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Simplified healed HP calculation

This commit is contained in:
AlexVinS 2015-09-16 05:57:02 +03:00
parent eb1753851e
commit 05e52993fd
3 changed files with 19 additions and 14 deletions

View File

@ -1170,6 +1170,17 @@ bool CStack::canBeHealed() const
&& !hasBonusOfType(Bonus::SIEGE_WEAPON);
}
ui32 CStack::calculateHealedHealthPoints(ui32 toHeal, const bool resurrect) const
{
if(!resurrect && !alive())
{
logGlobal->warnStream() <<"Attempt to heal corpse detected.";
return 0;
}
return std::min<ui32>(toHeal, MaxHealth() - firstHPleft + (resurrect ? baseAmount * MaxHealth() : 0));
}
ui8 CStack::getSpellSchoolLevel(const CSpell * spell, int * outSelectedSchool) const
{
int skill = valOfBonuses(Selector::typeSubtype(Bonus::SPELLCASTER, spell->id));

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@ -203,6 +203,8 @@ public:
bool waited(int turn = 0) const;
bool canMove(int turn = 0) const; //if stack can move
bool canBeHealed() const; //for first aid tent - only harmed stacks that are not war machines
///returns actual heal value based on internal state
ui32 calculateHealedHealthPoints(ui32 toHeal, const bool resurrect) const;
ui32 level() const;
si32 magicResistance() const override; //include aura of resistance
static void stackEffectToFeature(std::vector<Bonus> & sf, const Bonus & sse);

View File

@ -517,10 +517,9 @@ ui32 DefaultSpellMechanics::calculateHealedHP(const CGHeroInstance* caster, cons
else
healedHealth = spellPowerSkill * owner->power + levelPower; //???
healedHealth = caster->getSpellBonus(owner, healedHealth, stack);
return std::min<ui32>(healedHealth, stack->MaxHealth() - stack->firstHPleft + (owner->isRisingSpell() ? stack->baseAmount * stack->MaxHealth() : 0));
return stack->calculateHealedHealthPoints(healedHealth, owner->isRisingSpell());
}
void DefaultSpellMechanics::applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
{
int effectLevel = parameters.spellLvl;
@ -675,7 +674,10 @@ void DefaultSpellMechanics::applyBattleEffects(const SpellCastEnvironment * env,
if(unitSpellPower)
hpGained = parameters.casterStack->count * unitSpellPower; //Archangel
else //Faerie Dragon-like effect - unused so far
{
parameters.usedSpellPower = parameters.casterStack->valOfBonuses(Bonus::CREATURE_SPELL_POWER) * parameters.casterStack->count / 100;
hpGained = parameters.usedSpellPower * owner->power + owner->getPower(effectLevel);
}
}
StacksHealedOrResurrected shr;
shr.lifeDrain = false;
@ -687,21 +689,11 @@ void DefaultSpellMechanics::applyBattleEffects(const SpellCastEnvironment * env,
if (parameters.casterStack) //casted by creature
{
const bool resurrect = owner->isRisingSpell();
if (hpGained)
{
//archangel
hi.healedHP = std::min<ui32>(hpGained, attackedCre->MaxHealth() - attackedCre->firstHPleft + (resurrect ? attackedCre->baseAmount * attackedCre->MaxHealth() : 0));
}
else
{
//any typical spell (commander's cure or animate dead)
int healedHealth = parameters.usedSpellPower * owner->power + owner->getPower(effectLevel);
hi.healedHP = std::min<ui32>(healedHealth, attackedCre->MaxHealth() - attackedCre->firstHPleft + (resurrect ? attackedCre->baseAmount * attackedCre->MaxHealth() : 0));
}
hi.healedHP = attackedCre->calculateHealedHealthPoints(hpGained, resurrect);
}
else
hi.healedHP = calculateHealedHP(parameters.casterHero, attackedCre, parameters.selectedStack); //Casted by hero
hi.lowLevelResurrection = (effectLevel <= 1) && (owner->id != SpellID::ANIMATE_DEAD);
hi.lowLevelResurrection = (effectLevel <= 1) && (owner->id == SpellID::RESURRECTION);
shr.healedStacks.push_back(hi);
}
if(!shr.healedStacks.empty())