diff --git a/client/battle/BattleActionsController.cpp b/client/battle/BattleActionsController.cpp index f8a2d4b42..0228334ec 100644 --- a/client/battle/BattleActionsController.cpp +++ b/client/battle/BattleActionsController.cpp @@ -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(estimation.kills.max, targetStack->getCount()); estimation.kills.min = std::min(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: