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added bonus type MANUAL_CONTROL
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5091b117e2
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@ -343,6 +343,12 @@
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"type" : "SECONDARY_SKILL_PREMY",
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"val" : 1,
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"valueType" : "BASE_NUMBER"
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},
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{
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"subtype" : "creature.catapult",
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"type" : "MANUAL_CONTROL",
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"val" : 100,
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"valueType" : "BASE_NUMBER"
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}
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]
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},
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@ -711,6 +717,12 @@
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"type" : "SECONDARY_SKILL_PREMY",
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"val" : 50,
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"valueType" : "BASE_NUMBER"
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},
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{
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"subtype" : "creature.ballista",
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"type" : "MANUAL_CONTROL",
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"val" : 100,
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"valueType" : "BASE_NUMBER"
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}
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]
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},
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@ -962,6 +974,12 @@
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"type" : "SECONDARY_SKILL_PREMY",
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"val" : 50,
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"valueType" : "BASE_NUMBER"
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},
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{
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"subtype" : "creature.firstAidTent",
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"type" : "MANUAL_CONTROL",
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"val" : 100,
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"valueType" : "BASE_NUMBER"
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}
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]
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},
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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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@ -236,6 +236,7 @@ private:
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BONUS_NAME(RANGED_RETALIATION) /*allows shooters to perform ranged retaliation*/\
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BONUS_NAME(BLOCKS_RANGED_RETALIATION) /*disallows ranged retaliation for shooter unit, BLOCKS_RETALIATION bonus is for melee retaliation only*/\
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BONUS_NAME(SECONDARY_SKILL_VAL2) /*for secondary skills that have multiple effects, like eagle eye (max level and chance)*/ \
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BONUS_NAME(MANUAL_CONTROL) /* manually control warmachine with id = subtype, chance = val */ \
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/* end of list */
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@ -5799,7 +5799,7 @@ void CGameHandler::runBattle()
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const CGHeroInstance * curOwner = battleGetOwnerHero(next);
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if ((next->position < 0 || next->getCreature()->idNumber == CreatureID::BALLISTA) //arrow turret or ballista
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&& (!curOwner || curOwner->getSecSkillLevel(SecondarySkill::ARTILLERY) == 0)) //hero has no artillery
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&& (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, CreatureID::BALLISTA)))
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{
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BattleAction attack;
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attack.actionType = Battle::SHOOT;
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@ -5829,7 +5829,7 @@ void CGameHandler::runBattle()
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continue;
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}
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if (!curOwner || curOwner->getSecSkillLevel(SecondarySkill::BALLISTICS) == 0)
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if (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, CreatureID::CATAPULT))
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{
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BattleAction attack;
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attack.destinationTile = *RandomGeneratorUtil::nextItem(attackableBattleHexes,
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@ -5857,7 +5857,7 @@ void CGameHandler::runBattle()
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continue;
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}
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if (!curOwner || curOwner->getSecSkillLevel(SecondarySkill::FIRST_AID) == 0) //no hero or hero has no first aid
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if (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, CreatureID::FIRST_AID_TENT))
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{
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RandomGeneratorUtil::randomShuffle(possibleStacks, getRandomGenerator());
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const CStack * toBeHealed = possibleStacks.front();
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