh->terrCosts[from.terType->getId()];
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@ -105,20 +105,21 @@ TerrainId CGHeroInstance::getNativeTerrain() const
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// This is clearly bug in H3 however intended behaviour is not clear.
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// Current VCMI behaviour will ignore neutrals in calculations so army in VCMI
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// will always have best penalty without any influence from player-defined stacks order
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// and army that consist solely from neutral will always be considered to be on native terrain
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// TODO: What should we do if all hero stacks are neutral creatures?
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TerrainId nativeTerrain = ETerrainId::BORDER;
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TerrainId nativeTerrain = ETerrainId::ANY_TERRAIN;
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for(auto stack : stacks)
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{
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TerrainId stackNativeTerrain = stack.second->type->getNativeTerrain(); //consider terrain bonuses e.g. Lodestar.
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if(stackNativeTerrain == ETerrainId::BORDER) //where does this value come from?
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if(stackNativeTerrain == ETerrainId::NONE)
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continue;
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if(nativeTerrain == ETerrainId::BORDER)
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if(nativeTerrain == ETerrainId::ANY_TERRAIN)
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nativeTerrain = stackNativeTerrain;
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else if(nativeTerrain != stackNativeTerrain)
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return ETerrainId::BORDER;
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return ETerrainId::NONE;
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}
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return nativeTerrain;
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}
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@ -942,8 +942,10 @@ void CMapLoaderH3M::readTerrain()
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tile.roadType = const_cast<RoadType*>(VLC->roadTypeHandler->getByIndex(reader.readUInt8()));
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tile.roadDir = reader.readUInt8();
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tile.extTileFlags = reader.readUInt8();
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tile.blocked = ((!tile.terType->isPassable() || tile.terType->getId() == ETerrainId::BORDER ) ? true : false); //underground tiles are always blocked
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tile.blocked = !tile.terType->isPassable();
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tile.visitable = 0;
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assert(tile.terType->getId() != ETerrainId::NONE);
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}
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}
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}
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@ -224,7 +224,7 @@ const std::set<TerrainId> & ZoneOptions::getTerrainTypes() const
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void ZoneOptions::setTerrainTypes(const std::set<TerrainId> & value)
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{
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//assert(value.find(ETerrainType::WRONG) == value.end() && value.find(ETerrainType::BORDER) == value.end() &&
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//assert(value.find(ETerrainType::NONE) == value.end() &&
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// value.find(ETerrainType::WATER) == value.end() && value.find(ETerrainType::ROCK) == value.end());
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terrainTypes = value;
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}
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@ -195,7 +195,7 @@ void CZonePlacer::prepareZones(TZoneMap &zones, TZoneVector &zonesVector, const
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else
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{
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auto & tt = (*VLC->townh)[faction]->nativeTerrain;
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if(tt == ETerrainId::DIRT)
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if(tt == ETerrainId::NONE)
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{
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//any / random
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zonesToPlace.push_back(zone);
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