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Better comments, remove dead code
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@ -37,7 +37,7 @@ enum class EPathAccessibility : ui8
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NOT_SET,
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ACCESSIBLE, //tile can be entered and passed
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VISITABLE, //tile can be entered as the last tile in path
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GUARDED, //visitable, but in zone of control of nearby monster
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GUARDED, //tile can be entered, but is in zone of control of nearby monster (may also contain visitable object, if any)
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BLOCKVIS, //visitable from neighboring tile but not passable
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FLYABLE, //can only be accessed in air layer
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BLOCKED //tile can be neither entered nor visited
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@ -267,10 +267,11 @@ PathfinderBlockingRule::BlockingReason MovementAfterDestinationRule::getBlocking
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return BlockingReason::DESTINATION_BLOCKED;
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case EPathNodeAction::BATTLE:
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// H3 rule: do not allow direct attack on wandering monsters if hero lands on visitable object
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if (config->options.originalFlyRules && destination.nodeObject && source.node->layer == EPathfindingLayer::AIR)
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return BlockingReason::DESTINATION_BLOCKED;
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/// Movement after BATTLE action only possible from guarded tile to guardian tile
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// Movement after BATTLE action only possible from guarded tile to guardian tile
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if(destination.guarded)
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{
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if (pathfinderHelper->options.ignoreGuards)
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@ -303,7 +304,7 @@ PathfinderBlockingRule::BlockingReason MovementToDestinationRule::getBlockingRea
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if(source.guarded)
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{
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if(source.node->layer != EPathfindingLayer::AIR
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if(source.node->layer != EPathfindingLayer::AIR // zone of control is ignored when flying
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&& !pathfinderConfig->options.ignoreGuards
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&& (!destination.isGuardianTile || pathfinderHelper->getGuardiansCount(source.coord) > 1)) // Can step into tile of guard
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{
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@ -378,44 +379,33 @@ void LayerTransitionRule::process(
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break;
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case EPathfindingLayer::SAIL:
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//tile must be accessible -> exception: unblocked blockvis tiles -> clear but guarded by nearby monster coast
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if((destination.node->accessible != EPathAccessibility::ACCESSIBLE && destination.node->accessible != EPathAccessibility::GUARDED)
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|| destination.tile->visitable) //TODO: passableness problem -> town says it's passable (thus accessible) but we obviously can't disembark onto town gate
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{
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// have to disembark first before visiting objects on land
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if (destination.tile->visitable)
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destination.blocked = true;
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//can disembark only on accessible tiles or tiles guarded by nearby monster
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if((destination.node->accessible != EPathAccessibility::ACCESSIBLE && destination.node->accessible != EPathAccessibility::GUARDED))
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destination.blocked = true;
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}
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break;
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case EPathfindingLayer::AIR:
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if(pathfinderConfig->options.originalFlyRules)
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{
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if(source.node->accessible != EPathAccessibility::ACCESSIBLE &&
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source.node->accessible != EPathAccessibility::VISITABLE &&
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destination.node->accessible != EPathAccessibility::VISITABLE &&
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destination.node->accessible != EPathAccessibility::ACCESSIBLE)
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if(source.node->accessible != EPathAccessibility::ACCESSIBLE && source.node->accessible != EPathAccessibility::VISITABLE)
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{
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if (destination.node->accessible == EPathAccessibility::BLOCKVIS)
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{
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// Can't visit 'blockvisit' objects on coast if hero will end up on water terrain
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if (source.tile->blocked || !destination.tile->entrableTerrain(source.tile))
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destination.blocked = true;
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}
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if (destination.node->accessible == EPathAccessibility::FLYABLE)
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destination.blocked = true;
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}
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if(destination.node->accessible == EPathAccessibility::VISITABLE)
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{
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if (destination.node->accessible != EPathAccessibility::VISITABLE)
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destination.blocked = true;
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}
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}
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else if(destination.node->accessible != EPathAccessibility::ACCESSIBLE)
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else
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{
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/// Hero that fly can only land on accessible tiles
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if(destination.nodeObject)
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// Hero that fly can only land on accessible tiles
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if(destination.node->accessible != EPathAccessibility::ACCESSIBLE && destination.nodeObject)
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destination.blocked = true;
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}
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