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Merge pull request #2405 from vcmi/fix-2389
#1965 - treat dwelling defenders as neutrals
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commit
ae1aa816d3
@ -17,7 +17,18 @@ void SideInBattle::init(const CGHeroInstance * Hero, const CArmedInstance * Army
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{
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hero = Hero;
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armyObject = Army;
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color = armyObject->getOwner();
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switch(armyObject->ID)
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{
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case Obj::CREATURE_GENERATOR1:
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case Obj::CREATURE_GENERATOR2:
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case Obj::CREATURE_GENERATOR3:
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case Obj::CREATURE_GENERATOR4:
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color = PlayerColor::NEUTRAL;
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break;
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default:
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color = armyObject->getOwner();
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}
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if(color == PlayerColor::UNFLAGGABLE)
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color = PlayerColor::NEUTRAL;
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@ -107,6 +107,10 @@ int3 IBoatGenerator::bestLocation() const
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IBoatGenerator::EGeneratorState IBoatGenerator::shipyardStatus() const
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{
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int3 tile = bestLocation();
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if(!tile.valid())
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return TILE_BLOCKED; //no available water
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const TerrainTile *t = IObjectInterface::cb->getTile(tile);
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if(!t)
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return TILE_BLOCKED; //no available water
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@ -635,11 +635,9 @@ void CGameHandler::endBattleConfirm(const BattleInfo * battleInfo)
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return;
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}
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const CArmedInstance *bEndArmy1 = battleInfo->sides.at(0).armyObject;
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const CArmedInstance *bEndArmy2 = battleInfo->sides.at(1).armyObject;
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const BattleResult::EResult result = battleResult.get()->result;
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CasualtiesAfterBattle cab1(bEndArmy1, battleInfo), cab2(bEndArmy2, battleInfo); //calculate casualties before deleting battle
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CasualtiesAfterBattle cab1(battleInfo->sides.at(0), battleInfo), cab2(battleInfo->sides.at(1), battleInfo); //calculate casualties before deleting battle
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ChangeSpells cs; //for Eagle Eye
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if(!finishingBattle->isDraw() && finishingBattle->winnerHero)
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@ -816,8 +814,8 @@ void CGameHandler::endBattleConfirm(const BattleInfo * battleInfo)
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changePrimSkill(finishingBattle->winnerHero, PrimarySkill::EXPERIENCE, battleResult.data->exp[finishingBattle->winnerSide]);
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BattleResultAccepted raccepted;
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raccepted.heroResult[0].army = const_cast<CArmedInstance*>(bEndArmy1);
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raccepted.heroResult[1].army = const_cast<CArmedInstance*>(bEndArmy2);
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raccepted.heroResult[0].army = const_cast<CArmedInstance*>(battleInfo->sides.at(0).armyObject);
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raccepted.heroResult[1].army = const_cast<CArmedInstance*>(battleInfo->sides.at(1).armyObject);
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raccepted.heroResult[0].hero = const_cast<CGHeroInstance*>(battleInfo->sides.at(0).hero);
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raccepted.heroResult[1].hero = const_cast<CGHeroInstance*>(battleInfo->sides.at(1).hero);
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raccepted.heroResult[0].exp = battleResult.data->exp[0];
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@ -6684,14 +6682,12 @@ void CGameHandler::showInfoDialog(const std::string & msg, PlayerColor player)
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showInfoDialog(&iw);
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}
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CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance * _army, const BattleInfo * bat):
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army(_army)
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CasualtiesAfterBattle::CasualtiesAfterBattle(const SideInBattle & battleSide, const BattleInfo * bat):
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army(battleSide.armyObject)
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{
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heroWithDeadCommander = ObjectInstanceID();
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PlayerColor color = army->tempOwner;
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if(color == PlayerColor::UNFLAGGABLE)
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color = PlayerColor::NEUTRAL;
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PlayerColor color = battleSide.color;
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for(CStack * st : bat->stacks)
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{
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@ -23,6 +23,7 @@ VCMI_LIB_NAMESPACE_BEGIN
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class CGameState;
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struct StartInfo;
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struct BattleResult;
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struct SideInBattle;
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struct BattleAttack;
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struct BattleStackAttacked;
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struct CPack;
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@ -90,7 +91,7 @@ struct CasualtiesAfterBattle
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TSummoned summoned;
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ObjectInstanceID heroWithDeadCommander; //TODO: unify stack locations
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CasualtiesAfterBattle(const CArmedInstance * _army, const BattleInfo * bat);
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CasualtiesAfterBattle(const SideInBattle & battleSide, const BattleInfo * bat);
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void updateArmy(CGameHandler *gh);
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};
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