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Fix counterattack wrong mechanics
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@ -4054,17 +4054,17 @@ bool CGameHandler::makeBattleAction(BattleAction &ba)
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//attack
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int totalAttacks = stack->totalAttacks.getMeleeValue();
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const bool firstStrike = destinationStack->hasBonusOfType(Bonus::FIRST_STRIKE);
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const bool retaliation = destinationStack->ableToRetaliate();
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for (int i = 0; i < totalAttacks; ++i)
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{
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const bool firstStrike = destinationStack->hasBonusOfType(Bonus::FIRST_STRIKE);
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const bool retaliation = destinationStack->ableToRetaliate();
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//first strike
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if(i == 0 && firstStrike && retaliation)
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{
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makeAttack(destinationStack, stack, 0, stack->getPosition(), true, false, true);
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}
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//move can cause death, eg. by walking into the moat
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//move can cause death, eg. by walking into the moat, first strike can cause death as well
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if(stack->alive() && destinationStack->alive())
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{
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makeAttack(stack, destinationStack, (i ? 0 : distance), destinationTile, i==0, false, false);//no distance travelled on second attack
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@ -4074,10 +4074,10 @@ bool CGameHandler::makeBattleAction(BattleAction &ba)
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//we check retaliation twice, so if it unblocked during attack it will work only on next attack
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if(stack->alive()
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&& !stack->hasBonusOfType(Bonus::BLOCKS_RETALIATION)
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&& (i > 0 || !firstStrike)
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&& (i == 0 && !firstStrike)
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&& retaliation && destinationStack->ableToRetaliate())
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{
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makeAttack(destinationStack, stack, 0, stack->getPosition(), i==0, false, true);
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makeAttack(destinationStack, stack, 0, stack->getPosition(), true, false, true);
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}
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}
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