Fix some calls to unit::get_ability_bool().
The callers were not aware of that the function expects a tag name instead of an ability id. The function catches more cases of the unit having the ability than what the callers were expecting, supposedly. (Being granted by a nearby unit.) see http://forums.wesnoth.org/viewtopic.php?p=519206&sid=8f07f9142de08853f8eb60d71f95d8da#p519206
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2 changed files with 3 additions and 3 deletions
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@ -114,7 +114,7 @@ int default_ai_context_impl::rate_terrain(const unit& u, const map_location& loc
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const int neutral_village_value = 10;
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const int enemy_village_value = 15;
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if(map_.gives_healing(terrain) && u.get_ability_bool("regenerates",loc) == false) {
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if(map_.gives_healing(terrain) && u.get_ability_bool("regenerate",loc) == false) {
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rating += healing_value;
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}
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@ -282,7 +282,7 @@ void aspect_attacks::do_attack_analysis(
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}
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// No surround bonus if target is skirmisher
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if (!itor->get_ability_bool("skirmisker"))
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if (!itor->get_ability_bool("skirmisher"))
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surround_bonus = 1.2;
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}
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@ -373,7 +373,7 @@ int aspect_attacks::rate_terrain(const unit& u, const map_location& loc)
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const int neutral_village_value = 10;
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const int enemy_village_value = 15;
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if(map_.gives_healing(terrain) && u.get_ability_bool("regenerates",loc) == false) {
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if(map_.gives_healing(terrain) && u.get_ability_bool("regenerate",loc) == false) {
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rating += healing_value;
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}
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