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https://github.com/vcmi/vcmi.git
synced 2024-12-22 22:13:35 +02:00
Do not check for guards when teleporting using means other than DD
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parent
6a1477838d
commit
8b861fc58f
@ -199,7 +199,7 @@ public:
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void startBattlePrimary(const CArmedInstance * army1, const CArmedInstance * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool creatureBank = false, const CGTownInstance * town = nullptr) override {}; //use hero=nullptr for no hero
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void startBattleI(const CArmedInstance * army1, const CArmedInstance * army2, int3 tile, bool creatureBank = false) override {}; //if any of armies is hero, hero will be used
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void startBattleI(const CArmedInstance * army1, const CArmedInstance * army2, bool creatureBank = false) override {}; //if any of armies is hero, hero will be used, visitable tile of second obj is place of battle
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bool moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit = false, PlayerColor asker = PlayerColor::NEUTRAL) override {return false;};
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bool moveHero(ObjectInstanceID hid, int3 dst, EMovementMode movementMode, bool transit = false, PlayerColor asker = PlayerColor::NEUTRAL) override {return false;};
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void giveHeroBonus(GiveBonus * bonus) override {};
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void setMovePoints(SetMovePoints * smp) override {};
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void setMovePoints(ObjectInstanceID hid, int val, bool absolute) override {};
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@ -117,7 +117,7 @@ public:
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virtual void startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank = false, const CGTownInstance *town = nullptr)=0; //use hero=nullptr for no hero
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virtual void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank = false)=0; //if any of armies is hero, hero will be used
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virtual void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank = false)=0; //if any of armies is hero, hero will be used, visitable tile of second obj is place of battle
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virtual bool moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit = false, PlayerColor asker = PlayerColor::NEUTRAL)=0;
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virtual bool moveHero(ObjectInstanceID hid, int3 dst, EMovementMode moveMove, bool transit = false, PlayerColor asker = PlayerColor::NEUTRAL)=0;
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virtual bool swapGarrisonOnSiege(ObjectInstanceID tid)=0;
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virtual void giveHeroBonus(GiveBonus * bonus)=0;
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virtual void setMovePoints(SetMovePoints * smp)=0;
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@ -253,4 +253,13 @@ enum class EArmyFormation : int8_t
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TIGHT
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};
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enum class EMovementMode : int8_t
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{
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STANDARD,
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DIMENSION_DOOR,
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MONOLITH,
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CASTLE_GATE,
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TOWN_PORTAL,
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};
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VCMI_LIB_NAMESPACE_END
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@ -524,7 +524,7 @@ void CGMonolith::teleportDialogAnswered(const CGHeroInstance *hero, ui32 answer,
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else
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dPos = hero->convertFromVisitablePos(cb->getObj(randomExit)->visitablePos());
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cb->moveHero(hero->id, dPos, true);
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cb->moveHero(hero->id, dPos, EMovementMode::MONOLITH);
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}
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void CGMonolith::initObj(CRandomGenerator & rand)
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@ -703,7 +703,7 @@ void CGWhirlpool::teleportDialogAnswered(const CGHeroInstance *hero, ui32 answer
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dPos = hero->convertFromVisitablePos(*RandomGeneratorUtil::nextItem(tiles, CRandomGenerator::getDefault()));
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}
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cb->moveHero(hero->id, dPos, true);
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cb->moveHero(hero->id, dPos, EMovementMode::MONOLITH);
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}
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bool CGWhirlpool::isProtected(const CGHeroInstance * h)
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@ -439,7 +439,7 @@ void DimensionDoorMechanics::endCast(SpellCastEnvironment * env, const Adventure
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const TerrainTile * curr = env->getCb()->getTile(casterPosition);
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if(dest->isClear(curr))
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env->moveHero(ObjectInstanceID(parameters.caster->getCasterUnitId()), parameters.caster->getHeroCaster()->convertFromVisitablePos(parameters.pos), true);
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env->moveHero(ObjectInstanceID(parameters.caster->getCasterUnitId()), parameters.caster->getHeroCaster()->convertFromVisitablePos(parameters.pos), EMovementMode::DIMENSION_DOOR);
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}
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///TownPortalMechanics
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@ -567,7 +567,7 @@ void TownPortalMechanics::endCast(SpellCastEnvironment * env, const AdventureSpe
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destination = dynamic_cast<const CGTownInstance*>(topObj);
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}
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if(env->moveHero(ObjectInstanceID(parameters.caster->getCasterUnitId()), parameters.caster->getHeroCaster()->convertFromVisitablePos(destination->visitablePos()), true))
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if(env->moveHero(ObjectInstanceID(parameters.caster->getCasterUnitId()), parameters.caster->getHeroCaster()->convertFromVisitablePos(destination->visitablePos()), EMovementMode::TOWN_PORTAL))
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{
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SetMovePoints smp;
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smp.hid = ObjectInstanceID(parameters.caster->getCasterUnitId());
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@ -59,7 +59,7 @@ public:
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virtual const CMap * getMap() const = 0;
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virtual const CGameInfoCallback * getCb() const = 0;
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virtual bool moveHero(ObjectInstanceID hid, int3 dst, bool teleporting) = 0; //TODO: remove
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virtual bool moveHero(ObjectInstanceID hid, int3 dst, EMovementMode mode) = 0; //TODO: remove
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virtual void genericQuery(Query * request, PlayerColor color, std::function<void(std::optional<int32_t>)> callback) = 0;//TODO: type safety on query, use generic query packet when implemented
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};
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@ -1073,11 +1073,11 @@ bool CGameHandler::removeObject(const CGObjectInstance * obj, const PlayerColor
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return true;
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}
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bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit, PlayerColor asker)
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bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, EMovementMode movementMode, bool transit, PlayerColor asker)
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{
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const CGHeroInstance *h = getHero(hid);
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// not turn of that hero or player can't simply teleport hero (at least not with this function)
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if(!h || (asker != PlayerColor::NEUTRAL && teleporting))
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if(!h || (asker != PlayerColor::NEUTRAL && movementMode != EMovementMode::STANDARD))
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{
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if(h && getStartInfo()->turnTimerInfo.isEnabled() && gs->players[h->getOwner()].turnTimer.turnTimer == 0)
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return true; //timer expired, no error
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@ -1164,13 +1164,13 @@ bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, boo
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if(h->boat && h->boat->layer == EPathfindingLayer::SAIL && t.terType->isLand() && t.blocked)
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return complainRet("Cannot disembark hero, tile is blocked!");
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if(distance(h->pos, dst) >= 1.5 && !teleporting)
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if(distance(h->pos, dst) >= 1.5 && movementMode == EMovementMode::STANDARD)
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return complainRet("Tiles are not neighboring!");
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if(h->inTownGarrison)
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return complainRet("Can not move garrisoned hero!");
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if(h->movementPointsRemaining() < cost && dst != h->pos && !teleporting)
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if(h->movementPointsRemaining() < cost && dst != h->pos && movementMode == EMovementMode::STANDARD)
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return complainRet("Hero doesn't have any movement points left!");
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if (transit && !canFly && !(canWalkOnSea && t.terType->isWater()) && !CGTeleport::isTeleport(objectToVisit))
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@ -1259,12 +1259,12 @@ bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, boo
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return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
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}
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if (teleporting)
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if (movementMode != EMovementMode::STANDARD)
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{
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if (blockingVisit()) // e.g. hero on the other side of teleporter
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return true;
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EGuardLook guardsCheck = VLC->settings()->getBoolean(EGameSettings::DIMENSION_DOOR_TRIGGERS_GUARDS)
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EGuardLook guardsCheck = (VLC->settings()->getBoolean(EGameSettings::DIMENSION_DOOR_TRIGGERS_GUARDS) && movementMode == EMovementMode::DIMENSION_DOOR)
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? CHECK_FOR_GUARDS
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: IGNORE_GUARDS;
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@ -1337,7 +1337,7 @@ bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui
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return false;
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int3 pos = h->convertFromVisitablePos(t->visitablePos());
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moveHero(hid,pos,1);
