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Merge pull request #2030 from Nordsoft91/boats

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Nordsoft91 2023-04-22 03:27:00 +04:00 committed by GitHub
commit a553a4aa66
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25 changed files with 204 additions and 75 deletions

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@ -864,7 +864,7 @@ void AINodeStorage::setHeroes(std::map<const CGHeroInstance *, HeroRole> heroes)
if(actor->hero->tempOwner != ai->playerID)
{
bool onLand = !actor->hero->boat;
bool onLand = !actor->hero->boat || actor->hero->boat->layer != EPathfindingLayer::SAIL;
actor->initialMovement = actor->hero->maxMovePoints(onLand);
}

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@ -42,7 +42,7 @@ ChainActor::ChainActor(const CGHeroInstance * hero, HeroRole heroRole, uint64_t
baseActor(this), carrierParent(nullptr), otherParent(nullptr), actorExchangeCount(1), armyCost(), actorAction()
{
initialPosition = hero->visitablePos();
layer = hero->boat ? EPathfindingLayer::SAIL : EPathfindingLayer::LAND;
layer = hero->boat ? hero->boat->layer : EPathfindingLayer::LAND;
initialMovement = hero->movement;
initialTurn = 0;
armyValue = hero->getArmyStrength();

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@ -26,6 +26,7 @@
#include "../../lib/RoadHandler.h"
#include "../../lib/TerrainHandler.h"
#include "../../lib/mapObjects/CGHeroInstance.h"
#include "../../lib/mapObjects/MiscObjects.h"
#include "../../lib/mapping/CMap.h"
struct NeighborTilesInfo
@ -394,15 +395,11 @@ std::shared_ptr<CAnimation> MapRendererObjects::getBaseAnimation(const CGObjectI
bool generateMovementGroups = (info->id == Obj::BOAT) || (info->id == Obj::HERO);
//TODO: relocate to config file?
// Boat appearance files only contain single, unanimated image
// proper boat animations are actually in different file
static const std::vector<std::string> boatAnimations = {
"AB01_.def", "AB02_.def", "AB03_.def"
};
if (info->id == Obj::BOAT)
return getAnimation(boatAnimations[info->subid], generateMovementGroups);
if(auto boat = dynamic_cast<const CGBoat*>(obj); boat && !boat->actualAnimation.empty())
return getAnimation(boat->actualAnimation, generateMovementGroups);
return getAnimation(info->animationFile, generateMovementGroups);
}
@ -438,13 +435,6 @@ std::shared_ptr<CAnimation> MapRendererObjects::getFlagAnimation(const CGObjectI
"AF00", "AF01", "AF02", "AF03", "AF04", "AF05", "AF06", "AF07"
};
//TODO: relocate to config file?
static const std::vector<std::vector<std::string>> boatFlags = {
{"ABF01L", "ABF01G", "ABF01R", "ABF01D", "ABF01B", "ABF01P", "ABF01W", "ABF01K"},
{"ABF02L", "ABF02G", "ABF02R", "ABF02D", "ABF02B", "ABF02P", "ABF02W", "ABF02K"},
{"ABF03L", "ABF03G", "ABF03R", "ABF03D", "ABF03B", "ABF03P", "ABF03W", "ABF03K"}
};
if(obj->ID == Obj::HERO)
{
assert(dynamic_cast<const CGHeroInstance *>(obj) != nullptr);
@ -455,12 +445,8 @@ std::shared_ptr<CAnimation> MapRendererObjects::getFlagAnimation(const CGObjectI
if(obj->ID == Obj::BOAT)
{
const auto * boat = dynamic_cast<const CGBoat *>(obj);
assert(boat->subID < boatFlags.size());
if (boat->hero)
{
assert(boat->hero->tempOwner.isValidPlayer());
return getAnimation(boatFlags[boat->subID][boat->hero->tempOwner.getNum()], true);
}
if(boat && boat->hero && !boat->flagAnimations[boat->hero->tempOwner.getNum()].empty())
return getAnimation(boat->flagAnimations[boat->hero->tempOwner.getNum()], true);
}
return nullptr;
@ -470,15 +456,10 @@ std::shared_ptr<CAnimation> MapRendererObjects::getOverlayAnimation(const CGObje
{
if(obj->ID == Obj::BOAT)
{
//TODO: relocate to config file?
// Boats have additional animation with waves around boat
static const std::vector<std::string> boatAnimations = {
"ABM01_.def", "ABM02_.def", "ABM03_.def"
};
const auto * boat = dynamic_cast<const CGBoat *>(obj);
if (boat->hero)
return getAnimation(boatAnimations[obj->subID], true);
if(boat && boat->hero && !boat->overlayAnimation.empty())
return getAnimation(boat->overlayAnimation, true);
}
return nullptr;
}

