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@@ -4279,13 +4279,20 @@ bool CGameHandler::makeBattleAction(BattleAction &ba)
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const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
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CHeroHandler::SBallisticsLevelInfo sbi;
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CHeroHandler::SBallisticsLevelInfo stackBallisticsParameters;
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if(stack->getCreature()->idNumber == CreatureID::CATAPULT)
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sbi = VLC->heroh->ballistics.at(attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::BALLISTICS));
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else //may need to use higher ballistics level for creatures in future for some cases to match original H3 (upgraded cyclops etc)
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stackBallisticsParameters = VLC->heroh->ballistics.at(attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::BALLISTICS));
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else
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{
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sbi = VLC->heroh->ballistics.at(1);
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sbi.shots += std::max(stack->valOfBonuses(Bonus::CATAPULT_EXTRA_SHOTS), 0);
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if(stack->hasBonusOfType(Bonus::CATAPULT_EXTRA_SHOTS)) //by design use advanced ballistics parameters with this bonus present, upg. cyclops use advanced ballistics, nonupg. use basic in OH3
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{
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stackBallisticsParameters = VLC->heroh->ballistics.at(2);
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stackBallisticsParameters.shots = 1; //skip default "2 shots" from adv. ballistics
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}
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else
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stackBallisticsParameters = VLC->heroh->ballistics.at(1);
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stackBallisticsParameters.shots += std::max(stack->valOfBonuses(Bonus::CATAPULT_EXTRA_SHOTS), 0); //0 is allowed minimum to let modders force advanced ballistics for "oneshotting creatures"
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}
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auto wallPart = gs->curB->battleHexToWallPart(destination);
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@@ -4304,7 +4311,7 @@ bool CGameHandler::makeBattleAction(BattleAction &ba)
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break;
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}
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for (int g=0; g<sbi.shots; ++g)
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for (int g=0; g<stackBallisticsParameters.shots; ++g)
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{
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bool hitSuccessfull = false;
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auto attackedPart = wallPart;
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@@ -4313,7 +4320,7 @@ bool CGameHandler::makeBattleAction(BattleAction &ba)
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{
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if (currentHP.at(attackedPart) != EWallState::DESTROYED && // this part can be hit
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currentHP.at(attackedPart) != EWallState::NONE &&
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getRandomGenerator().nextInt(99) < getCatapultHitChance(attackedPart, sbi))//hit is successful
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getRandomGenerator().nextInt(99) < getCatapultHitChance(attackedPart, stackBallisticsParameters))//hit is successful
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{
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hitSuccessfull = true;
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}
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@@ -4341,8 +4348,9 @@ bool CGameHandler::makeBattleAction(BattleAction &ba)
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attack.attackedPart = attackedPart;
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attack.destinationTile = destination;
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attack.damageDealt = 0;
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BattleUnitsChanged removeUnits;
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int dmgChance[] = { sbi.noDmg, sbi.oneDmg, sbi.twoDmg }; //dmgChance[i] - chance for doing i dmg when hit is successful
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int dmgChance[] = { stackBallisticsParameters.noDmg, stackBallisticsParameters.oneDmg, stackBallisticsParameters.twoDmg }; //dmgChance[i] - chance for doing i dmg when hit is successful
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int dmgRand = getRandomGenerator().nextInt(99);
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//accumulating dmgChance
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@@ -4363,7 +4371,7 @@ bool CGameHandler::makeBattleAction(BattleAction &ba)
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logGlobal->trace("Catapult attacks %d dealing %d damage", (int)attack.attackedPart, (int)attack.damageDealt);
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//removing creatures in turrets / keep if one is destroyed
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if (attack.damageDealt > 0 && (attackedPart == EWallPart::KEEP ||
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if (currentHP.at(attackedPart) - attack.damageDealt <= 0 && (attackedPart == EWallPart::KEEP || //HP enum subtraction not intuitive, consider using SiegeInfo::applyDamage
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attackedPart == EWallPart::BOTTOM_TOWER || attackedPart == EWallPart::UPPER_TOWER))
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{
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int posRemove = -1;
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@@ -4380,7 +4388,6 @@ bool CGameHandler::makeBattleAction(BattleAction &ba)
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break;
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}
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BattleUnitsChanged removeUnits;
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for(auto & elem : gs->curB->stacks)
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{
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if(elem->initialPosition == posRemove)
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@@ -4389,13 +4396,14 @@ bool CGameHandler::makeBattleAction(BattleAction &ba)
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break;
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}
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}
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if(!removeUnits.changedStacks.empty())
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sendAndApply(&removeUnits);
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}
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ca.attacker = ba.stackNumber;
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ca.attackedParts.push_back(attack);
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sendAndApply(&ca);
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if(!removeUnits.changedStacks.empty())
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sendAndApply(&removeUnits);
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}
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//finish by scope guard
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break;
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