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https://github.com/vcmi/vcmi.git
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commit
b0bd7bdb56
@ -76,7 +76,7 @@ CLobbyScreen::CLobbyScreen(ESelectionScreen screenType)
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card->iconDifficulty->addCallback(std::bind(&IServerAPI::setDifficulty, CSH, _1));
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buttonStart = std::make_shared<CButton>(Point(411, 535), AnimationPath::builtin("SCNRBEG.DEF"), CGI->generaltexth->zelp[103], std::bind(&CLobbyScreen::startScenario, this, true), EShortcut::LOBBY_BEGIN_GAME);
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buttonStart = std::make_shared<CButton>(Point(411, 535), AnimationPath::builtin("SCNRBEG.DEF"), CGI->generaltexth->zelp[103], std::bind(&CLobbyScreen::startScenario, this, false), EShortcut::LOBBY_BEGIN_GAME);
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initLobby();
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break;
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}
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@ -84,7 +84,7 @@ CLobbyScreen::CLobbyScreen(ESelectionScreen screenType)
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{
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tabOpt = std::make_shared<OptionsTab>();
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tabTurnOptions = std::make_shared<TurnOptionsTab>();
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buttonStart = std::make_shared<CButton>(Point(411, 535), AnimationPath::builtin("SCNRLOD.DEF"), CGI->generaltexth->zelp[103], std::bind(&CLobbyScreen::startScenario, this, true), EShortcut::LOBBY_LOAD_GAME);
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buttonStart = std::make_shared<CButton>(Point(411, 535), AnimationPath::builtin("SCNRLOD.DEF"), CGI->generaltexth->zelp[103], std::bind(&CLobbyScreen::startScenario, this, false), EShortcut::LOBBY_LOAD_GAME);
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initLobby();
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break;
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}
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@ -959,7 +959,7 @@ void OptionsTab::PlayerOptionsEntry::updateName() {
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void OptionsTab::onSetPlayerClicked(const PlayerSettings & ps) const
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{
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if(ps.isControlledByAI() || humanPlayers > 0)
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if(ps.isControlledByAI() || humanPlayers > 1)
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CSH->setPlayer(ps.color);
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}
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@ -255,7 +255,7 @@
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},
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"quickCombat" : {
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"type" : "boolean",
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"default" : true
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"default" : false
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},
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"objectAnimation" : {
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"type" : "boolean",
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@ -371,7 +371,7 @@ si32 BattleField::decode(const std::string & identifier)
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std::string BattleField::encode(const si32 index)
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{
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return VLC->spells()->getByIndex(index)->getJsonKey();
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return VLC->battlefields()->getByIndex(index)->getJsonKey();
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}
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std::string SpellID::entityType()
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@ -50,6 +50,7 @@ namespace GameConstants
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constexpr int CREATURES_COUNT = 197;
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constexpr ui32 BASE_MOVEMENT_COST = 100; //default cost for non-diagonal movement
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constexpr int64_t PLAYER_RESOURCES_CAP = 1000 * 1000 * 1000;
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}
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VCMI_LIB_NAMESPACE_END
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@ -329,7 +329,6 @@ void CGHeroInstance::initHero(CRandomGenerator & rand)
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if(!getArt(ArtifactPosition::SPELLBOOK) && type->haveSpellBook)
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{
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auto artifact = ArtifactUtils::createNewArtifactInstance(ArtifactID::SPELLBOOK);
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cb->gameState()->map->addNewArtifactInstance(artifact);
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putArtifact(ArtifactPosition::SPELLBOOK, artifact);
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}
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}
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@ -339,7 +338,6 @@ void CGHeroInstance::initHero(CRandomGenerator & rand)
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if(!getArt(ArtifactPosition::MACH4))
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{
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auto artifact = ArtifactUtils::createNewArtifactInstance(ArtifactID::CATAPULT);
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cb->gameState()->map->addNewArtifactInstance(artifact);
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putArtifact(ArtifactPosition::MACH4, artifact); //everyone has a catapult
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}
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@ -458,7 +456,6 @@ void CGHeroInstance::initArmy(CRandomGenerator & rand, IArmyDescriptor * dst)
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if(!getArt(slot))
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{
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auto artifact = ArtifactUtils::createNewArtifactInstance(aid);
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cb->gameState()->map->addNewArtifactInstance(artifact);
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putArtifact(slot, artifact);
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}
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else
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@ -797,6 +797,7 @@ void SetResources::applyGs(CGameState * gs) const
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gs->getPlayerState(player)->resources = res;
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else
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gs->getPlayerState(player)->resources += res;
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gs->getPlayerState(player)->resources.amin(GameConstants::PLAYER_RESOURCES_CAP);
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//just ensure that player resources are not negative
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//server is responsible to check if player can afford deal
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@ -2022,6 +2023,7 @@ void NewTurn::applyGs(CGameState *gs)
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{
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assert(re.first.isValidPlayer());
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gs->getPlayerState(re.first)->resources = re.second;
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gs->getPlayerState(re.first)->resources.amin(GameConstants::PLAYER_RESOURCES_CAP);
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}
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for(const auto & creatureSet : cres) //set available creatures in towns
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