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Unit stack rebalancing rework
- CStackInstance::count is now private with accessor methods - CStackInstance::experience renamed to totalExperience and now stores total stack experience (multiplied by stack size) to reduce rounding errors - CStackInstance::totalExperience is now private with accessors methods - stack experience is now automatically reallocated on stack management - Removed buggy BulkSmartRebalanceStacks pack, that mostly duplicates BulkRebalanceStacks - Renamed BulkSmartSplitStack to BulkSplitAndRebalanceStack to drop unclear "smart" in name - Reworked split-and-rebalance logic to correctly reallocate stack experience
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@ -1304,7 +1304,7 @@ bool CGameState::checkForVictory(const PlayerColor & player, const EventConditio
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{
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for(const auto & elem : ai->Slots()) //iterate through army
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if(elem.second->getId() == condition.objectType.as<CreatureID>()) //it's searched creature
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total += elem.second->count;
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total += elem.second->getCount();
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}
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}
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return total >= condition.value;
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