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Add WoG ghost ability support

This commit is contained in:
dydzio 2017-01-20 15:48:45 +01:00
parent 76d3c98b85
commit c310138fc3
6 changed files with 51 additions and 5 deletions

View File

@ -442,6 +442,15 @@
"icon": "zvs/Lib1.res/E_SHOOT"
}
},
"SOUL_STEAL":
{
"graphics":
{
"icon": "zvs/Lib1.res/E_SUMMON2"
}
},
"SPELLCASTER":
{
"graphics":

View File

@ -328,6 +328,12 @@
"name": "Ranged",
"description": "Creature can shoot"
},
"SOUL_STEAL":
{
"name": "Soul Steal",
"description": "Gains ${val}% new creatures for each enemy killed"
},
"SPELLCASTER":
{

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@ -210,6 +210,7 @@ public:
BONUS_NAME(CREATURE_ENCHANT_POWER) /* total duration of spells cast by creature */ \
BONUS_NAME(ENCHANTED) /* permanently enchanted with spell subID of level = val, if val > 3 then spell is mass and has level of val-3*/ \
BONUS_NAME(REBIRTH) /* val - percent of life restored, subtype = 0 - regular, 1 - at least one unit (sacred Phoenix) */\
BONUS_NAME(SOUL_STEAL) /*val - number of units gained per enemy killed, subtype = 0 - gained units survive after battle, 1 - they do not*/ \
BONUS_NAME(ADDITIONAL_UNITS) /*val of units with id = subtype will be added to hero's army at the beginning of battle */\
BONUS_NAME(SPOILS_OF_WAR) /*val * 10^-6 * gained exp resources of subtype will be given to hero after battle*/\
BONUS_NAME(BLOCK)\

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@ -1305,9 +1305,9 @@ struct StacksHealedOrResurrected : public CPackForClient
};
std::vector<HealInfo> healedStacks;
bool lifeDrain; //if true, this heal is an effect of life drain
bool lifeDrain; //if true, this heal is an effect of life drain or soul steal
bool tentHealing; //if true, than it's healing via First Aid Tent
si32 drainedFrom; //if life drain - then stack life was drain from, if tentHealing - stack that is a healer
si32 drainedFrom; //if life drain or soul steal - then stack life was drain from, if tentHealing - stack that is a healer
bool cure; //archangel cast also remove negative effects
template <typename Handler> void serialize(Handler &h, const int version)

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@ -1616,8 +1616,11 @@ DLL_LINKAGE void StacksHealedOrResurrected::applyGs(CGameState *gs)
changedStack->state.insert(EBattleStackState::ALIVE);
}
int res = std::min(elem.healedHP / changedStack->MaxHealth() , changedStack->baseAmount - changedStack->count);
int res;
if(changedStack->hasBonusOfType(Bonus::SOUL_STEAL)) //WoG ghost soul steal ability allows getting more units than before battle
res = elem.healedHP / changedStack->MaxHealth();
else
res = std::min(elem.healedHP / changedStack->MaxHealth() , changedStack->baseAmount - changedStack->count);
changedStack->count += res;
if(elem.lowLevelResurrection)
changedStack->resurrected += res;

View File

@ -906,7 +906,28 @@ void CGameHandler::applyBattleEffects(BattleAttack &bat, const CStack *att, cons
bsa.healedStacks.push_back(shi);
}
}
bat.bsa.push_back(bsa); //add this stack to the list of victims after drain life has been calculated
//soul steal handling
if (att->hasBonusOfType(Bonus::SOUL_STEAL) && def->isLiving())
{
StacksHealedOrResurrected shi;
shi.lifeDrain = true;
shi.tentHealing = false;
shi.cure = false;
shi.drainedFrom = def->ID;
StacksHealedOrResurrected::HealInfo hi;
hi.stackID = att->ID;
hi.healedHP = bsa.killedAmount * att->valOfBonuses(Bonus::SOUL_STEAL) * att->MaxHealth(); //TODO: Should unit be additionally healed after life drain?
hi.lowLevelResurrection = false;
shi.healedStacks.push_back(hi);
if (hi.healedHP > 0)
{
bsa.healedStacks.push_back(shi);
}
}
bat.bsa.push_back(bsa); //add this stack to the list of victims after drain life has been calculated
//fire shield handling
if (!bat.shot() && !vstd::contains(def->state, EBattleStackState::CLONED) &&
@ -6222,6 +6243,12 @@ CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance * _army, Battl
StackLocation sl(army, st->slot);
newStackCounts.push_back(TStackAndItsNewCount(sl, st->count));
}
else if (st->count > army->getStackCount(st->slot) && st->hasBonusOfType(Bonus::SOUL_STEAL, 0)) //allow WoG ghost amount grow from battles
{
logGlobal->debug("Stack gained %d units.", army->getStackCount(st->slot) - st->count);
StackLocation sl(army, st->slot);
newStackCounts.push_back(TStackAndItsNewCount(sl, st->count));
}
}
else
{