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mirror of https://github.com/vcmi/vcmi.git synced 2025-01-26 03:52:01 +02:00

vcmi: remove BLOCK_LUCK bonus

To block a luck, just set both INDEPENDENT_MAX and INDEPENDENT_MIN
to 0 of LUCK bonus
This commit is contained in:
Konstantin 2023-03-09 12:08:32 +03:00
parent ae535384f7
commit ebbc8cf208
4 changed files with 8 additions and 19 deletions

View File

@ -398,12 +398,6 @@ void MoraleLuckBox::set(const IBonusBearer * node)
text += CGI->generaltexth->arraytxt[113]; //unaffected by morale
bonusValue = 0;
}
else if(!morale && node && node->hasBonusOfType(Bonus::BLOCK_LUCK))
{
// TODO: there is no text like "Unaffected by luck" so probably we need own text
text += CGI->generaltexth->arraytxt[noneTxtId];
bonusValue = 0;
}
else if(morale && node && node->hasBonusOfType(Bonus::NO_MORALE))
{
auto noMorale = node->getBonus(Selector::type()(Bonus::NO_MORALE));

View File

@ -112,6 +112,7 @@ const std::set<std::string> deprecatedBonusSet = {
"KING2",
"KING3",
"BLOCK_MORALE",
"BLOCK_LUCK",
};
///CBonusProxy

View File

@ -190,7 +190,6 @@ public:
BONUS_NAME(WATER_WALKING) /*value - penalty percentage*/ \
BONUS_NAME(NEGATE_ALL_NATURAL_IMMUNITIES) \
BONUS_NAME(STACK_HEALTH) \
BONUS_NAME(BLOCK_LUCK) \
BONUS_NAME(FIRE_SPELLS) \
BONUS_NAME(AIR_SPELLS) \
BONUS_NAME(WATER_SPELLS) \

View File

@ -1025,20 +1025,15 @@ void CGameHandler::makeAttack(const CStack * attacker, const CStack * defender,
const int attackerLuck = attacker->LuckVal();
auto sideHeroBlocksLuck = [](const SideInBattle &side){ return NBonus::hasOfType(side.hero, Bonus::BLOCK_LUCK); };
if (!vstd::contains_if (gs->curB->sides, sideHeroBlocksLuck))
if (attackerLuck > 0 && getRandomGenerator().nextInt(23) < attackerLuck)
{
if (attackerLuck > 0 && getRandomGenerator().nextInt(23) < attackerLuck)
bat.flags |= BattleAttack::LUCKY;
}
if (VLC->modh->settings.data["hardcodedFeatures"]["NEGATIVE_LUCK"].Bool()) // negative luck enabled
{
if (attackerLuck < 0 && getRandomGenerator().nextInt(23) < abs(attackerLuck))
{
bat.flags |= BattleAttack::LUCKY;
}
if (VLC->modh->settings.data["hardcodedFeatures"]["NEGATIVE_LUCK"].Bool()) // negative luck enabled
{
if (attackerLuck < 0 && getRandomGenerator().nextInt(23) < abs(attackerLuck))
{
bat.flags |= BattleAttack::UNLUCKY;
}
bat.flags |= BattleAttack::UNLUCKY;
}
}