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Do not show preview for ranged retaliation - not implemented in lib

This commit is contained in:
Ivan Savenko 2024-05-10 19:51:36 +00:00
parent 6d25c08561
commit 278e8ac65e

View File

@ -124,8 +124,8 @@ static std::string formatRetaliation(const DamageEstimation & estimation, bool m
"vcmi.battleWindow.damageRetaliation.damageKills";
std::string prefixTextID = mayBeKilled ?
"vcmi.battleWindow.damageRetaliation.will" :
"vcmi.battleWindow.damageRetaliation.may";
"vcmi.battleWindow.damageRetaliation.may" :
"vcmi.battleWindow.damageRetaliation.will";
return CGI->generaltexth->translate(prefixTextID) + formatAttack(estimation, "", baseTextID, 0);
}
@ -517,14 +517,7 @@ std::string BattleActionsController::actionGetStatusMessage(PossiblePlayerBattle
DamageEstimation estimation = owner.getBattle()->battleEstimateDamage(shooter, targetStack, shooter->getPosition(), &retaliation);
estimation.kills.max = std::min<int64_t>(estimation.kills.max, targetStack->getCount());
estimation.kills.min = std::min<int64_t>(estimation.kills.min, targetStack->getCount());
bool enemyMayBeKilled = estimation.kills.max == targetStack->getCount();
bool mayRetaliate = retaliation.damage.max > 0;
// for ranged attacks only show retaliation info if retaliation actually happens - since most shooters don't retaliate
if (mayRetaliate)
return formatRangedAttack(estimation, targetStack->getName(), shooter->shots.available()) + "\n" + formatRetaliation(retaliation, enemyMayBeKilled);
else
return formatRangedAttack(estimation, targetStack->getName(), shooter->shots.available());
return formatRangedAttack(estimation, targetStack->getName(), shooter->shots.available());
}
case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE: