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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-26 22:57:00 +02:00
This commit is contained in:
AlexVinS 2015-09-14 18:38:41 +03:00
parent e5b4b2341d
commit 466ddb37b3
4 changed files with 33 additions and 10 deletions

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@ -643,7 +643,7 @@ AttackPossibility AttackPossibility::evaluate(const BattleAttackInfo &AttackInfo
auto attacker = AttackInfo.attacker; auto attacker = AttackInfo.attacker;
auto enemy = AttackInfo.defender; auto enemy = AttackInfo.defender;
const int remainingCounterAttacks = getValOr(state.counterAttacksLeft, enemy, enemy->counterAttacks); const int remainingCounterAttacks = getValOr(state.counterAttacksLeft, enemy, enemy->counterAttacksRemaining());
const bool counterAttacksBlocked = attacker->hasBonusOfType(Bonus::BLOCKS_RETALIATION) || enemy->hasBonusOfType(Bonus::NO_RETALIATION); const bool counterAttacksBlocked = attacker->hasBonusOfType(Bonus::BLOCKS_RETALIATION) || enemy->hasBonusOfType(Bonus::NO_RETALIATION);
const int totalAttacks = 1 + AttackInfo.attackerBonuses->getBonuses(Selector::type(Bonus::ADDITIONAL_ATTACK), (Selector::effectRange (Bonus::NO_LIMIT).Or(Selector::effectRange(Bonus::ONLY_MELEE_FIGHT))))->totalValue(); const int totalAttacks = 1 + AttackInfo.attackerBonuses->getBonuses(Selector::type(Bonus::ADDITIONAL_ATTACK), (Selector::effectRange (Bonus::NO_LIMIT).Or(Selector::effectRange(Bonus::ONLY_MELEE_FIGHT))))->totalValue();

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@ -763,7 +763,7 @@ CGHeroInstance * BattleInfo::battleGetFightingHero(ui8 side) const
CStack::CStack(const CStackInstance *Base, PlayerColor O, int I, bool AO, SlotID S) CStack::CStack(const CStackInstance *Base, PlayerColor O, int I, bool AO, SlotID S)
: base(Base), ID(I), owner(O), slot(S), attackerOwned(AO), : base(Base), ID(I), owner(O), slot(S), attackerOwned(AO),
counterAttacks(1) counterAttacksPerformed(0),counterAttacksTotalCache(0)
{ {
assert(base); assert(base);
type = base->type; type = base->type;
@ -776,7 +776,7 @@ CStack::CStack()
setNodeType(STACK_BATTLE); setNodeType(STACK_BATTLE);
} }
CStack::CStack(const CStackBasicDescriptor *stack, PlayerColor O, int I, bool AO, SlotID S) CStack::CStack(const CStackBasicDescriptor *stack, PlayerColor O, int I, bool AO, SlotID S)
: base(nullptr), ID(I), owner(O), slot(S), attackerOwned(AO), counterAttacks(1) : base(nullptr), ID(I), owner(O), slot(S), attackerOwned(AO), counterAttacksPerformed(0)
{ {
type = stack->type; type = stack->type;
count = baseAmount = stack->count; count = baseAmount = stack->count;
@ -794,7 +794,8 @@ void CStack::init()
slot = SlotID(255); slot = SlotID(255);
attackerOwned = false; attackerOwned = false;
position = BattleHex(); position = BattleHex();
counterAttacks = -1; counterAttacksPerformed = 0;
counterAttacksTotalCache = 0;
} }
void CStack::postInit() void CStack::postInit()
@ -804,7 +805,8 @@ void CStack::postInit()
firstHPleft = MaxHealth(); firstHPleft = MaxHealth();
shots = getCreature()->valOfBonuses(Bonus::SHOTS); shots = getCreature()->valOfBonuses(Bonus::SHOTS);
counterAttacks = 1 + valOfBonuses(Bonus::ADDITIONAL_RETALIATION); counterAttacksPerformed = 0;
counterAttacksTotalCache = 0;
casts = valOfBonuses(Bonus::CASTS); casts = valOfBonuses(Bonus::CASTS);
resurrected = 0; resurrected = 0;
} }
@ -1129,12 +1131,25 @@ bool CStack::isMeleeAttackPossible(const CStack * attacker, const CStack * defen
bool CStack::ableToRetaliate() const //FIXME: crash after clone is killed bool CStack::ableToRetaliate() const //FIXME: crash after clone is killed
{ {
return alive() return alive()
&& (counterAttacks > 0 || hasBonusOfType(Bonus::UNLIMITED_RETALIATIONS)) && (counterAttacksPerformed < counterAttacksTotal() || hasBonusOfType(Bonus::UNLIMITED_RETALIATIONS))
&& !hasBonusOfType(Bonus::SIEGE_WEAPON) && !hasBonusOfType(Bonus::SIEGE_WEAPON)
&& !hasBonusOfType(Bonus::HYPNOTIZED) && !hasBonusOfType(Bonus::HYPNOTIZED)
&& !hasBonusOfType(Bonus::NO_RETALIATION); && !hasBonusOfType(Bonus::NO_RETALIATION);
} }
ui8 CStack::counterAttacksTotal() const
{
//after dispell bonus should remain during current round
ui8 val = 1 + valOfBonuses(Bonus::ADDITIONAL_RETALIATION);
vstd::amax(counterAttacksTotalCache, val);
return counterAttacksTotalCache;
}
si8 CStack::counterAttacksRemaining() const
{
return counterAttacksTotal() - counterAttacksPerformed;
}
std::string CStack::getName() const std::string CStack::getName() const
{ {
return (count > 1) ? type->namePl : type->nameSing; //War machines can't use base return (count > 1) ? type->namePl : type->nameSing; //War machines can't use base

