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CPathfinder: move passability checks into renamed goodForLandSeaTransition

There no need in dedicated function for embark / disembark and other conditions belong there perfectly.
This function is going to check what movements are plain impossible so we don't have to bother check their cost.
This commit is contained in:
ArseniyShestakov
2015-10-12 07:10:33 +03:00
parent ee4305cd6d
commit c6f9cd1e52
2 changed files with 6 additions and 7 deletions

View File

@ -3414,12 +3414,8 @@ void CPathfinder::calculatePaths()
useEmbarkCost = 0; //0 - usual movement; 1 - embark; 2 - disembark
const bool destIsGuardian = sourceGuardPosition == neighbour;
if(!goodForLandSeaTransition()
|| !canMoveBetween(cp->coord, dp->coord)
|| dp->accessible == CGPathNode::BLOCKED)
{
if(!isMovementPossible())
continue;
}
//special case -> hero embarked a boat standing on a guarded tile -> we must allow to move away from that tile
if(cp->accessible == CGPathNode::VISITABLE && guardedSource && cp->theNodeBefore->land && ct->topVisitableId() == Obj::BOAT)
@ -3549,8 +3545,11 @@ CGPathNode::EAccessibility CPathfinder::evaluateAccessibility(const TerrainTile
return ret;
}
bool CPathfinder::goodForLandSeaTransition()
bool CPathfinder::isMovementPossible()
{
if(!canMoveBetween(cp->coord, dp->coord) || dp->accessible == CGPathNode::BLOCKED)
return false;
Obj destTopVisObjID = dt->topVisitableId();
if(cp->land != dp->land) //hero can traverse land<->sea only in special circumstances
{