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synced 2024-11-28 08:48:48 +02:00
Fixed issue that allowed to build multiple boats in town. Renamed state() to sth more sensible.
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e45d174ba5
commit
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@ -3771,7 +3771,7 @@ int3 SectorMap::firstTileToGet(HeroPtr h, crint3 dst)
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shipyards.erase(boost::remove_if(shipyards, [=](const IShipyard *shipyard) -> bool
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{
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return shipyard->state() != 0 || retreiveTile(shipyard->bestLocation()) != sectorToReach->id;
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return shipyard->shipyardStatus() != 0 || retreiveTile(shipyard->bestLocation()) != sectorToReach->id;
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}),shipyards.end());
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if(!shipyards.size())
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@ -604,7 +604,8 @@ void CCastleBuildings::buildingClicked(BuildingID building)
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break;
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case BuildingID::SHIPYARD:
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LOCPLINT->showShipyardDialog(town);
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if(town->shipyardStatus() == IBoatGenerator::GOOD)
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LOCPLINT->showShipyardDialog(town);
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break;
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case BuildingID::FORT:
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@ -1497,7 +1497,7 @@ void CPlayerInterface::waitWhileDialog(bool unlockPim /*= true*/)
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void CPlayerInterface::showShipyardDialog(const IShipyard *obj)
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{
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EVENT_HANDLER_CALLED_BY_CLIENT;
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auto state = obj->state();
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auto state = obj->shipyardStatus();
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std::vector<si32> cost;
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obj->getBoatCost(cost);
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CShipyardWindow *csw = new CShipyardWindow(cost, state, obj->getBoatType(), [=]{ cb->buildBoat(obj); });
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@ -2316,7 +2316,7 @@ void CPlayerInterface::showQuestLog()
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void CPlayerInterface::showShipyardDialogOrProblemPopup(const IShipyard *obj)
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{
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if(obj->state() != IBoatGenerator::GOOD)
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if(obj->shipyardStatus() != IBoatGenerator::GOOD)
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{
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MetaString txt;
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obj->getProblemText(txt);
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@ -1347,7 +1347,7 @@ void CGameState::init(StartInfo * si)
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vti->builtBuildings.insert(BuildingID::DWELL_LVL_2);
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}
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if (vstd::contains(vti->builtBuildings, BuildingID::SHIPYARD) && vti->state()==IBoatGenerator::TILE_BLOCKED)
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if (vstd::contains(vti->builtBuildings, BuildingID::SHIPYARD) && vti->shipyardStatus()==IBoatGenerator::TILE_BLOCKED)
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vti->builtBuildings.erase(BuildingID::SHIPYARD);//if we have harbor without water - erase it (this is H3 behaviour)
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//init hordes
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@ -6744,7 +6744,7 @@ int3 IBoatGenerator::bestLocation() const
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return int3 (-1,-1,-1);
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}
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IBoatGenerator::EGeneratorState IBoatGenerator::state() const
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IBoatGenerator::EGeneratorState IBoatGenerator::shipyardStatus() const
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{
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int3 tile = bestLocation();
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const TerrainTile *t = IObjectInterface::cb->getTile(tile);
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@ -6772,7 +6772,7 @@ IBoatGenerator::IBoatGenerator(const CGObjectInstance *O)
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void IBoatGenerator::getProblemText(MetaString &out, const CGHeroInstance *visitor) const
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{
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switch(state())
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switch(shipyardStatus())
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{
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case BOAT_ALREADY_BUILT:
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out.addTxt(MetaString::GENERAL_TXT, 51);
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@ -6848,7 +6848,7 @@ void CGShipyard::onHeroVisit( const CGHeroInstance * h ) const
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if(!cb->gameState()->getPlayerRelations(tempOwner, h->tempOwner))
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cb->setOwner(this, h->tempOwner);
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auto s = state();
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auto s = shipyardStatus();
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if(s != IBoatGenerator::GOOD)
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{
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InfoWindow iw;
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@ -140,7 +140,7 @@ public:
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int3 bestLocation() const; //returns location when the boat should be placed
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enum EGeneratorState {GOOD, BOAT_ALREADY_BUILT, TILE_BLOCKED, NO_WATER};
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EGeneratorState state() const; //0 - can buid, 1 - there is already a boat at dest tile, 2 - dest tile is blocked, 3 - no water
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EGeneratorState shipyardStatus() const; //0 - can buid, 1 - there is already a boat at dest tile, 2 - dest tile is blocked, 3 - no water
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void getProblemText(MetaString &out, const CGHeroInstance *visitor = nullptr) const;
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};
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@ -4931,7 +4931,7 @@ bool CGameHandler::buildBoat( ObjectInstanceID objid )
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{
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const IShipyard *obj = IShipyard::castFrom(getObj(objid));
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if(obj->state() != IBoatGenerator::GOOD)
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if(obj->shipyardStatus() != IBoatGenerator::GOOD)
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{
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complain("Cannot build boat in this shipyard!");
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return false;
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