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@ -1079,7 +1079,7 @@ void CExchangeWindow::updateWidgets()
}
}
CShipyardWindow::CShipyardWindow(const TResources & cost, int state, int boatType, const std::function<void()> & onBuy)
CShipyardWindow::CShipyardWindow(const TResources & cost, int state, BoatId boatType, const std::function<void()> & onBuy)
: CStatusbarWindow(PLAYER_COLORED, "TPSHIP")
{
OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
@ -1089,7 +1089,7 @@ CShipyardWindow::CShipyardWindow(const TResources & cost, int state, int boatTyp
std::string boatFilenames[3] = {"AB01_", "AB02_", "AB03_"};
Point waterCenter = Point(bgWater->pos.x+bgWater->pos.w/2, bgWater->pos.y+bgWater->pos.h/2);
bgShip = std::make_shared<CAnimImage>(boatFilenames[boatType], 0, 7, 120, 96, 0);
bgShip = std::make_shared<CAnimImage>(boatFilenames[boatType.getNum()], 0, 7, 120, 96, 0);
bgShip->center(waterCenter);
// Create resource icons and costs.

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@ -358,7 +358,7 @@ class CShipyardWindow : public CStatusbarWindow
std::shared_ptr<CButton> quit;
public:
CShipyardWindow(const TResources & cost, int state, int boatType, const std::function<void()> & onBuy);
CShipyardWindow(const TResources & cost, int state, BoatId boatType, const std::function<void()> & onBuy);
};
/// Creature transformer window

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@ -115,9 +115,35 @@
}
},
"types" : {
"evil" : { "index" : 0, "rmg" : { "mapLimit" : 64 } },
"good" : { "index" : 1, "rmg" : { "mapLimit" : 64 } },
"neutral" : { "index" : 2, "rmg" : { "mapLimit" : 64 } },
"evil" :
{
"index" : 0,
"layer" : "sail",
"actualAnimation" : "AB01_.def",
"overlayAnimation" : "ABM01_.def",
"onboardAssaultAllowed" : true,
"onboardVisitAllowed" : true,
"flagAnimations" : ["ABF01L", "ABF01G", "ABF01R", "ABF01D", "ABF01B", "ABF01P", "ABF01W", "ABF01K"]
},
"good" :
{
"index" : 1,
"layer" : "sail",
"actualAnimation" : "AB02_.def",
"overlayAnimation" : "ABM02_.def",
"onboardAssaultAllowed" : true,
"onboardVisitAllowed" : true,
"flagAnimations" : ["ABF02L", "ABF02G", "ABF02R", "ABF02D", "ABF02B", "ABF02P", "ABF02W", "ABF02K"]
},
"neutral" : {
"index" : 2,
"layer" : "sail",
"actualAnimation" : "AB03_.def",
"overlayAnimation" : "ABM03_.def",
"onboardAssaultAllowed" : true,
"onboardVisitAllowed" : true,
"flagAnimations" : ["ABF03L", "ABF03G", "ABF03R", "ABF03D", "ABF03B", "ABF03P", "ABF03W", "ABF03K"]
},
}
},

