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Merge pull request #178 from vmarkovtsev/issue/2406

Fix 2406 reset potentially available heroes
This commit is contained in:
ArseniyShestakov 2016-01-30 14:51:54 +03:00
commit b0d9b8bf63
4 changed files with 54 additions and 5 deletions

View File

@ -1057,6 +1057,23 @@ DLL_LINKAGE void NewTurn::applyGs( CGameState *gs )
for(NewTurn::Hero h : heroes) //give mana/movement point
{
CGHeroInstance *hero = gs->getHero(h.id);
if(!hero)
{
// retreated or surrendered hero who has not been reset yet
for(auto& hp : gs->hpool.heroesPool)
{
if(hp.second->id == h.id)
{
hero = hp.second;
break;
}
}
}
if(!hero)
{
logGlobal->errorStream() << "Hero " << h.id << " not found in NewTurn::applyGs";
continue;
}
hero->movement = h.move;
hero->mana = h.mana;
}

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@ -1080,6 +1080,20 @@ si32 CGHeroInstance::manaRegain() const
return 1 + valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, 8) + valOfBonuses(Bonus::MANA_REGENERATION); //1 + Mysticism level
}
si32 CGHeroInstance::getManaNewTurn() const
{
if(visitedTown && visitedTown->hasBuilt(BuildingID::MAGES_GUILD_1))
{
//if hero starts turn in town with mage guild - restore all mana
return std::max(mana, manaLimit());
}
si32 res = mana + manaRegain();
res = std::min(res, manaLimit());
res = std::max(res, mana);
res = std::max(res, 0);
return res;
}
// /**
// * Places an artifact in hero's backpack. If it's a big artifact equips it
// * or discards it if it cannot be equipped.

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@ -151,6 +151,7 @@ public:
ui32 getLowestCreatureSpeed() const;
int3 getPosition(bool h3m = false) const; //h3m=true - returns position of hero object; h3m=false - returns position of hero 'manifestation'
si32 manaRegain() const; //how many points of mana can hero regain "naturally" in one day
si32 getManaNewTurn() const; //calculate how much mana this hero is going to have the next day
int getCurrentLuck(int stack=-1, bool town=false) const;
int getSpellCost(const CSpell *sp) const; //do not use during battles -> bonuses from army would be ignored

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@ -1324,6 +1324,25 @@ void CGameHandler::newTurn()
std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->hpool.heroesPool;
for(auto& hp : pool)
{
auto hero = hp.second;
if(hero->isInitialized() && hero->stacks.size())
{
// reset retreated or surrendered heroes
auto maxmove = hero->maxMovePoints(true);
// if movement is greater than maxmove, we should decrease it
if(hero->movement != maxmove || hero->mana < hero->manaLimit())
{
NewTurn::Hero hth;
hth.id = hero->id;
hth.move = maxmove;
hth.mana = hero->getManaNewTurn();
n.heroes.insert(hth);
}
}
}
for (auto & elem : gs->players)
{
if(elem.first == PlayerColor::NEUTRAL)
@ -1351,7 +1370,9 @@ void CGameHandler::newTurn()
banned = h->type->heroClass;
}
else
{
sah.hid[j] = -1;
}
}
sendAndApply(&sah);
@ -1368,11 +1389,7 @@ void CGameHandler::newTurn()
hth.id = h->id;
// TODO: this code executed when bonuses of previous day not yet updated (this happen in NewTurn::applyGs). See issue 2356
hth.move = h->maxMovePoints(gs->map->getTile(h->getPosition(false)).terType != ETerrainType::WATER, new TurnInfo(h, 1));
if(h->visitedTown && h->visitedTown->hasBuilt(BuildingID::MAGES_GUILD_1)) //if hero starts turn in town with mage guild
hth.mana = std::max(h->mana, h->manaLimit()); //restore all mana
else
hth.mana = std::max((si32)(0), std::max(h->mana, std::min((si32)(h->mana + h->manaRegain()), h->manaLimit())));
hth.mana = h->getManaNewTurn();
n.heroes.insert(hth);