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mirror of https://github.com/vcmi/vcmi.git synced 2025-08-13 19:54:17 +02:00

trigger Drain Life effects after the attack

- animation and sound are played after the attack
- amount of drained life appears after damage dealt in the battle log
This commit is contained in:
Andrey Filipenkov
2022-09-19 17:45:48 +03:00
parent e423e415c1
commit 1313da191b
2 changed files with 40 additions and 30 deletions

View File

@@ -1048,17 +1048,19 @@ void CGameHandler::makeAttack(const CStack * attacker, const CStack * defender,
bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG; bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG;
} }
} }
int64_t drainedLife = 0;
// only primary target // only primary target
if(defender->alive()) if(defender->alive())
applyBattleEffects(bat, blm, attackerState, fireShield, defender, distance, false); drainedLife += applyBattleEffects(bat, attackerState, fireShield, defender, distance, false);
//multiple-hex normal attack //multiple-hex normal attack
std::set<const CStack*> attackedCreatures = gs->curB->getAttackedCreatures(attacker, targetHex, bat.shot()); //creatures other than primary target std::set<const CStack*> attackedCreatures = gs->curB->getAttackedCreatures(attacker, targetHex, bat.shot()); //creatures other than primary target
for(const CStack * stack : attackedCreatures) for(const CStack * stack : attackedCreatures)
{ {
if(stack != defender && stack->alive()) //do not hit same stack twice if(stack != defender && stack->alive()) //do not hit same stack twice
applyBattleEffects(bat, blm, attackerState, fireShield, stack, distance, true); drainedLife += applyBattleEffects(bat, attackerState, fireShield, stack, distance, true);
} }
std::shared_ptr<const Bonus> bonus = attacker->getBonusLocalFirst(Selector::type()(Bonus::SPELL_LIKE_ATTACK)); std::shared_ptr<const Bonus> bonus = attacker->getBonusLocalFirst(Selector::type()(Bonus::SPELL_LIKE_ATTACK));
@@ -1086,7 +1088,7 @@ void CGameHandler::makeAttack(const CStack * attacker, const CStack * defender,
{ {
if(stack != defender && stack->alive()) //do not hit same stack twice if(stack != defender && stack->alive()) //do not hit same stack twice
{ {
applyBattleEffects(bat, blm, attackerState, fireShield, stack, distance, true); drainedLife += applyBattleEffects(bat, attackerState, fireShield, stack, distance, true);
} }
} }
@@ -1134,6 +1136,29 @@ void CGameHandler::makeAttack(const CStack * attacker, const CStack * defender,
addGenericKilledLog(blm, defender, totalKills, multipleTargets); addGenericKilledLog(blm, defender, totalKills, multipleTargets);
} }
// drain life effect (as well as log entry) must be applied after the attack
if(drainedLife > 0)
{
BattleAttack bat;
bat.stackAttacking = attacker->unitId();
{
CustomEffectInfo customEffect;
customEffect.sound = soundBase::DRAINLIF;
customEffect.effect = 52;
customEffect.stack = attackerState->unitId();
bat.customEffects.push_back(std::move(customEffect));
}
sendAndApply(&bat);
MetaString text;
attackerState->addText(text, MetaString::GENERAL_TXT, 361);
attackerState->addNameReplacement(text, false);
text.addReplacement(drainedLife);
defender->addNameReplacement(text, true);
blm.lines.push_back(std::move(text));
}
sendAndApply(&blm); sendAndApply(&blm);
if(!fireShield.empty()) if(!fireShield.empty())
@@ -1179,7 +1204,8 @@ void CGameHandler::makeAttack(const CStack * attacker, const CStack * defender,
handleAfterAttackCasting(ranged, attacker, defender); handleAfterAttackCasting(ranged, attacker, defender);
} }
void CGameHandler::applyBattleEffects(BattleAttack & bat, BattleLogMessage & blm, std::shared_ptr<battle::CUnitState> attackerState, FireShieldInfo & fireShield, const CStack * def, int distance, bool secondary)
int64_t CGameHandler::applyBattleEffects(BattleAttack & bat, std::shared_ptr<battle::CUnitState> attackerState, FireShieldInfo & fireShield, const CStack * def, int distance, bool secondary)
{ {
BattleStackAttacked bsa; BattleStackAttacked bsa;
if(secondary) if(secondary)
