mirror of
https://github.com/vcmi/vcmi.git
synced 2025-07-01 00:45:26 +02:00
- removed lib headers from PCH
- fixed #1062 - correct terrain penalty check
This commit is contained in:
@ -526,8 +526,6 @@ static int lowestSpeed(const CGHeroInstance * chi)
|
||||
|
||||
ui32 CGHeroInstance::getTileCost(const TerrainTile &dest, const TerrainTile &from) const
|
||||
{
|
||||
//TODO: check if all creatures are on its native terrain and change cost appropriately
|
||||
|
||||
//base move cost
|
||||
unsigned ret = 100;
|
||||
|
||||
@ -553,30 +551,30 @@ ui32 CGHeroInstance::getTileCost(const TerrainTile &dest, const TerrainTile &fro
|
||||
}
|
||||
else
|
||||
{
|
||||
assert(vstd::contains(VLC->townh->factions, type->heroType / 2));
|
||||
if (VLC->townh->factions[type->heroType / 2].nativeTerrain != from.tertype) //non-native terrain
|
||||
ret = VLC->heroh->terrCosts[from.tertype];
|
||||
//FIXME: in H3 presence of Nomad in army will remove terrain penalty for sand. Bonus not implemented in VCMI
|
||||
|
||||
ret = std::max(ret - 25*unsigned(getSecSkillLevel(CGHeroInstance::PATHFINDING)), 100u); //reduce 25% of terrain penalty for each pathfinding level
|
||||
}
|
||||
// NOTE: in H3 neutral stacks will ignore terrain penalty only if placed as topmost stack(s) in hero army.
|
||||
// This is clearly bug in H3 however intended behaviour is not clear.
|
||||
// Current VCMI behaviour will ignore neutrals in calculations so army in VCMI
|
||||
// will always have best penalty without any influence from player-defined stacks order
|
||||
|
||||
bool nativeArmy = true;
|
||||
BOOST_FOREACH(auto stack, stacks)
|
||||
{
|
||||
int nativeTerrain = VLC->townh->factions[stack.second->type->faction].nativeTerrain;
|
||||
|
||||
if (nativeTerrain != -1 && nativeTerrain != from.tertype)
|
||||
{
|
||||
nativeArmy = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (!nativeArmy)
|
||||
ret = VLC->heroh->terrCosts[from.tertype];
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
#if 0
|
||||
// Unused and buggy method.
|
||||
// - for loop is wrong. will not find all creatures. must use iterator instead.
|
||||
// - -> is the slot number. use second->first for creature index
|
||||
// Is lowestSpeed() the correct equivalent ?
|
||||
ui32 CGHeroInstance::getLowestCreatureSpeed() const
|
||||
{
|
||||
ui32 sl = 100;
|
||||
for(size_t h=0; h < stacksCount(); ++h)
|
||||
{
|
||||
if(VLC->creh->creatures[Slots().find(h)->first]->speed<sl)
|
||||
sl = VLC->creh->creatures[Slots().find(h)->first]->speed;
|
||||
}
|
||||
return sl;
|
||||
}
|
||||
#endif
|
||||
|
||||
int3 CGHeroInstance::convertPosition(int3 src, bool toh3m) //toh3m=true: manifest->h3m; toh3m=false: h3m->manifest
|
||||
{
|
||||
if (toh3m)
|
||||
@ -646,14 +644,17 @@ void CGHeroInstance::setSecSkillLevel(SecondarySkill which, int val, bool abs)
|
||||
|
||||
int CGHeroInstance::maxMovePoints(bool onLand) const
|
||||
{
|
||||
int base = -1;
|
||||
int base;
|
||||
|
||||
if(onLand)
|
||||
{
|
||||
static const int moveForSpeed[] = { 1500, 1560, 1630, 1700, 1760, 1830, 1900, 1960, 2000 }; //first element for 3 and lower; last for 11 and more
|
||||
int index = lowestSpeed(this) - 3;
|
||||
vstd::amin(index, ARRAY_COUNT(moveForSpeed)-1);
|
||||
vstd::amax(index, 0);
|
||||
base = moveForSpeed[index];
|
||||
// used function is f(x) = 66.6x + 1300, rounded to second digit, where x is lowest speed in army
|
||||
static const int baseSpeed = 1300; // base speed from creature with 0 speed
|
||||
|
||||
int armySpeed = lowestSpeed(this) * 20 / 3;
|
||||
|
||||
base = armySpeed * 10 + baseSpeed; // separate *10 is intentional to receive same rounding as in h3
|
||||
vstd::abetween(base, 1500, 2000); // base speed is limited by these values
|
||||
}
|
||||
else
|
||||
{
|
||||
@ -674,32 +675,6 @@ int CGHeroInstance::maxMovePoints(bool onLand) const
|
||||
return int(base + base*modifier) + bonus;
|
||||
}
|
||||
|
||||
// int CGHeroInstance::getSpellSecLevel(int spell) const
|
||||
// {
|
||||
// int bestslvl = 0;
|
||||
// if(VLC->spellh->spells[spell].air)
|
||||
// if(getSecSkillLevel(15) >= bestslvl)
|
||||
// {
|
||||
// bestslvl = getSecSkillLevel(15);
|
||||
// }
|
||||
// if(VLC->spellh->spells[spell].fire)
|
||||
// if(getSecSkillLevel(14) >= bestslvl)
|
||||
// {
|
||||
// bestslvl = getSecSkillLevel(14);
|
||||
// }
|
||||
// if(VLC->spellh->spells[spell].water)
|
||||
// if(getSecSkillLevel(16) >= bestslvl)
|
||||
// {
|
||||
// bestslvl = getSecSkillLevel(16);
|
||||
// }
|
||||
// if(VLC->spellh->spells[spell].earth)
|
||||
// if(getSecSkillLevel(17) >= bestslvl)
|
||||
// {
|
||||
// bestslvl = getSecSkillLevel(17);
|
||||
// }
|
||||
// return bestslvl;
|
||||
// }
|
||||
|
||||
CGHeroInstance::CGHeroInstance()
|
||||
: IBoatGenerator(this)
|
||||
{
|
||||
|
Reference in New Issue
Block a user