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Partial support for Daemon Summoning.
It freezes for unknown reason, but still. Minor fixes.
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@ -152,7 +152,8 @@
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"ability_add": [ [ "SPECIFIC_SPELL_POWER", 100, 38, 0 ], // 100 hp per Archangel
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[ "SPELLCASTER", 0, 38, 0 ], //archangels cast resurrection
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[ "HATE", 50, 55, 0 ], //archangels hate arch
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[ "HATE", 50, 54, 0 ] ], //archangels hate devils
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[ "HATE", 50, 54, 0 ] , //archangels hate devils
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[ "CASTS", 1, 0, 0]],
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"defname": "CRANGL.DEF"
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},
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@ -397,6 +398,7 @@
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"faction": 2,
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"ability_add": [ [ "CREATURE_ENCHANT_POWER", 6, 0, 0 ], //spells last 6 turns
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[ "RANDOM_SPELLCASTER", 0, 0, 0 ], //master genies cast spells
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[ "CASTS", 3, 0, 0],
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[ "HATE", 50, 53, 0 ],
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[ "HATE", 50, 52, 0 ] ], //master genies hate efreet sultans
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"defname": "CSULTA.DEF"
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@ -544,7 +546,8 @@
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"level": 5,
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"name": [ "PitFoe" ],
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"faction": 3,
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"ability_add": [ [ "DAEMON_SUMMONING", 0, 52, 0 ] ], //pit lord //Efreeti
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"ability_add": [ [ "DAEMON_SUMMONING", 50, 48, 0 ],
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[ "CASTS", 1, 0, 0] ], //pit lord
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"defname": "CPFOE.DEF"
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},
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@ -2192,13 +2192,11 @@ void CStack::postInit()
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assert(type);
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assert(getParentNodes().size());
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firstHPleft = valOfBonuses(Bonus::STACK_HEALTH);
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firstHPleft = MaxHealth();
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shots = getCreature()->valOfBonuses(Bonus::SHOTS);
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counterAttacks = 1 + valOfBonuses(Bonus::ADDITIONAL_RETALIATION);
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casts = valOfBonuses(Bonus::CASTS); //TODO: set them in cr_abils.txt
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state.insert(ALIVE); //alive state indication
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assert(firstHPleft > 0);
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}
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ui32 CStack::Speed( int turn /*= 0*/ ) const
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@ -1238,7 +1238,7 @@ struct StacksHealedOrResurrected : public CPackForClient //3013
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{
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ui32 stackID;
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ui32 healedHP;
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ui8 lowLevelResurrection; //in case this stack is resurrected by this heal, it will be marked as SUMMONED
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ui8 lowLevelResurrection; //in case this stack is resurrected by this heal, it will be marked as SUMMONED //TODO: replace with separate counter
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & stackID & healedHP & lowLevelResurrection;
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@ -1168,8 +1168,7 @@ DLL_EXPORT void StacksHealedOrResurrected::applyGs( CGameState *gs )
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{
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changedStack->state.insert(ALIVE);
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if(healedStacks[g].lowLevelResurrection)
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changedStack->state.insert(SUMMONED);
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//changedStack->addNewBonus( makeFeature(HeroBonus::SUMMONED, HeroBonus::ONE_BATTLE, 0, 0, HeroBonus::BONUS_FROM_HERO) );
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changedStack->state.insert(SUMMONED); //TODO: different counter for rised units
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}
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//int missingHPfirst = changedStack->MaxHealth() - changedStack->firstHPleft;
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int res = std::min( healedStacks[g].healedHP / changedStack->MaxHealth() , changedStack->baseAmount - changedStack->count );
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@ -3286,7 +3286,6 @@ bool CGameHandler::makeBattleAction( BattleAction &ba )
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case BattleAction::DAEMON_SUMMONING:
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//TODO: From Strategija:
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//Summon Demon is a level 2 spell.
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//Cloned Pit Lord stack can use the specialty as well.
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{
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StartAction start_action(ba);
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sendAndApply(&start_action);
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@ -3299,15 +3298,18 @@ bool CGameHandler::makeBattleAction( BattleAction &ba )
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bsa.creID = summoner->getBonus(Selector::type(Bonus::DAEMON_SUMMONING))->subtype; //in case summoner can summon more than one type of monsters... scream!
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ui64 risedHp = summoner->count * summoner->valOfBonuses(Bonus::DAEMON_SUMMONING, bsa.creID);
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bsa.amount = std::min ((ui32)(risedHp/destStack->MaxHealth()), destStack->baseAmount);
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bsa.amount = std::min ((ui32)(risedHp / VLC->creh->creatures[bsa.creID]->MaxHealth()), destStack->baseAmount);
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bsa.pos = gs->curB->getAvaliableHex(bsa.creID, bsa.attacker, destStack->position);
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bsa.summoned = false;
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if (bsa.amount) //there's rare possibility single creature cannot rise desired type
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{
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BattleStacksRemoved bsr; //remove body
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bsr.stackIDs.insert(destStack->ID);
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sendAndApply(&bsr);
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sendAndApply(&bsa);
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}
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sendAndApply(&end_action);
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break;
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