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Implement NO_TERRAIN_PENALTY bonus
Penalty of specified terrain type is ignored if hero have this bonus
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@ -368,6 +368,11 @@
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"icon": "zvs/Lib1.res/E_OBST"
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}
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},
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"NO_TERRAIN_PENALTY":
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{
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"hidden": true
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},
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"NON_LIVING":
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{
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@ -215,6 +215,7 @@ public:
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BONUS_NAME(ADDITIONAL_UNITS) /*val of units with id = subtype will be added to hero's army at the beginning of battle */\
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BONUS_NAME(SPOILS_OF_WAR) /*val * 10^-6 * gained exp resources of subtype will be given to hero after battle*/\
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BONUS_NAME(BLOCK)\
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BONUS_NAME(NO_TERRAIN_PENALTY) /* subtype - terrain type */\
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BONUS_NAME(DISGUISED) /* subtype - spell level */\
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BONUS_NAME(VISIONS) /* subtype - spell level */
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@ -83,8 +83,6 @@ ui32 CGHeroInstance::getTileCost(const TerrainTile &dest, const TerrainTile &fro
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}
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else
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{
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//FIXME: in H3 presence of Nomad in army will remove terrain penalty for sand. Bonus not implemented in VCMI
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// NOTE: in H3 neutral stacks will ignore terrain penalty only if placed as topmost stack(s) in hero army.
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// This is clearly bug in H3 however intended behaviour is not clear.
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// Current VCMI behaviour will ignore neutrals in calculations so army in VCMI
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@ -101,7 +99,7 @@ ui32 CGHeroInstance::getTileCost(const TerrainTile &dest, const TerrainTile &fro
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break;
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}
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}
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if (!nativeArmy)
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if(!nativeArmy && !hasBonusOfType(Bonus::NO_TERRAIN_PENALTY, from.terType))
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{
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ret = VLC->heroh->terrCosts[from.terType];
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ret-=getSecSkillLevel(SecondarySkill::PATHFINDING)*25;
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