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synced 2025-06-23 00:28:08 +02:00
added bonus type MANUAL_CONTROL
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@ -216,8 +216,10 @@ std::vector<std::shared_ptr<Bonus>> CSkillHandler::defaultBonus(SecondarySkill s
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std::vector<std::shared_ptr<Bonus>> result;
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// add bonus based on current values - useful for adding multiple bonuses easily
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auto addBonus = [=,&result](int bonusVal, Bonus::BonusType bonusType = Bonus::SECONDARY_SKILL_PREMY) {
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int subtype = (bonusType == Bonus::SECONDARY_SKILL_PREMY || bonusType == Bonus::SECONDARY_SKILL_VAL2) ? skill : 0;
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auto addBonus = [=,&result](int bonusVal, Bonus::BonusType bonusType = Bonus::SECONDARY_SKILL_PREMY, int subtype = 0)
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{
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if(bonusType == Bonus::SECONDARY_SKILL_PREMY || bonusType == Bonus::SECONDARY_SKILL_VAL2)
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subtype = skill;
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result.push_back(std::make_shared<Bonus>(Bonus::PERMANENT, bonusType, Bonus::SECONDARY_SKILL, bonusVal, skill, subtype, Bonus::BASE_NUMBER));
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};
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@ -239,6 +241,10 @@ std::vector<std::shared_ptr<Bonus>> CSkillHandler::defaultBonus(SecondarySkill s
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addBonus(level, Bonus::MORALE); break;
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case SecondarySkill::LUCK:
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addBonus(level, Bonus::LUCK); break;
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case SecondarySkill::BALLISTICS:
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addBonus(100, Bonus::MANUAL_CONTROL, CreatureID::CATAPULT);
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addBonus(level);
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break;
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case SecondarySkill::EAGLE_EYE:
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addBonus(30 + 10 * level);
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addBonus(1 + level, Bonus::SECONDARY_SKILL_VAL2);
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@ -257,9 +263,11 @@ std::vector<std::shared_ptr<Bonus>> CSkillHandler::defaultBonus(SecondarySkill s
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case SecondarySkill::TACTICS:
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addBonus(1 + 2 * level); break;
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case SecondarySkill::ARTILLERY:
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addBonus(25 + 25 * level); break;
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addBonus(100, Bonus::MANUAL_CONTROL, CreatureID::BALLISTA);
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addBonus(25 + 25 * level);
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if(level > 1) // extra attack
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addBonus(1, Bonus::SECONDARY_SKILL_VAL2);
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break;
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case SecondarySkill::LEARNING:
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addBonus(5 * level); break;
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case SecondarySkill::OFFENCE:
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@ -273,6 +281,7 @@ std::vector<std::shared_ptr<Bonus>> CSkillHandler::defaultBonus(SecondarySkill s
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case SecondarySkill::RESISTANCE:
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addBonus(5 << (level-1)); break;
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case SecondarySkill::FIRST_AID:
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addBonus(100, Bonus::MANUAL_CONTROL, CreatureID::FIRST_AID_TENT);
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addBonus(25 + 25 * level); break;
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default:
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addBonus(level); break;
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