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@ -151,7 +151,7 @@ void NodeStorage::resetTile(const int3 & tile, const EPathfindingLayer & layer,
std::vector<CGPathNode *> NodeStorage::getInitialNodes()
{
auto * initialNode = getNode(out.hpos, out.hero->boat ? EPathfindingLayer::SAIL : EPathfindingLayer::LAND);
auto * initialNode = getNode(out.hpos, out.hero->boat ? out.hero->boat->layer : EPathfindingLayer::LAND);
initialNode->turns = 0;
initialNode->moveRemains = out.hero->movement;
@ -1019,12 +1019,18 @@ bool TurnInfo::isLayerAvailable(const EPathfindingLayer & layer) const
switch(layer)
{
case EPathfindingLayer::AIR:
if(hero && hero->boat && hero->boat->layer == EPathfindingLayer::AIR)
break;
if(!hasBonusOfType(Bonus::FLYING_MOVEMENT))
return false;
break;
case EPathfindingLayer::WATER:
if(hero && hero->boat && hero->boat->layer == EPathfindingLayer::WATER)
break;
if(!hasBonusOfType(Bonus::WATER_WALKING))
return false;
@ -1236,15 +1242,17 @@ int CPathfinderHelper::getMovementCost(
bool isSailLayer;
if(indeterminate(isDstSailLayer))
isSailLayer = hero->boat != nullptr && dt->terType->isWater();
isSailLayer = hero->boat && hero->boat->layer == EPathfindingLayer::SAIL && dt->terType->isWater();
else
isSailLayer = static_cast<bool>(isDstSailLayer);
bool isWaterLayer;
if(indeterminate(isDstWaterLayer))
isWaterLayer = dt->terType->isWater();
isWaterLayer = ((hero->boat && hero->boat->layer == EPathfindingLayer::WATER) || ti->hasBonusOfType(Bonus::WATER_WALKING)) && dt->terType->isWater();
else
isWaterLayer = static_cast<bool>(isDstWaterLayer);
bool isAirLayer = (hero->boat && hero->boat->layer == EPathfindingLayer::AIR) || ti->hasBonusOfType(Bonus::FLYING_MOVEMENT);
int ret = hero->getTileCost(*dt, *ct, ti);
if(isSailLayer)
@ -1252,7 +1260,7 @@ int CPathfinderHelper::getMovementCost(
if(ct->hasFavorableWinds())
ret = static_cast<int>(ret * 2.0 / 3);
}
else if(ti->hasBonusOfType(Bonus::FLYING_MOVEMENT))
else if(isAirLayer)
vstd::amin(ret, GameConstants::BASE_MOVEMENT_COST + ti->valOfBonuses(Bonus::FLYING_MOVEMENT));
else if(isWaterLayer && ti->hasBonusOfType(Bonus::WATER_WALKING))
ret = static_cast<int>(ret * (100.0 + ti->valOfBonuses(Bonus::WATER_WALKING)) / 100.0);

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@ -1241,6 +1241,16 @@ class BattleField : public BaseForID<BattleField, si32>
DLL_LINKAGE static BattleField fromString(const std::string & identifier);
};
enum class EBoatId
{
NONE = -1,
BOAT_EVIL = 0,
BOAT_GOOD,
BOAT_NEUTRAL
};
using BoatId = Identifier<EBoatId>;
enum class ETerrainId {
NATIVE_TERRAIN = -4,
ANY_TERRAIN = -3,

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@ -1176,6 +1176,7 @@ void RemoveObject::applyGs(CGameState *gs)
//If hero on Boat is removed, the Boat disappears
if(beatenHero->boat)
{
beatenHero->detachFrom(const_cast<CGBoat&>(*beatenHero->boat));
gs->map->instanceNames.erase(beatenHero->boat->instanceName);
gs->map->objects[beatenHero->boat->id.getNum()].dellNull();
beatenHero->boat = nullptr;
@ -1291,6 +1292,7 @@ void TryMoveHero::applyGs(CGameState *gs)
gs->map->removeBlockVisTiles(boat); //hero blockvis mask will be used, we don't need to duplicate it with boat
h->boat = boat;
h->attachTo(*boat);
boat->hero = h;
}
else if(result == DISEMBARK) //hero leaves boat to destination tile
@ -1300,6 +1302,7 @@ void TryMoveHero::applyGs(CGameState *gs)
b->pos = start;
b->hero = nullptr;
gs->map->addBlockVisTiles(b);
h->detachFrom(*b);
h->boat = nullptr;
}

