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Fix penalties for FLYING_MOVEMENT and WATER_WALKING
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@ -2112,19 +2112,22 @@ int CGameState::getMovementCost(const CGHeroInstance *h, const int3 &src, const
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if(d.blocked && h->canFly())
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{
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bool freeFlying = h->getBonusesCount(Selector::typeSubtype(Bonus::FLYING_MOVEMENT, 1)) > 0;
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if(!freeFlying)
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{
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if(h->hasBonusOfType(Bonus::FLYING_MOVEMENT, 1)) // base flying
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ret *= 1.4; //40% penalty for movement over blocked tile
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}
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else if(h->hasBonusOfType(Bonus::FLYING_MOVEMENT, 2)) // advanced flying
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ret *= 1.2;
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}
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else if (d.terType == ETerrainType::WATER)
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else if(d.terType == ETerrainType::WATER)
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{
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if(h->boat && s.hasFavourableWinds() && d.hasFavourableWinds()) //Favourable Winds
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ret *= 0.666;
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else if (!h->boat && h->getBonusesCount(Selector::typeSubtype(Bonus::WATER_WALKING, 1)) > 0)
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ret *= 1.4; //40% penalty for water walking
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else if(!h->boat && h->canWalkOnSea())
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{
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if(h->hasBonusOfType(Bonus::WATER_WALKING, 1)) // base
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ret *= 1.4; //40% penalty for water walking
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else if(h->hasBonusOfType(Bonus::WATER_WALKING, 2)) // advanced
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ret *= 1.2;
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}
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}
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if(src.x != dest.x && src.y != dest.y) //it's diagonal move
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@ -2144,7 +2147,7 @@ int CGameState::getMovementCost(const CGHeroInstance *h, const int3 &src, const
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{
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std::vector<int3> vec;
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vec.reserve(8); //optimization
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getNeighbours(d, dest, vec, s.terType != ETerrainType::WATER, true);
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getNeighbours(d, dest, vec, s.terType != ETerrainType::WATER, true);
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for(auto & elem : vec)
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{
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int fcost = getMovementCost(h, dest, elem, left, false);
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