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* new spells:
- precision - slayer * refactoring
This commit is contained in:
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8c6c0df45e
commit
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@ -476,7 +476,7 @@ void CBattleLogic::MakeStatistics(int currentCreatureId)
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CGHeroInstance *attackerHero = (m_side)? m_hero1 : m_hero2;
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CGHeroInstance *attackerHero = (m_side)? m_hero1 : m_hero2;
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CGHeroInstance *defendingHero = (m_side)? m_hero2 : m_hero1;
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CGHeroInstance *defendingHero = (m_side)? m_hero2 : m_hero1;
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int attackDefenseBonus = currentStack->creature->attack + (attackerHero ? attackerHero->getPrimSkillLevel(0) : 0) - (st->creature->defence + (defendingHero ? defendingHero->getPrimSkillLevel(1) : 0));
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int attackDefenseBonus = currentStack->Attack() - st->Defense();
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float damageFactor = 1.0f;
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float damageFactor = 1.0f;
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if(attackDefenseBonus < 0) //decreasing dmg
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if(attackDefenseBonus < 0) //decreasing dmg
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{
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{
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158
CGameState.cpp
158
CGameState.cpp
@ -445,10 +445,8 @@ std::pair< std::vector<int>, int > BattleInfo::getPath(int start, int dest, bool
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CStack::CStack(CCreature * C, int A, int O, int I, bool AO, int S)
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CStack::CStack(CCreature * C, int A, int O, int I, bool AO, int S)
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:ID(I), creature(C), amount(A), baseAmount(A), firstHPleft(C->hitPoints), owner(O), slot(S), attackerOwned(AO), position(-1),
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:ID(I), creature(C), amount(A), baseAmount(A), firstHPleft(C->hitPoints), owner(O), slot(S), attackerOwned(AO), position(-1),
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counterAttacks(1), shots(C->shots), state(), effects()
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counterAttacks(1), shots(C->shots), state(), effects(), speed(creature->speed), abilities(C->abilities), attack(C->attack), defense(C->defence)
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{
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{
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speed = creature->speed;
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abilities = C->abilities;
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state.insert(ALIVE);
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state.insert(ALIVE);
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}
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}
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@ -529,6 +527,54 @@ si8 CStack::Luck() const
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return ret;
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return ret;
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}
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}
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si32 CStack::Attack() const
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{
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si32 ret = attack; //value to be returned
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if(getEffect(56)) //frenzy for attacker
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{
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ret += (VLC->spellh->spells[56].powers[getEffect(56)->level]/100.0) * defense;
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}
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if(getEffect(48)) //attacker's prayer handling
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{
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ret += VLC->spellh->spells[48].powers[getEffect(48)->level];
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}
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if(getEffect(45)) //weakness handling
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{
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ret -= VLC->spellh->spells[45].powers[getEffect(45)->level];
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}
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return ret;
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}
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si32 CStack::Defense() const
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{
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si32 ret = defense;
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if(getEffect(56)) //frenzy for defender
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{
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return 0;
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}
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if(getEffect(48)) //defender's prayer handling
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{
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ret += VLC->spellh->spells[48].powers[getEffect(48)->level];
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}
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if(getEffect(47)) //defender's disrupting ray handling
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{
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int howMany = howManyEffectsSet(47);
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ret -= VLC->spellh->spells[47].powers[getEffect(47)->level] * howMany;
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}
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if(getEffect(46)) //stone skin handling
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{
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ret += VLC->spellh->spells[46].powers[getEffect(46)->level];
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}
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return ret;
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}
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bool CStack::willMove()
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bool CStack::willMove()
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{
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{
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return !vstd::contains(state,DEFENDING)
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return !vstd::contains(state,DEFENDING)
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@ -1699,48 +1745,74 @@ bool CGameState::checkForVisitableDir(const int3 & src, const int3 & dst) const
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int BattleInfo::calculateDmg(const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting)
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int BattleInfo::calculateDmg(const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting)
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{
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{
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int attackerAttackBonus = attacker->creature->attack + (attackerHero ? attackerHero->getPrimSkillLevel(0) : 0),
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int attackDefenseBonus = attacker->Attack() - defender->Defense(),
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defenderDefenseBonus = defender->creature->defence + (defendingHero ? defendingHero->getPrimSkillLevel(1) : 0),
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attackDefenseBonus = 0,
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minDmg = attacker->creature->damageMin * attacker->amount,
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minDmg = attacker->creature->damageMin * attacker->amount,