@@ -1208,34 +1234,14 @@ void CGameHandler::applyBattleEffects(BattleAttack & bat, BattleLogMessage & blm
CStack::prepareAttacked(bsa, getRandomGenerator(), bai.defender->acquireState()); //calculate casualties CStack::prepareAttacked(bsa, getRandomGenerator(), bai.defender->acquireState()); //calculate casualties
} }
auto addLifeDrain = [&](int64_t & toHeal, EHealLevel level, EHealPower power) int64_t drainedLife = 0;
{
attackerState->heal(toHeal, level, power);
if(toHeal > 0)
{
CustomEffectInfo customEffect;
customEffect.sound = soundBase::DRAINLIF;
customEffect.effect = 52;
customEffect.stack = attackerState->unitId();
bat.customEffects.push_back(customEffect);
MetaString text;
attackerState->addText(text, MetaString::GENERAL_TXT, 361);
attackerState->addNameReplacement(text, false);
text.addReplacement((int)toHeal);
def->addNameReplacement(text, true);
blm.lines.push_back(text);
}
};
//life drain handling //life drain handling
if(attackerState->hasBonusOfType(Bonus::LIFE_DRAIN) && def->isLiving()) if(attackerState->hasBonusOfType(Bonus::LIFE_DRAIN) && def->isLiving())
{ {
int64_t toHeal = bsa.damageAmount * attackerState->valOfBonuses(Bonus::LIFE_DRAIN) / 100; int64_t toHeal = bsa.damageAmount * attackerState->valOfBonuses(Bonus::LIFE_DRAIN) / 100;
attackerState->heal(toHeal, EHealLevel::RESURRECT, EHealPower::PERMANENT);
if(toHeal > 0) drainedLife += toHeal;
addLifeDrain(toHeal, EHealLevel::RESURRECT, EHealPower::PERMANENT);
} }
//soul steal handling //soul steal handling
@@ -1248,7 +1254,8 @@ void CGameHandler::applyBattleEffects(BattleAttack & bat, BattleLogMessage & blm
if(attackerState->hasBonusOfType(Bonus::SOUL_STEAL, subtype)) if(attackerState->hasBonusOfType(Bonus::SOUL_STEAL, subtype))
{ {
int64_t toHeal = bsa.killedAmount * attackerState->valOfBonuses(Bonus::SOUL_STEAL, subtype) * attackerState->MaxHealth(); int64_t toHeal = bsa.killedAmount * attackerState->valOfBonuses(Bonus::SOUL_STEAL, subtype) * attackerState->MaxHealth();
addLifeDrain(toHeal, EHealLevel::OVERHEAL, ((subtype == 0) ? EHealPower::ONE_BATTLE : EHealPower::PERMANENT)); attackerState->heal(toHeal, EHealLevel::OVERHEAL, ((subtype == 0) ? EHealPower::ONE_BATTLE : EHealPower::PERMANENT));
drainedLife += toHeal;
break; break;
} }
} }
@@ -1263,6 +1270,8 @@ void CGameHandler::applyBattleEffects(BattleAttack & bat, BattleLogMessage & blm
auto fireShieldDamage = (std::min<int64_t>(def->getAvailableHealth(), bsa.damageAmount) * def->valOfBonuses(Bonus::FIRE_SHIELD)) / 100; auto fireShieldDamage = (std::min<int64_t>(def->getAvailableHealth(), bsa.damageAmount) * def->valOfBonuses(Bonus::FIRE_SHIELD)) / 100;
fireShield.push_back(std::make_pair(def, fireShieldDamage)); fireShield.push_back(std::make_pair(def, fireShieldDamage));
} }
return drainedLife;
} }
void CGameHandler::sendGenericKilledLog(const CStack * defender, int32_t killed, bool multiple) void CGameHandler::sendGenericKilledLog(const CStack * defender, int32_t killed, bool multiple)

View File

@@ -126,7 +126,8 @@ public:
void makeAttack(const CStack * attacker, const CStack * defender, int distance, BattleHex targetHex, bool first, bool ranged, bool counter); void makeAttack(const CStack * attacker, const CStack * defender, int distance, BattleHex targetHex, bool first, bool ranged, bool counter);
void applyBattleEffects(BattleAttack & bat, BattleLogMessage & blm, std::shared_ptr<battle::CUnitState> attackerState, FireShieldInfo & fireShield, const CStack * def, int distance, bool secondary); //damage, drain life & fire shield // damage, drain life & fire shield; returns amount of drained life
int64_t applyBattleEffects(BattleAttack & bat, std::shared_ptr<battle::CUnitState> attackerState, FireShieldInfo & fireShield, const CStack * def, int distance, bool secondary);
void sendGenericKilledLog(const CStack * defender, int32_t killed, bool multiple); void sendGenericKilledLog(const CStack * defender, int32_t killed, bool multiple);
void addGenericKilledLog(BattleLogMessage & blm, const CStack * defender, int32_t killed, bool multiple); void addGenericKilledLog(BattleLogMessage & blm, const CStack * defender, int32_t killed, bool multiple);