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Just remove hardcoded targetting for DEATH_RIPPLE & DESTROY_UNDED.

It will now affect all creatures (massive, non smart). Immunities are handled separately.
This commit is contained in:
AlexVinS 2014-05-18 12:41:24 +04:00
parent 1431fcedf7
commit 6bf4140145

View File

@ -2033,20 +2033,7 @@ std::set<const CStack*> CBattleInfoCallback::getAffectedCreatures(const CSpell *
const CSpell::TargetInfo ti = spell->getTargetInfo(skillLevel);
//TODO: more generic solution for mass spells
if(spell->id == SpellID::DEATH_RIPPLE || spell->id == SpellID::DESTROY_UNDEAD )
{
for(const CStack *stack : battleGetAllStacks())
{
if((spell->id == SpellID::DEATH_RIPPLE && !stack->getCreature()->isUndead()) //death ripple
|| (spell->id == SpellID::DESTROY_UNDEAD && stack->getCreature()->isUndead()) //destroy undead
)
{
if(stack->isValidTarget())
attackedCres.insert(stack);
}
}
}
else if (spell->id == SpellID::CHAIN_LIGHTNING)
if (spell->id == SpellID::CHAIN_LIGHTNING)
{
std::set<BattleHex> possibleHexes;
for (auto stack : battleGetAllStacks())