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NKAI: fix capturing shipyards

This commit is contained in:
Andrii Danylchenko 2023-12-02 14:03:20 +02:00
parent be9c7f2099
commit 26b6d1cf74
2 changed files with 8 additions and 8 deletions

View File

@ -91,12 +91,12 @@ namespace AIPathfinding
for(const CGHeroInstance * hero : nodeStorage->getAllHeroes())
{
if(hero->canCastThisSpell(waterWalk.toSpell()))
if(hero->canCastThisSpell(waterWalk.toSpell()) && hero->mana >= hero->getSpellCost(waterWalk.toSpell()))
{
waterWalkingActions[hero] = std::make_shared<WaterWalkingAction>(hero);
}
if(hero->canCastThisSpell(airWalk.toSpell()))
if(hero->canCastThisSpell(airWalk.toSpell()) && hero->mana >= hero->getSpellCost(airWalk.toSpell()))
{
airWalkingActions[hero] = std::make_shared<AirWalkingAction>(hero);
}
@ -179,11 +179,6 @@ namespace AIPathfinding
{
bool result = false;
if(!specialAction->canAct(nodeStorage->getAINode(source.node)))
{
return false;
}
nodeStorage->updateAINode(destination.node, [&](AIPathNode * node)
{
auto castNodeOptional = nodeStorage->getOrCreateNode(

View File

@ -441,7 +441,12 @@ void AdventureMapInterface::onPlayerTurnStarted(PlayerColor playerID)
if(auto iw = GH.windows().topWindow<CInfoWindow>())
iw->close();
hotkeyEndingTurn();
boost::thread newThread([this]()
{
hotkeyEndingTurn();
});
newThread.detach();
}
}