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Plumbing on client and server to make flying actually work
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@ -1915,6 +1915,8 @@ bool VCAI::moveHeroToTile(int3 dst, HeroPtr h)
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{ // Hero should be able to go through object if it's allow transit
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doMovement(endpos, true);
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}
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else if(path.nodes[i-1].layer == EPathfindingLayer::AIR)
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doMovement(endpos, true);
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else
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doMovement(endpos, false);
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@ -2689,6 +2689,8 @@ void CPlayerInterface::doMoveHero(const CGHeroInstance * h, CGPath path)
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{ // Hero should be able to go through object if it's allow transit
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doMovement(endpos, true);
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}
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else if(path.nodes[i-1].layer == EPathfindingLayer::AIR)
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doMovement(endpos, true);
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else
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doMovement(endpos, false);
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@ -1782,9 +1782,9 @@ bool CGameHandler::moveHero( ObjectInstanceID hid, int3 dst, ui8 teleporting, bo
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//it's a rock or blocked and not visitable tile
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//OR hero is on land and dest is water and (there is not present only one object - boat)
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if(((t.terType == ETerrainType::ROCK || (t.blocked && !t.visitable && !h->hasBonusOfType(Bonus::FLYING_MOVEMENT) ))
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if(((t.terType == ETerrainType::ROCK || (t.blocked && !t.visitable && !h->canFly() ))
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&& complain("Cannot move hero, destination tile is blocked!"))
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|| ((!h->boat && !h->canWalkOnSea() && 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)
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|| ((!h->boat && !h->canWalkOnSea() && !h->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)
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&& complain("Cannot move hero, destination tile is on water!"))
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|| ((h->boat && t.terType != ETerrainType::WATER && t.blocked)
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&& complain("Cannot disembark hero, tile is blocked!"))
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@ -1843,8 +1843,7 @@ bool CGameHandler::moveHero( ObjectInstanceID hid, int3 dst, ui8 teleporting, bo
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}
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else if(visitDest == VISIT_DEST)
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{
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if(!transit || !CGTeleport::isTeleport(t.topVisitableObj()))
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visitObjectOnTile(t, h);
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visitObjectOnTile(t, h);
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}
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queries.popIfTop(moveQuery);
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@ -1905,10 +1904,23 @@ bool CGameHandler::moveHero( ObjectInstanceID hid, int3 dst, ui8 teleporting, bo
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? h->movement - cost
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: 0;
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if(blockingVisit())
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EGuardLook lookForGuards = CHECK_FOR_GUARDS;
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EVisitDest visitDest = VISIT_DEST;
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if(transit)
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{
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if(CGTeleport::isTeleport(t.topVisitableObj()))
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visitDest = DONT_VISIT_DEST;
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if(h->canFly())
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{
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lookForGuards = IGNORE_GUARDS;
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visitDest = DONT_VISIT_DEST;
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}
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}
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else if(blockingVisit())
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return true;
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doMove(TryMoveHero::SUCCESS, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
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doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);
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return true;
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}
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}
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