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mirror of https://github.com/vcmi/vcmi.git synced 2025-01-18 03:21:27 +02:00

Make any hex shooting possibility configurable

This commit is contained in:
Dydzio 2024-09-22 16:58:15 +02:00
parent 1a2d349267
commit bf9a9283a4
4 changed files with 8 additions and 0 deletions

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@ -335,6 +335,8 @@
"defensePointDamageFactorCap": 0.7,
// If set to true, double-wide creatures will trigger obstacle effect when moving one tile forward or backwards
"oneHexTriggersObstacles": false,
// Allow area shooters with SPELL_LIKE_ATTACK bonus such as liches or magogs to target empty hexes
"areaShotCanTargetEmptyHex" : false,
// Positions of units on start of the combat
// If battle does not defines specific configuration, 'default' configuration will be used

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@ -40,6 +40,7 @@ const std::vector<GameSettings::SettingOption> GameSettings::settingProperties =
{EGameSettings::BANKS_SHOW_GUARDS_COMPOSITION, "banks", "showGuardsComposition" },
{EGameSettings::BONUSES_GLOBAL, "bonuses", "global" },
{EGameSettings::BONUSES_PER_HERO, "bonuses", "perHero" },
{EGameSettings::COMBAT_AREA_SHOT_CAN_TARGET_EMPTY_HEX, "combat", "areaShotCanTargetEmptyHex" },
{EGameSettings::COMBAT_ATTACK_POINT_DAMAGE_FACTOR, "combat", "attackPointDamageFactor" },
{EGameSettings::COMBAT_ATTACK_POINT_DAMAGE_FACTOR_CAP, "combat", "attackPointDamageFactorCap" },
{EGameSettings::COMBAT_BAD_LUCK_DICE, "combat", "badLuckDice" },

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@ -18,6 +18,7 @@ enum class EGameSettings
BANKS_SHOW_GUARDS_COMPOSITION,
BONUSES_GLOBAL,
BONUSES_PER_HERO,
COMBAT_AREA_SHOT_CAN_TARGET_EMPTY_HEX,
COMBAT_ATTACK_POINT_DAMAGE_FACTOR,
COMBAT_ATTACK_POINT_DAMAGE_FACTOR_CAP,
COMBAT_BAD_LUCK_DICE,

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@ -17,6 +17,7 @@
#include "BattleInfo.h"
#include "CObstacleInstance.h"
#include "DamageCalculator.h"
#include "IGameSettings.h"
#include "PossiblePlayerBattleAction.h"
#include "../entities/building/TownFortifications.h"
#include "../spells/ObstacleCasterProxy.h"
@ -729,6 +730,9 @@ bool CBattleInfoCallback::battleCanTargetEmptyHex(const battle::Unit * attacker)
{
RETURN_IF_NOT_BATTLE(false);
if(!VLC->engineSettings()->getBoolean(EGameSettings::COMBAT_AREA_SHOT_CAN_TARGET_EMPTY_HEX))
return false;
if(attacker->hasBonusOfType(BonusType::SPELL_LIKE_ATTACK))
{
auto bonus = attacker->getBonus(Selector::type()(BonusType::SPELL_LIKE_ATTACK));