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UnitState has getRangedFullDamageDistance()

This commit is contained in:
krs
2023-05-17 22:03:33 +03:00
parent c562ce9c06
commit b8ad5b41f3
3 changed files with 22 additions and 12 deletions

View File

@@ -591,6 +591,24 @@ int32_t CUnitState::getInitiative(int turn) const
return valOfBonuses(Selector::type()(BonusType::STACKS_SPEED).And(Selector::turns(turn)));
}
uint8_t CUnitState::getRangedFullDamageDistance() const
{
if(!isShooter())
return 0;
uint8_t rangedFullDamageDistance = GameConstants::BATTLE_PENALTY_DISTANCE;
// overwrite full ranged damage distance with the value set in Additional info field of LIMITED_SHOOTING_RANGE bonus
if(this->hasBonus(Selector::type()(BonusType::LIMITED_SHOOTING_RANGE)))
{
auto bonus = this->getBonus(Selector::type()(BonusType::LIMITED_SHOOTING_RANGE));
if(bonus != nullptr && bonus->additionalInfo != CAddInfo::NONE)
rangedFullDamageDistance = bonus->additionalInfo[0];
}
return rangedFullDamageDistance;
}
bool CUnitState::canMove(int turn) const
{
return alive() && !hasBonus(Selector::type()(BonusType::NOT_ACTIVE).And(Selector::turns(turn))); //eg. Ammo Cart or blinded creature