Explore will also suggest AI to re-enter bidirectional teleporter in case of one of it's exits is not visible for some reason.
Also now AI won't try to visit teleporters in case if it's know that it's channel is impassable. E.g if map have several entrance monoliths of with same same SubID that don't have exit then AI will only try to visit one of them and later of he'll know that all other monoliths of this subtype is blocked because they all using same channel.
Now all new objects added to visitableObjs only using addVisitableObj so we can catch them for teleports handling.
I also simplified one of retreiveVisitableObjs functions because it's only used for inserting things into visitableObjs.
When AI going through bidirectional teleport it's always getting list of all available exits.
If some of exits are invisible it's will attempt to visit each of them teleport probing begins.
Just like TeleportDialog it's based off showBlockingDialog, but as number of package is higher when possible showTeleportDialog will be after other dialogs handling code.
This is need to avoid crashes like one happen in 2084, but then game bahaviour incorrect.
I'm not exactly sure if this possible currently, but I can imaging this would happen if hero decide to attack bank while staying on it.
- removed hoverText field
- split getHoverText() method into 3:
- - getObjectName() for generic name
- - getHoverText(Player) for player-specific text
- - getHoverText(Hero) for hero-specific strings
- Implemented Bank Constructor object.
- Merged Pyramid object into common Bank class. Banks can now grant
spells as part of their reward.
- Move bank config code to config/objects/creatureBanks.json. Note: WoG
banks are not updated yet, should be moved to WoG mod.
- Updated AI code so it can correctly evaluate bank danger (should be
generic enough for use with other objects)
- New files JsonRandom.* that contain routines for loading random
objects from Json (still WiP but should be stable)