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* fixed #559
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@ -821,7 +821,10 @@ void CPlayerInterface::battleAttack(BattleAttack *ba)
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int shift = 0;
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if(ba->counter() && BattleInfo::mutualPosition(curAction->destinationTile, attacker->position) < 0)
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{
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if( BattleInfo::mutualPosition(curAction->destinationTile + 1, attacker->position) >= 0 )
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int distp = BattleInfo::getDistance(curAction->destinationTile + 1, attacker->position);
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int distm = BattleInfo::getDistance(curAction->destinationTile - 1, attacker->position);
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if( distp < distm )
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shift = 1;
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else
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shift = -1;
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@ -3636,9 +3636,7 @@ si8 BattleInfo::hasDistancePenalty( int stackID, int destHex )
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{
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static bool lowerAnalyze(const CStack * stack, int hex)
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{
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int xDst = std::abs(hex % BFIELD_WIDTH - stack->position % BFIELD_WIDTH),
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yDst = std::abs(hex / BFIELD_WIDTH - stack->position / BFIELD_WIDTH);
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int distance = std::max(xDst, yDst) + std::min(xDst, yDst) - (yDst + 1)/2;
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int distance = BattleInfo::getDistance(hex, stack->position);
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//I hope it's approximately correct
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return distance > 10 && !stack->hasBonusOfType(Bonus::NO_DISTANCE_PENALTY);
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@ -3721,6 +3719,13 @@ void BattleInfo::getBonuses(BonusList &out, const CSelector &selector, const CBo
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}
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}
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si8 BattleInfo::getDistance( int hex1, int hex2 )
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{
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int xDst = std::abs(hex1 % BFIELD_WIDTH - hex2 % BFIELD_WIDTH),
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yDst = std::abs(hex1 / BFIELD_WIDTH - hex2 / BFIELD_WIDTH);
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return std::max(xDst, yDst) + std::min(xDst, yDst) - (yDst + 1)/2;
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}
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int3 CPath::startPos() const
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{
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return nodes[nodes.size()-1].coord;
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@ -207,6 +207,7 @@ struct DLL_EXPORT BattleInfo : public CBonusSystemNode
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bool isStackBlocked(int ID); //returns true if there is neighboring enemy stack
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static signed char mutualPosition(int hex1, int hex2); //returns info about mutual position of given hexes (-1 - they're distant, 0 - left top, 1 - right top, 2 - right, 3 - right bottom, 4 - left bottom, 5 - left)
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static std::vector<int> neighbouringTiles(int hex);
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static si8 getDistance(int hex1, int hex2); //returns distance between given hexes
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ui32 calculateDmg(const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting, ui8 charge, bool lucky); //charge - number of hexes travelled before attack (for champion's jousting)
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std::pair<ui32, ui32> calculateDmgRange(const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting, ui8 charge, bool lucky); //charge - number of hexes travelled before attack (for champion's jousting); returns pair <min dmg, max dmg>
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void calculateCasualties(std::map<ui32,si32> *casualties) const; //casualties are array of maps size 2 (attacker, defeneder), maps are (crid => amount)
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