1
0
mirror of https://github.com/vcmi/vcmi.git synced 2025-11-29 23:07:48 +02:00

Cleanup terrain overlay bonuses, fixed CURSED_GROUND

This commit is contained in:
AlexVinS
2016-10-01 14:10:09 +03:00
parent b6368e23ab
commit c2a6c268c0
6 changed files with 25 additions and 67 deletions

View File

@@ -537,7 +537,11 @@ BattleInfo * BattleInfo::setupBattle( int3 tile, ETerrainType terrain, BFieldTyp
curB->addNewBonus(std::make_shared<Bonus>(Bonus::ONE_BATTLE, Bonus::LEVEL_SPELL_IMMUNITY, Bonus::OTHER,
0, -1, -1, Bonus::INDEPENDENT_MAX));
//giving terrain overalay premies
auto neutral = std::make_shared<CreatureAlignmentLimiter>(EAlignment::NEUTRAL);
auto good = std::make_shared<CreatureAlignmentLimiter>(EAlignment::GOOD);
auto evil = std::make_shared<CreatureAlignmentLimiter>(EAlignment::EVIL);
//giving terrain overlay premies
int bonusSubtype = -1;
switch(battlefieldType)
{
@@ -563,34 +567,31 @@ BattleInfo * BattleInfo::setupBattle( int3 tile, ETerrainType terrain, BFieldTyp
}
{ //common part for cases 9, 14, 15, 16, 17
curB->addNewBonus(std::make_shared<Bonus>(Bonus::ONE_BATTLE, Bonus::MAGIC_SCHOOL_SKILL, Bonus::TERRAIN_OVERLAY, 3, -1, "", bonusSubtype));
curB->addNewBonus(std::make_shared<Bonus>(Bonus::ONE_BATTLE, Bonus::MAGIC_SCHOOL_SKILL, Bonus::TERRAIN_OVERLAY, 3, battlefieldType, bonusSubtype));
break;
}
case BFieldType::HOLY_GROUND:
{
curB->addNewBonus(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, +1, Bonus::TERRAIN_OVERLAY)->addLimiter(std::make_shared<CreatureAlignmentLimiter>(EAlignment::GOOD)));
curB->addNewBonus(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, -1, Bonus::TERRAIN_OVERLAY)->addLimiter(std::make_shared<CreatureAlignmentLimiter>(EAlignment::EVIL)));
curB->addNewBonus(std::make_shared<Bonus>(Bonus::ONE_BATTLE, Bonus::MORALE, Bonus::TERRAIN_OVERLAY, +1, battlefieldType, 0)->addLimiter(good));
curB->addNewBonus(std::make_shared<Bonus>(Bonus::ONE_BATTLE, Bonus::MORALE, Bonus::TERRAIN_OVERLAY, -1, battlefieldType, 0)->addLimiter(evil));
break;
}
case BFieldType::CLOVER_FIELD:
{ //+2 luck bonus for neutral creatures
curB->addNewBonus(makeFeature(Bonus::LUCK, Bonus::ONE_BATTLE, 0, +2, Bonus::TERRAIN_OVERLAY)->addLimiter(std::make_shared<CreatureAlignmentLimiter>(EAlignment::NEUTRAL)));
curB->addNewBonus(std::make_shared<Bonus>(Bonus::ONE_BATTLE, Bonus::LUCK, Bonus::TERRAIN_OVERLAY, +2, battlefieldType, 0)->addLimiter(neutral));
break;
}
case BFieldType::EVIL_FOG:
{
curB->addNewBonus(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, -1, Bonus::TERRAIN_OVERLAY)->addLimiter(std::make_shared<CreatureAlignmentLimiter>(EAlignment::GOOD)));
curB->addNewBonus(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, +1, Bonus::TERRAIN_OVERLAY)->addLimiter(std::make_shared<CreatureAlignmentLimiter>(EAlignment::EVIL)));
curB->addNewBonus(std::make_shared<Bonus>(Bonus::ONE_BATTLE, Bonus::MORALE, Bonus::TERRAIN_OVERLAY, -1, battlefieldType, 0)->addLimiter(good));
curB->addNewBonus(std::make_shared<Bonus>(Bonus::ONE_BATTLE, Bonus::MORALE, Bonus::TERRAIN_OVERLAY, +1, battlefieldType, 0)->addLimiter(evil));
break;
}
case BFieldType::CURSED_GROUND:
{
curB->addNewBonus(makeFeature(Bonus::NO_MORALE, Bonus::ONE_BATTLE, 0, 0, Bonus::TERRAIN_OVERLAY));
curB->addNewBonus(makeFeature(Bonus::NO_LUCK, Bonus::ONE_BATTLE, 0, 0, Bonus::TERRAIN_OVERLAY));
auto b = makeFeature(Bonus::LEVEL_SPELL_IMMUNITY, Bonus::ONE_BATTLE, GameConstants::SPELL_LEVELS, 1, Bonus::TERRAIN_OVERLAY);
b->valType = Bonus::INDEPENDENT_MAX;
curB->addNewBonus(b);
curB->addNewBonus(std::make_shared<Bonus>(Bonus::ONE_BATTLE, Bonus::NO_MORALE, Bonus::TERRAIN_OVERLAY, 0, battlefieldType, 0));
curB->addNewBonus(std::make_shared<Bonus>(Bonus::ONE_BATTLE, Bonus::NO_LUCK, Bonus::TERRAIN_OVERLAY, 0, battlefieldType, 0));
curB->addNewBonus(std::make_shared<Bonus>(Bonus::ONE_BATTLE, Bonus::BLOCK_MAGIC_ABOVE, Bonus::TERRAIN_OVERLAY, 1, battlefieldType, 0, Bonus::INDEPENDENT_MIN));
break;
}
}
@@ -598,9 +599,10 @@ BattleInfo * BattleInfo::setupBattle( int3 tile, ETerrainType terrain, BFieldTyp
//native terrain bonuses
auto nativeTerrain = std::make_shared<CreatureNativeTerrainLimiter>(curB->terrainType);
curB->addNewBonus(makeFeature(Bonus::STACKS_SPEED, Bonus::ONE_BATTLE, 0, 1, Bonus::TERRAIN_NATIVE)->addLimiter(nativeTerrain));
curB->addNewBonus(makeFeature(Bonus::PRIMARY_SKILL, Bonus::ONE_BATTLE, PrimarySkill::ATTACK, 1, Bonus::TERRAIN_NATIVE)->addLimiter(nativeTerrain));
curB->addNewBonus(makeFeature(Bonus::PRIMARY_SKILL, Bonus::ONE_BATTLE, PrimarySkill::DEFENSE, 1, Bonus::TERRAIN_NATIVE)->addLimiter(nativeTerrain));
curB->addNewBonus(std::make_shared<Bonus>(Bonus::ONE_BATTLE, Bonus::STACKS_SPEED, Bonus::TERRAIN_NATIVE, 1, 0, 0)->addLimiter(nativeTerrain));
curB->addNewBonus(std::make_shared<Bonus>(Bonus::ONE_BATTLE, Bonus::PRIMARY_SKILL, Bonus::TERRAIN_NATIVE, 1, 0, PrimarySkill::ATTACK)->addLimiter(nativeTerrain));
curB->addNewBonus(std::make_shared<Bonus>(Bonus::ONE_BATTLE, Bonus::PRIMARY_SKILL, Bonus::TERRAIN_NATIVE, 1, 0, PrimarySkill::DEFENSE)->addLimiter(nativeTerrain));
//////////////////////////////////////////////////////////////////////////
//tactics