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@ -114,4 +114,12 @@ namespace NMetaclass
};
}
namespace NPathfindingLayer
{
const std::string names[EPathfindingLayer::NUM_LAYERS] =
{
"land", "sail", "water", "air"
};
}
VCMI_LIB_NAMESPACE_END

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@ -935,18 +935,14 @@ si32 CGHeroInstance::getManaNewTurn() const
// ai->putAt(this, ai->firstAvailableSlot(this));
// }
int CGHeroInstance::getBoatType() const
BoatId CGHeroInstance::getBoatType() const
{
switch(type->heroClass->getAlignment())
{
case EAlignment::GOOD:
return 1;
case EAlignment::EVIL:
return 0;
case EAlignment::NEUTRAL:
return 2;
default:
throw std::runtime_error("Wrong alignment!");
case EAlignment::EVIL : return EBoatId::BOAT_EVIL;
case EAlignment::GOOD : return EBoatId::BOAT_GOOD;
case EAlignment::NEUTRAL : return EBoatId::BOAT_NEUTRAL;
default: return EBoatId::NONE;
}
}
@ -1124,9 +1120,11 @@ int CGHeroInstance::movementPointsAfterEmbark(int MPsBefore, int basicCost, bool
if(!ti->hasBonusOfType(Bonus::FREE_SHIP_BOARDING))
return 0; // take all MPs by default
auto boatLayer = boat ? boat->layer : EPathfindingLayer::SAIL;
int mp1 = ti->getMaxMovePoints(disembark ? EPathfindingLayer::LAND : EPathfindingLayer::SAIL);
int mp2 = ti->getMaxMovePoints(disembark ? EPathfindingLayer::SAIL : EPathfindingLayer::LAND);
int mp1 = ti->getMaxMovePoints(disembark ? EPathfindingLayer::LAND : boatLayer);
int mp2 = ti->getMaxMovePoints(disembark ? boatLayer : EPathfindingLayer::LAND);
int ret = static_cast<int>((MPsBefore - basicCost) * static_cast<double>(mp1) / mp2);
return ret;
}

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@ -133,7 +133,7 @@ public:
int getSightRadius() const override; //sight distance (should be used if player-owned structure)
//////////////////////////////////////////////////////////////////////////
int getBoatType() const override; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral
BoatId getBoatType() const override; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral
void getOutOffsets(std::vector<int3> &offsets) const override; //offsets to obj pos when we boat can be placed
//////////////////////////////////////////////////////////////////////////

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@ -1085,16 +1085,15 @@ void CGTownInstance::clearArmy() const
}
}
int CGTownInstance::getBoatType() const
BoatId CGTownInstance::getBoatType() const
{
switch (town->faction->alignment)
{
case EAlignment::EVIL : return 0;
case EAlignment::GOOD : return 1;
case EAlignment::NEUTRAL : return 2;
case EAlignment::EVIL : return EBoatId::BOAT_EVIL;
case EAlignment::GOOD : return EBoatId::BOAT_GOOD;
case EAlignment::NEUTRAL : return EBoatId::BOAT_NEUTRAL;
default: return EBoatId::NONE;
}
assert(0);
return -1;
}
int CGTownInstance::getMarketEfficiency() const

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@ -293,7 +293,7 @@ public:
bool passableFor(PlayerColor color) const override;
//int3 getSightCenter() const override; //"center" tile from which the sight distance is calculated
int getSightRadius() const override; //returns sight distance
int getBoatType() const override; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral
BoatId getBoatType() const override; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral
void getOutOffsets(std::vector<int3> &offsets) const override; //offsets to obj pos when we boat can be placed. Parameter will be cleared
int getMarketEfficiency() const override; //=market count
bool allowsTrade(EMarketMode::EMarketMode mode) const override;

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@ -39,6 +39,7 @@ CObjectClassesHandler::CObjectClassesHandler()
SET_HANDLER_CLASS("hero", CHeroInstanceConstructor);
SET_HANDLER_CLASS("town", CTownInstanceConstructor);
SET_HANDLER_CLASS("bank", CBankInstanceConstructor);
SET_HANDLER_CLASS("boat", BoatInstanceConstructor);
SET_HANDLER_CLASS("static", CObstacleConstructor);
SET_HANDLER_CLASS("", CObstacleConstructor);
@ -54,7 +55,6 @@ CObjectClassesHandler::CObjectClassesHandler()
SET_HANDLER("cartographer", CCartographer);
SET_HANDLER("artifact", CGArtifact);
SET_HANDLER("blackMarket", CGBlackMarket);
SET_HANDLER("boat", CGBoat);
SET_HANDLER("borderGate", CGBorderGate);
SET_HANDLER("borderGuard", CGBorderGuard);
SET_HANDLER("monster", CGCreature);

