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Added constant for BATTLE_SHOOTING_RANGE_DISTANCE
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@ -56,7 +56,8 @@ namespace GameConstants
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constexpr int HERO_GOLD_COST = 2500;
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constexpr int SPELLBOOK_GOLD_COST = 500;
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constexpr int SKILL_GOLD_COST = 2000;
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constexpr int BATTLE_PENALTY_DISTANCE = 10; //if the distance is > than this, then shooting stack has distance penalty
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constexpr int BATTLE_SHOOTING_PENALTY_DISTANCE = 10; //if the distance is > than this, then shooting stack has distance penalty
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constexpr int BATTLE_SHOOTING_RANGE_DISTANCE = std::numeric_limits<uint8_t>::max(); // used when shooting stack has no shooting range limit
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constexpr int ARMY_SIZE = 7;
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constexpr int SKILL_PER_HERO = 8;
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constexpr ui32 HERO_HIGH_LEVEL = 10; // affects primary skill upgrade order
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@ -1456,7 +1456,7 @@ bool CBattleInfoCallback::battleHasDistancePenalty(const IBonusBearer * shooter,
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if(const auto * target = battleGetUnitByPos(destHex, true))
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{
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//If any hex of target creature is within range, there is no penalty
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int range = GameConstants::BATTLE_PENALTY_DISTANCE;
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int range = GameConstants::BATTLE_SHOOTING_PENALTY_DISTANCE;
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auto bonus = shooter->getBonus(Selector::type()(BonusType::LIMITED_SHOOTING_RANGE));
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if(bonus != nullptr && bonus->additionalInfo != CAddInfo::NONE)
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@ -1467,7 +1467,7 @@ bool CBattleInfoCallback::battleHasDistancePenalty(const IBonusBearer * shooter,
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}
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else
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{
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if(BattleHex::getDistance(shooterPosition, destHex) <= GameConstants::BATTLE_PENALTY_DISTANCE)
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if(BattleHex::getDistance(shooterPosition, destHex) <= GameConstants::BATTLE_SHOOTING_PENALTY_DISTANCE)
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return false;
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}
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@ -596,7 +596,7 @@ uint8_t CUnitState::getRangedFullDamageDistance() const
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if(!isShooter())
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return 0;
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uint8_t rangedFullDamageDistance = GameConstants::BATTLE_PENALTY_DISTANCE;
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uint8_t rangedFullDamageDistance = GameConstants::BATTLE_SHOOTING_PENALTY_DISTANCE;
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// overwrite full ranged damage distance with the value set in Additional info field of LIMITED_SHOOTING_RANGE bonus
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if(this->hasBonus(Selector::type()(BonusType::LIMITED_SHOOTING_RANGE)))
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@ -614,7 +614,7 @@ uint8_t CUnitState::getSootingRangeDistance() const
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if(!isShooter())
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return 0;
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uint8_t shootingRangeDistance = 255; // no range limit for shooters
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uint8_t shootingRangeDistance = GameConstants::BATTLE_SHOOTING_RANGE_DISTANCE;
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// overwrite full ranged damage distance with the value set in Additional info field of LIMITED_SHOOTING_RANGE bonus
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if(this->hasBonus(Selector::type()(BonusType::LIMITED_SHOOTING_RANGE)))
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