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vcmi: skill-agnostic tactics
Tactics is split to 2 bonuses, and it is now possible to block tactics without having tactics itself. But tactics for two sides is not implemented, because it is huge rework and not high priority for me now, I want to do basic secondary skill rework first.
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@ -315,7 +315,7 @@ void CHeroWindow::update(const CGHeroInstance * hero, bool redrawNeeded)
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dismissButton->block(!!curHero->visitedTown || noDismiss);
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if(curHero->getSecSkillLevel(SecondarySkill::TACTICS) == 0)
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if(curHero->valOfBonuses(Selector::type()(Bonus::BEFORE_BATTLE_REPOSITION)) == 0)
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{
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tacticsButton->block(true);
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}
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@ -542,25 +542,31 @@
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"base" : {
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"effects" : {
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"main" : {
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"subtype" : "skill.tactics",
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"type" : "SECONDARY_SKILL_PREMY",
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"type" : "BEFORE_BATTLE_REPOSITION",
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"valueType" : "BASE_NUMBER"
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},
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"block" : {
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"type" : "BEFORE_BATTLE_REPOSITION_BLOCK",
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"valueType" : "BASE_NUMBER"
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}
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}
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},
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"basic" : {
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"effects" : {
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"main" : { "val" : 2 }
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"main" : { "val" : 2 },
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"block" : { "val" : 2 }
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}
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},
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"advanced" : {
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"effects" : {
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"main" : { "val" : 4 }
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"main" : { "val" : 4 },
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"block" : { "val" : 4 }
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}
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},
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"expert" : {
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"effects" : {
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"main" : { "val" : 6 }
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"main" : { "val" : 6 },
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"block" : { "val" : 6 }
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}
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}
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},
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@ -338,6 +338,8 @@ public:
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BONUS_NAME(LEARN_MEETING_SPELL_LIMIT) /*skill-agnostic scholar, subtype is -1 for all, TODO for others (> 0)*/\
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BONUS_NAME(ROUGH_TERRAIN_DISCOUNT) /*skill-agnostic pathfinding*/\
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BONUS_NAME(WANDERING_CREATURES_JOIN_BONUS) /*skill-agnostic diplomacy*/\
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BONUS_NAME(BEFORE_BATTLE_REPOSITION) /*skill-agnostic tactics, bonus for allowing tactics*/\
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BONUS_NAME(BEFORE_BATTLE_REPOSITION_BLOCK) /*skill-agnostic tactics, bonus for blocking opposite tactics. For now donble side tactics is TODO.*/\
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/* end of list */
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@ -483,22 +483,47 @@ BattleInfo * BattleInfo::setupBattle(const int3 & tile, TerrainId terrain, const
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//tactics
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bool isTacticsAllowed = !creatureBank; //no tactics in creature banks
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int tacticLvls[2] = {0};
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for(int i = 0; i < ARRAY_COUNT(tacticLvls); i++)
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constexpr int sideSize = 2;
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std::array<int, sideSize> battleRepositionHex = {};
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std::array<int, sideSize> battleRepositionHexBlock = {};
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for(int i = 0; i < sideSize; i++)
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{
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if(heroes[i])
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tacticLvls[i] += heroes[i]->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::TACTICS));
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}
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int tacticsSkillDiff = tacticLvls[0] - tacticLvls[1];
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if(tacticsSkillDiff && isTacticsAllowed)
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{
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curB->tacticsSide = tacticsSkillDiff < 0;
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battleRepositionHex[i] += heroes[i]->valOfBonuses(Selector::type()(Bonus::BEFORE_BATTLE_REPOSITION));
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battleRepositionHexBlock[i] += heroes[i]->valOfBonuses(Selector::type()(Bonus::BEFORE_BATTLE_REPOSITION_BLOCK));
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}
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}
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int tacticsSkillDiffAttacker = battleRepositionHex[BattleSide::ATTACKER] - battleRepositionHexBlock[BattleSide::DEFENDER];
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int tacticsSkillDiffDefender = battleRepositionHex[BattleSide::DEFENDER] - battleRepositionHexBlock[BattleSide::ATTACKER];
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/* for current tactics, we need to choose one side, so, we will choose side when first - second > 0, and ignore sides
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when first - second <= 0. If there will be situations when both > 0, attacker will be chosen. Anyway, in OH3 this
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will not happen because tactics block opposite tactics on same value.
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TODO: For now, it is an error to use BEFORE_BATTLE_REPOSITION bonus without counterpart, but it can be changed if
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double tactics will be implemented.
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*/
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if(isTacticsAllowed)
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{
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if(tacticsSkillDiffAttacker > 0 && tacticsSkillDiffDefender > 0)
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logGlobal->warn("Double tactics is not implemented, only attacker will have tactics!");
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if(tacticsSkillDiffAttacker > 0)
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{
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curB->tacticsSide = BattleSide::ATTACKER;
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//bonus specifies distance you can move beyond base row; this allows 100% compatibility with HMM3 mechanics
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curB->tacticDistance = 1 + std::abs(tacticsSkillDiff);
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curB->tacticDistance = 1 + tacticsSkillDiffAttacker;
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}
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else if(tacticsSkillDiffDefender > 0)
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{
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curB->tacticsSide = BattleSide::DEFENDER;
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//bonus specifies distance you can move beyond base row; this allows 100% compatibility with HMM3 mechanics
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curB->tacticDistance = 1 + tacticsSkillDiffDefender;
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}
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else
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curB->tacticDistance = 0;
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}
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return curB;
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}
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