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mirror of https://github.com/vcmi/vcmi.git synced 2025-06-23 00:28:08 +02:00

added bonus type MANUAL_CONTROL

This commit is contained in:
Henning Koehler
2017-08-28 20:09:27 +12:00
parent 5091b117e2
commit 69a538a600
4 changed files with 34 additions and 6 deletions

View File

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