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vcmi: remove estates bonus

Now it is handled by GENERATE_RESOURCE::GOLD.
This commit is contained in:
Konstantin
2023-02-18 21:08:27 +03:00
parent c64d05c419
commit 300a8a15ba
5 changed files with 6 additions and 9 deletions

View File

@@ -584,7 +584,6 @@ void CKingdomInterface::generateMinesList(const std::vector<const CGObjectInstan
std::vector<const CGHeroInstance*> heroes = LOCPLINT->cb->getHeroesInfo(true); std::vector<const CGHeroInstance*> heroes = LOCPLINT->cb->getHeroesInfo(true);
for(auto & heroe : heroes) for(auto & heroe : heroes)
{ {
totalIncome += heroe->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ESTATES));
totalIncome += heroe->valOfBonuses(Selector::typeSubtype(Bonus::GENERATE_RESOURCE, Res::GOLD)); totalIncome += heroe->valOfBonuses(Selector::typeSubtype(Bonus::GENERATE_RESOURCE, Res::GOLD));
} }

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@@ -86,11 +86,12 @@
"specialty" : { "specialty" : {
"bonuses" : { "bonuses" : {
"estates" : { "estates" : {
"subtype" : "skill.estates", "subtype" : "resource.gold",
"type" : "SECONDARY_SKILL_PREMY", "type" : "GENERATE_RESOURCE",
"updater" : "TIMES_HERO_LEVEL", "updater" : "TIMES_HERO_LEVEL",
"val" : 5, "val" : 5,
"valueType" : "PERCENT_TO_BASE" "valueType" : "PERCENT_TO_TARGET_TYPE",
"targetSourceType" : "SECONDARY_SKILL"
} }
} }
} }

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@@ -373,8 +373,8 @@
"base" : { "base" : {
"effects" : { "effects" : {
"main" : { "main" : {
"subtype" : "skill.estates", "subtype" : "resource.gold",
"type" : "SECONDARY_SKILL_PREMY", "type" : "GENERATE_RESOURCE",
"valueType" : "BASE_NUMBER" "valueType" : "BASE_NUMBER"
} }
} }

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@@ -2564,7 +2564,6 @@ struct statsHLP
//Heroes can produce gold as well - skill, specialty or arts //Heroes can produce gold as well - skill, specialty or arts
for(auto & h : ps->heroes) for(auto & h : ps->heroes)
{ {
totalIncome += h->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ESTATES));
totalIncome += h->valOfBonuses(Selector::typeSubtype(Bonus::GENERATE_RESOURCE, Res::GOLD)); totalIncome += h->valOfBonuses(Selector::typeSubtype(Bonus::GENERATE_RESOURCE, Res::GOLD));
if(!heroOrTown) if(!heroOrTown)

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@@ -1937,8 +1937,6 @@ void CGameHandler::newTurn()
if (!firstTurn) //not first day if (!firstTurn) //not first day
{ {
n.res[elem.first][Res::GOLD] += h->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ESTATES)); //estates
for (int k = 0; k < GameConstants::RESOURCE_QUANTITY; k++) for (int k = 0; k < GameConstants::RESOURCE_QUANTITY; k++)
{ {
n.res[elem.first][k] += h->valOfBonuses(Bonus::GENERATE_RESOURCE, k); n.res[elem.first][k] += h->valOfBonuses(Bonus::GENERATE_RESOURCE, k);