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Merge pull request #3118 from rilian-la-te/glamor-slight-bonus-fixes
Small bonus fixes
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@@ -1156,7 +1156,7 @@ CSelector JsonUtils::parseSelector(const JsonNode & ability)
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{
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{
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CSelector base = Selector::none;
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CSelector base = Selector::none;
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for(const auto & andN : value->Vector())
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for(const auto & andN : value->Vector())
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base.Or(parseSelector(andN));
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base = base.Or(parseSelector(andN));
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ret = ret.And(base);
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ret = ret.And(base);
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}
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}
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@@ -1166,7 +1166,7 @@ CSelector JsonUtils::parseSelector(const JsonNode & ability)
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{
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{
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CSelector base = Selector::none;
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CSelector base = Selector::none;
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for(const auto & andN : value->Vector())
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for(const auto & andN : value->Vector())
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base.Or(parseSelector(andN));
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base = base.Or(parseSelector(andN));
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ret = ret.And(base.Not());
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ret = ret.And(base.Not());
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}
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}
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@@ -854,6 +854,8 @@ int BattleActionProcessor::moveStack(const CBattleInfoCallback & battle, int sta
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|| start == battle::Unit::occupiedHex(dest, curStack->doubleWide(), curStack->unitSide()))
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|| start == battle::Unit::occupiedHex(dest, curStack->doubleWide(), curStack->unitSide()))
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passed.clear(); //Just empty passed, obstacles will handled automatically
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passed.clear(); //Just empty passed, obstacles will handled automatically
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}
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}
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if(dest == start) //If dest is equal to start, then we should handle obstacles for it anyway
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passed.clear(); //Just empty passed, obstacles will handled automatically
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//handling obstacle on the final field (separate, because it affects both flying and walking stacks)
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//handling obstacle on the final field (separate, because it affects both flying and walking stacks)
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battle.handleObstacleTriggersForUnit(*gameHandler->spellEnv, *curStack, passed);
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battle.handleObstacleTriggersForUnit(*gameHandler->spellEnv, *curStack, passed);
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