Tomasz Zieliński
3c87b3934d
Do not place object visible tiles over the top of the map.
2023-04-10 19:26:53 +02:00
Ivan Savenko
a6ce99573c
Added fallback identifiers for reading older vcmi maps
2023-04-09 12:27:33 +03:00
Ivan Savenko
50da080130
Fixed UI of objects that provide one reward that can be refused
2023-04-08 00:13:38 +03:00
Tomasz Zieliński
308b42549b
Merge remote-tracking branch 'origin/beta' into object_distribution
2023-03-31 15:44:14 +02:00
Ivan Savenko
508d68f77c
Rewardables will use per-object name, if available
2023-03-30 22:29:58 +03:00
Tomasz Zieliński
b184e80b72
Use the most suitable template for object
2023-03-28 17:53:08 +02:00
Tomasz Zieliński
18a87d1ec0
Distribute limited objects evenly in zones with matching terrain
2023-03-27 09:09:58 +02:00
Ivan Savenko
6f631a0aa7
Merge pull request #1759 from IvanSavenko/kills_in_tooltip
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Show potential kill amount in attack tooltip
2023-03-25 20:03:27 +02:00
DjWarmonger
2c4cde060a
Merge pull request #1694 from vcmi/extra_rmg_monoliths
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This could be controversial solution, but since there were no objections, I'll give it a shot.
2023-03-25 18:38:06 +01:00
Ivan Savenko
31147ac83b
refactoring: TDmgRange pair -> DamageRange struct
2023-03-23 17:49:33 +02:00
Andrey Filipenkov
a0cd69e944
Slight refactoring of CGHeroInstance::movementPointsAfterEmbark()
2023-03-20 11:35:20 +03:00
Andrey Filipenkov
bfb0dc26d5
fix movement cost on roads
2023-03-20 11:35:19 +03:00
Tomasz Zieliński
eabcbfc25a
Fix all stacks being capped at 10 units
2023-03-17 22:32:05 +01:00
Konstantin
6de042657c
fix Ignissa bug the old way
2023-03-17 20:09:18 +03:00
Ivan Savenko
a0e9e01b48
Renamed & reorganized all game mechanics settings names
2023-03-16 18:11:35 +02:00
Ivan Savenko
383387ef29
Integrated defaultMods into mod system
2023-03-16 17:55:09 +02:00
Konstantin
580268bfd4
vcmi: fix logistics specialist movement regression
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There was incorrect calculations introduced earlier.
2023-03-16 16:46:42 +03:00
Konstantin
0adffc824f
vcmi: allow to configure army movement counter
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It is not hardcoded now. MOVEMENT.TXT is still not read,
but ARMY_MOVEMENT updater parameters can be specified in json.
There is a 4 parameters:
1. Base - base value (firstly lowest speed is multiplied by it)
2. Divider - base value is integrally divided by it
3. Multiplier - result value will be multiplied by it
4. Max - maximum allowed movement from army.
Vanilla values is in defaultMods.json
Fixes: https://bugs.vcmi.eu/view.php?id=3209
2023-03-16 16:46:42 +03:00
Konstantin
b91d7418dd
vcmi: remove ONLY_ENEMY_ARMY range
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It should be used directly instead of alias, propagation updater
also can be useful for any other updaters can be added.
2023-03-16 16:46:42 +03:00
Konstantin
95503d0623
vcmi: unify movement
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1. Now there is only one bonus: MOVEMENT, with 2 subtypes: 0 is sea, 1 is land
For movement value on land depends on creature speed we use a new
ARMY_MOVEMENT updater with global bonus. If we does not like such
dependency, we can just remove this updater from json.
2. All specialities and secondary skills for movement moved to new
system AFAIK
2023-03-16 16:46:41 +03:00
Konstantin
20a9332a3f
vcmi: translate wisdom
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Make wisdom as separate bonus. It will be enough for now. But
next is should be done as IsLearnable for each spell.
2023-03-16 16:46:41 +03:00
Konstantin
ddcff9dc36
vcmi: convert magic schools to MAGIC_SCHOOL_SKILL
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It is already used by battlefields.
2023-03-16 16:46:41 +03:00
Konstantin
a0987313ba
vcmi: convert intelligence
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Intelligence is converted to both global effect and skill bonus
Bonus name HERO_MANA_PER_TEN_KNOWLEDGE is a little weird, but works
like old SECONDARY_SKILL_PREMY bonus
2023-03-16 16:46:41 +03:00
Konstantin
a86e12cd42
vcmi: convert necromancy
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Now it is 3 bonuses to cover necromancy.
1. IMPROVED_NECROMANCY = possible creatures raized (affected by cloak)
2. UNDEAD_RAISE_CHANCE = raise chance (affected by artifacts)
3. UNDEAD_RAISE_POWER = helper to select creature from first
2023-03-16 16:46:41 +03:00
Konstantin
84eece1d8b
vcmi: convert mysticism to MANA_REGENERATION
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With PERCENT_TO_TARGET_TYPE it was easy.