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@ -463,10 +463,10 @@ IBoatGenerator::EGeneratorState IBoatGenerator::shipyardStatus() const
return TILE_BLOCKED; //blocked
}
int IBoatGenerator::getBoatType() const
BoatId IBoatGenerator::getBoatType() const
{
//We make good ships by default
return 1;
return EBoatId::BOAT_GOOD;
}

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@ -86,7 +86,7 @@ public:
IBoatGenerator(const CGObjectInstance *O);
virtual ~IBoatGenerator() = default;
virtual int getBoatType() const; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral
virtual BoatId getBoatType() const; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral
virtual void getOutOffsets(std::vector<int3> &offsets) const =0; //offsets to obj pos when we boat can be placed
int3 bestLocation() const; //returns location when the boat should be placed

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@ -19,6 +19,7 @@
#include "../CPlayerState.h"
#include "../spells/CSpellHandler.h"
#include "../spells/ISpellMechanics.h"
#include "../mapObjects/MiscObjects.h"
#include "CObjectClassesHandler.h"
@ -316,7 +317,7 @@ void CRewardableObject::grantRewardAfterLevelup(const CRewardVisitInfo & info, c
smp.val = hero->movement;
if (info.reward.movePercentage >= 0) // percent from max
smp.val = hero->maxMovePoints(hero->boat != nullptr) * info.reward.movePercentage / 100;
smp.val = hero->maxMovePoints(hero->boat && hero->boat->layer == EPathfindingLayer::SAIL) * info.reward.movePercentage / 100;
smp.val = std::max<si32>(0, smp.val + info.reward.movePoints);
cb->setMovePoints(&smp);

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@ -21,6 +21,7 @@
#include "JsonRandom.h"
#include "../CModHandler.h"
#include "../IGameCallback.h"
#include "../StringConstants.h"
VCMI_LIB_NAMESPACE_BEGIN
@ -257,6 +258,39 @@ std::vector<const CCreature *> CDwellingInstanceConstructor::getProducedCreature
return creatures;
}
void BoatInstanceConstructor::initTypeData(const JsonNode & input)
{
layer = EPathfindingLayer::SAIL;
int pos = vstd::find_pos(NPathfindingLayer::names, input["layer"].String());
if(pos != -1)
layer = EPathfindingLayer(pos);
onboardAssaultAllowed = input["onboardAssaultAllowed"].Bool();
onboardVisitAllowed = input["onboardVisitAllowed"].Bool();
actualAnimation = input["actualAnimation"].String();
overlayAnimation = input["overlayAnimation"].String();
for(int i = 0; i < flagAnimations.size() && i < input["flagAnimations"].Vector().size(); ++i)
flagAnimations[i] = input["flagAnimations"].Vector()[i].String();
bonuses = JsonRandom::loadBonuses(input["bonuses"]);
}
CGObjectInstance * BoatInstanceConstructor::create(std::shared_ptr<const ObjectTemplate> tmpl) const
{
CGBoat * boat = createTyped(tmpl);
boat->layer = layer;
boat->actualAnimation = actualAnimation;
boat->overlayAnimation = overlayAnimation;
boat->flagAnimations = flagAnimations;
for(auto & b : bonuses)
boat->addNewBonus(std::make_shared<Bonus>(b));
return boat;
}
void BoatInstanceConstructor::configureObject(CGObjectInstance * object, CRandomGenerator & rng) const
{
}
bool CBankInstanceConstructor::hasNameTextID() const
{
return true;

