mirror of
https://github.com/vcmi/vcmi.git
synced 2025-01-12 02:28:11 +02:00
Added workaround for no longer accessible hero in MoveHero
This commit is contained in:
parent
94597e7af6
commit
370e92a90a
@ -92,8 +92,9 @@ void AIGateway::heroMoved(const TryMoveHero & details, bool verbose)
|
||||
validateObject(details.id); //enemy hero may have left visible area
|
||||
auto hero = cb->getHero(details.id);
|
||||
|
||||
const int3 from = hero->convertToVisitablePos(details.start);
|
||||
const int3 to = hero->convertToVisitablePos(details.end);
|
||||
const int3 from = hero ? hero->convertToVisitablePos(details.start) : (details.start - int3(0,1,0));;
|
||||
const int3 to = hero ? hero->convertToVisitablePos(details.end) : (details.end - int3(0,1,0));
|
||||
|
||||
const CGObjectInstance * o1 = vstd::frontOrNull(cb->getVisitableObjs(from, verbose));
|
||||
const CGObjectInstance * o2 = vstd::frontOrNull(cb->getVisitableObjs(to, verbose));
|
||||
|
||||
|
@ -98,11 +98,13 @@ void VCAI::heroMoved(const TryMoveHero & details, bool verbose)
|
||||
LOG_TRACE(logAi);
|
||||
NET_EVENT_HANDLER;
|
||||
|
||||
validateObject(details.id); //enemy hero may have left visible area
|
||||
//enemy hero may have left visible area
|
||||
validateObject(details.id);
|
||||
auto hero = cb->getHero(details.id);
|
||||
|
||||
const int3 from = hero->convertToVisitablePos(details.start);
|
||||
const int3 to = hero->convertToVisitablePos(details.end);
|
||||
const int3 from = hero ? hero->convertToVisitablePos(details.start) : (details.start - int3(0,1,0));;
|
||||
const int3 to = hero ? hero->convertToVisitablePos(details.end) : (details.end - int3(0,1,0));
|
||||
|
||||
const CGObjectInstance * o1 = vstd::frontOrNull(cb->getVisitableObjs(from, verbose));
|
||||
const CGObjectInstance * o2 = vstd::frontOrNull(cb->getVisitableObjs(to, verbose));
|
||||
|
||||
@ -753,13 +755,13 @@ void makePossibleUpgrades(const CArmedInstance * obj)
|
||||
|
||||
for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
|
||||
{
|
||||
if(const CStackInstance * s = obj->getStackPtr(SlotID(i)))
|
||||
{
|
||||
UpgradeInfo ui;
|
||||
cb->fillUpgradeInfo(obj, SlotID(i), ui);
|
||||
if(ui.oldID >= 0 && cb->getResourceAmount().canAfford(ui.cost[0] * s->count))
|
||||
{
|
||||
cb->upgradeCreature(obj, SlotID(i), ui.newID[0]);
|
||||
if(const CStackInstance * s = obj->getStackPtr(SlotID(i)))
|
||||
{
|
||||
UpgradeInfo ui;
|
||||
cb->fillUpgradeInfo(obj, SlotID(i), ui);
|
||||
if(ui.oldID >= 0 && cb->getResourceAmount().canAfford(ui.cost[0] * s->count))
|
||||
{
|
||||
cb->upgradeCreature(obj, SlotID(i), ui.newID[0]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user