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Do not show preview for ranged retaliation - not implemented in lib
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6d25c08561
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@ -124,8 +124,8 @@ static std::string formatRetaliation(const DamageEstimation & estimation, bool m
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"vcmi.battleWindow.damageRetaliation.damageKills";
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"vcmi.battleWindow.damageRetaliation.damageKills";
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std::string prefixTextID = mayBeKilled ?
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std::string prefixTextID = mayBeKilled ?
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"vcmi.battleWindow.damageRetaliation.will" :
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"vcmi.battleWindow.damageRetaliation.may" :
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"vcmi.battleWindow.damageRetaliation.may";
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"vcmi.battleWindow.damageRetaliation.will";
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return CGI->generaltexth->translate(prefixTextID) + formatAttack(estimation, "", baseTextID, 0);
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return CGI->generaltexth->translate(prefixTextID) + formatAttack(estimation, "", baseTextID, 0);
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}
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}
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@ -517,14 +517,7 @@ std::string BattleActionsController::actionGetStatusMessage(PossiblePlayerBattle
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DamageEstimation estimation = owner.getBattle()->battleEstimateDamage(shooter, targetStack, shooter->getPosition(), &retaliation);
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DamageEstimation estimation = owner.getBattle()->battleEstimateDamage(shooter, targetStack, shooter->getPosition(), &retaliation);
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estimation.kills.max = std::min<int64_t>(estimation.kills.max, targetStack->getCount());
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estimation.kills.max = std::min<int64_t>(estimation.kills.max, targetStack->getCount());
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estimation.kills.min = std::min<int64_t>(estimation.kills.min, targetStack->getCount());
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estimation.kills.min = std::min<int64_t>(estimation.kills.min, targetStack->getCount());
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bool enemyMayBeKilled = estimation.kills.max == targetStack->getCount();
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return formatRangedAttack(estimation, targetStack->getName(), shooter->shots.available());
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bool mayRetaliate = retaliation.damage.max > 0;
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// for ranged attacks only show retaliation info if retaliation actually happens - since most shooters don't retaliate
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if (mayRetaliate)
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return formatRangedAttack(estimation, targetStack->getName(), shooter->shots.available()) + "\n" + formatRetaliation(retaliation, enemyMayBeKilled);
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else
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return formatRangedAttack(estimation, targetStack->getName(), shooter->shots.available());
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}
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}
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case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE:
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case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE:
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