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moveHero(hid,pos,EMovementMode::CASTLE_GATE);
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return true;
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}
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@ -140,7 +140,7 @@ public:
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void startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank = false, const CGTownInstance *town = nullptr) override; //use hero=nullptr for no hero
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void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank = false) override; //if any of armies is hero, hero will be used
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void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank = false) override; //if any of armies is hero, hero will be used, visitable tile of second obj is place of battle
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bool moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit = false, PlayerColor asker = PlayerColor::NEUTRAL) override;
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bool moveHero(ObjectInstanceID hid, int3 dst, EMovementMode movementMode, bool transit = false, PlayerColor asker = PlayerColor::NEUTRAL) override;
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void giveHeroBonus(GiveBonus * bonus) override;
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void setMovePoints(SetMovePoints * smp) override;
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void setMovePoints(ObjectInstanceID hid, int val, bool absolute) override;
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@ -65,7 +65,7 @@ void ApplyGhNetPackVisitor::visitMoveHero(MoveHero & pack)
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for (auto const & dest : pack.path)
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{
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if (!gh.moveHero(pack.hid, dest, 0, pack.transit, pack.player))
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if (!gh.moveHero(pack.hid, dest, EMovementMode::STANDARD, pack.transit, pack.player))
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{
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result = false;
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return;
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@ -89,9 +89,9 @@ const CMap * ServerSpellCastEnvironment::getMap() const
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return gh->gameState()->map;
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}
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bool ServerSpellCastEnvironment::moveHero(ObjectInstanceID hid, int3 dst, bool teleporting)
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bool ServerSpellCastEnvironment::moveHero(ObjectInstanceID hid, int3 dst, EMovementMode mode)
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{
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return gh->moveHero(hid, dst, teleporting, false);
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return gh->moveHero(hid, dst, mode, false);
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}
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void ServerSpellCastEnvironment::genericQuery(Query * request, PlayerColor color, std::function<void(std::optional<int32_t>)> callback)
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@ -36,7 +36,7 @@ public:
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const CMap * getMap() const override;
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const CGameInfoCallback * getCb() const override;
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bool moveHero(ObjectInstanceID hid, int3 dst, bool teleporting) override;
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bool moveHero(ObjectInstanceID hid, int3 dst, EMovementMode mode) override;
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void genericQuery(Query * request, PlayerColor color, std::function<void(std::optional<int32_t>)> callback) override;
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private:
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CGameHandler * gh;
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@ -121,7 +121,7 @@ public:
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return gameState.get();
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}
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bool moveHero(ObjectInstanceID hid, int3 dst, bool teleporting) override
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bool moveHero(ObjectInstanceID hid, int3 dst, EMovementMode movementMode) override
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{
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return false;
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}
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@ -77,7 +77,7 @@ public:
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void startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank = false, const CGTownInstance *town = nullptr) override {} //use hero=nullptr for no hero
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void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank = false) override {} //if any of armies is hero, hero will be used
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void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank = false) override {} //if any of armies is hero, hero will be used, visitable tile of second obj is place of battle
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bool moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit = false, PlayerColor asker = PlayerColor::NEUTRAL) override {return false;}
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bool moveHero(ObjectInstanceID hid, int3 dst, EMovementMode movementMode, bool transit = false, PlayerColor asker = PlayerColor::NEUTRAL) override {return false;}
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bool swapGarrisonOnSiege(ObjectInstanceID tid) override {return false;}
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void giveHeroBonus(GiveBonus * bonus) override {}
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void setMovePoints(SetMovePoints * smp) override {}
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