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CPathfinder: fix special movement boundary check

Forgot to fix it for water walking after fe12b8f664
This commit is contained in:
ArseniyShestakov 2015-11-23 14:11:08 +03:00
parent f4c06660e4
commit df4515901d
2 changed files with 17 additions and 9 deletions

View File

@ -59,16 +59,21 @@ CPathfinder::CPathfinder(CPathsInfo & _out, CGameState * _gs, const CGHeroInstan
void CPathfinder::calculatePaths()
{
auto passOneTurnLimitCheck = [&](bool shouldCheck) -> bool
auto passOneTurnLimitCheck = [&]() -> bool
{
if(options.oneTurnSpecialLayersLimit && shouldCheck)
if(!options.oneTurnSpecialLayersLimit)
return true;
if(cp->layer == ELayer::WATER)
return false;
if(cp->layer == ELayer::AIR)
{
if((cp->layer == ELayer::AIR || cp->layer == ELayer::WATER)
&& cp->accessible != CGPathNode::ACCESSIBLE)
{
if(options.originalMovementRules && cp->accessible == CGPathNode::ACCESSIBLE)
return true;
else
return false;
}
}
return true;
};
@ -104,7 +109,7 @@ void CPathfinder::calculatePaths()
{
hlp->updateTurnInfo(++turn);
movement = hlp->getMaxMovePoints(cp->layer);
if(!passOneTurnLimitCheck(true))
if(!passOneTurnLimitCheck())
continue;
}
ct = &gs->map->getTile(cp->coord);
@ -155,8 +160,8 @@ void CPathfinder::calculatePaths()
remains = moveAtNextTile - cost;
}
if(isBetterWay(remains, turnAtNextTile)
&& passOneTurnLimitCheck(cp->turns != turnAtNextTile || !remains))
if(isBetterWay(remains, turnAtNextTile) &&
((cp->turns == turnAtNextTile && remains) || passOneTurnLimitCheck()))
{
assert(dp != cp->theNodeBefore); //two tiles can't point to each other
dp->moveRemains = remains;

View File

@ -135,6 +135,9 @@ private:
///
/// Following imitation is default H3 mechanics, but someone may want to disable it in mods.
/// After all this limit should benefit performance on maps with tons of water or blocked tiles.
///
/// TODO:
/// - Behavior when option is disabled not implemented and will lead to crashes.
bool oneTurnSpecialLayersLimit;
/// VCMI have different movement rules to solve flaws original engine has.