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@@ -791,7 +791,7 @@ bool CGameInfoCallback::isTeleportEntrancePassable(const CGTeleport * obj, Playe
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return obj && obj->isEntrance() && !isTeleportChannelImpassable(obj->channel, player);
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}
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-void CGameInfoCallback::getFreeTiles(std::vector<int3> & tiles) const
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+void CGameInfoCallback::getFreeTiles(std::vector<int3> & tiles, bool skipIfNearbyGuarded) const
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{
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std::vector<int> floors;
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floors.reserve(gameState().getMap().levels());
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@@ -808,7 +808,21 @@ void CGameInfoCallback::getFreeTiles(std::vector<int3> & tiles) const
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{
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tinfo = getTile(int3 (xd,yd,zd));
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if (tinfo->isLand() && tinfo->getTerrain()->isPassable() && !tinfo->blocked()) //land and free
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+ {
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+ // Ensure that CGameHandler::spawnWanderingMonsters won't set a random monster next to another monster
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+ // because Nullkiller AI is not able to go to one monster without falling into the attack range of the nearby one
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+ // See GraphPaths::addChainInfo if(node.linkDanger > 0) (no link between random monsters and map monsters)
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+ // Ivan: When new monster spawns, AI should receive AIGateway::newObject call for each object visible to AI. Probably you need to invalidate
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+ // that data for AI & force recalculation on next turn. New queries to gamestate, like getGuardingCreaturePosition that are done either
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+ // from AIGateway::newObject method or at any point later should correctly include newly spawned monsters
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+ // TODO: Ensure this linking issue is properly fixed, not just with the workaround below
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+ if (skipIfNearbyGuarded && guardingCreaturePosition(int3 (xd,yd,zd)).isValid())
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+ {
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+ continue;
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+ }
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+
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tiles.emplace_back(xd, yd, zd);
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+ }
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}
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}
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}
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