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mirror of https://github.com/vcmi/vcmi.git synced 2025-11-23 22:37:55 +02:00

Fix handling of upgrades of upgrades for necromancy

Game will now recognize upgrades of upgrades for Necromancy purposes -
if hero has such units in his army, Necromancy can target them with same
2/3 efficiency like direct upgrades
This commit is contained in:
Ivan Savenko
2025-05-27 18:46:11 +03:00
parent f9e88557ca
commit bad46571c0

View File

@@ -990,13 +990,13 @@ CStackBasicDescriptor CGHeroInstance::calculateNecromancy (const BattleResult &b
const ui8 necromancyLevel = valOfBonuses(BonusType::IMPROVED_NECROMANCY);
vstd::amin(necromancySkill, 1.0); //it's impossible to raise more creatures than all...
const std::map<CreatureID,si32> &casualties = battleResult.casualties[CBattleInfoEssentials::otherSide(battleResult.winner)];
if(casualties.empty())
return CStackBasicDescriptor();
if(casualties.empty())
return CStackBasicDescriptor();
// figure out what to raise - pick strongest creature meeting requirements
CreatureID creatureTypeRaised = CreatureID::NONE; //now we always have IMPROVED_NECROMANCY, no need for hardcode
int requiredCasualtyLevel = 1;
TConstBonusListPtr improvedNecromancy = getBonusesOfType(BonusType::IMPROVED_NECROMANCY);
if(!improvedNecromancy->empty())
if(!improvedNecromancy->empty())
{
int maxCasualtyLevel = 1;
for(const auto & casualty : casualties)
@@ -1033,11 +1033,11 @@ CStackBasicDescriptor CGHeroInstance::calculateNecromancy (const BattleResult &b
// raise upgraded creature (at 2/3 rate) if no space available otherwise
if(getSlotFor(creatureTypeRaised) == SlotID())
{
for(const CreatureID & upgraded : creatureTypeRaised.toCreature()->upgrades)
for (const auto & slot : Slots())
{
if(getSlotFor(upgraded) != SlotID())
if (creatureTypeRaised.toCreature()->isMyDirectOrIndirectUpgrade(slot.second->getCreature()))
{
creatureTypeRaised = upgraded;
creatureTypeRaised = slot.second->getCreatureID();
necromancySkill *= 2/3.0;
break;
}
@@ -1060,12 +1060,6 @@ CStackBasicDescriptor CGHeroInstance::calculateNecromancy (const BattleResult &b
return CStackBasicDescriptor();
}
/*
int3 CGHeroInstance::getSightCenter() const
{
return getPosition(false);
}*/
int CGHeroInstance::getSightRadius() const
{
return valOfBonuses(BonusType::SIGHT_RADIUS); // scouting gives SIGHT_RADIUS bonus