bug 2635: let only swimming units attack on ocean.

This commit is contained in:
Enno Rehling 2020-02-07 22:12:24 +01:00
parent 4886d29401
commit 40d63264d3
2 changed files with 32 additions and 19 deletions

View File

@ -142,18 +142,39 @@ static void reduce_weight(unit * u)
} }
} }
static bool monster_is_waiting(const unit * u)
{
int test = fval(u_race(u), RCF_ATTACK_MOVED) ? UFL_ISNEW : UFL_ISNEW | UFL_MOVED;
if (fval(u, test))
return true;
return false;
}
static bool monster_can_attack(const unit * u)
{
if (u->status >= ST_AVOID) {
return false;
}
if (u->region->land) {
return is_guard(u);
}
else if (fval(u->region->terrain, SEA_REGION)) {
return fval(u_race(u), RCF_SWIM);
}
return fval(u_race(u), RCF_FLY);
}
static order *monster_attack(unit * u, const unit * target) static order *monster_attack(unit * u, const unit * target)
{ {
assert(u->region == target->region); assert(u->region == target->region);
assert(u->faction != target->faction); assert(u->faction != target->faction);
if (!cansee(u->faction, u->region, target, 0)) if (!cansee(u->faction, u->region, target, 0)) {
return NULL;
if (monster_is_waiting(u))
return NULL;
if (u->region->land && (u->region->flags & RF_GUARDED) == 0) {
return NULL; return NULL;
} }
if (monster_is_waiting(u)) {
return NULL;
}
return create_order(K_ATTACK, u->faction->locale, "%i", target->no); return create_order(K_ATTACK, u->faction->locale, "%i", target->no);
} }
@ -185,7 +206,8 @@ int monster_attacks(unit * monster, bool rich_only)
{ {
const race *rc_serpent = get_race(RC_SEASERPENT); const race *rc_serpent = get_race(RC_SEASERPENT);
int result = -1; int result = -1;
if (monster->status < ST_AVOID) {
if (monster_can_attack(monster)) {
region *r = monster->region; region *r = monster->region;
unit *u2; unit *u2;
int money = 0; int money = 0;
@ -231,7 +253,7 @@ static order *get_money_for_dragon(region * r, unit * u, int wanted)
/* falls der drache launisch ist, oder das regionssilber knapp, greift er alle an /* falls der drache launisch ist, oder das regionssilber knapp, greift er alle an
* und holt sich Silber von Einheiten, vorausgesetzt er bewacht bereits */ * und holt sich Silber von Einheiten, vorausgesetzt er bewacht bereits */
money = 0; money = 0;
if (attacks && is_guard(u)) { if (attacks && && monster_can_attack(u)) {
int m = monster_attacks(u, true); int m = monster_attacks(u, true);
if (m > 0) money += m; if (m > 0) money += m;
} }
@ -772,7 +794,7 @@ void plan_monsters(faction * f)
/* units with a plan to kill get ATTACK orders (even if they don't guard): */ /* units with a plan to kill get ATTACK orders (even if they don't guard): */
ta = a_find(u->attribs, &at_hate); ta = a_find(u->attribs, &at_hate);
if (ta && !monster_is_waiting(u)) { if (ta && !monster_is_waiting(u) && monster_can_attack(u)) {
unit *tu = (unit *)ta->data.v; unit *tu = (unit *)ta->data.v;
if (tu && tu->region == r) { if (tu && tu->region == r) {
order * ord = monster_attack(u, tu); order * ord = monster_attack(u, tu);
@ -792,7 +814,7 @@ void plan_monsters(faction * f)
else else
a_remove(&u->attribs, ta); a_remove(&u->attribs, ta);
} }
else if (!r->land || guarding) { else if (monster_can_attack(u)) {
if (chance(attack_chance)) { if (chance(attack_chance)) {
int m = monster_attacks(u, false); int m = monster_attacks(u, false);
if (m >= 0) { if (m >= 0) {
@ -1013,14 +1035,6 @@ void spawn_undead(void)
} }
} }
bool monster_is_waiting(const unit * u)
{
int test = fval(u_race(u), RCF_ATTACK_MOVED) ? UFL_ISNEW : UFL_ISNEW | UFL_MOVED;
if (fval(u, test))
return true;
return false;
}
static void eaten_by_monster(unit * u) static void eaten_by_monster(unit * u)
{ {
/* adjustment for smaller worlds */ /* adjustment for smaller worlds */

View File

@ -18,7 +18,6 @@ extern "C" {
void monsters_desert(struct faction *monsters); void monsters_desert(struct faction *monsters);
void monster_kills_peasants(struct unit *u); void monster_kills_peasants(struct unit *u);
bool monster_is_waiting(const struct unit *u);
void make_zombie(struct unit * u); void make_zombie(struct unit * u);
void spawn_undead(void); void spawn_undead(void);