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synced 2025-01-12 02:28:11 +02:00
Rename DEAD_CLONE -> GHOST, as this will be possible for any stack
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d2a5e64542
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@ -110,9 +110,9 @@ struct DLL_LINKAGE BattleInfo : public CBonusSystemNode, public CBattleInfoCallb
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CStack * getStackT(BattleHex tileID, bool onlyAlive = true);
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CStack * getStack(int stackID, bool onlyAlive = true);
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using CBattleInfoEssentials::battleGetArmyObject;
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CArmedInstance * battleGetArmyObject(ui8 side) const;
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CArmedInstance * battleGetArmyObject(ui8 side) const;
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using CBattleInfoEssentials::battleGetFightingHero;
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CGHeroInstance * battleGetFightingHero(ui8 side) const;
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CGHeroInstance * battleGetFightingHero(ui8 side) const;
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const CStack * getNextStack() const; //which stack will have turn after current one
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//void getStackQueue(std::vector<const CStack *> &out, int howMany, int turn = 0, int lastMoved = -1) const; //returns stack in order of their movement action
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@ -247,7 +247,7 @@ public:
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int getEffectValue(const CSpell * spell) const override;
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const PlayerColor getOwner() const override;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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assert(isIndependentNode());
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@ -288,9 +288,9 @@ public:
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{
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return vstd::contains(state,EBattleStackState::ALIVE);
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}
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bool idDeadClone() const //determines if stack is alive
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bool isGhost() const //determines if stack was removed
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{
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return vstd::contains(state,EBattleStackState::DEAD_CLONE);
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return vstd::contains(state,EBattleStackState::GHOST);
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}
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bool isValidTarget(bool allowDead = false) const; //alive non-turret stacks (can be attacked or be object of magic effect)
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};
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@ -471,7 +471,7 @@ namespace EBattleStackState
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{
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ALIVE = 180,
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SUMMONED, CLONED,
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DEAD_CLONE,
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GHOST, //stack was removed from battlefield
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HAD_MORALE,
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WAITING,
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MOVED,
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@ -1312,7 +1312,7 @@ DLL_LINKAGE void BattleStackAttacked::applyGs( CGameState *gs )
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{
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//remove clone as well
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CStack * clone = gs->curB->getStack(at->cloneID);
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clone->state.insert(EBattleStackState::DEAD_CLONE);
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clone->state.insert(EBattleStackState::GHOST);
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at->cloneID = -1;
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}
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}
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@ -1329,7 +1329,7 @@ DLL_LINKAGE void BattleStackAttacked::applyGs( CGameState *gs )
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if (cloneKilled())
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{
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//"hide" killed creatures instead so we keep info about it
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at->state.insert(EBattleStackState::DEAD_CLONE);
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at->state.insert(EBattleStackState::GHOST);
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for(CStack * s : gs->curB->stacks)
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{
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@ -1340,7 +1340,7 @@ DLL_LINKAGE void BattleStackAttacked::applyGs( CGameState *gs )
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//killed summoned creature should be removed like clone
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if(killed() && vstd::contains(at->state, EBattleStackState::SUMMONED))
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at->state.insert(EBattleStackState::DEAD_CLONE);
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at->state.insert(EBattleStackState::GHOST);
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}
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DLL_LINKAGE void BattleAttack::applyGs( CGameState *gs )
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@ -5610,7 +5610,7 @@ void CGameHandler::runBattle()
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std::set <const CStack*> stacksToRemove;
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for (auto stack : curB.stacks)
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{
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if (stack->idDeadClone())
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if (stack->isGhost())
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stacksToRemove.insert(stack);
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}
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for (auto stack : stacksToRemove)
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