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@ -140,6 +140,37 @@ public:
}
};
class BoatInstanceConstructor : public CDefaultObjectTypeHandler<CGBoat>
{
protected:
void initTypeData(const JsonNode & config) override;
std::vector<Bonus> bonuses;
EPathfindingLayer layer;
bool onboardAssaultAllowed; //if true, hero can attack units from transport
bool onboardVisitAllowed; //if true, hero can visit objects from transport
std::string actualAnimation; //for OH3 boats those have actual animations
std::string overlayAnimation; //waves animations
std::array<std::string, PlayerColor::PLAYER_LIMIT_I> flagAnimations;
public:
CGObjectInstance * create(std::shared_ptr<const ObjectTemplate> tmpl = nullptr) const override;
void configureObject(CGObjectInstance * object, CRandomGenerator & rng) const override;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CDefaultObjectTypeHandler<CGBoat>&>(*this);
h & layer;
h & onboardAssaultAllowed;
h & onboardVisitAllowed;
h & bonuses;
h & actualAnimation;
h & overlayAnimation;
h & flagAnimations;
}
};
struct BankConfig
{
ui32 value = 0; //overall value of given things

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@ -312,8 +312,8 @@ namespace JsonRandom
std::vector<Bonus> ret;
for (const JsonNode & entry : value.Vector())
{
auto bonus = JsonUtils::parseBonus(entry);
ret.push_back(*bonus);
if(auto bonus = JsonUtils::parseBonus(entry))
ret.push_back(*bonus);
}
return ret;
}

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@ -414,11 +414,19 @@ public:
}
};
class DLL_LINKAGE CGBoat : public CGObjectInstance
class DLL_LINKAGE CGBoat : public CGObjectInstance, public CBonusSystemNode
{
public:
ui8 direction;
const CGHeroInstance *hero; //hero on board
bool onboardAssaultAllowed; //if true, hero can attack units from transport
bool onboardVisitAllowed; //if true, hero can visit objects from transport
EPathfindingLayer::EEPathfindingLayer layer;
//animation filenames. If empty - animations won't be used
std::string actualAnimation; //for OH3 boats those have actual animations
std::string overlayAnimation; //waves animations
std::array<std::string, PlayerColor::PLAYER_LIMIT_I> flagAnimations;
void initObj(CRandomGenerator & rand) override;
@ -426,12 +434,20 @@ public:
{
hero = nullptr;
direction = 4;
layer = EPathfindingLayer::EEPathfindingLayer::SAIL;
}
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CGObjectInstance&>(*this);
h & static_cast<CBonusSystemNode&>(*this);
h & direction;
h & hero;
h & layer;
h & onboardAssaultAllowed;
h & onboardVisitAllowed;
h & actualAnimation;
h & overlayAnimation;
h & flagAnimations;
}
};

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@ -88,6 +88,7 @@ void registerTypesMapObjectTypes(Serializer &s)
s.template registerType<AObjectTypeHandler, CTownInstanceConstructor>();
s.template registerType<AObjectTypeHandler, CDwellingInstanceConstructor>();
s.template registerType<AObjectTypeHandler, CBankInstanceConstructor>();
s.template registerType<AObjectTypeHandler, BoatInstanceConstructor>();
s.template registerType<AObjectTypeHandler, CObstacleConstructor>();
#define REGISTER_GENERIC_HANDLER(TYPENAME) s.template registerType<AObjectTypeHandler, CDefaultObjectTypeHandler<TYPENAME> >()

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@ -185,7 +185,7 @@ ESpellCastResult SummonBoatMechanics::applyAdventureEffects(SpellCastEnvironment
if(obj && obj->ID == Obj::BOAT)
{
const auto * b = dynamic_cast<const CGBoat *>(obj);
if(b->hero)
if(b->hero || b->layer != EPathfindingLayer::SAIL)
continue; //we're looking for unoccupied boat
double nDist = b->pos.dist2d(parameters.caster->getHeroCaster()->visitablePos());
@ -215,7 +215,7 @@ ESpellCastResult SummonBoatMechanics::applyAdventureEffects(SpellCastEnvironment
{
NewObject no;
no.ID = Obj::BOAT;
no.subID = parameters.caster->getHeroCaster()->getBoatType();
no.subID = parameters.caster->getHeroCaster()->getBoatType().getNum();
no.pos = summonPos + int3(1,0,0);
env->apply(&no);
}

