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Enable one-way monoliths for AI
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@ -50,6 +50,8 @@ namespace AIPathfinding
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options.allowLayerTransitioningAfterBattle = true;
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options.allowLayerTransitioningAfterBattle = true;
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options.useTeleportWhirlpool = true;
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options.useTeleportWhirlpool = true;
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options.forceUseTeleportWhirlpool = true;
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options.forceUseTeleportWhirlpool = true;
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options.useTeleportOneWay = true;
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options.useTeleportOneWayRandom = true;
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}
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}
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AIPathfinderConfig::~AIPathfinderConfig() = default;
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AIPathfinderConfig::~AIPathfinderConfig() = default;
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@ -484,9 +484,9 @@
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// if enabled, pathfinder will take use of any bidirectional monoliths
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// if enabled, pathfinder will take use of any bidirectional monoliths
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"useMonolithTwoWay" : true,
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"useMonolithTwoWay" : true,
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// if enabled, pathfinder will take use of one-way monolith that only have one known exit
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// if enabled, pathfinder will take use of one-way monolith that only have one known exit
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"useMonolithOneWayUnique" : false,
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"useMonolithOneWayUnique" : true,
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// if enabled, pathfinder will take use of one-way monoliths with multiple exits.
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// if enabled, pathfinder will take use of one-way monoliths with multiple exits.
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"useMonolithOneWayRandom" : false,
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"useMonolithOneWayRandom" : true,
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// if enabled and hero has whirlpool protection effect, pathfinder will take use of whirpools
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// if enabled and hero has whirlpool protection effect, pathfinder will take use of whirpools
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"useWhirlpool" : true,
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"useWhirlpool" : true,
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// if enabled flying will work like in original game, otherwise nerf similar to HotA flying is applied
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// if enabled flying will work like in original game, otherwise nerf similar to HotA flying is applied
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@ -473,7 +473,7 @@ std::vector <const CGObjectInstance *> CGameInfoCallback::getVisitableObjs(int3
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for(const CGObjectInstance * obj : t->visitableObjects)
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for(const CGObjectInstance * obj : t->visitableObjects)
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{
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{
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if(getPlayerID() || obj->ID != Obj::EVENT) //hide events from players
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if(!getPlayerID().has_value() || obj->ID != Obj::EVENT) //hide events from players
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ret.push_back(obj);
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ret.push_back(obj);
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}
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}
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