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Fixed issues from review
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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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