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New terrain support - part 1 (#755)

Initial support of new terrains
This commit is contained in:
Nordsoft91
2022-06-20 17:39:50 +03:00
committed by Andrii Danylchenko
parent 205bb09880
commit aaa07e4d2e
103 changed files with 1066 additions and 1472 deletions

View File

@@ -46,24 +46,22 @@ void AINodeStorage::initialize(const PathfinderOptions & options, const CGameSta
for(pos.z=0; pos.z < sizes.z; ++pos.z)
{
const TerrainTile * tile = &gs->map->getTile(pos);
switch(tile->terType)
if(!tile->terType.isPassable())
continue;
if(tile->terType.isWater())
{
case ETerrainType::ROCK:
break;
case ETerrainType::WATER:
resetTile(pos, ELayer::SAIL, PathfinderUtil::evaluateAccessibility<ELayer::SAIL>(pos, tile, fow, player, gs));
if(useFlying)
resetTile(pos, ELayer::AIR, PathfinderUtil::evaluateAccessibility<ELayer::AIR>(pos, tile, fow, player, gs));
if(useWaterWalking)
resetTile(pos, ELayer::WATER, PathfinderUtil::evaluateAccessibility<ELayer::WATER>(pos, tile, fow, player, gs));
break;
default:
}
else
{
resetTile(pos, ELayer::LAND, PathfinderUtil::evaluateAccessibility<ELayer::LAND>(pos, tile, fow, player, gs));
if(useFlying)
resetTile(pos, ELayer::AIR, PathfinderUtil::evaluateAccessibility<ELayer::AIR>(pos, tile, fow, player, gs));
break;
}
}
}