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maxDmg = attacker->creature->damageMax * attacker->amount;
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maxDmg = attacker->creature->damageMax * attacker->amount;
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//calculating total attack/defense skills modifier
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//calculating total attack/defense skills modifier
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if(attacker->getEffect(56)) //frenzy for attacker
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{
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attackerAttackBonus += (VLC->spellh->spells[56].powers[attacker->getEffect(56)->level]/100.0) *(attacker->creature->defence + (attackerHero ? attackerHero->getPrimSkillLevel(1) : 0));
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}
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if(defender->getEffect(56)) //frenzy for defender
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{
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defenderDefenseBonus = 0;
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}
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attackDefenseBonus = attackerAttackBonus - defenderDefenseBonus;
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if(defender->getEffect(48)) //defender's prayer handling
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{
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attackDefenseBonus -= VLC->spellh->spells[48].powers[defender->getEffect(48)->level];
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}
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if(attacker->getEffect(48)) //attacker's prayer handling
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{
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attackDefenseBonus += VLC->spellh->spells[48].powers[attacker->getEffect(48)->level];
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}
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if(defender->getEffect(47)) //defender's disrupting ray handling
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{
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int howMany = defender->howManyEffectsSet(47);
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attackDefenseBonus += VLC->spellh->spells[47].powers[attacker->getEffect(47)->level] * howMany;
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}
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if(defender->getEffect(46)) //stone skin handling
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{
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attackDefenseBonus -= VLC->spellh->spells[46].powers[defender->getEffect(46)->level];
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}
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if(attacker->getEffect(45)) //weakness handling
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{
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attackDefenseBonus -= VLC->spellh->spells[45].powers[attacker->getEffect(45)->level];
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}
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if(!shooting && attacker->getEffect(43)) //bloodlust handling
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if(!shooting && attacker->getEffect(43)) //bloodlust handling
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{
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{
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attackDefenseBonus += VLC->spellh->spells[43].powers[attacker->getEffect(43)->level];
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attackDefenseBonus += VLC->spellh->spells[43].powers[attacker->getEffect(43)->level];
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}
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}
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if(shooting && attacker->getEffect(44)) //precision handling
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{
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attackDefenseBonus += VLC->spellh->spells[44].powers[attacker->getEffect(44)->level];
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}
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if(attacker->getEffect(55)) //slayer handling
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{
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std::vector<int> affectedIds;
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switch(attacker->getEffect(55)->level)
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{
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case 3: //expert
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{
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affectedIds.push_back(40); //giant
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affectedIds.push_back(41); //titan
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affectedIds.push_back(152); //lord of thunder
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} //continue adding ...
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case 2: //advanced
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{
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affectedIds.push_back(12); //angel
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affectedIds.push_back(13); //archangel
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affectedIds.push_back(54); //devil
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affectedIds.push_back(55); //arch devil
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affectedIds.push_back(150); //supreme archangel
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affectedIds.push_back(153); //antichrist
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} //continue adding ...
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case 0: case 1: //none and basic
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{
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affectedIds.push_back(26); //green dragon
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affectedIds.push_back(27); //gold dragon
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affectedIds.push_back(82); //red dragon
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affectedIds.push_back(83); //black dragon
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affectedIds.push_back(96); //behemot
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affectedIds.push_back(97); //ancient behemot
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affectedIds.push_back(110); //hydra
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affectedIds.push_back(111); //chaos hydra
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affectedIds.push_back(132); //azure dragon
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affectedIds.push_back(133); //crystal dragon
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affectedIds.push_back(134); //faerie dragon
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affectedIds.push_back(135); //rust dragon
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affectedIds.push_back(151); //diamond dragon
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affectedIds.push_back(154); //blood dragon
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affectedIds.push_back(155); //darkness dragon
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affectedIds.push_back(156); //ghost behemot
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affectedIds.push_back(157); //hell hydra
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break;
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}
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}
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for(int g=0; g<affectedIds.size(); ++g)
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{
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if(defender->creature->idNumber == affectedIds[g])
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{
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attackDefenseBonus += VLC->spellh->spells[55].powers[attacker->getEffect(55)->level];
