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- minor mechanics fixes, corrected handling of 2nd upgrades (like pirates from hota)
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ba646b1d41
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@ -1683,15 +1683,17 @@ UpgradeInfo CGameState::getUpgradeInfo(const CStackInstance &stack)
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}
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if(t)
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{
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BOOST_FOREACH(si32 bid, t->builtBuildings)
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BOOST_FOREACH(const CGTownInstance::TCreaturesSet::value_type & dwelling, t->creatures)
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{
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if( bid >= 37 && bid < 44 ) //upgraded creature dwelling
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if (vstd::contains(dwelling.second, base->idNumber)) //Dwelling with our creature
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{
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int nid = t->town->upgradedCreatures[bid-37]; //upgrade offered by that building
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if(vstd::contains(base->upgrades, nid)) //possible upgrade
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BOOST_FOREACH(ui32 upgrID, dwelling.second)
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{
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ret.newID.push_back(nid);
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ret.cost.push_back(VLC->creh->creatures[nid]->cost - base->cost);
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if(vstd::contains(base->upgrades, upgrID)) //possible upgrade
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{
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ret.newID.push_back(upgrID);
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ret.cost.push_back(VLC->creh->creatures[upgrID]->cost - base->cost);
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}
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}
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}
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}
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@ -1873,7 +1873,7 @@ GrowthInfo CGTownInstance::getGrowthInfo(int level) const
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if (!vstd::contains(builtBuildings, EBuilding::DWELL_FIRST+level))
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return ret; //no dwelling
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const CCreature *creature = VLC->creh->creatures[town->basicCreatures[level]];
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const CCreature *creature = VLC->creh->creatures[creatures[level].second.back()];
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const int base = creature->growth;
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int castleBonus = 0;
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@ -1896,7 +1896,7 @@ GrowthInfo CGTownInstance::getGrowthInfo(int level) const
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if(const PlayerState *p = cb->getPlayer(tempOwner, false))
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{
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BOOST_FOREACH(const CGDwelling *dwelling, p->dwellings)
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if(creature->idNumber == dwelling->creatures[0].second[0])
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if(vstd::contains(creatures[level].second, dwelling->creatures[0].second[0]))
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dwellingBonus++;
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}
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@ -433,8 +433,10 @@ public:
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class DLL_LINKAGE CGDwelling : public CArmedInstance
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{
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public:
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typedef std::vector<std::pair<ui32, std::vector<ui32> > > TCreaturesSet;
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CSpecObjInfo * info; //h3m info about dewlling
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std::vector<std::pair<ui32, std::vector<ui32> > > creatures; //creatures[level] -> <vector of alternative ids (base creature and upgrades, creatures amount>
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TCreaturesSet creatures; //creatures[level] -> <vector of alternative ids (base creature and upgrades, creatures amount>
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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@ -1020,7 +1020,7 @@ void CGameHandler::newTurn()
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if(t->creatureDwelling(k))//there is dwelling (k-level)
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{
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ui32 &availableCount = sac.creatures[k].first;
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const CCreature *cre = VLC->creh->creatures[t->creatureDwelling(k, true) ? t->town->upgradedCreatures[k] : t->town->basicCreatures[k]];
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const CCreature *cre = VLC->creh->creatures[t->creatures[k].second.back()];
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if (n.specialWeek == NewTurn::PLAGUE)
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availableCount = t->creatures[k].first / 2; //halve their number, no growth
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@ -1031,7 +1031,7 @@ void CGameHandler::newTurn()
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else
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availableCount += t->creatureGrowth(k);
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if(n.creatureid == cre->idNumber
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if( vstd::contains(t->creatures[k].second, n.creatureid)
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|| (n.specialWeek == NewTurn::DEITYOFFIRE && (cre->idNumber == 42 || cre->idNumber == 43)))
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{
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if(n.specialWeek == NewTurn::DOUBLE_GROWTH)
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@ -2182,6 +2182,9 @@ bool CGameHandler::buildStructure( si32 tid, si32 bid, bool force /*=false*/ )
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ssi.tid = tid;
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ssi.creatures = t->creatures;
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ssi.creatures[bid-37].second.push_back(t->town->upgradedCreatures[bid-37]);
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//Test for 2nd upgrade - add sharpshooters if grand elves dwelling was constructed
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//if (t->subID == 1 && bid == 39)
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// ssi.creatures[bid-37].second.push_back(137);
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sendAndApply(&ssi);
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}
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else if(bid >= 30) //bas. dwelling
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