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synced 2024-12-24 22:14:36 +02:00
vcmi: really correct obstacle trigger
Now obstacle trigger really matches H3
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parent
8c1d6c8e13
commit
9a229d6e48
@ -798,17 +798,18 @@ std::vector<std::shared_ptr<const CObstacleInstance>> CBattleInfoCallback::battl
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return obstacles;
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}
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std::vector<std::shared_ptr<const CObstacleInstance>> CBattleInfoCallback::getAllAffectedObstaclesByStack(const battle::Unit * unit) const
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std::vector<std::shared_ptr<const CObstacleInstance>> CBattleInfoCallback::getAllAffectedObstaclesByStack(const battle::Unit * unit, const std::set<BattleHex> & passed) const
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{
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std::vector<std::shared_ptr<const CObstacleInstance>> affectedObstacles = std::vector<std::shared_ptr<const CObstacleInstance>>();
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auto affectedObstacles = std::vector<std::shared_ptr<const CObstacleInstance>>();
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RETURN_IF_NOT_BATTLE(affectedObstacles);
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if(unit->alive())
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{
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affectedObstacles = battleGetAllObstaclesOnPos(unit->getPosition(), false);
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if(!passed.count(unit->getPosition()))
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affectedObstacles = battleGetAllObstaclesOnPos(unit->getPosition(), false);
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if(unit->doubleWide())
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{
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BattleHex otherHex = unit->occupiedHex(unit->getPosition());
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if(otherHex.isValid())
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BattleHex otherHex = unit->occupiedHex();
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if(otherHex.isValid() && !passed.count(otherHex))
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for(auto & i : battleGetAllObstaclesOnPos(otherHex, false))
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if(!vstd::contains(affectedObstacles, i))
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affectedObstacles.push_back(i);
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@ -60,7 +60,7 @@ public:
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boost::optional<int> battleIsFinished() const override; //return none if battle is ongoing; otherwise the victorious side (0/1) or 2 if it is a draw
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std::vector<std::shared_ptr<const CObstacleInstance>> battleGetAllObstaclesOnPos(BattleHex tile, bool onlyBlocking = true) const override;
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std::vector<std::shared_ptr<const CObstacleInstance>> getAllAffectedObstaclesByStack(const battle::Unit * unit) const override;
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std::vector<std::shared_ptr<const CObstacleInstance>> getAllAffectedObstaclesByStack(const battle::Unit * unit, const std::set<BattleHex> & passed) const override;
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const CStack * battleGetStackByPos(BattleHex pos, bool onlyAlive = true) const;
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@ -72,7 +72,7 @@ public:
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//blocking obstacles makes tile inaccessible, others cause special effects (like Land Mines, Moat, Quicksands)
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virtual std::vector<std::shared_ptr<const CObstacleInstance>> battleGetAllObstaclesOnPos(BattleHex tile, bool onlyBlocking = true) const = 0;
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virtual std::vector<std::shared_ptr<const CObstacleInstance>> getAllAffectedObstaclesByStack(const battle::Unit * unit) const = 0;
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virtual std::vector<std::shared_ptr<const CObstacleInstance>> getAllAffectedObstaclesByStack(const battle::Unit * unit, const std::set<BattleHex> & passed) const = 0;
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};
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@ -1398,6 +1398,11 @@ int CGameHandler::moveStack(int stack, BattleHex dest)
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//initing necessary tables
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auto accessibility = getAccesibility(curStack);
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std::set<BattleHex> passed;
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//Ignore obstacles on starting position
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passed.insert(curStack->getPosition());
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if(curStack->doubleWide())
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passed.insert(curStack->occupiedHex());
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//shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
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if(!stackAtEnd && curStack->doubleWide() && !accessibility.accessible(dest, curStack))
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@ -1590,10 +1595,12 @@ int CGameHandler::moveStack(int stack, BattleHex dest)
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if(otherHex.isValid() && !obstacle2.empty())
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obstacleHit = true;
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}
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if(!obstacleHit)
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passed.insert(hex);
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}
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}
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if (tiles.size() > 0)
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if (!tiles.empty())
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{
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//commit movement
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BattleStackMoved sm;
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@ -1609,7 +1616,12 @@ int CGameHandler::moveStack(int stack, BattleHex dest)
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if (curStack->getPosition() != dest)
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{
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if(stackIsMoving && start != curStack->getPosition())
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stackIsMoving = handleDamageFromObstacle(curStack, stackIsMoving);
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{
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stackIsMoving = handleDamageFromObstacle(curStack, stackIsMoving, passed);
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passed.insert(curStack->getPosition());
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if(curStack->doubleWide())
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passed.insert(curStack->occupiedHex());
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}
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if (gateStateChanging)
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{
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if (curStack->getPosition() == openGateAtHex)
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@ -1637,7 +1649,7 @@ int CGameHandler::moveStack(int stack, BattleHex dest)
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}
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//handling obstacle on the final field (separate, because it affects both flying and walking stacks)
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handleDamageFromObstacle(curStack);
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handleDamageFromObstacle(curStack, false, passed);
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return ret;
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}
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@ -5288,13 +5300,13 @@ void CGameHandler::stackTurnTrigger(const CStack *st)
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}
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}
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bool CGameHandler::handleDamageFromObstacle(const CStack * curStack, bool stackIsMoving)
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bool CGameHandler::handleDamageFromObstacle(const CStack * curStack, bool stackIsMoving, const std::set<BattleHex> & passed)
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{
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if(!curStack->alive())
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return false;
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bool containDamageFromMoat = false;
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bool movementStoped = false;
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for(auto & obstacle : getAllAffectedObstaclesByStack(curStack))
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bool movementStopped = false;
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for(auto & obstacle : getAllAffectedObstaclesByStack(curStack, passed))
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{
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if(obstacle->obstacleType == CObstacleInstance::SPELL_CREATED)
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{
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@ -5305,7 +5317,7 @@ bool CGameHandler::handleDamageFromObstacle(const CStack * curStack, bool stackI
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if(!spellObstacle)
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COMPLAIN_RET("Invalid obstacle instance");
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if(spellObstacle->trigger)
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if(spellObstacle->triggersEffects())
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{
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const bool oneTimeObstacle = spellObstacle->removeOnTrigger;
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@ -5369,13 +5381,13 @@ bool CGameHandler::handleDamageFromObstacle(const CStack * curStack, bool stackI
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return false;
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if((obstacle->stopsMovement() && stackIsMoving))
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movementStoped = true;
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movementStopped = true;
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}
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if(stackIsMoving)
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return curStack->alive() && !movementStoped;
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else
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return curStack->alive();
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return curStack->alive() && !movementStopped;
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return curStack->alive();
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}
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void CGameHandler::handleTimeEvents()
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@ -232,7 +232,7 @@ public:
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bool makeCustomAction(BattleAction &ba);
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void stackEnchantedTrigger(const CStack * stack);
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void stackTurnTrigger(const CStack *stack);
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bool handleDamageFromObstacle(const CStack * curStack, bool stackIsMoving = false); //checks if obstacle is land mine and handles possible consequences
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bool handleDamageFromObstacle(const CStack * curStack, bool stackIsMoving = false, const std::set<BattleHex> & passed = {}); //checks if obstacle is land mine and handles possible consequences
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void removeObstacle(const CObstacleInstance &obstacle);
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bool queryReply( QueryID qid, const JsonNode & answer, PlayerColor player );
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