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Do not allow moving through most of visitable objects
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@ -24,11 +24,45 @@
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VCMI_LIB_NAMESPACE_BEGIN
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bool CPathfinderHelper::canMoveFromNode(const PathNodeInfo & source) const
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{
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// we can always make the first step, even when standing on object
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if(source.node->theNodeBefore == nullptr)
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return true;
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if (!source.nodeObject)
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return true;
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if (!source.isNodeObjectVisitable())
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return true;
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// we can always move from visitable object if hero has teleported here (e.g. went through monolith)
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if (source.node->isTeleportAction())
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return true;
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// we can go through garrisons
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if (source.nodeObject->ID == MapObjectID::GARRISON || source.nodeObject->ID == MapObjectID::GARRISON2)
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return true;
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// or through border gate (if we stand on it then we already have the key)
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if (source.nodeObject->ID == MapObjectID::BORDER_GATE)
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return true;
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// or "through" boat, but only if this is embarking
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if (source.nodeObject->ID == MapObjectID::BOAT && source.node->action == EPathNodeAction::EMBARK)
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return true;
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return false;
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}
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std::vector<int3> CPathfinderHelper::getNeighbourTiles(const PathNodeInfo & source) const
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{
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std::vector<int3> neighbourTiles;
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neighbourTiles.reserve(8);
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if (!canMoveFromNode(source))
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return neighbourTiles;
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neighbourTiles.reserve(8);
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getNeighbours(
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*source.tile,
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source.node->coord,
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@ -38,7 +72,7 @@ std::vector<int3> CPathfinderHelper::getNeighbourTiles(const PathNodeInfo & sour
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if(source.isNodeObjectVisitable())
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{
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vstd::erase_if(neighbourTiles, [&](const int3 & tile) -> bool
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vstd::erase_if(neighbourTiles, [&](const int3 & tile) -> bool
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{
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return !canMoveBetween(tile, source.nodeObject->visitablePos());
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});
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@ -79,6 +79,7 @@ public:
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virtual ~CPathfinderHelper();
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void initializePatrol();
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bool isHeroPatrolLocked() const;
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bool canMoveFromNode(const PathNodeInfo & source) const;
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bool isPatrolMovementAllowed(const int3 & dst) const;
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void updateTurnInfo(const int turn = 0);
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bool isLayerAvailable(const EPathfindingLayer & layer) const;
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