1
0
mirror of https://github.com/vcmi/vcmi.git synced 2025-11-23 22:37:55 +02:00

First semi-working version of antilag for hero movement

This commit is contained in:
Ivan Savenko
2025-06-29 20:55:23 +03:00
parent 3ea2c8bff0
commit 241da5937d
33 changed files with 95 additions and 71 deletions

View File

@@ -1184,14 +1184,14 @@ void CPlayerInterface::showMapObjectSelectDialog(QueryID askID, const Component
ENGINE->windows().pushWindow(wnd);
}
void CPlayerInterface::tileRevealed(const std::unordered_set<int3> &pos)
void CPlayerInterface::tileRevealed(const FowTilesType &pos)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
//FIXME: wait for dialog? Magi hut/eye would benefit from this but may break other areas
adventureInt->onMapTilesChanged(pos);
}
void CPlayerInterface::tileHidden(const std::unordered_set<int3> &pos)
void CPlayerInterface::tileHidden(const FowTilesType &pos)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
adventureInt->onMapTilesChanged(pos);
@@ -1341,7 +1341,7 @@ void CPlayerInterface::objectPropertyChanged(const SetObjectProperty * sop)
//redraw minimap if owner changed
std::set<int3> pos = obj->getBlockedPos();
std::unordered_set<int3> upos(pos.begin(), pos.end());
FowTilesType upos(pos.begin(), pos.end());
adventureInt->onMapTilesChanged(upos);
assert(cb->getTownsInfo().size() == localState->getOwnedTowns().size());