1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-12-24 22:14:36 +02:00

Add missing skill description, handler refactoring

This commit is contained in:
dydzio 2017-01-26 21:24:01 +01:00
parent 3e285c2004
commit f447e44427
2 changed files with 78 additions and 69 deletions

View File

@ -376,6 +376,12 @@
"name": "Aura of Resistance",
"description": "Nearby stacks get ${val}% resistance"
},
"SUMMON_GUARDIANS":
{
"name": "Summon guardians",
"description": "At battle start summons ${subtype.creature} (${val}%)"
},
"TWO_HEX_ATTACK_BREATH":
{

View File

@ -137,6 +137,76 @@ static void giveExp(BattleResult &r)
}
}
static void SummonGuardiansHelper(std::vector<BattleHex> & output, BattleHex targetPosition, bool targetIsAttacker, bool targetIsTwoHex) //return hexes for summoning two hex monsters in output, target = unit to guard
{
if (targetIsAttacker) //handle front guardians, TODO: should we handle situation when units start battle near opposite side of the battlefield? Cannot happen in normal H3...
BattleHex::checkAndPush(BattleHex(targetPosition).moveInDir(BattleHex::EDir::RIGHT, false).moveInDir(BattleHex::EDir::RIGHT, false), output);
else
BattleHex::checkAndPush(BattleHex(targetPosition).moveInDir(BattleHex::EDir::LEFT, false).moveInDir(BattleHex::EDir::LEFT, false), output);
//guardian spawn locations for four default position cases for attacker and defender, non-default starting location for att and def is handled in first two if's
if (targetIsAttacker && ((targetPosition.getY() % 2 == 0) || (targetPosition.getX() > 1)))
{
if (targetIsTwoHex && (targetPosition.getY() % 2 == 1) && (targetPosition.getX() == 2)) //handle exceptional case
{
BattleHex::checkAndPush(BattleHex(targetPosition).moveInDir(BattleHex::EDir::TOP_RIGHT, false), output);
BattleHex::checkAndPush(BattleHex(targetPosition).moveInDir(BattleHex::EDir::BOTTOM_RIGHT, false), output);
}
else
{ //add back-side guardians for two-hex target, side guardians for one-hex
BattleHex::checkAndPush(BattleHex(targetPosition).moveInDir(targetIsTwoHex ? BattleHex::EDir::TOP_LEFT : BattleHex::EDir::TOP_RIGHT, false), output);
BattleHex::checkAndPush(BattleHex(targetPosition).moveInDir(targetIsTwoHex ? BattleHex::EDir::BOTTOM_LEFT : BattleHex::EDir::BOTTOM_RIGHT, false), output);
if (!targetIsTwoHex && targetPosition.getX() > 2) //back guard for one-hex
BattleHex::checkAndPush(BattleHex(targetPosition).moveInDir(BattleHex::EDir::LEFT, false), output);
else if (targetIsTwoHex)//front-side guardians for two-hex target
{
BattleHex::checkAndPush(BattleHex(targetPosition).moveInDir(BattleHex::EDir::RIGHT, false).moveInDir(BattleHex::EDir::TOP_RIGHT, false), output);
BattleHex::checkAndPush(BattleHex(targetPosition).moveInDir(BattleHex::EDir::RIGHT, false).moveInDir(BattleHex::EDir::BOTTOM_RIGHT, false), output);
if (targetPosition.getX() > 3) //back guard for two-hex
BattleHex::checkAndPush(BattleHex(targetPosition).moveInDir(BattleHex::EDir::LEFT, false).moveInDir(BattleHex::EDir::LEFT, false), output);
}
}
}
else if (!targetIsAttacker && ((targetPosition.getY() % 2 == 1) || (targetPosition.getX() < GameConstants::BFIELD_WIDTH - 2)))
{
if (targetIsTwoHex && (targetPosition.getY() % 2 == 0) && (targetPosition.getX() == GameConstants::BFIELD_WIDTH - 3)) //handle exceptional case... equivalent for above for defender side
{
BattleHex::checkAndPush(BattleHex(targetPosition).moveInDir(BattleHex::EDir::TOP_LEFT, false), output);
BattleHex::checkAndPush(BattleHex(targetPosition).moveInDir(BattleHex::EDir::BOTTOM_LEFT, false), output);
