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when you have Orb of Aether you can now enter BSOC/trees if they cannot be pushed behind

This commit is contained in:
Zeno Rogue
2025-12-11 10:59:10 +01:00
parent 7cd683b706
commit d0d4ac9e47

View File

@@ -970,6 +970,8 @@ void pcmove::tell_why_cannot_attack() {
bool pcmove::after_escape() {
cell*& c2 = mi.t;
bool woods_used = orbused[itOrbWoods];
bool push_behind = c2->wall == waBigStatue || (among(c2->wall, waCTree, waSmallTree, waBigTree, waShrub, waVinePlant) && !c2->monst && markOrb(itOrbWoods));
if(thruVine(c2, cwt.at) && markOrb(itOrbWoods)) push_behind = true;
@@ -977,6 +979,10 @@ bool pcmove::after_escape() {
if(push_behind && !c2->monst && !nonAdjacentPlayer(c2, cwt.at) && fmsMove) {
eWall what = c2->wall;
if(!thruVine(c2, cwt.at) && !canPushStatueOn(cwt.at, P_ISPLAYER)) {
if(markOrb(itOrbAether)) {
orbused[itOrbWoods] = woods_used;
goto normal_aether_movement;
}
if(vmsg(miRESTRICTED, siWALL, c2, moNone)) {
if(isFire(cwt.at))
addMessage(XLAT("You have to escape first!"));
@@ -1004,6 +1010,7 @@ bool pcmove::after_escape() {
return perform_actual_move();
}
normal_aether_movement:
bool attackable;
attackable =
c2->wall == waBigTree ||