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Fix AI value handling for heroes

This commit is contained in:
Dydzio 2018-11-03 12:46:02 +01:00
parent 845f0fbf5c
commit 8ec558a2ae

View File

@ -3,6 +3,8 @@
#include "../../lib/GameConstants.h"
#include "../../lib/VCMI_Lib.h"
#include "../../lib/CCreatureHandler.h"
#include "../../lib/CHeroHandler.h"
#include "../../lib/mapObjects/CGHeroInstance.h"
#include "../../lib/mapObjects/CGTownInstance.h"
#include "../../lib/mapObjects/MiscObjects.h"
#include "../../lib/CRandomGenerator.h"
@ -56,6 +58,12 @@ boost::optional<int> MapObjectsEvaluator::getObjectValue(int primaryID, int seco
boost::optional<int> MapObjectsEvaluator::getObjectValue(const CGObjectInstance * obj) const
{
if(obj->ID == Obj::HERO)
{
//special case handling: in-game heroes have hero ID as object subID, but when reading configs available hero object subID's are hero classes
auto hero = dynamic_cast<const CGHeroInstance*>(obj);
return getObjectValue(obj->ID, hero->type->heroClass->id);
}
if(obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4)
{
auto dwelling = dynamic_cast<const CGDwelling *>(obj);