1
0
mirror of https://github.com/vcmi/vcmi.git synced 2025-11-25 22:42:04 +02:00

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

@@ -1911,7 +1911,7 @@ void CGameHandler::newTurn()
hth.id = h->id;
auto ti = make_unique<TurnInfo>(h, 1);
// TODO: this code executed when bonuses of previous day not yet updated (this happen in NewTurn::applyGs). See issue 2356
hth.move = h->maxMovePointsCached(gs->map->getTile(h->getPosition(false)).terType != ETerrainType::WATER, ti.get());
hth.move = h->maxMovePointsCached(gs->map->getTile(h->getPosition(false)).terType.isLand(), ti.get());
hth.mana = h->getManaNewTurn();
n.heroes.insert(hth);
@@ -2215,9 +2215,9 @@ void CGameHandler::setupBattle(int3 tile, const CArmedInstance *armies[2], const
battleResult.set(nullptr);
const auto t = getTile(tile);
ETerrainType terrain = t->terType;
Terrain terrain = t->terType;
if (gs->map->isCoastalTile(tile)) //coastal tile is always ground
terrain = ETerrainType::SAND;
terrain = Terrain("sand");
BFieldType terType = gs->battleGetBattlefieldType(tile, getRandomGenerator());
if (heroes[0] && heroes[0]->boat && heroes[1] && heroes[1]->boat)
@@ -2314,7 +2314,7 @@ 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 != ETerrainType::WATER && !t.blocked;
const bool disembarking = h->boat && t.terType.isLand() && !t.blocked;
//result structure for start - movement failed, no move points used
TryMoveHero tmh;
@@ -2336,11 +2336,11 @@ bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, boo
//it's a rock or blocked and not visitable tile
//OR hero is on land and dest is water and (there is not present only one object - boat)
if (((t.terType == ETerrainType::ROCK || (t.blocked && !t.visitable && !canFly))
if (((!t.terType.isPassable() || (t.blocked && !t.visitable && !canFly))
&& complain("Cannot move hero, destination tile is blocked!"))
|| ((!h->boat && !canWalkOnSea && !canFly && t.terType == ETerrainType::WATER && (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)
|| ((!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 != ETerrainType::WATER && t.blocked)
|| ((h->boat && t.terType.isLand() && t.blocked)
&& complain("Cannot disembark hero, tile is blocked!"))
|| ((distance(h->pos, dst) >= 1.5 && !teleporting)
&& complain("Tiles are not neighboring!"))