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@ -171,7 +171,10 @@ public:
SlotID slot; //slot - position in garrison (may be 255 for neutrals/called creatures) SlotID slot; //slot - position in garrison (may be 255 for neutrals/called creatures)
bool attackerOwned; //if true, this stack is owned by attakcer (this one from left hand side of battle) bool attackerOwned; //if true, this stack is owned by attakcer (this one from left hand side of battle)
BattleHex position; //position on battlefield; -2 - keep, -3 - lower tower, -4 - upper tower BattleHex position; //position on battlefield; -2 - keep, -3 - lower tower, -4 - upper tower
ui8 counterAttacks; //how many counter attacks can be performed more in this turn (by default set at the beginning of the round to 1) ///how many times this stack has been counterattacked this round
ui8 counterAttacksPerformed;
///cached total count of counterattacks; should be cleared each round;do not serialize
mutable ui8 counterAttacksTotalCache;
si16 shots; //how many shots left si16 shots; //how many shots left
ui8 casts; //how many casts left ui8 casts; //how many casts left
TQuantity resurrected; // these units will be taken back after battle is over TQuantity resurrected; // these units will be taken back after battle is over
@ -191,6 +194,10 @@ public:
std::string getName() const; //plural or singular std::string getName() const; //plural or singular
bool willMove(int turn = 0) const; //if stack has remaining move this turn bool willMove(int turn = 0) const; //if stack has remaining move this turn
bool ableToRetaliate() const; //if stack can retaliate after attacked bool ableToRetaliate() const; //if stack can retaliate after attacked
///how many times this stack can counterattack in one round
ui8 counterAttacksTotal() const;
///how many times this stack can counterattack in one round more
si8 counterAttacksRemaining() const;
bool moved(int turn = 0) const; //if stack was already moved this turn bool moved(int turn = 0) const; //if stack was already moved this turn
bool waited(int turn = 0) const; bool waited(int turn = 0) const;
bool canMove(int turn = 0) const; //if stack can move bool canMove(int turn = 0) const; //if stack can move
@ -231,7 +238,7 @@ public:
assert(isIndependentNode()); assert(isIndependentNode());
h & static_cast<CBonusSystemNode&>(*this); h & static_cast<CBonusSystemNode&>(*this);
h & static_cast<CStackBasicDescriptor&>(*this); h & static_cast<CStackBasicDescriptor&>(*this);
h & ID & baseAmount & firstHPleft & owner & slot & attackerOwned & position & state & counterAttacks h & ID & baseAmount & firstHPleft & owner & slot & attackerOwned & position & state & counterAttacksPerformed
& shots & casts & count & resurrected; & shots & casts & count & resurrected;
const CArmedInstance *army = (base ? base->armyObj : nullptr); const CArmedInstance *army = (base ? base->armyObj : nullptr);

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@ -1095,7 +1095,8 @@ DLL_LINKAGE void BattleNextRound::applyGs( CGameState *gs )
s->state -= EBattleStackState::HAD_MORALE; s->state -= EBattleStackState::HAD_MORALE;
s->state -= EBattleStackState::FEAR; s->state -= EBattleStackState::FEAR;
s->state -= EBattleStackState::DRAINED_MANA; s->state -= EBattleStackState::DRAINED_MANA;
s->counterAttacks = 1 + s->valOfBonuses(Bonus::ADDITIONAL_RETALIATION); s->counterAttacksPerformed = 0;
s->counterAttacksTotalCache = 0;
// new turn effects // new turn effects
s->battleTurnPassed(); s->battleTurnPassed();
} }
@ -1255,7 +1256,7 @@ DLL_LINKAGE void BattleAttack::applyGs( CGameState *gs )
{ {
CStack *attacker = gs->curB->getStack(stackAttacking); CStack *attacker = gs->curB->getStack(stackAttacking);
if(counter()) if(counter())
attacker->counterAttacks--; attacker->counterAttacksPerformed++;
if(shot()) if(shot())
{ {