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Fixed issues from review
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@ -44,17 +44,15 @@ namespace BattlePhases
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// Healed HP (also drained life) and resurrected units info
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struct HealInfo
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{
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HealInfo()
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: healedHealthPoints(0), resurrectedCount(0)
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{ }
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HealInfo() = default;
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HealInfo(int64_t healedHP, int32_t resurrected)
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: healedHealthPoints(healedHP), resurrectedCount(resurrected)
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{ }
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int64_t healedHealthPoints;
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int32_t resurrectedCount;
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int64_t healedHealthPoints = 0;
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int32_t resurrectedCount = 0;
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HealInfo& operator +=(const HealInfo& other)
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HealInfo & operator+=(const HealInfo & other)
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{
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healedHealthPoints += other.healedHealthPoints;
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resurrectedCount += other.resurrectedCount;
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@ -122,7 +122,6 @@ int32_t Summon::summonedCreatureAmount(const Mechanics * m) const
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void Summon::apply(ServerCallback * server, const Mechanics * m, const EffectTarget & target) const
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{
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using battle::HealInfo;
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BattleUnitsChanged pack;
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pack.battleID = m->battle()->getBattle()->getBattleID();
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@ -960,14 +960,14 @@ void BattleActionProcessor::makeAttack(const CBattleInfoCallback & battle, const
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// only primary target
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if(defender->alive())
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applyBattleEffects(battle, bat, attackerState, fireShield, defender, &healInfo, distance, false);
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applyBattleEffects(battle, bat, attackerState, fireShield, defender, healInfo, distance, false);
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//multiple-hex normal attack
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std::set<const CStack*> attackedCreatures = battle.getAttackedCreatures(attacker, targetHex, bat.shot()); //creatures other than primary target
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for(const CStack * stack : attackedCreatures)
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{
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if(stack != defender && stack->alive()) //do not hit same stack twice
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applyBattleEffects(battle, bat, attackerState, fireShield, stack, &healInfo, distance, true);
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applyBattleEffects(battle, bat, attackerState, fireShield, stack, healInfo, distance, true);
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}
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std::shared_ptr<const Bonus> bonus = attacker->getFirstBonus(Selector::type()(BonusType::SPELL_LIKE_ATTACK));
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@ -995,7 +995,7 @@ void BattleActionProcessor::makeAttack(const CBattleInfoCallback & battle, const
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{
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if(stack != defender && stack->alive()) //do not hit same stack twice
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{
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applyBattleEffects(battle, bat, attackerState, fireShield, stack, &healInfo, distance, true);
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applyBattleEffects(battle, bat, attackerState, fireShield, stack, healInfo, distance, true);
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}
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}
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@ -1425,7 +1425,7 @@ void BattleActionProcessor::handleAfterAttackCasting(const CBattleInfoCallback &
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}
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}
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void BattleActionProcessor::applyBattleEffects(const CBattleInfoCallback & battle, BattleAttack & bat, std::shared_ptr<battle::CUnitState> attackerState, FireShieldInfo & fireShield, const CStack * def, battle::HealInfo * healInfo, int distance, bool secondary) const
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void BattleActionProcessor::applyBattleEffects(const CBattleInfoCallback & battle, BattleAttack & bat, std::shared_ptr<battle::CUnitState> attackerState, FireShieldInfo & fireShield, const CStack * def, battle::HealInfo & healInfo, int distance, bool secondary) const
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{
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BattleStackAttacked bsa;
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if(secondary)
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@ -1446,13 +1446,11 @@ void BattleActionProcessor::applyBattleEffects(const CBattleInfoCallback & battl
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CStack::prepareAttacked(bsa, gameHandler->getRandomGenerator(), bai.defender->acquireState()); //calculate casualties
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}
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battle::HealInfo tmpHealInfo;
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//life drain handling
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if(attackerState->hasBonusOfType(BonusType::LIFE_DRAIN) && def->isLiving())
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{
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int64_t toHeal = bsa.damageAmount * attackerState->valOfBonuses(BonusType::LIFE_DRAIN) / 100;
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tmpHealInfo += attackerState->heal(toHeal, EHealLevel::RESURRECT, EHealPower::PERMANENT);
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healInfo += attackerState->heal(toHeal, EHealLevel::RESURRECT, EHealPower::PERMANENT);
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}
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//soul steal handling
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@ -1466,12 +1464,11 @@ void BattleActionProcessor::applyBattleEffects(const CBattleInfoCallback & battl
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{
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int64_t toHeal = bsa.killedAmount * attackerState->valOfBonuses(BonusType::SOUL_STEAL, subtype) * attackerState->getMaxHealth();
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bool permanent = subtype == BonusCustomSubtype::soulStealPermanent;
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tmpHealInfo += attackerState->heal(toHeal, EHealLevel::OVERHEAL, (permanent ? EHealPower::PERMANENT : EHealPower::ONE_BATTLE));
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healInfo += attackerState->heal(toHeal, EHealLevel::OVERHEAL, (permanent ? EHealPower::PERMANENT : EHealPower::ONE_BATTLE));
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break;
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}
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}
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}
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*healInfo += tmpHealInfo;
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bat.bsa.push_back(bsa); //add this stack to the list of victims after drain life has been calculated
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//fire shield handling
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@ -54,7 +54,7 @@ class BattleActionProcessor : boost::noncopyable
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std::set<SpellID> getSpellsForAttackCasting(TConstBonusListPtr spells, const CStack *defender);
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// damage, drain life & fire shield; returns amount of drained life
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void applyBattleEffects(const CBattleInfoCallback & battle, BattleAttack & bat, std::shared_ptr<battle::CUnitState> attackerState, FireShieldInfo & fireShield, const CStack * def, battle::HealInfo * healInfo, int distance, bool secondary) const;
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void applyBattleEffects(const CBattleInfoCallback & battle, BattleAttack & bat, std::shared_ptr<battle::CUnitState> attackerState, FireShieldInfo & fireShield, const CStack * def, battle::HealInfo & healInfo, int distance, bool secondary) const;
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void sendGenericKilledLog(const CBattleInfoCallback & battle, const CStack * defender, int32_t killed, bool multiple);
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void addGenericKilledLog(BattleLogMessage & blm, const CStack * defender, int32_t killed, bool multiple) const;
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