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https://github.com/wesnoth/wesnoth
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fix a slight problem with the submerge animation parameter...
...always being overridden by the engine.
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579bed74f9
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@ -1461,6 +1461,9 @@ void formula_ai::make_candidate_moves() {
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variant enemy_unit_callable(new unit_callable(*(*best_move)->get_enemy_unit()));
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variant enemy_unit_callable(new unit_callable(*(*best_move)->get_enemy_unit()));
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callable.add("target", enemy_unit_callable);
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callable.add("target", enemy_unit_callable);
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}
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}
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game_display::get_singleton()->float_label(
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(*(*best_move)->get_action_unit()).first,
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(*best_move)->get_name(),0,0,0);
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const_formula_ptr move_formula((*best_move)->get_move());
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const_formula_ptr move_formula((*best_move)->get_move());
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make_move(move_formula, callable);
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make_move(move_formula, callable);
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// And re-evaluate candidate moves
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// And re-evaluate candidate moves
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@ -43,6 +43,7 @@ public:
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void evaluate_move(const formula_ai* ai, unit_map& units, size_t team_num);
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void evaluate_move(const formula_ai* ai, unit_map& units, size_t team_num);
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int get_score() const {return score_;}
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int get_score() const {return score_;}
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const std::string& get_name() { return name_;}
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std::string get_type() const {return type_;}
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std::string get_type() const {return type_;}
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unit_map::unit_iterator get_action_unit() {return action_unit_;}
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unit_map::unit_iterator get_action_unit() {return action_unit_;}
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unit_map::unit_iterator get_enemy_unit() {return enemy_unit_;}
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unit_map::unit_iterator get_enemy_unit() {return enemy_unit_;}
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@ -585,7 +585,7 @@ const frame_parameters unit_frame::merge_parameters(int current_time,const frame
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/** engine provides a submerge for units in water */
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/** engine provides a submerge for units in water */
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result.submerge = current_val.submerge?current_val.submerge:animation_val.submerge;
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result.submerge = current_val.submerge?current_val.submerge:animation_val.submerge;
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if(primary && engine_val.submerge) result.submerge = engine_val.submerge;
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if(primary && engine_val.submerge && !result.submerge ) result.submerge = engine_val.submerge;
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assert(engine_val.x == 0);
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assert(engine_val.x == 0);
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result.x = current_val.x?current_val.x:animation_val.x;
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result.x = current_val.x?current_val.x:animation_val.x;
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