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@ -2264,7 +2264,10 @@ bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, boo
const int3 guardPos = gs->guardingCreaturePosition(hmpos);
const bool embarking = !h->boat && !t.visitableObjects.empty() && t.visitableObjects.back()->ID == Obj::BOAT;
const bool disembarking = h->boat && t.terType->isLand() && !t.blocked;
const bool disembarking = h->boat
&& t.terType->isLand()
&& (dst == h->pos
|| (h->boat->layer == EPathfindingLayer::SAIL && !t.blocked));
//result structure for start - movement failed, no move points used
TryMoveHero tmh;
@ -2278,8 +2281,8 @@ bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, boo
auto pathfinderHelper = std::make_unique<CPathfinderHelper>(gs, h, PathfinderOptions());
auto ti = pathfinderHelper->getTurnInfo();
const bool canFly = pathfinderHelper->hasBonusOfType(Bonus::FLYING_MOVEMENT);
const bool canWalkOnSea = pathfinderHelper->hasBonusOfType(Bonus::WATER_WALKING);
const bool canFly = pathfinderHelper->hasBonusOfType(Bonus::FLYING_MOVEMENT) || (h->boat && h->boat->layer == EPathfindingLayer::AIR);
const bool canWalkOnSea = pathfinderHelper->hasBonusOfType(Bonus::WATER_WALKING) || (h->boat && h->boat->layer == EPathfindingLayer::WATER);
const int cost = pathfinderHelper->getMovementCost(h->visitablePos(), hmpos, nullptr, nullptr, h->movement);
//it's a rock or blocked and not visitable tile
@ -2288,7 +2291,7 @@ bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, boo
&& complain("Cannot move hero, destination tile is blocked!"))
|| ((!h->boat && !canWalkOnSea && !canFly && t.terType->isWater() && (t.visitableObjects.size() < 1 || (t.visitableObjects.back()->ID != Obj::BOAT && t.visitableObjects.back()->ID != Obj::HERO))) //hero is not on boat/water walking and dst water tile doesn't contain boat/hero (objs visitable from land) -> we test back cause boat may be on top of another object (#276)
&& complain("Cannot move hero, destination tile is on water!"))
|| ((h->boat && t.terType->isLand() && t.blocked)
|| ((h->boat && h->boat->layer == EPathfindingLayer::SAIL && t.terType->isLand() && t.blocked)
&& complain("Cannot disembark hero, tile is blocked!"))
|| ((distance(h->pos, dst) >= 1.5 && !teleporting)
&& complain("Tiles are not neighboring!"))
@ -2361,10 +2364,16 @@ bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, boo
{
for (CGObjectInstance *obj : t.visitableObjects)
{
if (obj != h && obj->blockVisit && !obj->passableFor(h->tempOwner))
if(h->boat && !obj->blockVisit && !h->boat->onboardVisitAllowed)
return doMove(TryMoveHero::SUCCESS, this->IGNORE_GUARDS, DONT_VISIT_DEST, REMAINING_ON_TILE);
if (obj != h && obj->blockVisit && !obj->passableFor(h->tempOwner))
{
return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, VISIT_DEST, REMAINING_ON_TILE);
//this-> is needed for MVS2010 to recognize scope (?)
EVisitDest visitDest = VISIT_DEST;
if(h->boat && !h->boat->onboardVisitAllowed)
visitDest = DONT_VISIT_DEST;
return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, visitDest, REMAINING_ON_TILE);
}
}
return false;
@ -2402,6 +2411,7 @@ bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, boo
return true;
}
//still here? it is standard movement!
{
@ -2424,6 +2434,9 @@ bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, boo
}
else if (blockingVisit())
return true;
if(h->boat && !h->boat->onboardAssaultAllowed)
lookForGuards = IGNORE_GUARDS;
doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);
return true;
@ -5628,7 +5641,7 @@ bool CGameHandler::buildBoat(ObjectInstanceID objid, PlayerColor playerID)
//create boat
NewObject no;
no.ID = Obj::BOAT;
no.subID = obj->getBoatType();
no.subID = obj->getBoatType().getNum();
no.pos = tile + int3(1,0,0);
sendAndApply(&no);