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Several fixes for Whirlpool and stack removal.
Sea Captain's Hat is also supported.
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e2fd2bbe04
commit
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@ -2869,19 +2869,21 @@ void CGTeleport::onHeroVisit( const CGHeroInstance * h ) const
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if (!h->hasBonusOfType(Bonus::WHIRLPOOL_PROTECTION))
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{
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CCreatureSet army = h->getArmy();
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int targetstack = army.Slots().size()-1;
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for(TSlots::const_reverse_iterator i = army.Slots().rbegin(); i != army.Slots().rend(); i++)
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{
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if (army.getPower(targetstack) > army.getPower(i->first))
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if (army.Slots().size() > 1 || army.Slots().begin()->second.count > 1)
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{ //we can't remove last unit
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int targetstack = army.Slots().begin()->first; //slot numbers may vary
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for(TSlots::const_reverse_iterator i = army.Slots().rbegin(); i != army.Slots().rend(); i++)
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{
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targetstack = (i->first);
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if (army.getPower(targetstack) > army.getPower(i->first))
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{
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targetstack = (i->first);
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}
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}
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}
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CCreatureSet ourArmy;
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ourArmy.addStack (targetstack, army.getStack(targetstack));
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TQuantity tq = (TQuantity)((double)(ourArmy.getAmount(targetstack))*0.3);
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if (tq) //casualties > 0
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{
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CCreatureSet ourArmy;
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ourArmy.addStack (targetstack, army.getStack(targetstack));
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TQuantity tq = (double)(ourArmy.getAmount(targetstack))*0.5;
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amax (tq, 1);
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ourArmy.setStackCount (targetstack, tq);
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InfoWindow iw;
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iw.player = h->tempOwner;
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@ -2928,7 +2930,10 @@ void CGTeleport::onHeroVisit( const CGHeroInstance * h ) const
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tlog2 << "Cannot find exit... (obj at " << pos << ") :( \n";
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return;
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}
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cb->moveHero (h->id,CGHeroInstance::convertPosition(cb->getObj(destinationid)->pos,true) - getVisitableOffset(), true);
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if (ID == 111)
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cb->moveHero (h->id,CGHeroInstance::convertPosition(cb->getObj(destinationid)->pos,true) + (h->pos - pos) - int3(1,0,0), true);
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else
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cb->moveHero (h->id,CGHeroInstance::convertPosition(cb->getObj(destinationid)->pos,true) - getVisitableOffset(), true);
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}
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void CGTeleport::initObj()
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@ -1893,14 +1893,15 @@ void CGameHandler::takeCreatures (int objid, TSlots creatures) //probably we cou
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return;
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const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
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CCreatureSet newArmy = obj->getArmy();
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while (creatures.size() > 0)
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while (creatures.size())
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{
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int slot = newArmy.getSlotFor(creatures.begin()->second.type->idNumber);
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if (slot < 0)
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break;
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newArmy.slots[slot].type = creatures.begin()->second.type;
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newArmy.slots[slot].count -= creatures.begin()->second.count;
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if (newArmy.getStack(slot).count < 1)
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newArmy.eraseStack(slot);
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creatures.erase (creatures.begin());
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}
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SetGarrisons sg;
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