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:
parent
3e285c2004
commit
f447e44427
@ -377,6 +377,12 @@
|
||||
"description": "Nearby stacks get ${val}% resistance"
|
||||
},
|
||||
|
||||
"SUMMON_GUARDIANS":
|
||||
{
|
||||
"name": "Summon guardians",
|
||||
"description": "At battle start summons ${subtype.creature} (${val}%)"
|
||||
},
|
||||
|
||||
"TWO_HEX_ATTACK_BREATH":
|
||||
{
|
||||
"name": "Breath",
|
||||
|
@ -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);
|
||||
@ -5552,75 +5622,7 @@ 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)
|
||||
{
|
||||
@ -5636,6 +5638,7 @@ void CGameHandler::runBattle()
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
stackAppearTrigger(stack);
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user