}
else
{
BattleHex::checkAndPush(BattleHex(targetPosition).moveInDir(targetIsTwoHex ? BattleHex::EDir::TOP_RIGHT : BattleHex::EDir::TOP_LEFT, false), output);
BattleHex::checkAndPush(BattleHex(targetPosition).moveInDir(targetIsTwoHex ? BattleHex::EDir::BOTTOM_RIGHT : BattleHex::EDir::BOTTOM_LEFT, false), output);
if (!targetIsTwoHex && targetPosition.getX() < GameConstants::BFIELD_WIDTH - 3)
BattleHex::checkAndPush(BattleHex(targetPosition).moveInDir(BattleHex::EDir::RIGHT, false), output);
else if (targetIsTwoHex)
{
BattleHex::checkAndPush(BattleHex(targetPosition).moveInDir(BattleHex::EDir::LEFT, false).moveInDir(BattleHex::EDir::TOP_LEFT, false), output);
BattleHex::checkAndPush(BattleHex(targetPosition).moveInDir(BattleHex::EDir::LEFT, false).moveInDir(BattleHex::EDir::BOTTOM_LEFT, false), output);
if (targetPosition.getX() < GameConstants::BFIELD_WIDTH - 4)
BattleHex::checkAndPush(BattleHex(targetPosition).moveInDir(BattleHex::EDir::RIGHT, false).moveInDir(BattleHex::EDir::RIGHT, false), output);
}
}
}
else if (!targetIsAttacker && targetPosition.getY() % 2 == 0)
{
BattleHex::checkAndPush(BattleHex(targetPosition).moveInDir(BattleHex::EDir::LEFT, false).moveInDir(BattleHex::EDir::TOP_LEFT, false), output);
BattleHex::checkAndPush(BattleHex(targetPosition).moveInDir(BattleHex::EDir::LEFT, false).moveInDir(BattleHex::EDir::BOTTOM_LEFT, false), output);
}
else if (targetIsAttacker && targetPosition.getY() % 2 == 1)
{
BattleHex::checkAndPush(BattleHex(targetPosition).moveInDir(BattleHex::EDir::RIGHT, false).moveInDir(BattleHex::EDir::TOP_RIGHT, false), output);
BattleHex::checkAndPush(BattleHex(targetPosition).moveInDir(BattleHex::EDir::RIGHT, false).moveInDir(BattleHex::EDir::BOTTOM_RIGHT, false), output);
}
}
PlayerStatus PlayerStatuses::operator[](PlayerColor player)
{
boost::unique_lock<boost::mutex> l(mx);
@ -5552,76 +5622,8 @@ void CGameHandler::runBattle()
if (!creatureData.toCreature()->isDoubleWide())
targetHexes = stack->getSurroundingHexes();
else
{
if(stack->attackerOwned) //handle front guardians, TODO: should we handle situation when units start battle near opposite side of the battlefield? Cannot happen in normal H3...
BattleHex::checkAndPush(BattleHex(stack->position).moveInDir(BattleHex::EDir::RIGHT, false).moveInDir(BattleHex::EDir::RIGHT, false), targetHexes);
else
BattleHex::checkAndPush(BattleHex(stack->position).moveInDir(BattleHex::EDir::LEFT, false).moveInDir(BattleHex::EDir::LEFT, false), targetHexes);
//guardian spawn locations for four default position cases for attacker and defender, non-default starting location for att and def is handled in first two if's
if (stack->attackerOwned && ( (stack->position.getY() % 2 == 0) || (stack->position.getX() > 1) ))
{
if (targetIsBig && (stack->position.getY() % 2 == 1) && (stack->position.getX() == 2)) //handle exceptional case
{
BattleHex::checkAndPush(BattleHex(stack->position).moveInDir(BattleHex::EDir::TOP_RIGHT, false), targetHexes);
BattleHex::checkAndPush(BattleHex(stack->position).moveInDir(BattleHex::EDir::BOTTOM_RIGHT, false), targetHexes);
}
else
{ //add back-side guardians for two-hex target, side guardians for one-hex
BattleHex::checkAndPush(BattleHex(stack->position).moveInDir(targetIsBig ? BattleHex::EDir::TOP_LEFT : BattleHex::EDir::TOP_RIGHT, false), targetHexes);
BattleHex::checkAndPush(BattleHex(stack->position).moveInDir(targetIsBig ? BattleHex::EDir::BOTTOM_LEFT : BattleHex::EDir::BOTTOM_RIGHT, false), targetHexes);
