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Do not call visitablePos for non-visitable objects

Tomasz Zieliński 11 months ago
parent
commit
d631e3f604

+ 4 - 4
lib/mapObjects/CGObjectInstance.cpp

@@ -217,8 +217,8 @@ int CGObjectInstance::getSightRadius() const
 
 int3 CGObjectInstance::getVisitableOffset() const
 {
-//	if (!isVisitable())
-//		logGlobal->debug("Attempt to access visitable offset on a non-visitable object!");
+	if (!isVisitable())
+		logGlobal->debug("Attempt to access visitable offset on a non-visitable object!");
 	return appearance->getVisitableOffset();
 }
 
@@ -317,8 +317,8 @@ void CGObjectInstance::onHeroVisit( const CGHeroInstance * h ) const
 
 int3 CGObjectInstance::visitablePos() const
 {
-//	if (!isVisitable())
-//		logGlobal->debug("Attempt to access visitable position on a non-visitable object!");
+	if (!isVisitable())
+		logGlobal->debug("Attempt to access visitable position on a non-visitable object!");
 
 	return pos - getVisitableOffset();
 }

+ 14 - 0
lib/rmg/RmgObject.cpp

@@ -255,6 +255,14 @@ Object::Instance & Object::addInstance(CGObjectInstance & object, const int3 & p
 	return dInstances.back();
 }
 
+bool Object::isVisitable() const
+{
+	return vstd::contains_if(dInstances, [](const Instance & instance)
+	{
+		return instance.object().isVisitable();
+	});
+}
+
 const int3 & Object::getPosition() const
 {
 	return dPosition;
@@ -464,6 +472,12 @@ uint32_t rmg::Object::getValue() const
 
 rmg::Area Object::Instance::getBorderAbove() const
 {
+	if (!object().isVisitable())
+	{
+		// TODO: Non-visitable objects don't need this, but theoretically could return valid area
+		return rmg::Area();
+	}
+
 	int3 visitablePos = getVisitablePosition();
 	auto areaVisitable = rmg::Area({visitablePos});
 	auto borderAbove = areaVisitable.getBorderOutside();

+ 1 - 0
lib/rmg/RmgObject.h

@@ -85,6 +85,7 @@ public:
 	const Area getEntrableArea() const;
 	const Area & getBorderAbove() const;
 	
+	bool isVisitable() const;
 	const int3 & getPosition() const;
 	void setPosition(const int3 & position);
 	void setTemplate(const TerrainId & terrain, vstd::RNG &);

+ 14 - 6
lib/rmg/modificators/ObjectManager.cpp

@@ -587,17 +587,22 @@ void ObjectManager::placeObject(rmg::Object & object, bool guarded, bool updateD
 		Zone::Lock lock(zone.areaMutex);
 
 		zone.areaPossible()->subtract(object.getArea());
-		bool keepVisitable = zone.freePaths()->contains(object.getVisitablePosition());
+		bool keepVisitable = object.isVisitable() && zone.freePaths()->contains(object.getVisitablePosition());
 		zone.freePaths()->subtract(object.getArea()); //just to avoid areas overlapping
-		if(keepVisitable)
-			zone.freePaths()->add(object.getVisitablePosition());
 		zone.areaUsed()->unite(object.getArea());
-		zone.areaUsed()->erase(object.getVisitablePosition());
+		if (keepVisitable)
+		{
+			zone.freePaths()->add(object.getVisitablePosition());
+			zone.areaUsed()->erase(object.getVisitablePosition());
+		}
 
 		if(guarded) //We assume the monster won't be guarded
 		{
 			auto guardedArea = object.instances().back()->getAccessibleArea();
-			guardedArea.add(object.instances().back()->getVisitablePosition());
+			if (object.isVisitable())
+			{
+				guardedArea.add(object.instances().back()->getVisitablePosition());
+			}
 			auto areaToBlock = object.getAccessibleArea(true);
 			areaToBlock.subtract(guardedArea);
 			zone.areaPossible()->subtract(areaToBlock);
@@ -641,7 +646,10 @@ void ObjectManager::placeObject(rmg::Object & object, bool guarded, bool updateD
 	// TODO: Add multiple tiles in one operation to avoid multiple invalidation
 	for(auto * instance : object.instances())
 	{
-		objectsVisitableArea.add(instance->getVisitablePosition());
+		if (instance->object().isVisitable())
+		{
+			objectsVisitableArea.add(instance->getVisitablePosition());
+		}
 		objects.push_back(&instance->object());
 		if(auto * rp = zone.getModificator<RoadPlacer>())
 		{