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tweaks
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@ -138,7 +138,7 @@ static void giveExp(BattleResult &r)
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}
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}
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static void SummonGuardiansHelper(std::vector<BattleHex> & output, const BattleHex & targetPosition, bool targetIsAttacker, bool targetIsTwoHex) //return hexes for summoning two hex monsters in output, target = unit to guard
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static void summonGuardiansHelper(std::vector<BattleHex> & output, const BattleHex & targetPosition, bool targetIsAttacker, bool targetIsTwoHex) //return hexes for summoning two hex monsters in output, target = unit to guard
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{
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int x = targetPosition.getX();
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int y = targetPosition.getY();
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@ -1007,7 +1007,7 @@ void CGameHandler::applyBattleEffects(BattleAttack &bat, const CStack *att, cons
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bsa.healedStacks.push_back(shi);
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}
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}
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bat.bsa.push_back(bsa); //add this stack to the list of victims after drain life has been calculated
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bat.bsa.push_back(bsa); //add this stack to the list of victims after drain life has been calculated
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//fire shield handling
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if (!bat.shot() && !vstd::contains(def->state, EBattleStackState::CLONED) &&
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@ -5358,7 +5358,7 @@ void CGameHandler::handleAfterAttackCasting(const BattleAttack & bat)
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if (getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
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return;
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int bonusAdditionalInfo = attacker->getBonus(Selector::type(Bonus::TRANSMUTATION))->additionalInfo;
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if (defender->getCreature()->idNumber == bonusAdditionalInfo ||
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@ -5372,7 +5372,7 @@ void CGameHandler::handleAfterAttackCasting(const BattleAttack & bat)
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resurrectInfo.creID = (CreatureID)bonusAdditionalInfo;
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else
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resurrectInfo.creID = attacker->getCreature()->idNumber;
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if (attacker->hasBonusOfType((Bonus::TRANSMUTATION), 0))
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{
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resurrectInfo.amount = std::max((defender->count * defender->MaxHealth()) / resurrectInfo.creID.toCreature()->MaxHealth(), 1u);
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@ -5649,20 +5649,21 @@ void CGameHandler::runBattle()
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auto accessibility = getAccesibility();
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CreatureID creatureData = CreatureID(summonInfo->subtype);
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std::vector<BattleHex> targetHexes;
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bool targetIsBig = stack->getCreature()->isDoubleWide(); //target = creature to guard
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const bool targetIsBig = stack->getCreature()->isDoubleWide(); //target = creature to guard
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const bool guardianIsBig = creatureData.toCreature()->isDoubleWide();
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/*Chosen idea for two hex units was to cover all possible surrounding hexes of target unit with as small number of stacks as possible.
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For one-hex targets there are four guardians - front, back and one per side (up + down).
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Two-hex targets are wider and the difference is there are two guardians per side to cover 3 hexes + extra hex in the front
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Additionally, there are special cases for starting positions etc., where guardians would be outside of battlefield if spawned normally*/
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if (!creatureData.toCreature()->isDoubleWide())
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if (!guardianIsBig)
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targetHexes = stack->getSurroundingHexes();
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else
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SummonGuardiansHelper(targetHexes, stack->position, stack->attackerOwned, stack->getCreature()->isDoubleWide());
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summonGuardiansHelper(targetHexes, stack->position, stack->attackerOwned, targetIsBig);
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for (auto hex : targetHexes)
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{
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if (accessibility.accessible(hex, creatureData.toCreature()->isDoubleWide(), stack->attackerOwned)) //without this multiple creatures can occupy one hex
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if (accessibility.accessible(hex, guardianIsBig, stack->attackerOwned)) //without this multiple creatures can occupy one hex
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{
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BattleStackAdded newStack;
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newStack.amount = std::max(1, (int)(stack->count * 0.01 * summonInfo->val));
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