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Add WoG ghost ability support
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@ -442,6 +442,15 @@
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"icon": "zvs/Lib1.res/E_SHOOT"
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}
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},
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"SOUL_STEAL":
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{
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"graphics":
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{
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"icon": "zvs/Lib1.res/E_SUMMON2"
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}
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},
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"SPELLCASTER":
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{
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"graphics":
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@ -329,6 +329,12 @@
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"description": "Creature can shoot"
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},
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"SOUL_STEAL":
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{
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"name": "Soul Steal",
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"description": "Gains ${val}% new creatures for each enemy killed"
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},
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"SPELLCASTER":
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{
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"name": "Spellcaster",
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@ -210,6 +210,7 @@ public:
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BONUS_NAME(CREATURE_ENCHANT_POWER) /* total duration of spells cast by creature */ \
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BONUS_NAME(ENCHANTED) /* permanently enchanted with spell subID of level = val, if val > 3 then spell is mass and has level of val-3*/ \
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BONUS_NAME(REBIRTH) /* val - percent of life restored, subtype = 0 - regular, 1 - at least one unit (sacred Phoenix) */\
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BONUS_NAME(SOUL_STEAL) /*val - number of units gained per enemy killed, subtype = 0 - gained units survive after battle, 1 - they do not*/ \
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BONUS_NAME(ADDITIONAL_UNITS) /*val of units with id = subtype will be added to hero's army at the beginning of battle */\
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BONUS_NAME(SPOILS_OF_WAR) /*val * 10^-6 * gained exp resources of subtype will be given to hero after battle*/\
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BONUS_NAME(BLOCK)\
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@ -1305,9 +1305,9 @@ struct StacksHealedOrResurrected : public CPackForClient
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};
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std::vector<HealInfo> healedStacks;
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bool lifeDrain; //if true, this heal is an effect of life drain
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bool lifeDrain; //if true, this heal is an effect of life drain or soul steal
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bool tentHealing; //if true, than it's healing via First Aid Tent
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si32 drainedFrom; //if life drain - then stack life was drain from, if tentHealing - stack that is a healer
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si32 drainedFrom; //if life drain or soul steal - then stack life was drain from, if tentHealing - stack that is a healer
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bool cure; //archangel cast also remove negative effects
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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)
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changedStack->state.insert(EBattleStackState::ALIVE);
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}
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int res = std::min(elem.healedHP / changedStack->MaxHealth() , changedStack->baseAmount - changedStack->count);
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int res;
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if(changedStack->hasBonusOfType(Bonus::SOUL_STEAL)) //WoG ghost soul steal ability allows getting more units than before battle
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res = elem.healedHP / changedStack->MaxHealth();
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else
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res = std::min(elem.healedHP / changedStack->MaxHealth() , changedStack->baseAmount - changedStack->count);
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changedStack->count += res;
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if(elem.lowLevelResurrection)
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changedStack->resurrected += res;
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@ -906,6 +906,27 @@ void CGameHandler::applyBattleEffects(BattleAttack &bat, const CStack *att, cons
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bsa.healedStacks.push_back(shi);
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}
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}
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//soul steal handling
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if (att->hasBonusOfType(Bonus::SOUL_STEAL) && def->isLiving())
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{
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StacksHealedOrResurrected shi;
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shi.lifeDrain = true;
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shi.tentHealing = false;
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shi.cure = false;
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shi.drainedFrom = def->ID;
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StacksHealedOrResurrected::HealInfo hi;
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hi.stackID = att->ID;
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hi.healedHP = bsa.killedAmount * att->valOfBonuses(Bonus::SOUL_STEAL) * att->MaxHealth(); //TODO: Should unit be additionally healed after life drain?
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hi.lowLevelResurrection = false;
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shi.healedStacks.push_back(hi);
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if (hi.healedHP > 0)
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{
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bsa.healedStacks.push_back(shi);
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}
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}
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bat.bsa.push_back(bsa); //add this stack to the list of victims after drain life has been calculated
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//fire shield handling
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@ -6222,6 +6243,12 @@ CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance * _army, Battl
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StackLocation sl(army, st->slot);
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newStackCounts.push_back(TStackAndItsNewCount(sl, st->count));
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}
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else if (st->count > army->getStackCount(st->slot) && st->hasBonusOfType(Bonus::SOUL_STEAL, 0)) //allow WoG ghost amount grow from battles
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{
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logGlobal->debug("Stack gained %d units.", army->getStackCount(st->slot) - st->count);
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StackLocation sl(army, st->slot);
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newStackCounts.push_back(TStackAndItsNewCount(sl, st->count));
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}
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}
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else
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{
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