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break;
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}
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}
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}
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float dmgBonusMultiplier = 1.0f;
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float dmgBonusMultiplier = 1.0f;
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//bonus from attack/defense skills
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//bonus from attack/defense skills
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@ -1819,26 +1891,18 @@ int BattleInfo::calculateDmg(const CStack* attacker, const CStack* defender, con
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//handling spell effects
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//handling spell effects
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if(!shooting && defender->getEffect(27)) //shield
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if(!shooting && defender->getEffect(27)) //shield
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{
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{
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if(defender->getEffect(27)->level<=1) //none or basic
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dmgBonusMultiplier *= float(VLC->spellh->spells[27].powers[attacker->getEffect(27)->level]) / 100.0f;
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dmgBonusMultiplier *= 0.85f;
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else //adv or expert
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dmgBonusMultiplier *= 0.7f;
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}
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}
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else if(shooting && defender->getEffect(28)) //air shield
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else if(shooting && defender->getEffect(28)) //air shield
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{
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{
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if(defender->getEffect(28)->level<=1) //none or basic
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dmgBonusMultiplier *= float(VLC->spellh->spells[28].powers[attacker->getEffect(28)->level]) / 100.0f;
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dmgBonusMultiplier *= 0.75f;
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else //adv or expert
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dmgBonusMultiplier *= 0.5f;
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}
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}
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if(attacker->getEffect(42)) //curse handling (partial, the rest is below)
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if(attacker->getEffect(42)) //curse handling (partial, the rest is below)
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{
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{
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if(attacker->getEffect(42)->level>=2) //adv or expert
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dmgBonusMultiplier *= 0.8f * float(VLC->spellh->spells[42].powers[attacker->getEffect(42)->level]); //the second factor is 1 or 0
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dmgBonusMultiplier *= 0.8f;
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}
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}
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minDmg *= dmgBonusMultiplier;
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minDmg *= dmgBonusMultiplier;
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maxDmg *= dmgBonusMultiplier;
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maxDmg *= dmgBonusMultiplier;
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20
CGameState.h
20
CGameState.h
@ -151,7 +151,9 @@ public:
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ui16 position; //position on battlefield
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ui16 position; //position on battlefield
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ui8 counterAttacks; //how many counter attacks can be performed more in this turn (by default set at the beginning of the round to 1)
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ui8 counterAttacks; //how many counter attacks can be performed more in this turn (by default set at the beginning of the round to 1)
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si16 shots; //how many shots left
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si16 shots; //how many shots left
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ui8 speed;
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ui8 speed; //speed of stack with hero bonus
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si32 attack; //attack of stack with hero bonus
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si32 defense; //defense of stack with hero bonus
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si8 morale, luck; //base stack luck/morale
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si8 morale, luck; //base stack luck/morale
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std::set<EAbilities> abilities;
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std::set<EAbilities> abilities;
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@ -168,14 +170,16 @@ public:
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};
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};
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std::vector<StackEffect> effects;
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std::vector<StackEffect> effects;
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CStack(CCreature * C, int A, int O, int I, bool AO, int S);
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CStack(CCreature * C, int A, int O, int I, bool AO, int S); //c-tor
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CStack() : ID(-1), creature(NULL), amount(-1), baseAmount(-1), firstHPleft(-1), owner(255), slot(255), attackerOwned(true), position(-1), counterAttacks(1), abilities(), state(), effects() {}
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CStack() : ID(-1), creature(NULL), amount(-1), baseAmount(-1), firstHPleft(-1), owner(255), slot(255), attackerOwned(true), position(-1), counterAttacks(1), abilities(), state(), effects() {} //c-tor
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const StackEffect * getEffect(ui16 id) const; //effect id (SP)
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const StackEffect * getEffect(ui16 id) const; //effect id (SP)
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ui8 howManyEffectsSet(ui16 id) const; //returns amount of effects with given id set for this stack
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ui8 howManyEffectsSet(ui16 id) const; //returns amount of effects with given id set for this stack
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bool willMove(); //if stack has remaining move this turn
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bool willMove(); //if stack has remaining move this turn
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ui32 Speed() const;
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ui32 Speed() const; //get speed of creature with all modificators
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si8 Morale() const;
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si8 Morale() const; //get morale of stack with all modificators
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si8 Luck() const;
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si8 Luck() const; //get luck of stack with all modificators
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si32 Attack() const; //get attack of stack with all modificators
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si32 Defense() const; //get defense of stack with all modificators
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template <typename Handler> void save(Handler &h, const int version)
