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Merge pull request #6296 from mrhaandi/fix-unit-surrounded
Fix violated assert(direction != BattleHex::NONE)
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@@ -653,10 +653,11 @@ bool BattleActionsController::actionIsLegal(PossiblePlayerBattleAction action, c
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case PossiblePlayerBattleAction::WALK_AND_ATTACK:
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case PossiblePlayerBattleAction::ATTACK_AND_RETURN:
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{
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if (owner.fieldController->isTileAttackable(targetHex)) // move isTileAttackable to be part of battleCanAttack?
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auto activeStack = owner.stacksController->getActiveStack();
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if (targetStack && targetStack != activeStack && owner.fieldController->isTileAttackable(targetHex)) // move isTileAttackable to be part of battleCanAttack?
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{
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BattleHex attackFromHex = owner.fieldController->fromWhichHexAttack(targetHex);
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if(owner.getBattle()->battleCanAttack(owner.stacksController->getActiveStack(), targetStack, attackFromHex))
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if(owner.getBattle()->battleCanAttack(activeStack, targetStack, attackFromHex))
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return true;
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}
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return false;
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@@ -819,7 +819,7 @@ bool BattleFieldController::isTileAttackable(const BattleHex & number) const
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for (auto & elem : occupiableHexes)
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{
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if (BattleHex::mutualPosition(elem, number) != BattleHex::EDir::NONE || elem == number)
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if (BattleHex::mutualPosition(elem, number) != BattleHex::EDir::NONE)
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return true;
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}
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return false;
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@@ -280,8 +280,11 @@ std::vector<PossiblePlayerBattleAction> CBattleInfoCallback::getClientActionsFor
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if(stack->hasBonusOfType(BonusType::RETURN_AFTER_STRIKE))
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allowedActionList.push_back(PossiblePlayerBattleAction::ATTACK_AND_RETURN);
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allowedActionList.push_back(PossiblePlayerBattleAction::ATTACK); //all active stacks can attack
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allowedActionList.push_back(PossiblePlayerBattleAction::WALK_AND_ATTACK); //not all stacks can always walk, but we will check this elsewhere
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if (stack->isMeleeAttacker()) //not all stacks can actually attack or walk and attack, check this elsewhere
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{
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allowedActionList.push_back(PossiblePlayerBattleAction::ATTACK);
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allowedActionList.push_back(PossiblePlayerBattleAction::WALK_AND_ATTACK);
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}
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if(stack->canMove() && stack->getMovementRange(0)) //probably no reason to try move war machines or bound stacks
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allowedActionList.push_back(PossiblePlayerBattleAction::MOVE_STACK);
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@@ -683,6 +686,9 @@ bool CBattleInfoCallback::battleCanAttack(const battle::Unit * stack, const batt
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if(!battleMatchOwner(stack, target))
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return false;
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if (!stack->isMeleeAttacker())
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return false;
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if (stack->getPosition() != dest)
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{
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for (const auto & obstacle : battleGetAllObstacles())
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@@ -695,10 +701,6 @@ bool CBattleInfoCallback::battleCanAttack(const battle::Unit * stack, const batt
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}
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}
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auto id = stack->unitType()->getId();
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if (id == CreatureID::FIRST_AID_TENT || id == CreatureID::CATAPULT)
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return false;
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return target->alive();
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}
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@@ -38,6 +38,16 @@ bool Unit::isTurret() const
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return creatureIndex() == CreatureID::ARROW_TOWERS;
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}
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bool Unit::isMeleeAttacker() const
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{
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//exclude war machines
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if (hasBonusOfType(BonusType::SIEGE_WEAPON))
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return false;
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//TODO consider that a mod may introduce a melee war machine. Possibly a new bonus type NO_MELEE_ATTACK is needed.
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return true;
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}
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std::string Unit::getDescription() const
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{
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boost::format fmt("Unit %d of side %d");
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@@ -97,6 +97,7 @@ public:
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virtual bool canShootBlocked() const = 0;
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virtual bool canShoot() const = 0;
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virtual bool isShooter() const = 0;
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bool isMeleeAttacker() const;
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/// returns initial size of this unit
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virtual int32_t getCount() const = 0;
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