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Add proper visitation checks for netpacks
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@ -2418,6 +2418,7 @@ bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dst
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}
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else
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{
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COMPLAIN_RET_FALSE_IF(isVisitActiveForHero(dwelling, hero), "Cannot recruit: can only recruit by visiting hero!");
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COMPLAIN_RET_FALSE_IF(!hero || hero->getOwner() != player, "Cannot recruit: can only recruit to owned hero!");
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}
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@ -4084,8 +4085,46 @@ void CGameHandler::changeFogOfWar(std::unordered_set<int3> &tiles, PlayerColor p
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sendAndApply(&fow);
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}
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bool CGameHandler::isVisitActiveForAny(const CGObjectInstance *obj)
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{
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for (auto const & query : queries->allQueries())
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{
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auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(query);
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if (visit && visit->visitedObject == obj)
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return true;
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}
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return false;
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}
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bool CGameHandler::isVisitActiveForPlayer(const CGObjectInstance *obj, PlayerColor player)
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{
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for (auto const & query : queries->allQueries())
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{
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auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(query);
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if (visit && visit->visitedObject == obj && visit->visitingHero->getOwner() == player)
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return true;
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}
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return false;
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}
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bool CGameHandler::isVisitActiveForHero(const CGObjectInstance *obj, const CGHeroInstance *hero)
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{
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for (auto const & query : queries->allQueries())
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{
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auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(query);
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if (visit && visit->visitedObject == obj && visit->visitingHero == hero)
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return true;
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}
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return false;
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}
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bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
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{
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assert(isVisitActiveForHero(obj, hero));
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// Check top query of targeted player:
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// If top query is NOT visit to targeted object then we assume that
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// visitation query is covered by other query that must be answered first
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if (auto topQuery = queries->topQuery(hero->getOwner()))
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if (auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
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return !(visit->visitedObject == obj && visit->visitingHero == hero);
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@ -153,6 +153,9 @@ public:
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void castSpell(const spells::Caster * caster, SpellID spellID, const int3 &pos) override;
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bool isVisitActiveForAny(const CGObjectInstance *obj);
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bool isVisitActiveForPlayer(const CGObjectInstance *obj, PlayerColor player);
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bool isVisitActiveForHero(const CGObjectInstance *obj, const CGHeroInstance *hero);
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bool isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero) override;
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void setObjProperty(ObjectInstanceID objid, int prop, si64 val) override;
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void showInfoDialog(InfoWindow * iw) override;
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@ -174,6 +174,9 @@ bool HeroPoolProcessor::hireHero(const ObjectInstanceID & objectID, const HeroTy
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if(mapObject->ID == Obj::TAVERN)
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{
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if (!gameHandler->isVisitActiveForPlayer(mapObject, player) && gameHandler->complain("Can't buy hero in tavern you are not visiting!"))
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return false;
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if(gameHandler->getTile(mapObject->visitablePos())->visitableObjects.back() != mapObject && gameHandler->complain("Tavern entry must be unoccupied!"))
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return false;
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}
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