mirror of
https://github.com/vcmi/vcmi.git
synced 2025-07-03 00:46:55 +02:00
Version set to 0.83c, to be released as development build.
Code reorganizations in bonus system, allowing defining bonusNode-like classes. Fixed some issues with artifact handling (proper updating of GUI when moving, minor fixes). Restoring battle AI for neutrals after loading game.
This commit is contained in:
@ -622,30 +622,11 @@ int3 CGHeroInstance::getPosition(bool h3m) const //h3m=true - returns position o
|
||||
}
|
||||
}
|
||||
|
||||
si32 CGHeroInstance::manaLimit() const
|
||||
{
|
||||
return si32(getPrimSkillLevel(3) * (100.0f + valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, 24)) / 10.0f);
|
||||
}
|
||||
//void CGHeroInstance::setPosition(int3 Pos, bool h3m) //as above, but sets position
|
||||
//{
|
||||
// if (h3m)
|
||||
// pos = Pos;
|
||||
// else
|
||||
// pos = convertPosition(Pos,true);
|
||||
//}
|
||||
|
||||
bool CGHeroInstance::canWalkOnSea() const
|
||||
{
|
||||
return hasBonusOfType(Bonus::FLYING_MOVEMENT) || hasBonusOfType(Bonus::WATER_WALKING);
|
||||
}
|
||||
|
||||
int CGHeroInstance::getPrimSkillLevel(int id) const
|
||||
{
|
||||
int ret = valOfBonuses(Bonus::PRIMARY_SKILL, id);
|
||||
amax(ret, id/2); //minimal value is 0 for attack and defense and 1 for spell power and knowledge
|
||||
return ret;
|
||||
}
|
||||
|
||||
ui8 CGHeroInstance::getSecSkillLevel(SecondarySkill skill) const
|
||||
{
|
||||
for(size_t i=0; i < secSkills.size(); ++i)
|
||||
|
Reference in New Issue
Block a user