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TurnInfo: store all bonuses and use TileInfo for everything
Currently this going to break ONE_WEEK bonuses because those don't work with CWillLastDays selector.
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@@ -134,7 +134,6 @@ public:
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ui32 getLowestCreatureSpeed() const;
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int3 getPosition(bool h3m = false) const; //h3m=true - returns position of hero object; h3m=false - returns position of hero 'manifestation'
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si32 manaRegain() const; //how many points of mana can hero regain "naturally" in one day
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const Bonus * getBonusAtTurn(const Bonus::BonusType &type, const int &turn = 0, const TBonusSubtype &subType = -1) const;
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int getCurrentLuck(int stack=-1, bool town=false) const;
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int getSpellCost(const CSpell *sp) const; //do not use during battles -> bonuses from army would be ignored
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@@ -161,8 +160,8 @@ public:
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void setSecSkillLevel(SecondarySkill which, int val, bool abs);// abs == 0 - changes by value; 1 - sets to value
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void levelUp(std::vector<SecondarySkill> skills);
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int maxMovePoints(bool onLand) const;
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int movementPointsAfterEmbark(int MPsBefore, int basicCost, bool disembark = false) const;
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int maxMovePoints(bool onLand, const TurnInfo * ti = nullptr) const;
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int movementPointsAfterEmbark(int MPsBefore, int basicCost, bool disembark = false, const TurnInfo * ti = nullptr) const;
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static int3 convertPosition(int3 src, bool toh3m); //toh3m=true: manifest->h3m; toh3m=false: h3m->manifest
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double getFightingStrength() const; // takes attack / defense skill into account
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