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Add UNTIL_OWN_ATTACK bonus duration and use for berserk
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@ -427,33 +427,36 @@ bool BattleEvaluator::attemptCastingSpell(const CStack * activeStack)
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state->nextTurn(unit->unitId());
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PotentialTargets pt(unit, damageCache, state);
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PotentialTargets potentialTargets(unit, damageCache, state);
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if(!pt.possibleAttacks.empty())
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if(!potentialTargets.possibleAttacks.empty())
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{
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AttackPossibility ap = pt.bestAction();
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AttackPossibility attackPossibility = potentialTargets.bestAction();
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auto swb = state->getForUpdate(unit->unitId());
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*swb = *ap.attackerState;
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auto stackWithBonuses = state->getForUpdate(unit->unitId());
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*stackWithBonuses = *attackPossibility.attackerState;
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if(ap.defenderDamageReduce > 0)
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swb->removeUnitBonus(Bonus::UntilAttack);
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if(ap.attackerDamageReduce > 0)
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swb->removeUnitBonus(Bonus::UntilBeingAttacked);
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for(auto affected : ap.affectedUnits)
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if(attackPossibility.defenderDamageReduce > 0)
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{
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swb = state->getForUpdate(affected->unitId());
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*swb = *affected;
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stackWithBonuses->removeUnitBonus(Bonus::UntilAttack);
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stackWithBonuses->removeUnitBonus(Bonus::UntilOwnAttack);
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}
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if(attackPossibility.attackerDamageReduce > 0)
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stackWithBonuses->removeUnitBonus(Bonus::UntilBeingAttacked);
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if(ap.defenderDamageReduce > 0)
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swb->removeUnitBonus(Bonus::UntilBeingAttacked);
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if(ap.attackerDamageReduce > 0 && ap.attack.defender->unitId() == affected->unitId())
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swb->removeUnitBonus(Bonus::UntilAttack);
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for(auto affected : attackPossibility.affectedUnits)
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{
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stackWithBonuses = state->getForUpdate(affected->unitId());
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*stackWithBonuses = *affected;
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if(attackPossibility.defenderDamageReduce > 0)
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stackWithBonuses->removeUnitBonus(Bonus::UntilBeingAttacked);
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if(attackPossibility.attackerDamageReduce > 0 && attackPossibility.attack.defender->unitId() == affected->unitId())
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stackWithBonuses->removeUnitBonus(Bonus::UntilAttack);
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}
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}
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auto bav = pt.bestActionValue();
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auto bav = potentialTargets.bestActionValue();
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//best action is from effective owner`s point if view, we need to convert to our point if view
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if(state->battleGetOwner(unit) != playerID)
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@ -1221,7 +1221,7 @@
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"effects" : {
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"attacksNearestCreature" : {
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"type" : "ATTACKS_NEAREST_CREATURE",
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"duration" : "UNTIL_ATTACK"
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"duration" : "UNTIL_OWN_ATTACK"
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}
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}
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},
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@ -14,3 +14,4 @@ Bonus may have any of these durations. They acts in disjunction.
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- UNTIL_ATTACK: removed after attack and counterattacks are performed
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- STACK_GETS_TURN: removed when stack gets its turn - used for defensive stance
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- COMMANDER_KILLED
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- UNTIL_OWN_ATTACK: removed after attack (not counterattack) is performed
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@ -162,6 +162,11 @@ struct DLL_LINKAGE Bonus : public std::enable_shared_from_this<Bonus>
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auto set = hb->duration & BonusDuration::COMMANDER_KILLED;
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return set.any();
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}
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static bool UntilOwnAttack(const Bonus *hb)
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{
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auto set = hb->duration & BonusDuration::UNTIL_OWN_ATTACK;
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return set.any();
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}
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inline bool operator == (const BonusType & cf) const
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{
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return type == cf;
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@ -44,6 +44,7 @@ const std::map<std::string, BonusDuration::Type> bonusDurationMap =
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BONUS_ITEM(UNTIL_ATTACK)
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BONUS_ITEM(STACK_GETS_TURN)
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BONUS_ITEM(COMMANDER_KILLED)
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BONUS_ITEM(UNTIL_OWN_ATTACK)
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{ "UNITL_BEING_ATTACKED", BonusDuration::UNTIL_BEING_ATTACKED }//typo, but used in some mods
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};
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#undef BONUS_ITEM
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@ -215,7 +215,7 @@ enum class BonusType
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};
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namespace BonusDuration //when bonus is automatically removed
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{
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using Type = std::bitset<10>;
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using Type = std::bitset<11>;
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extern JsonNode toJson(const Type & duration);
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constexpr Type PERMANENT = 1 << 0;
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constexpr Type ONE_BATTLE = 1 << 1; //at the end of battle
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@ -227,6 +227,7 @@ namespace BonusDuration //when bonus is automatically removed
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constexpr Type UNTIL_ATTACK = 1 << 7; /*removed after attack and counterattacks are performed*/
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constexpr Type STACK_GETS_TURN = 1 << 8; /*removed when stack gets its turn - used for defensive stance*/
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constexpr Type COMMANDER_KILLED = 1 << 9;
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constexpr Type UNTIL_OWN_ATTACK = 1 << 10; /*removed after attack is performed (not counterattack)*/;
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};
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enum class BonusSource
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{
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@ -2260,6 +2260,9 @@ void BattleAttack::applyGs(CGameState * gs)
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stackAttacked.applyGs(gs);
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attacker->removeBonusesRecursive(Bonus::UntilAttack);
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if(!this->counter())
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attacker->removeBonusesRecursive(Bonus::UntilOwnAttack);
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}
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void StartAction::applyGs(CGameState *gs)
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