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Stack amount boxes visibility now follows H3 rules
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@@ -253,36 +253,25 @@ bool BattleStacksController::stackNeedsAmountBox(const CStack * stack) const
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currentActionTarget = target.at(0).hexValue;
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}
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if(stack->hasBonusOfType(Bonus::SIEGE_WEAPON) && stack->getCount() == 1) //do not show box for singular war machines, stacked war machines with box shown are supported as extension feature
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//do not show box for singular war machines, stacked war machines with box shown are supported as extension feature
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if(stack->hasBonusOfType(Bonus::SIEGE_WEAPON) && stack->getCount() == 1)
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return false;
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if(!stack->alive())
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return false;
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if(stack->getCount() == 0) //hide box when target is going to die anyway - do not display "0 creatures"
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//hide box when target is going to die anyway - do not display "0 creatures"
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if(stack->getCount() == 0)
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return false;
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for(auto anim : currentAnimations) //no matter what other conditions below are, hide box when creature is playing hit animation
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// if stack has any ongoing animation - hide the box
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for(auto anim : currentAnimations)
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{
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auto hitAnimation = dynamic_cast<DefenceAnimation*>(anim);
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if(hitAnimation && (hitAnimation->stack->ID == stack->ID))
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auto stackAnimation = dynamic_cast<BattleStackAnimation*>(anim);
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if(stackAnimation && (stackAnimation->stack->ID == stack->ID))
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return false;
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}
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if(owner.curInt->curAction)
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{
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if(owner.curInt->curAction->stackNumber == stack->ID) //stack is currently taking action (is not a target of another creature's action etc)
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{
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if(owner.curInt->curAction->actionType == EActionType::WALK || owner.curInt->curAction->actionType == EActionType::SHOOT) //hide when stack walks or shoots
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return false;
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else if(owner.curInt->curAction->actionType == EActionType::WALK_AND_ATTACK && currentActionTarget != stack->getPosition()) //when attacking, hide until walk phase finished
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return false;
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}
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if(owner.curInt->curAction->actionType == EActionType::SHOOT && currentActionTarget == stack->getPosition()) //hide if we are ranged attack target
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return false;
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}
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return true;
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}
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