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template <typename Handler> void save(Handler &h, const int version)
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{
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{
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h & creature->idNumber;
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h & creature->idNumber;
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@ -190,13 +194,13 @@ public:
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template <typename Handler> void serialize(Handler &h, const int version)
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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{
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h & ID & amount & baseAmount & firstHPleft & owner & slot & attackerOwned & position & state & counterAttacks
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h & ID & amount & baseAmount & firstHPleft & owner & slot & attackerOwned & position & state & counterAttacks
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& shots & morale & luck & speed;
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& shots & morale & luck & speed & attack & defense;
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if(h.saving)
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if(h.saving)
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save(h,version);
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save(h,version);
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else
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else
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load(h,version);
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load(h,version);
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}
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}
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bool alive() const
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bool alive() const //determines if stack is alive
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{
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{
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return vstd::contains(state,ALIVE);
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return vstd::contains(state,ALIVE);
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}
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}
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@ -44,7 +44,7 @@
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41 1 36 0 0 0 X
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41 1 36 0 0 0 X
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42 -1 40 0 0 0 X
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42 -1 40 0 0 0 X
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43 1 4 0 0 0 X
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43 1 4 0 0 0 X
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44 1 -1 0 0 0 X
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44 1 25 0 0 0 X
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45 -1 56 0 0 0 X
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45 -1 56 0 0 0 X
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46 1 54 0 0 0 X
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46 1 54 0 0 0 X
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47 -1 14 0 0 0 X
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47 -1 14 0 0 0 X
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@ -55,7 +55,7 @@
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52 -1 48 0 0 0 X
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52 -1 48 0 0 0 X
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53 1 31 0 0 0 X
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53 1 31 0 0 0 X
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54 -1 19 0 0 0 X
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54 -1 19 0 0 0 X
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55 1 -1 0 0 0 0
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55 1 28 0 0 0 0
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56 1 17 0 0 0 0
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56 1 17 0 0 0 0
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57 -1 -1 0 0 0 0
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57 -1 -1 0 0 0 0
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58 1 -1 0 0 0 X
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58 1 -1 0 0 0 X
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@ -835,6 +835,8 @@ void CGameHandler::setupBattle( BattleInfo * curB, int3 tile, CCreatureSet &army
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//TODO: check if terrain is native, add bonuses for neutral stacks, bonuses from town
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//TODO: check if terrain is native, add bonuses for neutral stacks, bonuses from town
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stacks.back()->morale = hero1->getCurrentMorale(i->first,false);
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stacks.back()->morale = hero1->getCurrentMorale(i->first,false);
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stacks.back()->luck = hero1->getCurrentLuck(i->first,false);
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stacks.back()->luck = hero1->getCurrentLuck(i->first,false);
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stacks.back()->attack += hero1->getPrimSkillLevel(0);
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stacks.back()->defense += hero1->getPrimSkillLevel(1);
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}
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}
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else
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else
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{
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{
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@ -884,6 +886,8 @@ void CGameHandler::setupBattle( BattleInfo * curB, int3 tile, CCreatureSet &army
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stacks.back()->speed += hero2->valOfBonuses(HeroBonus::STACKS_SPEED);
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stacks.back()->speed += hero2->valOfBonuses(HeroBonus::STACKS_SPEED);
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stacks.back()->morale = hero2->getCurrentMorale(i->first,false);
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stacks.back()->morale = hero2->getCurrentMorale(i->first,false);
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stacks.back()->luck = hero2->getCurrentLuck(i->first,false);
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stacks.back()->luck = hero2->getCurrentLuck(i->first,false);
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stacks.back()->attack += hero2->getPrimSkillLevel(0);
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stacks.back()->defense += hero2->getPrimSkillLevel(1);
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}
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}
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else
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else
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{
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{
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@ -2455,6 +2459,7 @@ bool CGameHandler::makeCustomAction( BattleAction &ba )
|
|||||||
case 41: //bless
|
case 41: //bless
|
||||||
case 42: //curse
|
case 42: //curse
|
||||||
case 43: //bloodlust
|
case 43: //bloodlust
|
||||||
|
case 44: //precision
|
||||||
case 45: //weakness
|
case 45: //weakness
|
||||||
case 46: //stone skin
|
case 46: //stone skin
|
||||||
case 47: //disrupting ray
|
case 47: //disrupting ray
|
||||||
@ -2465,6 +2470,7 @@ bool CGameHandler::makeCustomAction( BattleAction &ba )
|
|||||||
case 52: //misfortune
|
case 52: //misfortune
|
||||||
case 53: //haste
|
case 53: //haste
|
||||||
case 54: //slow
|
case 54: //slow
|
||||||
|
case 55: //slayer
|
||||||
case 61: //forgetfulness
|
case 61: //forgetfulness
|
||||||
{
|
{
|
||||||
SetStackEffect sse;
|
SetStackEffect sse;
|
||||||
|
Loading…
Reference in New Issue
Block a user