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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.
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@ -3414,12 +3414,8 @@ void CPathfinder::calculatePaths()
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useEmbarkCost = 0; //0 - usual movement; 1 - embark; 2 - disembark
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const bool destIsGuardian = sourceGuardPosition == neighbour;
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if(!goodForLandSeaTransition()
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|| !canMoveBetween(cp->coord, dp->coord)
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|| dp->accessible == CGPathNode::BLOCKED)
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{
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if(!isMovementPossible())
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continue;
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}
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//special case -> hero embarked a boat standing on a guarded tile -> we must allow to move away from that tile
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if(cp->accessible == CGPathNode::VISITABLE && guardedSource && cp->theNodeBefore->land && ct->topVisitableId() == Obj::BOAT)
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@ -3549,8 +3545,11 @@ CGPathNode::EAccessibility CPathfinder::evaluateAccessibility(const TerrainTile
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return ret;
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}
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bool CPathfinder::goodForLandSeaTransition()
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bool CPathfinder::isMovementPossible()
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{
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if(!canMoveBetween(cp->coord, dp->coord) || dp->accessible == CGPathNode::BLOCKED)
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return false;
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Obj destTopVisObjID = dt->topVisitableId();
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if(cp->land != dp->land) //hero can traverse land<->sea only in special circumstances
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{
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@ -305,7 +305,7 @@ private:
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CGPathNode *getNode(const int3 &coord);
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void initializeGraph();
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bool goodForLandSeaTransition(); //checks if current move will be between sea<->land. If so, checks it legality (returns false if movement is not possible) and sets useEmbarkCost
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bool isMovementPossible(); //checks if current move will be between sea<->land. If so, checks it legality (returns false if movement is not possible) and sets useEmbarkCost
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void getNeighbours(const int3 &coord);
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void getTeleportExits(bool noTeleportExcludes = false);
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