mirror of
https://github.com/vcmi/vcmi.git
synced 2025-11-29 23:07:48 +02:00
@@ -1401,6 +1401,11 @@ 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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@@ -1593,10 +1598,12 @@ 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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@@ -1612,7 +1619,12 @@ 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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@@ -1640,7 +1652,7 @@ 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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@@ -5301,13 +5313,13 @@ 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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@@ -5318,7 +5330,7 @@ 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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@@ -5336,9 +5348,9 @@ bool CGameHandler::handleDamageFromObstacle(const CStack * curStack, bool stackI
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ObstacleChanges changeInfo;
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changeInfo.id = spellObstacle->uniqueID;
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if (oneTimeObstacle)
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changeInfo.operation = ObstacleChanges::EOperation::ACTIVATE_AND_REMOVE;
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changeInfo.operation = ObstacleChanges::EOperation::REMOVE;
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else
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changeInfo.operation = ObstacleChanges::EOperation::ACTIVATE_AND_UPDATE;
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changeInfo.operation = ObstacleChanges::EOperation::UPDATE;
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SpellCreatedObstacle changedObstacle;
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changedObstacle.uniqueID = spellObstacle->uniqueID;
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@@ -5382,13 +5394,13 @@ 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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