2023-03-16 16:46:41 +03:00
Konstantin
f641ed2015
vcmi: convert learning to global effect
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Now hero experience is a global effect, and secondary
skill gives exactly same bonus. Can be modified by
PERCENT_TO_TARGET_TYPE.
2023-03-16 16:46:41 +03:00
Konstantin
a85f3b63ec
vcmi: reuse SPELL_DAMAGE for sorcery
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Now there is no need for specific spell bonus, and
we need to simply reuse SPELL_DAMAGE, and by using
PERCENT_TO_TARGET_TYPE speciality will work.
2023-03-16 16:46:41 +03:00
Konstantin
6b987275eb
vcmi: use global bonuses for sight radius and mana
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We do not need to hardcode constants for there. We can just
use default bonuses.
2023-03-16 16:46:41 +03:00
Konstantin
5d4bcb3c78
vcmi: fix scouting bonus spelling error
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With fallback for old mods.
2023-03-16 16:46:41 +03:00
Konstantin
c64d05c419
vcmi: skill-agnostic diplomacy
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This is simple and will work.
2023-03-16 16:46:41 +03:00
Konstantin
6e4372176a
vcmi: skill-agnostic pathfinding
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For now, works exactly as in VCMI and H3.
I think we should add some BONUS_TERRAIN_DISCOUNT_PERCENT bonus
to discount by percent, like written in pathfinding description
2023-03-16 16:46:41 +03:00
Konstantin
f26fac5562
vcmi: move obligatory marker to CSkillHandler
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It is working, now it is possible to
define other obligatory skills than wisdom or magic schools,
but only 2 types of obligatory skills exists - like wisdom and
like magic school
2023-03-16 16:46:41 +03:00
Konstantin
4acf3778ef
vcmi: allow adding global bonuses
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I will use it to implement some H3 base features like
mana regen and base movement.
2023-03-16 16:46:41 +03:00
Konstantin
d9496dd9f7
vcmi: remove vector speciality format
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It is deprecated and will not be used anymore.
2023-03-16 16:46:41 +03:00
Ivan Savenko
129b5313c5
Merge pull request #1663 from Adriankhl/fix_load_sleeping_heroes
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Fix client data deserialization, such as sleepingHeroes
2023-03-16 15:05:18 +02:00
Tomasz Zieliński
5b267f9cbd
- Duplicate Monolith templates to ensure at least 100 are available to RMG
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- Do not use Monoliths which can't be placed at any land
2023-03-16 06:58:25 +01:00
Ivan Savenko
d2152d387f
Fix processing of VCMI_Tests map
2023-03-14 21:48:39 +02:00
Ivan Savenko
06e5d37fbd
Fixed incorrect error messages from translations
2023-03-14 19:55:08 +02:00
Adriankhl
626721cbba
Fix serialization of ObjectClass
2023-03-12 21:41:46 +01:00
Konstantin
45dcd95f20
miscObjects: fix whirpool display
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It should display negative numbers, not positive
2023-03-11 21:41:58 +03:00
Konstantin
fafe352f93
vcmi: bump max serialization version
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And also - now we can choose between 3 states for rewardables
actually.
2023-03-11 21:41:57 +03:00
Konstantin
bc228a938a
vcmi: use enum class for EComponentType
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There is really no reason not to use it
2023-03-11 21:41:57 +03:00
Konstantin
716dd9a43b
vcmi: remove a bunch of duplicated showInfoDialog
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These methods duplicated in almost every map object
Just replace it by one such method
2023-03-11 21:41:57 +03:00
Konstantin
8edba4fb06
vcmi: use MODAL by default
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Convert only some objects to AUTO, need futher testing
than no non-adventure objects will not use AUTO or INFO
2023-03-11 21:41:57 +03:00
Konstantin
c759400767
vcmi: allow showing simple rewardables in infobox
2023-03-11 21:41:57 +03:00
Konstantin
4617ce10e5
vcmi: allow showing more than one components in infobar
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Up to 8, AFAIK. So, we can show multi-reward in infobox now.
One issue remain - cannot dynamically choose components size
based on text size.
2023-03-11 21:41:57 +03:00
Konstantin
d503c875a4
vcmi: fix mana points displayed
2023-03-11 21:41:57 +03:00
Ivan Savenko
0c847c85cc
Fix serialization of rewardable objects
2023-03-07 00:06:58 +02:00
Ivan Savenko
0b3c10d990
Fix crash on hovering Market of Time (unfinished H3 object)
2023-03-07 00:06:58 +02:00
Ivan Savenko
7ef5163d9d
Merge pull request #1581 from IvanSavenko/map_render_rewrite
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Adventure Map - rendering rewrite
2023-03-05 19:51:07 +02:00