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Fixed initialization of heroes in taverns

This commit is contained in:
Ivan Savenko
2023-07-22 22:04:32 +03:00
parent 5aa2492a90
commit a619193e3c
2 changed files with 40 additions and 60 deletions

View File

@ -1390,18 +1390,7 @@ void HeroRecruited::applyGs(CGameState * gs) const
h->setOwner(player);
h->pos = tile;
bool fresh = !h->isInitialized();
if(fresh)
{ // this is a fresh hero who hasn't appeared yet
if (boatId >= 0) //Hero spawns on water
{
h->setMovementPoints(h->movementPointsLimit(false));
}
else
{
h->setMovementPoints(h->movementPointsLimit(true));
}
}
h->initObj(gs->getRandomGenerator());
if(h->id == ObjectInstanceID())
{
@ -1414,16 +1403,10 @@ void HeroRecruited::applyGs(CGameState * gs) const
gs->map->heroesOnMap.emplace_back(h);
p->heroes.emplace_back(h);
h->attachTo(*p);
if(fresh)
{
h->initObj(gs->getRandomGenerator());
}
gs->map->addBlockVisTiles(h);
if(t)
{
t->setVisitingHero(h);
}
}
void GiveHero::applyGs(CGameState * gs) const

View File

@ -255,6 +255,7 @@ CGHeroInstance::CGHeroInstance():
setNodeType(HERO);
ID = Obj::HERO;
secSkills.emplace_back(SecondarySkill::DEFAULT, -1);
blockVisit = true;
}
PlayerColor CGHeroInstance::getOwner() const
@ -364,8 +365,19 @@ void CGHeroInstance::initHero(CRandomGenerator & rand)
commander->giveStackExp (exp); //after our exp is set
}
if (mana < 0)
mana = manaLimit();
skillsInfo.rand.setSeed(rand.nextInt());
skillsInfo.resetMagicSchoolCounter();
skillsInfo.resetWisdomCounter();
//copy active (probably growing) bonuses from hero prototype to hero object
for(const std::shared_ptr<Bonus> & b : type->specialty)
addNewBonus(b);
//initialize bonuses
recreateSecondarySkillsBonuses();
movement = movementPointsLimit(true);
mana = manaLimit(); //after all bonuses are taken into account, make sure this line is the last one
}
void CGHeroInstance::initArmy(CRandomGenerator & rand, IArmyDescriptor * dst)
@ -533,15 +545,9 @@ void CGHeroInstance::SecondarySkillsInfo::resetWisdomCounter()
void CGHeroInstance::initObj(CRandomGenerator & rand)
{
blockVisit = true;
if(!type)
initHero(rand); //TODO: set up everything for prison before specialties are configured
skillsInfo.rand.setSeed(rand.nextInt());
skillsInfo.resetMagicSchoolCounter();
skillsInfo.resetWisdomCounter();
if (ID != Obj::PRISON)
{
auto terrain = cb->gameState()->getTile(visitablePos())->terType->getId();
@ -549,15 +555,6 @@ void CGHeroInstance::initObj(CRandomGenerator & rand)
if (customApp)
appearance = customApp;
}
//copy active (probably growing) bonuses from hero prototype to hero object
for(const std::shared_ptr<Bonus> & b : type->specialty)
addNewBonus(b);
//initialize bonuses
recreateSecondarySkillsBonuses();
mana = manaLimit(); //after all bonuses are taken into account, make sure this line is the last one
}
void CGHeroInstance::recreateSecondarySkillsBonuses()