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VCAI will now not be confused by Border Gates and attempt to find Keymaster to cross them.

This commit is contained in:
DjWarmonger 2012-07-18 13:23:46 +00:00
parent 624908e403
commit 6a7327d38a

View File

@ -1781,15 +1781,15 @@ void VCAI::tryRealize(CGoal g)
//cb->recalculatePaths();
if(!g.hero->movement)
throw cannotFulfillGoalException("Cannot visit tile: hero is out of MPs!");
if(!g.isBlockedBorderGate(g.tile))
{
//if(!g.isBlockedBorderGate(g.tile))
//{
if (ai->moveHeroToTile(g.tile, g.hero.get()))
{
throw goalFulfilledException("");
}
}
else
throw cannotFulfillGoalException("There's a blocked gate!"); //TODO: get keymaster tent
//}
//else
// throw cannotFulfillGoalException("There's a blocked gate!, we should never be here"); //CLEAR_WAY_TO should get keymaster tent
}
break;
case BUILD_STRUCTURE:
@ -2710,7 +2710,9 @@ TSubgoal CGoal::whatToDoToAchieve()
int3 tileToHit = sm.firstTileToGet(h, tile);
//if(isSafeToVisit(h, tileToHit))
if(isBlockedBorderGate(tileToHit))
throw cannotFulfillGoalException("There's blocked border gate!");
{ //FIXME: this way we'll not visit gate and activate quest :?
return CGoal(FIND_OBJ).setobjid(Obj::KEYMASTER).setresID(cb->getTile(tileToHit)->visitableObjects.back()->subID);
}
if(tileToHit == tile)
{