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made tactics skill configurable

This commit is contained in:
Henning Koehler 2017-08-26 01:43:20 +12:00
parent 3cc84e5975
commit 91fac7755a
2 changed files with 15 additions and 16 deletions

View File

@ -207,28 +207,29 @@ const std::shared_ptr<Bonus> CSkillHandler::defaultBonus(SecondarySkill skill, i
Bonus::ValueType valueType = Bonus::BASE_NUMBER;
int bonusVal = level;
static const int archery_bonus[] = { 10, 25, 50 };
switch (skill)
{
case SecondarySkill::ARCHERY:
bonusVal = 5 + 5 * level * level; break;
case SecondarySkill::LOGISTICS:
bonusVal = 10 * level; break;
case SecondarySkill::DIPLOMACY:
bonusType = Bonus::SURRENDER_DISCOUNT;
bonusVal = 20 * level; break;
case SecondarySkill::NAVIGATION:
bonusVal = 50 * level; break;
case SecondarySkill::LEADERSHIP:
bonusType = Bonus::MORALE; break;
case SecondarySkill::LUCK:
bonusType = Bonus::LUCK; break;
case SecondarySkill::DIPLOMACY:
bonusType = Bonus::SURRENDER_DISCOUNT;
bonusVal = 20 * level; break;
case SecondarySkill::ARCHERY:
bonusVal = archery_bonus[level-1]; break;
case SecondarySkill::LOGISTICS:
bonusVal = 10 * level; break;
case SecondarySkill::NAVIGATION:
bonusVal = 50 * level; break;
case SecondarySkill::MYSTICISM:
bonusVal = level; break;
case SecondarySkill::EAGLE_EYE:
bonusVal = 30 + 10 * level; break;
case SecondarySkill::NECROMANCY:
bonusVal = 10 * level; break;
case SecondarySkill::ESTATES:
bonusVal = 125 << (level-1); break;
case SecondarySkill::TACTICS:
bonusVal = 1 + 2 * level; break;
case SecondarySkill::LEARNING:
bonusVal = 5 * level; break;
case SecondarySkill::OFFENCE:
@ -243,8 +244,6 @@ const std::shared_ptr<Bonus> CSkillHandler::defaultBonus(SecondarySkill skill, i
bonusVal = 5 << (level-1); break;
case SecondarySkill::FIRST_AID:
bonusVal = 25 + 25 * level; break;
case SecondarySkill::ESTATES:
bonusVal = 125 << (level-1); break;
default:
valueType = Bonus::INDEPENDENT_MIN; break;
}

View File

@ -601,14 +601,14 @@ BattleInfo * BattleInfo::setupBattle(int3 tile, ETerrainType terrain, BFieldType
for(int i = 0; i < ARRAY_COUNT(tacticLvls); i++)
{
if(heroes[i])
tacticLvls[i] += heroes[i]->getSecSkillLevel(SecondarySkill::TACTICS);
tacticLvls[i] += heroes[i]->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::TACTICS));
}
int tacticsSkillDiff = tacticLvls[0] - tacticLvls[1];
if(tacticsSkillDiff && isTacticsAllowed)
{
curB->tacticsSide = tacticsSkillDiff < 0;
curB->tacticDistance = std::abs(tacticsSkillDiff)*2 + 1;
curB->tacticDistance = std::abs(tacticsSkillDiff);
}
else
curB->tacticDistance = 0;