if (!targetIsBig && stack->position.getX() > 2) //back guard for one-hex
BattleHex::checkAndPush(BattleHex(stack->position).moveInDir(BattleHex::EDir::LEFT, false), targetHexes);
else if (targetIsBig)//front-side guardians for two-hex target
{
BattleHex::checkAndPush(BattleHex(stack->position).moveInDir(BattleHex::EDir::RIGHT, false).moveInDir(BattleHex::EDir::TOP_RIGHT, false), targetHexes);
BattleHex::checkAndPush(BattleHex(stack->position).moveInDir(BattleHex::EDir::RIGHT, false).moveInDir(BattleHex::EDir::BOTTOM_RIGHT, false), targetHexes);
if (stack->position.getX() > 3) //back guard for two-hex
BattleHex::checkAndPush(BattleHex(stack->position).moveInDir(BattleHex::EDir::LEFT, false).moveInDir(BattleHex::EDir::LEFT, false), targetHexes);
}
}
}
else if (!stack->attackerOwned && ((stack->position.getY() % 2 == 1) || (stack->position.getX() < GameConstants::BFIELD_WIDTH - 2)))
{
if (targetIsBig && (stack->position.getY() % 2 == 0) && (stack->position.getX() == GameConstants::BFIELD_WIDTH - 3 )) //handle exceptional case... equivalent for above for defender side
{
BattleHex::checkAndPush(BattleHex(stack->position).moveInDir(BattleHex::EDir::TOP_LEFT, false), targetHexes);
BattleHex::checkAndPush(BattleHex(stack->position).moveInDir(BattleHex::EDir::BOTTOM_LEFT, false), targetHexes);
}
else
{
BattleHex::checkAndPush(BattleHex(stack->position).moveInDir(targetIsBig ? BattleHex::EDir::TOP_RIGHT : BattleHex::EDir::TOP_LEFT, false), targetHexes);
BattleHex::checkAndPush(BattleHex(stack->position).moveInDir(targetIsBig ? BattleHex::EDir::BOTTOM_RIGHT : BattleHex::EDir::BOTTOM_LEFT, false), targetHexes);
if (!targetIsBig && stack->position.getX() < GameConstants::BFIELD_WIDTH - 3)
BattleHex::checkAndPush(BattleHex(stack->position).moveInDir(BattleHex::EDir::RIGHT, false), targetHexes);
else if (targetIsBig)
{
BattleHex::checkAndPush(BattleHex(stack->position).moveInDir(BattleHex::EDir::LEFT, false).moveInDir(BattleHex::EDir::TOP_LEFT, false), targetHexes);
BattleHex::checkAndPush(BattleHex(stack->position).moveInDir(BattleHex::EDir::LEFT, false).moveInDir(BattleHex::EDir::BOTTOM_LEFT, false), targetHexes);
if (stack->position.getX() < GameConstants::BFIELD_WIDTH - 4)
BattleHex::checkAndPush(BattleHex(stack->position).moveInDir(BattleHex::EDir::RIGHT, false).moveInDir(BattleHex::EDir::RIGHT, false), targetHexes);
}
}
}
else if (!stack->attackerOwned && stack->position.getY() % 2 == 0)
{
BattleHex::checkAndPush(BattleHex(stack->position).moveInDir(BattleHex::EDir::LEFT, false).moveInDir(BattleHex::EDir::TOP_LEFT, false), targetHexes);
BattleHex::checkAndPush(BattleHex(stack->position).moveInDir(BattleHex::EDir::LEFT, false).moveInDir(BattleHex::EDir::BOTTOM_LEFT, false), targetHexes);
}
else if (stack->attackerOwned && stack->position.getY() % 2 == 1)
{
BattleHex::checkAndPush(BattleHex(stack->position).moveInDir(BattleHex::EDir::RIGHT, false).moveInDir(BattleHex::EDir::TOP_RIGHT, false), targetHexes);
BattleHex::checkAndPush(BattleHex(stack->position).moveInDir(BattleHex::EDir::RIGHT, false).moveInDir(BattleHex::EDir::BOTTOM_RIGHT, false), targetHexes);
}
}
SummonGuardiansHelper(targetHexes, stack->position, stack->attackerOwned, stack->getCreature()->isDoubleWide());
for (auto hex : targetHexes)
{
if (accessibility.accessible(hex, creatureData.toCreature()->isDoubleWide(), stack->attackerOwned)) //without this multiple creatures can occupy one hex
@ -5636,6 +5638,7 @@ void CGameHandler::runBattle()
}
}
}
stackAppearTrigger(stack);
}