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- Some work for commanders

- New creature window - visit forum for package with necessary graphics: http://forum.vcmi.eu/viewtopic.php?p=6908#6908
- More AI optimizations - heroes will be processed starting from the fastest one.
- AI will check is GATHER_ARMY object is reachable
This commit is contained in:
DjWarmonger
2012-05-07 12:54:22 +00:00
parent 9894deee55
commit ee2768ab07
11 changed files with 187 additions and 26 deletions

View File

@@ -991,18 +991,24 @@ void BattleResult::applyGs( CGameState *gs )
const_cast<CArmedInstance*>(s->base->armyObj)->eraseStack(s->slot);
}
}
for(unsigned i=0;i<gs->curB->stacks.size();i++)
for (unsigned i = 0; i < gs->curB->stacks.size(); i++)
delete gs->curB->stacks[i];
//remove any "until next battle" bonuses
CGHeroInstance *h;
h = gs->curB->heroes[0];
if(h)
h->getBonusList().remove_if(Bonus::OneBattle);
h = gs->curB->heroes[1];
if(h)
h->getBonusList().remove_if(Bonus::OneBattle);
for (int i = 0; i < 2; ++i)
{
h = gs->curB->heroes[i];
if (h)
{
h->getBonusList().remove_if(Bonus::OneBattle);
if (h->commander)
{
h->commander->giveStackExp(exp[i]);
CBonusSystemNode::treeHasChanged();
}
}
}
if (GameConstants::STACK_EXP)
{